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Alexoff

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Posts posted by Alexoff

  1. 1 hour ago, The Aziz said:

    But it's becoming oddly frequent with non-EA releases lately. Weird, isn't it? We, as players, seem to allow full releases of games in crappy state, but expect EA titles to be perfect? Aight.

    Players do not allow full releases to be released in poor quality. This is allowed by the developers and publisher. Players can only criticize the game on the Internet and make a refund. And regarding KSP2, we must take into account the previous history of delays; for many years there was no talk of any early access.

  2. I think we also need to distinguish between games made by a division of large corporations and several developers in a garage. The latter can sell one hundred thousand copies at the game's early access release and ensure their existence for several years. Fifty corporate developers are much more expensive and the big boss can cut funding whenever he wants.

  3. 53 minutes ago, Infinite Aerospace said:

    That is shocking player numbers, even for an early access title

    In 2k23 it's not shocking, check Redfall, Forspoken or Gollum. But of course, these are far from the best examples and hardly anyone is happy to be in the vicinity of such games. Although they were expected and hyped no less than KSP2.

  4. 3 hours ago, Scarecrow71 said:

    Again, dealing with new features when the base game isn't up to snuff won't do anything but add problems.  You need to solve the base problems before you add stuff that could potentially add more problems.

    Specifically, wobbling would not greatly hinder the addition of science to the game. At the very beginning of our careers, we use primitive small crafts, which are not greatly harmed by wobbling. And you/devs can bring wobbling to the level of KSP1 by adding a couple of zeros to the game parameters. But I think that if wobbling is corrected, fans will begin to demand science, which is significantly more difficult and longer to do, and such conversations allow devs to switch attention and buy time.

  5. 6 minutes ago, The Aziz said:

    If you took a minute of your time you'd know that metacritic doesn't rate early access titles.

    Really. It’s strange, it seemed to me that before the redesign it was written that there were not enough reviews for a rating and one review from stone-scissors or something was attached.

  6. It is also worth noting that these rules were written by Steam for developers, not for players. If Steam doesn’t feel violated, then why should it sue and fight? Steam earned money on KSP2 by spending 0 bucks on KSP2. There are separate agreements for players. But it seems that according to EULA T2 does not owe the player anything. On the contrary, players owe T2 a lot.
    Journalists could have made some noise, and Steam would have noticed them. But they didn’t even notice the release of KSP2; there is no rating for the game on metacritic.

  7. 4 hours ago, cocoscacao said:

    Let's take this "rule" as an example. Reading its description, it says:

    This is up to a customer to decide if he/she/it wants to buy something or not. So if dev team says: "We're planning to deliver X in the future", it ain't ok. But just switch planning to hoping in that statement, and suddenly, you comply. Should rules really be about nitpicking words?

    Rule 6: Don't launch in Early Access without a playable game. If you have a tech demo, but not much gameplay yet.

    Exactly who decides what is a tech-demo vs playable game? What if FIFA games had all mechanics but just two teams? Or have all teams populated by a single generic player, because they haven't entered data for them? Or all of the above, except that score increment isn't working yet? What's the difference? Anyone can interpret this rule however it suits them.

    I think this is interpreted due to noise in the media. The console version of KSP1 was absolutely terrible, much worse than cyberpunk. At the same time, it was possible to complete cyberpunk, but in KSP1, when the limit of several hundred parts was reached, it was impossible to load a save. But the media hype made cyberpunk a rule breaker, and no one cared about KSP1. Perhaps if KSP2 were popular as cyberpunk, this rule would work.

  8. 1 hour ago, cocoscacao said:

    Many of them are contradictory and very much open to interpretation.

    This sometimes happens in laws. But I have not heard a single example of someone being punished for non-compliance with such rules. There are plenty of games on Steam that violate these rules under any interpretation. But they, of course, almost always belong to one dude and cost $1

  9. 20 minutes ago, Periple said:

    Do you have a source for this? If you don’t, then you’re just spreading misinformation and starting rumors and I don’t think that’s OK even if you are upset!

    Why is this misinformation? He expresses his opinion that the game is of too low quality and therefore should be stopped selling. Is this misinformation because he actually thinks differently?

    In my opinion, a significant problem was the crowd of fans who looked forward and told from everywhere that the game would soon be fixed. This really was misinformation, because of which many people bought KSP2 and did not make a refund, expecting that everything would be fixed soon.

  10. It seems to me that these are not rules, but recommendations. For example, KSP1 left early access in 2015 on a specific promised date, no one was indignant.

    And the placement rules should be looked at in the agreement with Gaben.

  11. 3 hours ago, cocoscacao said:

    The question ypu should be asking is "what kinda of car is this for price of a PC?". The answer is: the first one.  Old, but it can still go another 150.000kms

    It seems to me that the majority of such a choice would take a computer, since a car for that kind of money usually absorbs all the free time and money for constant repairs. I recently sold one of these to a young man for the price of scrap metal. He rarely rides on it, but often repairs it with his father. :joy:

    And a normal car (which you wouldn’t be ashamed to take your girlfriend for a ride in) costs much more than the coolest computer.

  12. 33 minutes ago, Rudolf Meier said:

    You want videos? I have videos...

    I have disabled AutoStruts completely in KSP 1 to show that it is as bad as KSP 2 (still today). Then in the second part of the video I have activated only one mode of KJR Next: the "reinforce inversions" mode! This mode adds only 9 joints to this stock Saturn V.

     

     

    What about the second stage engine, why does it bend so much? I don’t remember having any problems with 3-meter parts; they held up without struts.

  13. 1 hour ago, Nate Simpson said:

    David's instinct to measure twice and cut once is one of the traits that makes him an extremely effective engineer. It was clearly honed over his years of dealing with similar challenges in KSP1. I'm always impressed by his calm and analytical approach - he never jumps to a prescription before we understand every dimension of the problem we're trying to solve. Trust me when I say that my own eagerness to solve a problem in the "obvious" way is almost always proven misplaced once we've done a deep dive on the causes of an issue. David is a treasure and we all love working with him. 

    What about "show and tell" about some bug?

  14. 48 minutes ago, chefsbrian said:

    They could, but I'm not sure it'd help. Most bugs are, frankly, simple solutions while the problem is often just a simple human mistake or assumption. The difficulty is really in finding and often reproducing them. Trying to describe why this is difficult to someone who has never programmed, never tried to debug decoupled code, is like trying to explain why space travel is difficult to someone who doesn't know how orbits work. To them, you just turn your engine on and point at the target. To us, we're figuring out launch windows and phasing orbits, which mean nothing to that person without explaining the foundational reasons for it.

    Since the release, about half a thousand bugs have been fixed (and how many are left?), some of them probably have an interesting story to tell

  15. 23 minutes ago, Kerbart said:

    To play the devil's advocate here, a stack of 75m high needs, to have some flex in order to reflect reality. Or what about a 400m tall stack? Having a maximum tank size enforces those joints, making taller stacks less stable than shorter stacks. Just as in reality. In that sense the added complexity is not useless as it's a tool to provide structural challenges when building a ship. This might very well be the reason for the devs to not implement procedural tanks.

    I'm not in charge of that, and you'll probably disagree with the validity of such reasoning but it would suggest that there is a reason for the complexity.

    My personal view is that we should have procedural tanks for a variety of reasons but that internally they should be represented as a stack of smaller tanks, so we retain a noodle factor that punishes unrealistic tall and slender structures.

    For realism, such long tanks should not fold like sausages, but explode in a sea of fire. The lack of durability in the game (more precisely, infinite durability) breaks realism. Probably the most unrealistic part of KSP1/2 is standing the rocket directly on the engine nozzles. It seems to me that no one does this. It should be possible to do this on Gilly, but definitely not on Kerbin or Dune.

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