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fragtzack

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Posts posted by fragtzack

  1. 5 hours ago, JoeSchmuckatelli said:

     

    The gameplay loop of KSP2 makes a mockery of what was fun about it in KSP.

    1. Be in the middle of doing something else 
    2. Notice the blue light is flashing 
    3. Press Science button 
    4. Something happens on the ship, but too fast to notice what 
    5. Generic list pops up and doesn't tell me what changed from the last time or what we learned. 
    6. I get enough points so that completing the mission isn't needed it's just something to do. 

     

    I agree, KSP1  career game play loop design is way better. I preferred the KSP1 implementations of science, where player needs to manually trigger each science action, not just a magic button that does all science automatically.  That auto-magic perform all  science button  in KSP2 is lame.

    In addition, there is no constraints (money) on ship building or new parts.   Maybe in next release these constraints will come, but seems doubtful because what I remember hearing is that resources are for "colonizing" and not normal ship building/fuels. Hope I am wrong.

    The missions and mission storyline in KSP2 are better then KSP1, but the actual exploration game play loop is quite lacking and JoeS  hit the nail on the head, except no mention of missing building/fuel constraints.

    Maybe it would help if KSP2 team would clarify that:

    1. Exploration Mode will continue to see polish and refinements.

    2. Directly address the concerns with lack ship building/fuel constraints. (There is many complaints about this on Steam forums and Redit)

     

     Also, JoeS. makes good point about "The people who hated science in KSP1".  Unfortunately it seems, those science haters are designing KSP2 now.

     

  2.  This is a video game.  This video game is mostly modeled after human behaviors, human civilization methods and human understanding of physics.  Money allows civilizations to abstract labor/resources into a tradeable value system. 

    What makes video games fun is presenting challenges to the player and then the player can overcome those challenges and feel accomplished. By removing money from any consideration of a space program and building rockets,  that removes a challenge to overcome. 

    I for one do not want an easy "I WIN BUTTON" in KSP.

    Fact is that the #1 thing preventing humans from currently colonizing moon/mars in real life is money. Humans could do it, but the cost$ are just too huge for humankind to accept at this time. 

    Just allowing anything  to be built with NO constraints or care about labor/resources consumed makes this game less fun in a career mode type of play.

    Making small tiny satellites are going to be pointless in this game. Making fuel efficient rockets will also be pointless. 

    Just build the biggest most inefficient rocket for every small mission because labor costs are 0, resource costs are 0, there is absolutely zero incentive for building efficient rockets in KSP2 at the present time.

    This removal from accounting of labor/resource costs in "exploration mode"  is just bad logic on the part of KSP2 design team imho.

     

     

     

     

  3. Comparing KSP2 Exploration mode to KSP1 Career mode:

     

    In KSP1, I enjoyed creating rockets that were fit for purpose to save costs. If a small payload and low kerbin orbit,  use smaller engines and less fuel. 

    In addition, the game of needing to upgrade buildings/pads/runways with fund$ was always another challenge to over come thus further incentivizing building rockets economically.  The need to purchase new designs besides the research. All these budget issues were logical.

    Besides these game play coolness of KSP1 $$ budget challenges, in real life solid rocket boosters primary purpose is to save cost$ on the rocket. 

    In KSP2 exploration mode, the  The lack of $ budgetary structure is a big miss for me. In KSP2 exploration mode, I am finding zero incentives to not just the same giant launch stage 1/2 regardless of the payload/destination/mission.

    KSP2 team , please reconsider and add budget$ issues/challenges into ksp2 exploration mode.

  4. Not sure if this is a bug or I toggled something wrong.

    All ship controls stopped working: Pitch/Yaw/Roll (WASDQE). Throttle and staging still works. Engine is LVT-Swivel.

    I even reverted to an earlier save and restarted the game, to no avail.

    All inputs are default. SAS is on. RCS is off.

    If turn RCS on, I can use RCS controls to yaw/pitch.

    Any ideas on what is wrong?

     

     

  5. 20 hours ago, JoeSchmuckatelli said:

    The artwork and music are consistently working together to take my breath away.

    I know I've carped my share about the current state of the game... but to give credit where due; this game is beautiful - and the sound design works so well with the visuals.  It's times like this that the efforts of the team are so clear to see.  And to see that their collective vision is grand.

    I managed my first capture at Mun today.  Just watched the whole orbit.  Sunrise to sunset.  Seeing the details in the craters... everything.  Listening to the music making the whole thing feel new and amazing.

    It was a neat feeling.

     

     

    I so want this team to succeed.

    Totally felt exactly the same. Think I was more impressed with the sound and music at first before appreciated the graphics/art. 

  6. I really hope KSP2 development continues and reaches a solid and fun product in the coming years. Yes, it will take many more years IMHO. 

    However, I will not be changing my negative Steam review until they fix core missing features that KSP1 has:

    --Manuever node planner functionality. (The one item is what made me completely give up on playing KSP2)

    --Thermal heating mechanics (rentry)

    --Thrust/weight ratios per stage in VAB

    --VAB mission planning deltaV/thurst and weight ration allowing for stage environment differences(is this stage at surface, 50K or in zeroG?)

     

    I can live with Kraken and a lot of missing content such as : parts, science, career mode, interstellar, multiplayer...

    But these core basic functions I listed above are just too much for me to accept because I am not a paid employee to be a tester for extremely alpha product. In fact, I paid premium price for this extremely early alpha product is what bothers me the most about the state of KSP2 affairs. 

     

     

     

  7. Heat shields (thermal dynamics) was a thing in KSP1 as of Version 1.0 Demo released April, 2015.  (according to ksp wiki)

    What happened to KSP2 being true to KSP1 basics?

    IMHO, what I and many other reviewss are primarily not happy with are the basics. The missing multiplayer/interstellar/science/etc are not the complaints.  For some the basics are performance, my issues with the basics are different.  I do understand early access, but this current state of early access is more like a beta/demo.

     

     As I posted in my review on steam: The dev teams needs to focus on basics and not the long term goals of interstellar, colonies, multiple systems, etc. 

    I am a KSP fan and still hoping KSP2 can deliver in the future, but KSP2 is just missing so much basics at the present.  Therefore I posted a negative steam review. Hope to change my review of KSP2 to a positive in the future. 

     

     

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