2 contracts are too far away for FTUE

Deon Beauchamp shared this feedback 10 hours ago
Not Enough Votes

There are 2 contracts on the other side of the planet Verdure.

This changes the pacing of FTUE.

Not only are they on the other side of the planet, but they are on the planets surface.

This is not challenging for veterans, but could be a problem for new players.

The first station to surface contract should be not as far away.

The next contract should look at fuel consumption and skimming above the gravitational field with out being a chore.


Once this knowledge is gained, then a long range contract my be OK.

Replies (5)

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If crashing your hydrocraft is part of the experience then a backup should be available to new players.

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(There's a backup, after you close the game, and press Load, and then click a gear. But not sure whether beginners can find it.)


Agreed, flying around the planet is probably easiest outside the gravity well (even I got sucked in, knowing which gauge I have to watch and how to boost) without dampeners. How would a beginner know that or find out so early and execute it efficiently? It'll take them all day.

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new players will be absolutely curb stomped by this without careful guidance and rescue/reset functionality outside of reloading a save.


not to mention it's a seriously boring task, since it's just a fetch quest but farther, with nothing interesting happening along the way or anything to do but sit and stare at your screen.


they need to seriously focus on engaging the player fully

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I didn't find it much of a problem, other than not being able to do a thruster override button on the forward thruster, so having to hold the button down and burn a lot more fuel in atmo than I normally would in SE1. And can't turn off dampers in atmo, because you just fall to the planet. I suspect we'll get control bar and these functions for cockpits eventually, however.

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I thought it was pretty doable? Fairly long slog to get there but that encourages exploration - did every unknown signal that came up and scavenged a good haul of resources on the way which gave me a leg up on base expansion when I got back to the station. It's a good incentive for players to engage more with the planet and consider planet based gameplay after the tutorial pushes you into space pretty early on, but I think probably only one should be that far away - the second one was fine and I didn't resent doing it but it wasn't anything new. Tbf will definitely be less tedious once we have ship toolbars and can disable backwards thrust!

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I have played the FTUE through 3 times now and the two long journeys back to back are definitely a weak point. The tasks at the end of each journey are fine. My perspective is one imagining that I have no experience of SE1 and I am near the beginning of the SE2 experience. For the journeys, I am twiddling my thumbs and sighing are we there yet, I would take in the view if it was daytime and I am still at a stage where I do not know what to expect. Landing with a hydroship in the dark onto a landing pad grazing next to a small rock outcrop is saved by the <20m/s no damage feature. If my piloting skills are fresh, crashing at this point, so far away from where I started and no skills in reconstruction could leave a new player in despair, everything else so far has been hand holding most of the way. An intermediate contract or two is required to develop the player skills before these two contracts. If you are a veteran of SE1 or of similar games my thoughts do not apply to you.

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