Carrying over my feedback from the other thread as well:
I spent a couple of hours in the game now. Love the atmosphere and core game loop. Reminds me of Sunless Sea in many good ways. I've been getting good at mining, or so I think, with three of my crew members going up in experience already - and regularly stuffing my hull full and hauling €100k/run, so I've been upgrading my ship with better everything. Haven't taken on any pirates yet, but think I might actually not immediately die if I tried now?
Anyway, what I'm wondering about is what percentage of planned "story" and "quests" are in the game so far? I've seen a couple (speed-run thing with new upgrades unlocked, rewards for floating "anomalies", a moonlet, a class 2 AI mining station, crew members that provided dialog options when talking with pirates or that AI mining station) - but it all feels pretty sparse at the moment. So I'm wondering if that's more an effect of the intended scale (because of course the rings are huge), or an effect of the early "in development" status. Specifically, I haven't seen anything yet which felt to me like the promised main story "soon you find out that all is not as it appears". (Which is fine with me! Not complaining here; I'm having a grand time crashing into asteroids at the moment. :) Just wondering to help me calibrate my expectations.)
Some feedback on things which felt confusing to me:
* The moonlet seemed to have some "interior" showing up depending on the orientation of my ship - but there was no obvious way to enter / dock (didn't dare to bump into it at that point for fear of damage, and haven't returned yet). If it's intended to be clear what you can do with the moonlet, you might need to make it a bit more so, since for me at least it wasn't.
* Similarly the class 2 AI mining station offered me trade goods if I docked. But I had no idea whatsoever where to dock or how to dock; nor did I know if the offered trade goods were actually of any use to me, given my engine. Something to add to the tutorial? Or make super obvious with some kind of lightshow? (I liked the way X3 did it; that was still quite hard, but at least you knew what and where.)
* Similarly I found an abandoned ship floating around, but had again no idea how to make use of it / claim it / break it apart. Nowadays I have a grappling arm thing, so am hoping that might be the technology you'd need - but of course I have no idea how to ever find the ship again.
All of this might be completely intended, with figuring it all out part of the gameplay - but in case it isn't, and it also isn't simply a matter of stuff that's already on your roadmap, here's hoping this feedback will help you in some way.
Looking forward to seeing how the game will develop!
EDIT: For anyone else having this crash on return-to-base bug, are you using a salvage arm? My arm spazes out like it's trying to grab something when the auto-pilot engages. Every time I've noticed this, the game has crashed. The last time I got back to base okay, the arm was holding something (a derelict in that case.)
This might be a clue. I did manage to carry a derelict ship back to the station with the arm. But each time I try to return to the station with nothing in my salvage arm, it crashes. I will have to try again while holding some ore or something.
I really appreciate the very quick turnaround by the devs though. I had an email exchange with one of them this morning and the client was updated today with some fixes.
OK just did some more testing on this. Had 2 crashes in a row. First time near one of the phage things, another near a moonlet. I managed to warp to the anomaly, but as soon as my salvage arm reached for a rock it crashed. Last couple of messages in the log mentioned the arm trying to switch to null object. Maybe this is something to look at. I did manage to dive again and steer clear of any anomalies, I filled my cargo mostly full and had something in my arm when trying to fly back to station. That last dive was successful.
0.385.22 is in experimental branch, with a fix for game crashing when going back to the station, having ARM installed and item held in ARM shattering as the cutscene starts. Cutscene assumed that player's ship is indestructible during the duration. Items held in the arm are temporarily counted as part of the ship. Items can shatter. Null pointer.
Feedback Focus: Stability while astrogating with ARM.
You can access this branch with the password "Experimental" from your Galaxy client.