SE2 makes me sad
Good morning,
I’m going to try to explain my experience with SE2.
To me, the progression and the “soul” that SE1 had are gone. In SE2, you can access space content almost as soon as you start playing; it takes maybe 15 minutes to reach space and gain access to an almost endless amount of resources with barely any effort. That genuinely makes me sad because I believe (and I’m not speaking only for myself) that many—if not most—of us liked SE more for the engineering than for the exploration. And don’t get me wrong: I do enjoy exploration, but I want to earn it through my own work.
What I loved was starting a survival game with literally nothing—just dropped alone on a planet—and then, with my own hands, finding a nice forest and turning it into a true massive mining base: a world-eating, industrial monster built step by step.
Space exploration isn’t a bad direction, but I have to say it: there are already many space exploration games out there, and some of them are incredibly good. What made Space Engineers feel unique was that if you wanted space exploration, you first had to do engineering—slowly, progressively—and exploration became a secondary reward. In SE2, exploration feels like the primary focus, while engineering has been pushed not into second place, but into third. It can feel almost unnecessary, which doesn’t make sense when the game still carries the same name.
I don’t want this to come across as pure criticism—if the developers wanted to make a game more focused on exploration, that’s totally valid. But along that path, it feels like the players who loved building huge drill rigs, carving out massive areas of terrain, and creating insane advanced engineering factories have been left behind.
Best regards, and have a great day. ()
I like this feedback
Makes me sad too.
Makes me sad too.
+1 Me too...
+1 Me too...
I'm hoping that this is just because it's in early access and they are working on the framework of the game still. They've included this as a very basic tutorial/example of what can be done. Once they get more features up and usable, they will add onto the campaign both in more sectors, but also in better balance of the existing campaign so that you don't end up in space so quickly. Based on the current campaign, by the time we get back to the original ship, we will have something 10x it's size without even trying.
I'm hoping that this is just because it's in early access and they are working on the framework of the game still. They've included this as a very basic tutorial/example of what can be done. Once they get more features up and usable, they will add onto the campaign both in more sectors, but also in better balance of the existing campaign so that you don't end up in space so quickly. Based on the current campaign, by the time we get back to the original ship, we will have something 10x it's size without even trying.
Bonjour,
Le jeu ai a sont prémisse, les rouages du game play sont pour le moment très basique, il permet de le mettre à disposition des joueurs et de valider chaque étape de sa construction, je reste confiant dans l'engagement des développeurs à nous apporter une expérience de jeux à la hauteur de nos rêves. Il est trop tôt pour juger le fond du jeu.
Bonjour,
Le jeu ai a sont prémisse, les rouages du game play sont pour le moment très basique, il permet de le mettre à disposition des joueurs et de valider chaque étape de sa construction, je reste confiant dans l'engagement des développeurs à nous apporter une expérience de jeux à la hauteur de nos rêves. Il est trop tôt pour juger le fond du jeu.
Yes. I hope "survival" mode is renamed to "Campaign" or "Story" mode, and the survival aspects of SE1 get integrated later.
Yes. I hope "survival" mode is renamed to "Campaign" or "Story" mode, and the survival aspects of SE1 get integrated later.
Im confident it wont be so, i will repeat myself, my first experience with SE1, was dropping on a barren ice planet and my pod tipped over, cant explain the joy when improvised a piston to settle it, and it took me a while. No script, no mission, just resolution, best experience ever.
Im confident it wont be so, i will repeat myself, my first experience with SE1, was dropping on a barren ice planet and my pod tipped over, cant explain the joy when improvised a piston to settle it, and it took me a while. No script, no mission, just resolution, best experience ever.
The space exploration, pirating, scavenging and similar should be equally viable playstyles in this sandbox game. You could easily start with a huge amount of credits on a space station, buy your first ship and make your way out from it. But you can also choose to slowly progress out of nothing, dropped on the surface of the planet, slowly gathering a couple of resources available on the surface and clearing small encounters like abandoned outposts, building your first production blocks, making suit modules (backpack and jetpack) and so on. Moreover, even if you own an empire but has been dropped somewhere with nothing, you will need to progress out of it the same slow way or find another way out of it (like asking a friend to rescue you).
This is literally how we start the campaign right now. We are land crashed on the Verdure and need to find our way back to our damaged colonization ship with some resources. TBF, the plot has a major flaw in it from the beginning, as why would you deliberately crash-land on the planet if you could just much more easily gather resources in space? I think this has to be fixed. The crash-landing in an escape pod should be scripted as not a deliberate choice but an emergency thing, and then you will need to slowly progress on the surface of Verdure to be able to get back to orbit again, all without an OP backpack, or at least requiring some rare resources to craft or repair it. Being able to immediately mine resources and craft components inside your starter backpack is taking away a lot of early game progression IMO. Much better and interesting would be doing something to earn your first backpack, jetpack, and other capabilities to progress.
The space exploration, pirating, scavenging and similar should be equally viable playstyles in this sandbox game. You could easily start with a huge amount of credits on a space station, buy your first ship and make your way out from it. But you can also choose to slowly progress out of nothing, dropped on the surface of the planet, slowly gathering a couple of resources available on the surface and clearing small encounters like abandoned outposts, building your first production blocks, making suit modules (backpack and jetpack) and so on. Moreover, even if you own an empire but has been dropped somewhere with nothing, you will need to progress out of it the same slow way or find another way out of it (like asking a friend to rescue you).
This is literally how we start the campaign right now. We are land crashed on the Verdure and need to find our way back to our damaged colonization ship with some resources. TBF, the plot has a major flaw in it from the beginning, as why would you deliberately crash-land on the planet if you could just much more easily gather resources in space? I think this has to be fixed. The crash-landing in an escape pod should be scripted as not a deliberate choice but an emergency thing, and then you will need to slowly progress on the surface of Verdure to be able to get back to orbit again, all without an OP backpack, or at least requiring some rare resources to craft or repair it. Being able to immediately mine resources and craft components inside your starter backpack is taking away a lot of early game progression IMO. Much better and interesting would be doing something to earn your first backpack, jetpack, and other capabilities to progress.
Bonjour,
je ne vois pas les choses comme vous, je pense que pour le moment rien est finalisé, pas de survie, pas de mécanique de jeux, que quelques blocs et des réacteurs, le choix d'un gameplay complexe est utopique, pour le moment. Le jeu est en cours de conception et notre accès au jeu aide à déceler les bugs. Les sauves gardes actuelles vont être obsolètes et on va devoir tout recommencer, peu importe ce que l'on a fabriqué ou accumulé en ressource puisque l'on va devoir tout recommencer. Je suis convaincu qu'une fois le jeu finalisé, on pourra démarrer de rien avec des conditions météorologiques difficile, une faune hostile et des pnj agressif.
Bonjour,
je ne vois pas les choses comme vous, je pense que pour le moment rien est finalisé, pas de survie, pas de mécanique de jeux, que quelques blocs et des réacteurs, le choix d'un gameplay complexe est utopique, pour le moment. Le jeu est en cours de conception et notre accès au jeu aide à déceler les bugs. Les sauves gardes actuelles vont être obsolètes et on va devoir tout recommencer, peu importe ce que l'on a fabriqué ou accumulé en ressource puisque l'on va devoir tout recommencer. Je suis convaincu qu'une fois le jeu finalisé, on pourra démarrer de rien avec des conditions météorologiques difficile, une faune hostile et des pnj agressif.
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