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MARL_Mk1

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Posts posted by MARL_Mk1

  1. 4 minutes ago, NexusHelium said:

    I think we might be looking at that version (probably not lol but still... this upnate is fantastic) :D 

    Well, Dakota just said on Discord that some of the things shown on this post won't be coming on 0.2.2.0 though, so likely those will be bundled with Colonies, unless there is another patch between 2.2.0 and Colonies

    1FGwW1N.png

  2. 3 minutes ago, EvelynThe Dragon said:

    I have said it before. I am going to say it again, and I am sure this is nowhere near the last time I will say it.

    Release more frequent, smaller, bug fixes. These gigantic updates are killing this game. There is no apparent progress for months. And then we get another giant bucket full of NEW problems with these. It's a terrible way to do development and expect your user base to stay around.

    I totally agree. If they managed to release smaller builds that fixed some of the current most annoying issues more frequently people would surely stick around for longer.

    That said, we know nothing about how they streamline their dev processes and a change like that would probably require major restructuring of their work.

  3. 2 minutes ago, NexusHelium said:

    You gonna change your happiness meter? I know I am :) 

    Ah that's just a little silly thing, even though I'm not the happiest with the current state of the game I'm sure they'll push through with it. Just need a version that's solid enough for me to kill endless hours on it!

  4. 21 minutes ago, PDCWolf said:

    Great writeup, good to see more people being realistic about the absolute disaster this project is on all fronts. Yes, they've got a game that somewhat works now and has something to do in it provided you're not mind-numbed after the 3rd time clicking that flashing blue light trying to harvest some dopamine.

    Sadly, you really don't speak for everyone. Some people are happy this mess is what it is and will seclude themselves in positive-chambers to repeat to each other that if they can wait more, and enforce positivity, it'll all be fine.

     

    Don't get me wrong, even though my previous message sounds like I've given up on this game, that couldn't be farther from the truth. I strongly believe in them, and I can't wait for the day I can open KSP2 and not close it until 8 hours later.  I'll be there sending bug reports first minute Colonies update is out, because it's what I signed up for.

    I desperately want to look at this game and think "now, this is a truly worthy successor to KSP1".

    Just saying, for those who may think I'm just trying to spread the doomer virus for no reason.

  5. On 4/19/2024 at 10:55 PM, steveman0 said:

    It's this kind of exageration that makes it understandable why they wouldn't want to engage with the community right now. You hurt your credibility by making claims like this. 0.2+ has been quite playable. Not bug free, but easily playable for 100+ hours as a solid game with the addition of the science and mission objectives.

    "It's this kind of exageration that makes it understandable why they wouldn't want to engage with the community right now."

    First and foremost, it will never be understandable and acceptable for a team creating an Early Access game to not want to engage with the community with the reason being "they are being mean to our game waah". If you really want to convince yourself of otherwise, you are more than welcome, but you'll remain in the wrong.

    Second, it is a fact the game is, indeed, a preview build (Early Access to what's yet to become a fully fledged videogame) that is borderline unplayable if you compare it with any other game that resembles it's experience and gameplay loop (in this case the only fair comparison would be KSP1).

    Current build of the game lacks most features of KSP1's vanilla gameplay loop, and those already present exist on a half-assed and unstable state.

    Existing gameplay loop (and this encompasses every aspect of the game you as the player interact with on a normal session: UI, controls, save/load, construction, flying) is unstable and utterly unreliable. Examples of these could be crafts spontaneously exploding upon loading onto the launchpad, or saving a long mission and realizing that loading that state results in your craft disintegrating itself for no reason or having its parts misaligned. Inability to reliably fly long missions due to parts drifting away from their original location on your craft. Rovers and wheeled vehicles are just... no. Delta V readings and maneuver node dV predictions literally don't work properly, which is the spine of this game if you want to do anything beyond LKO. Performance is atrocious on high end machines, so forget about high part counts (high meaning 200 parts and up, which is "normal" part count for any reasonable KSP1 project).

    I could continue adding game breaking issues that support my claim. Just don't tell me that they could have the right to go radio silent for not liking them and that you'd think it'd be okay.

    "You hurt your credibility by making claims like this"

    I think I speak for everyone who paid $50 for KSP2's Early Access when I say that the only credibility that holds any real value when it comes to this game is Intercept Game's.

    No one here has any reason to exagerate or tell you lies about how the game works when all it takes is playing it by yourself and realizing the rose tinted glasses don't hold themselves longer than the first 10 minutes of playtime until you encounter a game breaking glitch. Which again, it's fine. They exist. It's normal.

    What isn't normal is people trying to defend something as if their life depended upon it.

    ---- ---- ---- ---- ---- ---- 

    Imagine being one of the biggest Kerbal content creators, having been invited to most events and campaigns about KSP2 and realizing that a simple KSP2 video about landing a craft on the Mun and driving around with the simplest rover ever results in you considering going back to KSP1 and not looking back.

    Please, watch that YouTube video at the bottom just by skipping through (it's 40 mins after all) while listening to his complains and tell me with a serious face that KSP2 is totally playable as a solid game for 100+ hours again and that all he is doing is exagerating and hurting his credibility. 

    I'm waiting.
     

     

  6. 3 hours ago, RileyHef said:

    It's clear that IG is following a similar communication/marketing tactic as they did for 0.2.0, which is to show absolutely nothing until announcing the update and provide comms/leaks after.

    This is a great summary of the problem at hand, though.

    That works for a game already past 1.0. Not for an Early Access borderline unplayable preview build of what's yet to become a videogame (current KSP2)

  7. "Lithobraking near you  in 2020", guessing everyone remembers.

    Were they originally planning a re-skin of KSP1 somehow? Was this ever discussed and I'm just forgetting?

    I just felt the urge to watch the original cinematic trailer, and I can't believe that was literally 5 years ago.

    5 years ago.  God this is depressing...

  8. 3 main details for me to stick playing KSP2:

    - Proper camera controls. Camera at the moment is horrendously bad. It is really bad. So bad that it throws me off. Already sent them detailed feedback about it a while back.

    - Performance. I'm not sticking with KSP2 until performance matches or improves that of KSP 1's. 

    - Sense of progress. Science update was nice but it's lacking. Colonies might aid, but I feel I won't feel complete until we get resource gathering and robotics. I just can't hop onto a new game with less features than KSP1 currently has.
     

  9. Thanks for this. This thread is incredibly valuable and useful for two main reasons:

    1) Makes me realize how big the Colonies update will be if they actually release it in it's full potential, and not as a Colonies: Part 1 (I still have nightmares with Minecraft's Caves and Cliffs: Part 1) 

    2) It gives players the ability to reminisce about what we were told in an organized archive manner

    Again, thanks for the effort! Can't wait to compare info using it once Colonies are out. If it's as big of an update as we've been told during the past couple of years, it will probably come out sometime between June and August. Whenever that happens, I just hope it is good and the game is performant enough for it.
     

  10. 1 hour ago, whatsEJstandfor said:

    Posting this here since this thread is more relevant, but in response to @MARL_Mk1's post: https://forum.kerbalspaceprogram.com/topic/224277-developer-insights-23-black-hole-sun/page/3/#comment-4378423

    About the suggestion of having the department heads give little progress updates each month, I love this idea but my fear, given how communication has been the last few years, is it'd just be several people saying "we're working on cool stuff but can't go into any details yet" each time. And, to ask a question in response to the hypothetical quote I just made up, why specifically CAN'T you go into any details yet? Is it because marketing thinks revealing too many details will make people less interested? Or is it because those details haven't been finalized? If they haven't been, why not give the details along with the caveat that they can still change (which should be implied regardless since this is early access)? Or is it because you're not confident about the state of development, and think that giving details would make us lose confidence, too? What do you believe is the benefit of continuing to be vague and coy? Whatever the answer, I'd like to suggest that the good will lost from keeping the community out of the loop outweighs it.

    EDIT: To clarify, these questions aren't aimed at @Dakota; they're aimed at whoever the people are who make decisions on how much info to release and when. Whether that be a higher-up at IG, or PD, or T2.

    I honestly believe the communication issues (no pun intended to the current lack of CommsNet :sticktongue:) arise from the way they are trying to manage them.

    Last 3-4 months in terms of Dev Team > Early Adopter communications feel like the ones you'd expect from a game that has already gone Gold and has already had its v1.0 release.

    KSP2 is a 1 year old Early Access project, and the last 3-4 months have felt the same way as last 3-4 months on the same game I mentioned on the post you linked. But said game is already 5+ years past their 1.0 relelease, so we already expect them to release the scheduled updates, drop some info and 'dissapear' until next version hits experimental branch.

    However, this does not work with KSP2. A project for which Early Adopters paid not $15, $20 or $30, but $50. That's a full release price for many games. I truly believe KSP2 will be worth that money by the day it is feature complete, functional and performant. But the people that paid that eyes closed did so because they love this game, want to see it be completed and devoted their hopes to what I believe is a pretty capable and passionate team of developers. But the game is nowhere near to be completed.

    They need to work on how to manage communications on a different way. An Early Access game cannot afford to say:

    "Hey guys! Thanks for purchasing our Early Access! Here is a vague roadmap for the next +2-3 years. We don't know when those will come out, and we can't give you ANY details because we don't want to spoil you! But we'll release a 1 picture leek on Discord 1 month before we make the announcement! Have fun!"

    Do that once KSP2 has released and post-release content starts rolling and being produced, but Early Access players opt-in on your project's programme to get periodical insights on how the game is being developed and produced. Ommiting this just places us at the end of the pipeline, where we get a build that probably works once QA is done with it, with a pretty video and a "That's all folks! Come by again in 5 months for the next one"

    I want to know what has been cooking up for the last 30 days. I don't care about being spoiled. I already know Colonies are coming out because the Early Access Roadmap showed this to me. All we need is insight.

  11. On 4/6/2024 at 4:53 AM, Dakota said:

    But keep telling us what you want - what you want to know about, who from, in what form, etc. It really helps :)

    As an example, I'm going to try to use one of the most infamous cases of Early Access Syndrome that has occured on the history of Steam.

    DayZ Standalone was among the first few titles to use the Early Access program. It released in 2013 as Early Access, and didn't leave the program up until 2018. The game is thriving today and, next to KSP, it is my favourite videogame for multiple reasons. Chernarus will forever live in my heart.

    The developers that worked on DayZ between '13 and '18 did an astounding work on the game. They had to work on two games at the same time. One branch with the old engine, to keep the game and community alive, and another branch, re-developing the game from scratch on a different engine, scripting languages and systems. The game that lives on today.

    Every couple of weeks, the devs released a short but relevant insight on the development, in both a technical and/or a more personal note. Some weeks we would get a blog with multiple members of the team sharing a few lines on what they were working on at that time, and other weeks we would get a less technical blog that still shed some light on the progress that was laying ahead by the heads of the project.

    In 2017-2018, in terms of playerbase, DayZ was dead. Some days it would barely break 700 active users. But the playerbase was just as passionate about the game as KSP's community is (KSP is way more passionate actually). Those bi-weekly tiny articles literally kept the hopes for the game alive, as you could get an insight on how almost every relevant aspect of the game was evolving every couple of weeks. Not every blog was detailed and super relevant, but they kept us up to date on the smallest things, and I remember vividly how it being "Status Report Day" made my day better, as we got a small window on to how the game we loved was evolving, even if it was doing poorly on both being a playable game and on player numbers.

    My first comment on this post said something like "This dev blog is filler", because I feel it is. We all know how eclipses work, and while it's cool to see how they work in KSP, it is irrelevant to the progress being done on the issues that most of the players are concerned about as of right now (in my case that would be Progress on Colonies, the need for Massive Performance Improvements and what will v0.2.2.0 bring).

    Last Dev Blog and Dev Videos were last posted on the first half of December. This is by no means a way for me to scream at you GIMME MOOOOOREEEE INFOOO NOW NOW NOW NOW!!!! , but rather a "Hey, we're starving for insight on our favourite game's development over here, and you just gave us a NASA sponsored post about how eclipses work".

    There's no need to push bi-weekly posts either, as I can understand not existing enough content for a dev blog and just prefering to condense more information on a publication that takes a bit longer (like what just happened with K.E.R.B.), but I think the community just wants to hear more from you guys. Maybe a monthly little post where the heads of every department take us over 4-5 lines where they depict what they are working on or what are the current challenges.

    Something, at least.

  12. 19 hours ago, Icegrx said:

    From my understanding CommNet is omitted in KSP2 as a decision to make the game more approachable.

    So they have actively lied when they stated that KSP2 was "KSP1 and then something else", or when they said that they would "never sacrifice difficulty". It is true that the game is acquiring a childish aura.

    I know it isn't a big issue for me as it'll be back in a modded fashion with better quality than the original dev team could ever achieve, but we are stepping onto the land of broken promises and lies and it's been barely a year and a couple months ever since they released their trainwreck of release build.

    Also, current state of the game is what should've been released on Feb 2023. 

    If dissapointment was measured on a scale, My current attitude towards the game on it's current state stands at:

    JUST SAD |- - - - - - - - -- - - :( - -NEUTRAL- - - - - - - - - - - - - -| OPTIMISTIC

  13. So glad to see attention put on UI feedback. I think UI is the #1 item holding me back from playing as much as I want, so this gives me hopes personally.

    As personal feedback, if this is read or considered at all, I still think that:

    1) Certain UI elements, both in Flight and on VAB should be pushed a bit more towards the screen borders instead of just floating many pixels away from it. KSP1's style relied on keeping UI elements tied to the screen borders and allowed for much greater visibility. Or at least I'd conform myself with a reason for why it's the way it is so I could at least understand the artistic decision behind it.

    2) I'm hoping that, down the line, players will be able to manually move UI elements around and save their layout as they please, just like the mod "I Wish They Made UI Customizable" allows you to do, but in a vanilla, slightly more fancy manner. Scaling is already there, but it's a global option and doesn't do wonders.

    3) That color manager is desperately asking for arrows that allow you to copy and switch selected colors around, hex code text fields and a way to color agency and kerbals separately. Please. Please I need this in stock game!

  14. A simple button that allows the deletion of all existing debris would be a welcome QoL addition.

    Additionally, I'd suggest enabling the ability to delete debris/crafts from the list on the left by hovering over the list item, pressing Delete key and allowing to confirm by pressing Enter, streamlining the process of manual deletion in a *cheff kiss* manner :)

  15. I remember seeing this one being reported a while back. Might have even been myself, can't recall.

    But yes, it seems like there exists two different instances of the tracking station when it comes to Warp: Tracking Station from KSC and Tracking Station from in-flight. 

    In-flight one is not just redundant, but useless if timewarp restrictions carry over from normal Map View, so hoping it's just a bug.

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