Oh, I thought they were to be reported here. I'll file an issue on github, then.
Posts made by antitankpanda
RE: 0.8 bleeding edge soil analyzer temperature readout is broken
0.8 bleeding edge soil analyzer temperature readout is broken
In 0.8 bleeding edge, my soil analyzer reports that every square of terrain is 0.6c. This is definitely a soil analyzer problem and not a terrain problem, as the soil analyzer also says that warm-weather plants are thriving in their respective biomes despite the temperature reading 0.6c.
0.8 bleeding edge first impressions from a brand new player
I only got the game yesterday, so I don't have a great idea of what's new in 0.8, but I'd like to give some feedback on the new player experience in the new version.
I put my camp down near some stone, only to find out after getting my starting pickaxe that it couldn't be harvested with a stone pickaxe at all. I searched for a long time to find a small deposit of sandstone that I could mine, and it was a long ways away. Not only do you have to know what the types of stone are and which ones are mineable with the basic pickaxe, but you also have to be able to visually identify them; before you put your camp down, you won't have a pickaxe at all, and there's no way to get the game to tell you what kind of stone is in front of you without one. That was frustrating.
I went without selecting a specialization for a long time because I knew I couldn't take it back (and it would be ~12 hours until I could get a second one). The lack of unlearn prohibits experimentation early on. Eventually I skilled into farming, but that was a big mistake. Farming skill only lets you make the soil analyzer, which was bugged (showed every square as 0.6C temperature), and craft seeds at the bench. Leveling up farming amazingly doesn't improve your crop yield at all -- all it does is make you craft seeds better. If I wanted to farm, I should have counterintuitively specialized in gathering.
Because new players probably all want to try a few different things before settling, the combination of a very long time until your second skill point, plus the lack of an unlearn, was very frustrating.
- Reconsider the design of the different stone tiers with new player experience in mind
- Add an unlearn ability that is easy to use early in the game and much harder to use later
- Make the incentive for brand new players to improve food and housing quality much stronger by adding one to three immediate skill point gains for achieving benchmarks on food and housing. For a new player who is still trying to decide whether to play, there's no daylight between 16 hours and 8 hours -- it's all "another play session, if I stick with it that long". On the other hand, if they got a one-time immediate skill perk for improving their health past certain milestones, then they'd get an immediate reward and still be invested in the skill point gain system.
- If skill points are too precious to hand out in one-off systems like that, perhaps there should be two tiers of skill points, one of which unlocks leveling up and efficiency gains and one of which just unlocks the basic activity. Or perhaps what is possible for unspecialized characters should be reviewed.
Again, I'm a new player, so feel free to let me know if I'm way off the mark here.