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When I purchased a new ship I find that when I activate my ult weapon that I can see the guns from the weapon in front of my ship. (first person mode) It blocks part of my view. I didn't notice it do that with the original ship.

When I'm using the warp gate and it loads me into a new area it changes my camera from first person to 3rd person view every time.

A suggestion about unknown signals, in the later game areas could we have a rare and more advanced enemy ship/ base that pulls you out of hyperspace and forces you to fight. It could happen around every 50 or so signals and the hivemind could comment on it so players don't get confused. In ES1 it was only used once as a story event.
In Ceta I've checked out so many signals that now I skip them. At the start of the game they were a welcome for finding items and ships to fight. But after doing so many of them I feel like they spawn much too frequently. Maybe have them slow down in frequency the more of them that are completed.

Another thing you can add in the statistics page is to show how many unknown signals and distress calls have been entered.

I would like to see jobs that are prerequisites for other jobs or stages in the game. Or jobs that give a choice of reward, or depending on how you completed them. Currently, unless I'm unlocking something or receiving something useful in return I don't find jobs all that rewarding. On another note, it would be nice if there was more than one npc that gives jobs. As well as more factions or mercenaries that need help.

If you want an idea for another puzzle like element you can add a system wide or galaxy wide scavenger hunt. Where you look for a collection of hidden space bunnies or something, and it gives you something cool like a one of a kind cosmetic for your ship.

I'm sure you already have plans for it but I would like to see more space creatures. It would be fun to see space whales in hyperspace that force you to fly around them or a mission that includes them. An idea for a side mission could be a device gets put on your ship and you need to lead the space whales away from a trade rout by using the device.

Something I haven't complained about yet is the reflective panel puzzles with lasers. I do not understand how and what direction the laser is supposed to hit the panel. It's very difficult to line it up because the camera and the positioning of the ship constantly block the laser.

There is an energy dispenser at the Ceto Transit Gate in Union. Across the area is a locked container. It is next to impossible to make it across before the orb times out. I even went as far as rebinding my cruise drive to see if it would be faster and the cruise drive will not turn on when you're holding something!

Found a bug. Sometimes when I hold shift to use my thrusters they do not turn on. It acts like they have activated but my ship doesn't go any faster so then I have to let go of the shift and press it again, then it works. After using the Energized Boost my thrusters will also turn off if I'm still holding shift. Like in a previous post I had complained about not noticing a speed boost from the thrusters when fighting.
Post edited February 01, 2021 by cmba2
avatar
cmba2: When I purchased a new ship I find that when I activate my ult weapon that I can see the guns from the weapon in front of my ship. (first person mode) It blocks part of my view. I didn't notice it do that with the original ship.

When I'm using the warp gate and it loads me into a new area it changes my camera from first person to 3rd person view every time.

A suggestion about unknown signals, in the later game areas could we have a rare and more advanced enemy ship/ base that pulls you out of hyperspace and forces you to fight. It could happen around every 50 or so signals and the hivemind could comment on it so players don't get confused. In ES1 it was only used once as a story event.
In Ceta I've checked out so many signals that now I skip them. At the start of the game they were a welcome for finding items and ships to fight. But after doing so many of them I feel like they spawn much too frequently. Maybe have them slow down in frequency the more of them that are completed.

Another thing you can add in the statistics page is to show how many unknown signals and distress calls have been entered.

I would like to see jobs that are prerequisites for other jobs or stages in the game. Or jobs that give a choice of reward, or depending on how you completed them. Currently, unless I'm unlocking something or receiving something useful in return I don't find jobs all that rewarding. On another note, it would be nice if there was more than one npc that gives jobs. As well as more factions or mercenaries that need help.

If you want an idea for another puzzle like element you can add a system wide or galaxy wide scavenger hunt. Where you look for a collection of hidden space bunnies or something, and it gives you something cool like a one of a kind cosmetic for your ship.

I'm sure you already have plans for it but I would like to see more space creatures. It would be fun to see space whales in hyperspace that force you to fly around them or a mission that includes them. An idea for a side mission could be a device gets put on your ship and you need to lead the space whales away from a trade rout by using the device.

Something I haven't complained about yet is the reflective panel puzzles with lasers. I do not understand how and what direction the laser is supposed to hit the panel. It's very difficult to line it up because the camera and the positioning of the ship constantly block the laser.

There is an energy dispenser at the Ceto Transit Gate in Union. Across the area is a locked container. It is next to impossible to make it across before the orb times out. I even went as far as rebinding my cruise drive to see if it would be faster and the cruise drive will not turn on when you're holding something!

Found a bug. Sometimes when I hold shift to use my thrusters they do not turn on. It acts like they have activated but my ship doesn't go any faster so then I have to let go of the shift and press it again, then it works. After using the Energized Boost my thrusters will also turn off if I'm still holding shift. Like in a previous post I had complained about not noticing a speed boost from the thrusters when fighting.
Hey cmba,

thanks for your suggestions. I'd like to point out that you can join our Discord. The gameplay-es2 chanel is a great place to discuss features, that are currently not in the game. There are quiet a number of users that know if something has already been pointed out or even know the offical statements we made at some point. Also: almost all of our devs will have a look into the discussion over at discord from time to time. Here on GOG we try to focus on the technical issues and feedback has to take a longer detour to end up at the correct place.


(1) When I purchased a new ship I find that when I activate my ult weapon that I can see the guns from the weapon in front of my ship. (first person mode) It blocks part of my view. I didn't notice it do that with the original ship.
- Need to double check this and see if someone already pointed this out.

(2) When I'm using the warp gate and it loads me into a new area it changes my camera from first person to 3rd person view every time.
- Was already pointed out on steam. Might change in the future.


(3) A suggestion about unknown signals, in the later game areas could we have a rare and more advanced enemy ship/ base that pulls you out of hyperspace and forces you to fight. It could happen around every 50 or so signals and the hivemind could comment on it so players don't get confused. In ES1 it was only used once as a story event.
In Ceta I've checked out so many signals that now I skip them. At the start of the game they were a welcome for finding items and ships to fight. But after doing so many of them I feel like they spawn much too frequently. Maybe have them slow down in frequency the more of them that are completed.
- We will add to the variety of random events, but we won't force the player into reoccuring, not story relevant events. (We had this in early prototype versions and it felt annoying after a short time). We are thinking about some visual hints pointing out risks and rewards for random encounters.

(4) Another thing you can add in the statistics page is to show how many unknown signals and distress calls have been entered.
- Don't know if we are already tracking this, but just not showing. Need to check, but sound like a good idea.

(5) I would like to see jobs that are prerequisites for other jobs or stages in the game. Or jobs that give a choice of reward, or depending on how you completed them. Currently, unless I'm unlocking something or receiving something useful in return I don't find jobs all that rewarding. On another note, it would be nice if there was more than one npc that gives jobs. As well as more factions or mercenaries that need help.
- As much fun it would be to have jobs of that scope, that's more a thing for side missions.
It's quiet hard to put lot of complexitiy in randomly generate jobs and have them still working fine. For sure there will be a wider variety of jobs, but they won't be too complex.

(6) If you want an idea for another puzzle like element you can add a system wide or galaxy wide scavenger hunt. Where you look for a collection of hidden space bunnies or something, and it gives you something cool like a one of a kind cosmetic for your ship.
- We'll do something like this, but we don't want it to feel tedious. A simple 'go to marker pick up item, repeat 60 times' won't be in the game.

(7) I'm sure you already have plans for it but I would like to see more space creatures. It would be fun to see space whales in hyperspace that force you to fly around them or a mission that includes them. An idea for a side mission could be a device gets put on your ship and you need to lead the space whales away from a trade rout by using the device.
- I think in one of our kickstarter updates, we've talked about space creatures. It's too early tp flesh out missions yet though.

(8) Something I haven't complained about yet is the reflective panel puzzles with lasers. I do not understand how and what direction the laser is supposed to hit the panel. It's very difficult to line it up because the camera and the positioning of the ship constantly block the laser.
- This has been pointed out by other users. It should work like a usual mirror, but from first person this is quiet hard to control. Using free view (ALT + mouse) does help a lot. We are considering options to make this quest type easier.

(9) There is an energy dispenser at the Ceto Transit Gate in Union. Across the area is a locked container. It is next to impossible to make it across before the orb times out. I even went as far as rebinding my cruise drive to see if it would be faster and the cruise drive will not turn on when you're holding something!
- Can you provide a sceenshot which container you are having problems with?

(10) Found a bug. Sometimes when I hold shift to use my thrusters they do not turn on. It acts like they have activated but my ship doesn't go any faster so then I have to let go of the shift and press it again, then it works. After using the Energized Boost my thrusters will also turn off if I'm still holding shift. Like in a previous post I had complained about not noticing a speed boost from the thrusters when fighting.
- Was already pointed out by other users.

Best regards,
Ingmar