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Demo feedback

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4 hours ago
Feb 25, 2025, 2:37:25 PM

Overall, really enjoyed the demo! Had a lot of fun with it and the new features have a lot of promise. Having to source cargo from all the objects on the map is so much more compelling than just going A-B, and the freedom to remake the terrain is a treat. Very different from the other games and that's a good thing. They're all fun to drive and feel very different from eachother.

There's definitely a few rough edges, here's my thoughts so far:

Graphics/performance - it looks fantastic, but I had some strange issues getting it to run smoothly (5600X, RTX3070). Whenever I change video settings, sometimes the game drops to 2fps instantly and stays that way until restarting, *even if I revert the video settings*. Utterly bizarre. On the other hand, if this doesn't happen, I'm happily running 4k at medium settings 50-70fps thanks to manually forcing DLSS4. I really hope the launch game ships with DLSS4 because it's such a huge upgrade and not everyone will want to fiddle with external tools to get it.

Multiplayer - vastly better than SR here. 

  • It feels like you can actually cooperate on tasks rather than just doing the same task in parallel repeatedly. Driving back to collect logs while my teammate is buzzing down the trees is just lovely :) 
  • Also the process of joining a session is smooth, the sync looked good. There was exactly one instance where delivering logs to a bridge left the 'delivered' logs floating in midair on the other players screen, but none of the rubberbanding or weird collisions that we've seen with SR.
  •  Shared markers on the map are great, but a little cumbersome to enter since you have to pick a colour each time, which makes adding lots of them a chore. Could be streamlined to use player colour?
  • Voice chat is using the wrong audio device and I cannot change it ingame. Someone said on discord it uses the default windows audio device, but windows is notorious for resetting this after updates so you WILL have problems if people can't pick the device ingame.
  • Terrain scanner and similar devices used by player A don't render on for player B :( I'd like to be able to guide a player in a heavy truck with my scout please!

Map UI -

  • The map is gorgeous to look at and gives so much detail, love that.
  • The Objectives display is a mess of nested panels where it's hard to tell where you are in the stack, and if you go one layer too deep and press back you quit the map entirely. 
  • If a mission has multiple stages, all objectives are displayed simultaneously. Eg on the first map, when delivering the truck and laying the cable. Unlike in sr you can't click on any of them to highlight or focus on the item, so it's needlessly confusing.
  • Assigning AI trucks to tasks is unbelievably cool but the UI is so undiscoverable that people who've had the game for weeks didn't even know it was possible!
  • Why are resources like trees and scrap on the Vehicles tab?

Controls - 

  • Auto-handbrake is a bit overzealous, feels like it turns on a lot when I don't expect. Could try automatically disabling the handbrake when the throttle is pressed? Or just only auto-enabling it when absolutely necessary, or even never. 
  • I might be a minority but I love the crane controls, or at least, I like that you have direct control of each movement axis. The learning curve is steeper this way but already I feel like I'm getting good at this in a way that just wasn't possible in SR since it combined multiple axes of movement into one input. It's VASTLY more satisfying this way imo and I hope this level of interactivity doesn't get removed! 
  • That said, the keybinds might need work. Holding left bumper for all crane actions gets old fast, and the ability to drive the truck while craning is not useful (unlike with treecutter/dozer where it's great). Maybe consider it being a toggleable Crane Mode rather than a hold input? Right now I never know whether a given function is behind left or right bumper.
  • Scrapyard crane using different controls from the truck cranes is completely insane. I'm guessing there's a technical reason due to the crane literally being a truck rather than mounted on one, but nobody will care about that, they need to match.
  • Crane anchors are good. Slightly too good. They seem to just make the truck triple in weight instantly, which is the kind of unrealism that players would love if it was a bit more subtle. That said, making cranes work well has been a challenge throughout the series so if this is the tradeoff to make them work this well, I'll take it.
  • Can't pack vehicles on flatbed. The heavy tracked stuff stays put, but the scouts roll all over the place - give us wheel chocks like SR please.

Roadbuilding - 

  • This all works shockingly well, and ties into the other mechanics nicely so far. I like that I'm choosing where to put a road based on my other plans, I like that there's a REASON to transport the heavy equipment around the place rather than just having random truck delivery missions.
  • Sand in midair is.... weird, yeah. I get that it's a tradeoff and going back to base repeatedly would be a buzzkill though. What about if dumptruck capacity was say 10x higher, so you go back to the quarry less often, so the quarry zone could be smaller without being a chore? Just a thought, no matter what you do it'll be unrealistic in some way I guess.
  • The AI convoy trucks are fun, so glad we can drive around and interact with them as they go. I hope they're persistent in the full game rather than it being a one-off convoy and then nothing, having some occasional traffic adds so so much.
  • The AI trucks are maybe a little too capable, since you can send them on the dirt trails on map 2 or your fresh paved road, and they'll handle either just fine. Might just be that one example though!
  • We can't use the AI trucks to build any roads apart from the one in a mission, it seems. I hope there's gonna be a way to create our own infrastructure requests or whatever so we can assign them to our own made-up roads as well!

Thanks for the demo, looking forward to the full game!

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4 hours ago
Feb 25, 2025, 2:46:21 PM

One I forgot  - custom bridges are very cool. But you can't tell if a spot is a valid starting point until you click there and drag the little preview round and round; there's no red-green feedback until you already committed to a start point, which might not have ANY valid angles to build at. Needs to give the user more feedback earlier so they don't just have to guess.

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