avatar rickx
Novice Prospector
2023-06-21 21:20:37.783571

I'm currently enjoying playing after I found the game by happenstance, a banner somewhere, and after a couple of days, I finally decided to gather my thoughts and provide them as possibly useful feedback. My view of the game/mechanics might be flawed/biased due to limited time spent and/or untested mechanics on my part, so take everything I say in good faith and with a grain of salt.

As a new player, I spent my time mostly mining in low-threat sectors and performing delivery/mining tasks; I managed to gain about 80k satoshi and buy a couple of blueprints. The biggest limiting factor in my experience has certainly been the reactor recharge time, which after hours spent waiting feels just so damn slow. The obvious choice was then to upgrade the reactor to make travel times/mining more efficient, but a direct upgrade to an Extreme Reactor costs about 350k satoshi. It's kinda mind-boggling that the same reactor as the one in my starting ship costs over 100k. The painstaking slow recharge rate and the sheer distance from the successive upgrade could be big limiting factors in player retention so here's a suggestion:

-Provide a mid-tier reactor between the basic and extreme, and "Advanced Reactor" costing between 20-50k satoshi and providing let's say 100 energy regeneration.

-If as devs, you are worried about players leaving the early game too quickly, lower the energy generation of the "Basic Reactor-N" to 60/70.

In this way, new players will have a tangible goal in sight and the energy upgrade will make the whole experience less frustrating, especially considering the gap between basic-extreme and extreme-nuclear in both energy generation and costs. Players could also be driven toward such a goal by a small sentence added at the end of the tutorial, somewhat like "Good job pilot, you now know the basics. You might want to upgrade your ship reactor soon, you'll need the extra energy generation if you want to earn more satoshi"

Having said that, while on my quest to figure out what to do next and improve my ship/earnings, I tentatively invested my satoshi in blueprints. Yet it was really hard to decide on which blueprint I should have invested my hard-earned money in, even more as I couldn't know if I had the right resources. Players need a way to know beforehand which resources are used in each blueprint, save wasting a lot of money/time on something useless which might cause even more frustration/quitting the game. If there is already a way to know such a thing, I honestly did not see it.

I also found it extremely hard to contact other players, the 5-6 I added to my contact list since I saw them moving around and mining never replied in the global chat nor with direct messages. The chat system, especially the private chat might need some sort of notification or flag to make it more noticeable.

To end this post, I have to report a flaw with the jump system: while jumping between orange systems (the ones with hostile NPCs), if the NPCs were close to the gate I often experienced getting attacked BEFORE the jump animation was completed. This is probably just a bug, but it needs to be sorted; if it can help I'm using Firefox, dunno if it could be the cause behind this. Hopefully, this post will be useful even in a small way, If I ended up misinterpreting something don't hesitate from correcting my statements, I'll be more than happy to learn something new in exchange.

avatar martentech
Outstanding Rat
2023-06-23 00:18:50.000292

hi!

thanks a lot for the detailed feedback! here's my take:

  1. I don't think you've missed anything, everything you wrote is spot on :(
  2. Reactors; Newbie upgrade path -- yep, you're not the first person to notice a rather steep curve here. This will definitely be fixed and rather soon.
  3. Blueprints and general lack of info -- this is by design, although, evidently, by a rather bad design. I personally am a fan of old-school games, that withheld lots of information, so that learning how everything works, how items relate to each other on the crafting tree, etc, is part of the game. I'm obviously in minority here :(
  4. This relates directly to talking with other players, and gathering info that way (social element, if you will) so good point on making the chat more noticeable.

back to point 3, I shall probably just give up, and expose all the info via merchant/blueprints popups. BTW, you kinda didn't finish your story -- were all the blueprints you bought indeed useless and a frustrating waste of money?

  1. Pirates attacking during a sector jump, yeah, that can indeed happen, this shall be fixed asap.
avatar rickx
Novice Prospector
2023-06-24 10:36:42.600455

To be honest, the reason I'm playing Starwharf is mainly the nostalgia for old-school space-sim/browser games so I kinda understand what you mean; the blueprints one is definitely a design choice, but it should be weighted in how it affects the player base too; in my particular case I used the prices to gauge the "crafting tier", so I bought the 40 nm PCB and sometime later the 30 one and the small casing blueprint, two of which I can craft easily.

If you wish to keep crafting somewhat more cryptic, you could use "crafting tiers" such as "novice, intermediate, advanced" or you could use items descriptions or banters on the stations to provide some little info to the players without ruining the surprise:

-Example with copper: "The most common ore in the galaxy, widely used in common/cheap electronics..."

-Example with banter: "There's quite the shortage of nickel these days, the GDP is busy experimenting with high-energy radiation to improve their reactors"

I'm glad I could share some relevant feedback.

avatar martentech
Outstanding Rat
2023-07-02 01:15:06.983644

I like your suggestions! I've finally caved in and added blueprint popups to station laboratories, but they still will maintain a bit of a mystery for now. I'll keep working on item descriptions and station npc banter too, so more hints will be available that way.

avatar martentech
Outstanding Rat
2023-07-15 20:53:48.349141

On 2023-06-21 21:20:37.783571 UTC rickx wrote:

To end this post, I have to report a flaw with the jump system: while jumping between orange systems (the ones with hostile NPCs), if the NPCs were close to the gate I often experienced getting attacked BEFORE the jump animation was completed. This is probably just a bug, but it needs to be sorted;

Should be fixed now, thank you :)

avatar martentech
Outstanding Rat
2023-09-13 19:55:45.055626

In v0.9.29, even more descriptions have been exposed via the station merchant.

I've received some unsettling reports, e.g. people buying some components with their hard-earned cash, only to realize later those components are of no use to them.

Some offenders include "Guiding Program" (hoping for temporary aiming boost, not a bad idea actually, but not what it currently does), "Energy Distributor" and "Pulse Emitter"... Sigh...

So yet another chunk of crafting mystery has been removed from the game, in hopes to make it more newbie-friendly.

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