Extra production steps and assembly lines ***ARE*** gameplay
After playing with the new production system, I have to say, I am disappointed.
The old production chain wasn't a chore. It created gameplay. Designing refineries, storage systems, conveyor networks, and automated assembly lines was meaningful and rewarding.
Instead of making the game poorer, I would argue not for just bringing back ingots - which made logistics, storage, and transportation more meaningful - but also expanding industrial production even further.
A mining outpost feeding a refinery, which supplies multiple factories like a steel mill for armored components, an electronics fabricator for producing high-end automation chips and nanites, or nuclear facilities producing fuel rods for reactors and railguns. Some of their waste combined with other resources could feed a chemical plant producing chemicals for healing, high-end batteries and maybe more efficient fuels. Interstellar travel could require a special manufactured material - not just a big chunk of power. Provided it's not just a free fast travel gimmick as it is now.
Building larger ships stops being a matter of feeding resources into a single smelter and instead becomes the culmination of an entire industrial ecosystem that you designed.
If you want to remove friction and drudgery, remove the atrocious repetitive contract system and replace it with actual colonization where valuable infrastructure and research is rewarded instead.
I like this feedback
Agreeing with this is easy, but the committed direction of SE2 is at odds with that desire.
I say SE2 should fork, one version that wants to be NMS(*) minus the good bits, and another that wants to be SE1 x 10.
(*). Not that NMS isn't trying hard to be SE and ED + aliens, animals and an infinite number of rock species that all look the same across the universe, but somehow all have different names.
Though I have to admit that the NMS undersea looks awesome.
Agreeing with this is easy, but the committed direction of SE2 is at odds with that desire.
I say SE2 should fork, one version that wants to be NMS(*) minus the good bits, and another that wants to be SE1 x 10.
(*). Not that NMS isn't trying hard to be SE and ED + aliens, animals and an infinite number of rock species that all look the same across the universe, but somehow all have different names.
Though I have to admit that the NMS undersea looks awesome.
agree
agree
I am also disappointed by the lack of meaningful production line; it's fairly easy to build a small factory that can produce everything we could ever need. I miss having to care about the base layout and what is connected to what. In Se2 building large ships is mostly a matter of collecting the ore, a large chunk of the ship building can be done with the backpack crafting.
I am also disappointed by the lack of meaningful production line; it's fairly easy to build a small factory that can produce everything we could ever need. I miss having to care about the base layout and what is connected to what. In Se2 building large ships is mostly a matter of collecting the ore, a large chunk of the ship building can be done with the backpack crafting.
the contract system is obviously far from finished and the devs have mentioned refining the production chain and items many times. Check out the dev streams and a lot of these posts would be answered 😅 would be nice if people would take a little more time before posting here so that completely unanswered issues get focused on
the contract system is obviously far from finished and the devs have mentioned refining the production chain and items many times. Check out the dev streams and a lot of these posts would be answered 😅 would be nice if people would take a little more time before posting here so that completely unanswered issues get focused on
A lot of questions are indeed still unanswered.
"Survival Foundations" VS, what is it? We get overly simplified production on one hand and, at the same time, boring contracts as the main "survival" path on the other. "Classic" (I hate calling it that way) survival was added as an afterthought later, buried in a submenu. No wonder so many people were infuriated by this.
This is a new game, ofc, and we expect new mechanics, but not at the cost of removing the majority of the valuable ideas that made the original game great. If before there were 100s of ways to design things, plan logistics, cooperate and engineer contraptions, now it feels like all of that has been trivialized in the name of "accessibility" and some unknown "vision" that the devs never actually try to explain anywhere.
For now, it seems like they are trading many of the good attributes of the original game for things we can find in countless other games, instead of doubling down on its true original identity and strengths.
I know it's hard to make a sequel better than the original title. This is why certain games, especially sandbox survival games, never get a sequel in the first place, tbf. And if you want to make something like "Minecraft Legends" in the world of Space Engineers, then don't make fools out of your loyal customers. Name it something different and state clearly what kind of game you're making.
Oh, and it's interesting that after the initial backlash from releasing this "baby-accessible", oversimplified survival gameplay, many other features are now being blindly copied from the original game instead of being "reimagined" or significantly improved.
Think primitive wheel suspensions, the same automation blocks, the same mechanical blocks, the same weapons so far. Many of those things could have been done in a different, new way. But no, they're mostly being ported with mild improvements.
Many people have been asking for additional mechanical blocks, subgrid control, better and actually useful wheels and suspensions, but we can see only those marked as "not planned".
If things continue like this, I don't think I'll be interested in playing this "SE Dungeons" in the long run, or recommending it to anyone.
A lot of questions are indeed still unanswered.
"Survival Foundations" VS, what is it? We get overly simplified production on one hand and, at the same time, boring contracts as the main "survival" path on the other. "Classic" (I hate calling it that way) survival was added as an afterthought later, buried in a submenu. No wonder so many people were infuriated by this.
This is a new game, ofc, and we expect new mechanics, but not at the cost of removing the majority of the valuable ideas that made the original game great. If before there were 100s of ways to design things, plan logistics, cooperate and engineer contraptions, now it feels like all of that has been trivialized in the name of "accessibility" and some unknown "vision" that the devs never actually try to explain anywhere.
For now, it seems like they are trading many of the good attributes of the original game for things we can find in countless other games, instead of doubling down on its true original identity and strengths.
I know it's hard to make a sequel better than the original title. This is why certain games, especially sandbox survival games, never get a sequel in the first place, tbf. And if you want to make something like "Minecraft Legends" in the world of Space Engineers, then don't make fools out of your loyal customers. Name it something different and state clearly what kind of game you're making.
Oh, and it's interesting that after the initial backlash from releasing this "baby-accessible", oversimplified survival gameplay, many other features are now being blindly copied from the original game instead of being "reimagined" or significantly improved.
Think primitive wheel suspensions, the same automation blocks, the same mechanical blocks, the same weapons so far. Many of those things could have been done in a different, new way. But no, they're mostly being ported with mild improvements.
Many people have been asking for additional mechanical blocks, subgrid control, better and actually useful wheels and suspensions, but we can see only those marked as "not planned".
If things continue like this, I don't think I'll be interested in playing this "SE Dungeons" in the long run, or recommending it to anyone.
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