Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by GigFiz

  1. Hmm, I'm not sure that even falls under confirmation bias. Because you may want it to be true, but if it is lining up with what you would have hypothetically mapped out at the start, and you have the experience that makes you well prepared qualified to analyze the situation, that would suggest that maybe you would be inclined to interpret ambiguous stuff more charitably, but that's probably about it. The fact (I strongly suspect) that any major red flags would probably jump out and scream at you much too loudly to be ignored also makes it less likely to get overridden by bias and hope. So I lack any of the industry relevant experience that you bring to bear (and the insight from that is always really interesting and useful), but a similar-ish (in the expectation/reality side-by-side sense. Very -ish, I know) kind of analysis, in the generalized sense, based on reading between the lines of the messaging and the overall vibe of the communications/interviews we've had direct from the devs along the way, has largely kept me in a standpoint of cautious optimism (along with totally staying off the hype train, but that's not anything specific to this; those just pretty much never end well) and, while the launch didn't go quite as well as I might have hoped, I still feel fine about the stance I've taken, and do not see sufficient evidence yet to stop hanging out there
  2. Yeah, I've been a bit puzzled by statements that seem to say how bad it is, because this is the state things are in, which is fair, and that we have practically none of the promised content, which doesn't necessarily say anything about how done the rest of the game is, just that it hasn't been released to us yet; it's enough to be cautious, certainly, and maybe even a bit pessimistic, but the "end is nigh"/all is doomed" is kinda over the top or, at the very least, premature. Stuff we've seen over time, such as the dev diaries, show and tell segments, and whatnot pretty clearly indicated, usually with photo or video evidence, that all the systems that they were telling us about were actively being worked on, potentially at solidly progressed stages (not possible to make a definitive statement here. There was enough evidence to solidly make that argument, but also little enough of it that the counterargument of "maybe that's all they had, and were just cherry picking to make it look further along" is, at the very least, still a valid possibility, which should not be dismissed. I do think it is likely that a lot of the game is further along than many people fear, and they went the route of starting with just releasing the core piece, and getting it stable and performant first, then adding another and doing the same (which also gives more time to work on the unreleased stuff in the meantime). I imagine that if a larger percentage was released at once, at this stage of stability, having that many more pieces at once would exponentially increase the complexity of the the job and increase the time between updates, so they opted for stabilizing a piece, then adding and repeating, rather than trying to do it all at once. Sort of like (for a sloppy metaphor) taking a knotted tangled rope and starting at one end, doing a piece at a time, then moving to the next, rather than just dumping the whole mess in front of us and trying to untangle all of it at once. I am absolutely not saying the complaints and issues are not valid, or trying to dismiss the many, real concerns, but also I suspect that early access is going to progress more steadily, and faster, than many people think (I'm not going to guess, just...faster than expected, especially with how pessimistic estimates have gotten. Call it a reasonable and steady pace, not an interminable morass), especially once they get the core pieces sorted out. Now I may be totally wrong, but for what it's worth, the datamining thing here is at least another piece of supporting evidence (not proof. Just another little piece of evidence). Time will tell; the pacing and scope of the first few EA patches and updates will be very telling about how things are, and will go, I think.
  3. The fuel tank part section is definitely a magnet for tons of unnecessary clutter. I posted a similar idea to this in the last few months, though I didn't have the bit about the trusses. The additional thought I'll from that is that even if they don't want to give us 100% granular control of tank size, they should still do it this way and just make the minimum increment step much larger. Heck, even if they weren't procedural at all, it would still declutter the part list a lot to have just one entry per diameter/type combo on the list, and let you change the length in the build space, or have it so when you click the fuel tank in the part list, you then get a quick pop up menu to select the size.
  4. Yeah. I honestly don't care about the state that it is in, as far as ordering it now. I was going to buy it eventually, no question, so why not now? I don't care if there is an EA discount or not, either; at this point, I'd rather give them the money, really . Heck, just think of it as a indefinitely long preorder, with a continually evolving demo . This is very important; they haven't told us everything (and very likely can't, legally), but there has never been any of the "nothing to see here, no problems, everything is 100% planned and normal, go about your day, citizen" attitude or vibe; they have been honest and open that there have been difficulties, and things haven't always gone according to plan, but also always emphasized that they are just setbacks and they are still passionate about things and working hard to give us the best game they can. To me, that is an extremely good sign, especially compared to ways other studios and games have dealt with it in the past.
  5. And you know what, y'all are allowed to be disappointed with things are at the moment if you like, that is y'alls own lookout, as long as at least some judgment is reserved for the official release, but how angry and hateful people can get is just over the top. Obviously we all care about this game, and we will be sad if it ends up a disaster somehow, but it is a game, our lives will not be ruined, and things will move on. Furthermore, the pace of early access will be far more telling than the start of it. If it goes dark for long stretches of no updates and communication, that will be a bad sign, but if we get reasonably regular updates (even minor ones), and they are transparent, with a consistent presence, than I will not be worried. Yes, we had hoped to wait less, but I would rather have it better than sooner. Exactly! That is the real reason it is happening this way: It is tradition
  6. With a nice hefty dose of confirmation bias
  7. That's a really cheap question: for one, we hear about the disasters far more than the successes, and two, that's a monstrous amount of work to go look up development lengths, one by one, for any decent percentage of modern era AAA games. And really, dev time is massively dependent on size and scope of game vs. budget and team size. So development time alone, without context and additional info, tells us very little. Now, I will be fair and say my random made up example of 8 years was probably too high and saying that 'most' games do that is most likely overstating it, though it really isn't even a 1:1 example, because AAA titles have much higher budgets and much bigger dev teams (do we know how big the KSP2 teams is? Genuine question), generally. That said Starcraft 2: 7 Years Doom (2016): 9 years TF2: 9 years RE4: 6 years FF15: 10 years
  8. The wild card there is the studio switch and how much was redone from scratch. Many (most?) major games have been in development for many years by the time they are announced, and we just see the last year or three of development. I can't name specific titles without going and looking stuff up, but I have distinct recollection of reading plenty of AAA game announcements where says something like: it'll be released in two years, but also, it has been in development already for the last 6. So if they had to pitch a lot of the work already done, or especially If they had to do anything remotely close to starting from scratch after the changeover, it would be more like seeing the full eight years of my nebulous example, rather than what usually happens, where we don't even know about it until it is quite far along. It would also mean that the first couple years that we are considering, from before the switchover, don't even count. I'm no expert, but I suspect many people underestimate greatly how much time development can take, because we usually don't focus on (or even know, quite often) how many years of work go into titles before we even know they exist. 3.5 years from announcement to release is a long time; 3.5 years from work starting to release really isn't, at all.
  9. Good call, I didn't totally clock that one. But yeah, No Man's Sky has, by this point, become arguably the greatest redemption story/turnaround in game development history. That level of persistence and amount of continued support and major, free content additions and updates...yeah, I'd be totally fine with that, too. I mean, you are most likely right. It's more of "that would be awesome", not actually something I think will happen. And I don't need free major content updates. If we get what we were told we would get for V1.0 release, I'm totally good with getting paid dlc/expansions
  10. Regarding the assertion that it reflects badly on Intercept for not communicating better (or at all) about things, especially these (types of) issues, the question it raises for me is: do they have a choice? I cannot answer this, I am not in that industry or an adjacent one, but it seems to me that Take Two could/would assert some level of control about what information they allow Intercept to release. Especially if money is the driving force, it seems quite possible that Take Two has prohibited them from telling us anything that might look too negative/drive people away/hurt sales/etc. Radio silence creates its own issues for sure, but they could easily believe that no information is better than bad information. And sure, it's coming up now, but that is mitigated by the start of early access: these are definitely valid concerns, but it seems likely that it would be even more of a publicity hit if this conversation was happening while release was still nebulous, or had been pushed back again. Not saying this exonerates everyone/everything, but just thought for food, because who knows what their contract actually allows them to say
  11. Regarding mods, this was on the steam page (and probably a bunch of other places, that's just where I read it) In general, every feature goes through the following steps: Get it working Get it stable Get it performant Get it moddable So it sounds like, while basic modding will happen early, it will probably be rather limited for a while as they do the primary stability and optimization work
  12. While this is not an invalid argument, in this case I totally disagree. KSP is a wonderful game but there are tons of under the hood quirks, problems, and bugs, an inconsistent art style, and tons of underdeveloped gameplay elements and many clear potential gameplay systems that are absent entirely. Taking the core of it, improving and tuning it for performance and qol, and improving, adding, and building out gameplay systems and loops (not to mention interstellar travel, which is huge), which is, by all appearances, what they are doing, is pretty much exactly what KSP2 needed. And complaining about the engines and parts being the same (which, we will see once it's out. YMMV, I suppose) would be a much more compelling argument if they weren't adding a ton of engines and parts, and if we didn't have EA for them to take feedback and tune things. Plus, they fill valid needs, so even if they got rid of them, they would still need new ones that filled the same approximate roles, just with a different look, and then then the issue just rolls back around to tuning. For sure, and being reluctant about getting hopes up is totally valid and understandable. People are not obligated to be excited and optimistic. Be cautious, even a bit pessimistic if you must; be sure to refrain from boarding the hype train, totally fine. But saying the game is ruined, or awful or blah, blah blah, because you don't like one of the screen shots or something like that, is just as absurd as the kind of folk who will pretty much see a preview screen of a game they are hyped for and are pretty much ready to declare it game of the year. And that's a great point about people not really comprehending how game development works, how much time it takes, and how complicated it is; we have members with serious game dev knowledge and experience, and you see exactly that when they chime in and actually explain what is going on and why something is/looks the way it does (and often why people are freaking out over essentially nothing), and plenty of people will do everything they can to gloss over, or ignore it, so they can stay on their negative/angry train.
  13. I am excited to play and to discover the new things, and changed and improved things, and just to see what it is like.
  14. Absolutely agree. Constructive criticism and feedback is a good thing, (and knee-jerk mindless defense of everything isn't helpful, either), but it has kinda felt like things around here have been degenerating a bit as we get close to release, as people get antsier and overanalyze every little bit more and more to pass the remaining time. The negativity and hatefulness that this forum has felt largely free of has seemed far more widespread. I was too busy to post much in the system requirements thread but, holy cow, there is some vehement anger, and tin foil hat level stuff in there: people saying they hope the game fails and the studio closes because the system requirements were too high (for v0.1 of EA), or that this clearly means that they have been systematically lying to us and manipulating us all along, stuff like that. Heck, the continual recurrence of the thing about clouds, and stuff like atmosphere scattering and graphics in general, is reaching comedy levels. It's certainly reached a level where I feel like they could have pretty much stopped reading social media and forums for the last month or two, and not really missed anything productive. I really enjoy the thoughtful conversations and debates I've seen, and been a part of, around here as we have waited for KSP2, and this has been an...unwelcome change of pace. Even the repeated pushing back of the release date over the last couple years has always felt like a dev team that cared a lot being allowed to do "feature creep" in a good way, and being the time to do so properly. Despite the occasional naysayers and trolls, I have never worried that it wouldn't come out (and that sentiment never managed to take hold here, thankfully); obviously I can be wrong, but I've seen what development hell looks like, and it never looked and felt like that. Sure, the studio change was a cause for worry in that initial period where we didn't have much info and we were waiting to see how it all shook out, but it turned out fine, as far as can be seen, and may well have been for the better (we'll probably never have enough inside information to definitely say about that one, but it's most certainly a reasonable assertion). I am definitely hoping that it will return to that once EA gets solidly underway, and that this is just the years of build up in the pressure cooker of hype blowing out bursts of overheated emotional steam, because this is just yucky. I'm not a big fan of the whole "go touch grass" comment (I agree with the sentiment behind it, but I find most uses of it to be too condescending, and it feels like it's that way on purpose. I prefer that sentiment to be delivered in a less sarcastically laconic, and more useful and productive way), but there have been an increasing amount of threads and posts where, while I didn't say it, cuz there is no way it would actually improve the conversations, it certainly felt like an appropriate response. I'm not even saying emotional reactions are invalid. Be excited. Be disappointed when things are not as you hoped they would be. Raise your concerns, in a thoughtful manner, as they arise. Be critical, in a constructive way, when it is needed (and it will be needed plenty, I'm sure. Honestly, if they didn't think it did, it would probably not go through EA). Raise your voices, if valid concerns are being ignored, and if it is truly called for (but that should a higher bar then many seem to think, and is not the same as just angrily yelling). But also reserve some judgment for when it, y'know, actually comes out, and some more for the real v1.0 release. And remember that this is a game, you don't have to buy it (you can even say why you aren't, if it is done constructively) and those are all real human beings (who really seem to want to make this the best it can be, and really care about it) who are making it, and that this forum is a better place when we stay rational and, above all, civil.
  15. This is one reason why I think EA will be helpful: as far as struts, wobble, and joint rigidity, and the like go, they can only test it so much on different craft (cuz, y'know, they are still working on developing the game and only have so many man hours available for test launching lots of different designs under countless different launch conditions); opening the game up for this kind of public beta testing allows the the sample size, and variety of designs that are tested to go up by several orders of magnitude. This will give much more info about the effects and unforeseen quirks of the joint settings, and make it much easier to tune it to the place where they want it To me, that's what the "we'll think about it" probably means: if they can get to a good place with the physics and joint systems they have in place (presumably a nice, and realistic, middle ground between kraken attacks and and rigid indestructability), that would be ideal, but if, for whatever reason, it proves more difficult than they are hoping it will be, then autostruts will re-enter the conversation.
  16. Since I have a compulsive tendency to name things with terrible puns based on their destination and purpose (ie: one way trip to Duna could be = I Duna think you'll come back, Moho space station could be = Mohome away from home) I will have to wait and see, since it will depend on the names of the planets and star systems.
  17. I will concede that this was not done spectacularly well, especially with the way that kneejerk internet hate generally works. I also think that there were things they could/should have done that would have helped things were: like, for example, in huge letters, at the very top, write INITIAL EARLY ACCESS SYSTEM REQUIREMENTS, and, seeing as they have now said that it can run below the listed minimums, divide it into three tiers instead: have a recommended optimum, change minimum to "recommended minimum," and add a required minimum/bare minimum, or something like that. Also...do y'all need hugs or something? I get that this is something we really care about and are emotionally invested in (especially after the rollercoaster of waiting), but one thing I always liked and appreciated about this forum was the way it generally stayed away from the overall hyperbole, hatefulness and negativity, and bickering that you find so commonly online. Yes, I know this is disappointing for many of us, and doesn't quite track with what we expected, seeming to be excessive requirements for what it is, but this is also pre-release of early access. The sky is not falling, the game is not doomed, and this does not "confirm" anything. And it is, after all, still just a video game. Hmm. I did not know that, since the first place I saw this was here, so that is useful information, and makes a bit more sense about grumpy reactions to the initial leak without context. Although it doesn't really change that it is there for people in this thread.
  18. In the immortal words of Ol' Jack Burton: "Hey, you never know until you try"
  19. Did people not read the whole first post or something? "These systems requirements are to ensure a high-quality experience while playing KSP2 in a variety of in-game scenarios. KSP 2 will work across a wide variety of hardware beyond what is listed in our recommended specs, with performance scaling based on the size and complexity of the crafts you build. " They are saying that these are the minimum/recommended specs to handle pretty much everything that you can do in game, which, judging by what we've been told, probably scales up to pretty extreme levels, far in excess of anything you could do in KSP1 (especially considering the behind the scenes jank it has), in size, complexity, and part count. They aren't actually saying this is what it takes to run it at all. I wouldn't be surprised if you could turn the settings down to reasonably low, and be able to do pretty much anything you can do right now in KSP without it choking, whatever your specs. If you are that worried, just wait for feedback from people trying to run it below spec. I know I don't meet the official minimum, but I'm still gonna buy it day one and see what I can do. Worst case, it doesn't work, but it's fine, because that just means I'll already have it when the time comes.
  20. Fair enough Odd that I used it that time, anyway; I much prefer, and usually use, neutral third-person personal.
  21. Along these lines, something that you kind of allude to here, one thing that really needed to be done (and to be fair, seems to be something that has been in consideration, if not directly stated), was to take a comprehensive look at the mods in ksp1, take all the ones where the consensus is "you basically can't play without these", "you can play without these, but you shouldn't", and stuff like "this makes this part of the ui actually useful" or "this keeps you from having to tab out to go look up something on a website", and integrate their functionality in to the base game naturally (and hopefully improving/updating them where possible). I (and I know Bej has said this before too) would love to have a mod folder that only got used for adding cool stuff or tweaking stuff in interesting ways, and have things be perfectly playable and fun with no mods at all
  22. Ba-dum tsss They'll be here all night ladies and gentlemen. But you ain't wrong either
  23. So as we close in on the release date for EA, I have been debating whether to start playing on EA day one. After all the anticipation day one is my first instinct, but I also don't want to burn myself by the time it hits 1.0. I am also waiting for them to release system requirements, since my once mighty laptop is now kind of a withered potato in need of an upgrade, which will happen soonTM, but waiting for the right deal and specs. So, I thought we might all be interested in the overall sentiment around these parts
  24. That seems a bit selective because, if they put in rouge planets, then the people that wanted mascara, eyeshadow, or lipstick planets are going to feel left out .
  25. I wonder if you could combine it with some kind of compression system as well. Like an airtight form that's open on the top (though still protected from raw vacuum) with a vibration system and some kind of hydraulic press type system that comes down from the top and compresses the concrete, while also letting the gas escape. Also, environmental control would help, but we already effective additives that mitigate difficult conditions. I have to suspect that down that road could be more advanced ones that could be developed to aid in these conditions. There are also some really interesting synthetic plasticized polymer products out there with similar properties to concrete, but also some nice advantages, that I have run across. They aren't used in lieu of concrete, they are generally used as coatings/cover layers but I don't know if that's a matter of expense/material availability (which wouldn't be an issue for a 'spare no expense' type moonbase), or if it's that their properties aren't as suited for heavy, large scale stuff. Though, operating in a lower gravity environment means that heaviness is less of a factor. That's one of the uses I've seen for them. As a cover coating to try and prevent/mitigate this. So I don't have anything solid behind this part, I'm just speculating/extrapolating wildly, but I wonder: if some of the synthetic polymers I mentioned could be used for building, or more advanced versions developed that could be used, or even mixed with concrete, that were lighter and more flexible than plain concrete, and if you used a reinforcing element that also had flexibility, like kevlar (though that loses strength against shear stress. was just a random thought, anyway) or something...maybe you could end up with something more suited to building in these kind of environments
  • Create New...