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My impressions from a few hours of playing Build 29, in no particular order -


Losing scan data on sector transition is *really* annoying - I can understand this to a degree for asteroids, but stations/jumpgates, etc should not lose data.

Some way to distinguish asteroid types beyond the general shape, without needing to scan them individually would be nice.

It's annoyingly easy to change autopilot target by mistake when I'm cruising around scanning stuff. A thought on improvement - make setting autopilot target require holding the LMB rather then just clicking, and also temporarily locking the autopilot target while autopilot is engaged - so I can select secondary targets and scan them, then use the clear targets hotkey, and then repeat, without the autopilot target being affected (disabling autopilot would unlock the autopilot target and clear targets hotkey would remove it as normal)

Life support is not explained at all, and while it's not complicated, looking at an item in the market gives no indication of how effective it is (beyond a general price-performance correlation).

It's annoying how sectors only appear on the galactic map when you enter them, and you have no idea what the life support levels are until you enter them -making exploration dangerous even without hostiles.

It's really annoying how refining cancels if you leave a station - refining the basic a-something ore increases what I get by something like 25% after refining costs - but I have to sit there for 5 minutes every load, instead of refining my last load while I go and mine another.

The skill level requirement needed for parts is not clearly marked.

A log of what skills are available at what station would be really really nice.

A list of every skill, or at least skills the character has seen seen, with dependent skills indented under their required skill would be nice.

IMO, at least basic achievements and their requirements should be visible, so I know what I need to do for the early skillpoint boost. Later stuff could be hidden, but given how it's a per-character thing, not global, I think everything should be visible.

Most seriously, I've had my first bluescreens in years from this game - two, both while using a jumpgate (win10x64).
yeah, practically every one of your suggestions are 100% correct. 90% of your list is already on my list :)
I could type a whole book about these, but I will just say this... give me another week of bug fixing, and then i will start adding the quality of life stuff. hang in there, and super thanx for supporting my game.
I'll throw in some of my thoughts. I've been trying to play as the peaceful miner.

The mining modules don't improve the way I expect. Tier 2 is a clear improvement over tier 1 (damage 5 instead of 1), but tier 3 is weaker (damage 3).

The damage only seems to affect how quickly you fill your cargo hold. Damage does nothing for using up an asteroid quicker. For example, a mining laser with a damage of 1 will reduce the 'health' of an asteroid by 1, but it increases the quantity of adamyte ore by 2. With damage of 5, you will reduce the 'health' of an asteroid by 1 but fill your cargo hold by 10 adamyte.

Do asteroids respawn?

When I put stuff on the market, it adds more things to the list with the same price. I would rather they all stack together, instead of making pages of hydrogen.

Sort weapons or equipment by type. For instance I might want to get a better mining laser, so I would want to see just mining lasers instead of seeing all active modules.

Life support seems to be a weird system. I'll be fine if you decided to scrap it.
I've purchased the game last night myself. I could see a lot of Eve in this game and love the idea of a single player eve experience. My main gripe is with the ship controls. It don't feel like I have control of my spaceship. You have implemented manual control of the ship, however there is no way to pitch the ship up or down except by holding left click. It's unresponsive and unnatural. Probably the more natural way to do it would be to make it so camera moves freely at all times to look around, and when right click it snaps camera back behind your ship so you could control with mouse?

Would love to bring in eve's targeting options as well. With orbits and keep at range ect. It feels like you have to rely on auto-pilot too much to be able to fly your ship, granted it is still early access, but defidently something I hope gets looked at more.
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3snap: I've purchased the game last night myself. I could see a lot of Eve in this game and love the idea of a single player eve experience. My main gripe is with the ship controls. It don't feel like I have control of my spaceship. You have implemented manual control of the ship, however there is no way to pitch the ship up or down except by holding left click. It's unresponsive and unnatural. Probably the more natural way to do it would be to make it so camera moves freely at all times to look around, and when right click it snaps camera back behind your ship so you could control with mouse?

Would love to bring in eve's targeting options as well. With orbits and keep at range ect. It feels like you have to rely on auto-pilot too much to be able to fly your ship, granted it is still early access, but defidently something I hope gets looked at more.
hold down left click to steer the ship :)
i plan on a dding some new flight options, so i will keep those on my list.