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PDCWolf

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Everything posted by PDCWolf

  1. Thankfully we have sources that point to this not being the case. Development started 2017. Why people keep hiding under the same scapegoats time and time again when they've been told by T2, PD and IG that the game started being developed in 2017, that COVID wasn't a problem and that EA was gonna be updated in weeks not months is beyond me. It doesn't even fit as coping, it's either maliciously spreading misinformation, or outright refusing to accept reality. As for the OP's question: They're not gonna tell us. We know from their linkedin that IG is working on another project simultaneously. So either KSP2 is on a skeleton crew, or they really aren't cut for the position. Sadly time has ran out and there's no other way about it, unless they magically showed up with a complete game they had been developing in DBZ's Hyperbolic Time Chamber.
  2. Yay this again. 3 delays, 3 years, plus 8 months now, not a rush, circular argument, *waves hands*, that's all folks.
  3. T2 is the biggest publisher in gaming, and have clearly noticed that if the concept works, it can bring in big money. Again, SQUAD managed to sell 5 million copies of the previous game with a budget that didn't even reach 6 digits. I'm positive that level of investment vs returns is exactly why T2 would allow them to delay the game 3 individual times, and to re-fund an entire year of hiring and shuffling employees around (that stuff is expensive, plus it wasted an extra year). Do you really think they'd do that for any other game? They themselves have kicked people out for failing to produce games, and put a lock on those projects. In that aspect alone, KSP2 is pretty much the one single exception in the whole gaming industry, and anyone other concept would've probably gotten the boot. I don't need Nate to tell me they're funded, it is really obvious they are funded because they potentially have a golden egg goose in their hands. Now, I'm sure there's a limit to the patience and funds T2 is willing to give PD (which is probably why they kept branching to publishing other projects and KSP2 is no longer their main thing). I'm sure we'd all love to talk about concrete stuff, but we haven't been given concrete stuff in a while. If you dare check outside the forums, nobody shares this view. The most popular opinion about the game literally anywhere but here and the discord is that the game is dead, or on a skeleton crew, or that the devs smashed and grabbed and are doing something else.
  4. What counts for Steam is "What's in the box". They don't show future promises on the Steam store page, and even if they did, Steam's guidelines for EA are not hard rules, they're guidelines. Further on, you can't report the project for breaking those "rules" outside their Steam store page. Change your approach and keep insisting.
  5. Again, my source for trust on that statement is TakeTwo, not that Nate said it. Just by telling T2 that KSP1 was made by a team no bigger than 5 people along 10 years with a budget that barely scrapped 6 digits and sold 5 million copies, it's no wonder T2 gave them 3 extra years and every other special treatment.
  6. I will support my belief with the fact that they're a subsidiary of the biggest publisher in gaming period. Money is the one thing I don't ever expect to be a problem. What I tell everyone: Check local laws and consult with a local consumer defense body (should be always free to do so). Steam's refund guidelines are that, guidelines, and they only approve you for the automatic refund. Humans on Steam support can grant unrestricted refunds, you just have to convince them. Funnily enough, this was big part of what got me my refund. The game being unplayable.
  7. Development is funded. Nate confirmed this in AMA 1, also one of the upnates. As for the rest, I can't stress it enough that people should consult their local laws. Whatever Steam writes and whatever the EULA says are below local laws anyways, and it's very easy to find and/or spin a case from something the studio has done, or the game lacks, to actually file for a refund. Steam support has to be bone-headed about refunds so that people don't abuse the system, but if you pester them enough and with proper evidence they will budge. I do agree that all EA games should have unlimited no-condition refund windows, specially this one.
  8. It is sadly a very common denominator for people to talk about wobble forgetting you're supposed to use the same tanks, structural parts, and many other stuff to create things that aren't rockets.
  9. They mentioned having a tool to compare multiple solutions to see how each impacted the game (which suggests they've thought out and programmed or are programming more than one solution, at least in a very basic way).
  10. Once again, my nose was right. I'm not gonna bother linking the corresponding posts, because this reddit post has them already. Now I invite you to ask yourselves genuinely, if their optimizations so far have come 90% of the time from culling, deleting, hiding and downgrading stuff on screen rather than proper progress on the performance front... What's the timeframe for the obvious "rework" this system is gonna need? Every single word that comes out of them turns this into more and more of an amateur mess. And yes, I do finally feel using that word is appropriate.
  11. I've seen this discussion play too many times in this forum. Same drawings and imaginary conjectures without sources, and all. So I'm out. For those who are new to the discussion, or are actually interested in reading up and getting properly informed instead of blindly defending a glorified bug: 1. How SRBs work, attached at only 2 points (decoupling rings) + video: 2. Super tall payloads attached to very small points in real life do not wobble nor need struts: 3. The ISS only flexes half a centimeter at 109 meters length: 4. Why wobble is a glorified bug and not a mechanic (it requires making the physics less intuitive, and hacky workarounds like allowing parts to ghost into each other, from KSP1, mechanically identical in KSP2): 5. How the creator of KSP1 solved wobble in his new game: 6. Other counterpoints to wobble (personal takes):
  12. Thankfully, this is not about hmms or umms. We have sources we can check. First off, Elon mentions the redesign on the center core to accommodate the loads. https://twitter.com/elonmusk/status/732329443776024576 This was later echoed in the SES-10 conference. https://www.reddit.com/r/spacex/comments/62i6m1/recap_of_the_elon_musk_and_martin_halliwell_press/ Another source explains that the center core houses all the separation equipment https://www.wevolver.com/specs/falcon-heavy-block-5 An animation by SpaceX themselves Great NSF thread where there are a couple exclusive pictures showing the attachment ring at the bottom of the booster, as well as the connections to the side boosters. Coincidentally shows other rockets, proving that nowhere in real life do KSP struts exist. https://forum.nasaspaceflight.com/index.php?topic=43255.20
  13. And if you looked at a real picture and not a papercraft model, and did the math, you'd realize those struts are not strong enough to transmit the trust of the boosters. The real, trust transmitting connection happens through almost solid rings at the bottom, linked through a big, central, decoupler structure. Those linkages at the top are merely hydraulic helpers for the thruster separation (which are also repeated at the bottom). If those are there for any structural motif, it's to stop the levering-in momentum on trust, not to transmit trust or prevent the boosters from slopping out. Wobble is not realistic, not difficulty, and not a mechanic. It's a glorified bug that required the devs to permit parts to slide into each other magically in an engineering game.
  14. I just spent 18 minutes of my life listening to what's essentially a recap of the wobble discussion I've been reading in these forums and anywhere the game is talked about, for the best part of a decade. I understand explaining stuff for the new players and those who might not even know the forum exists, but I seriously expected more than just that... Even if at least just telling us which solutions you're picking. It's like the video stopped right when it was about to get interesting. As for the discussion in the thread, pfft. I can't believe we're still talking as if wobble was a proper feature. It allows parts to slide into each other, it requires that parts be able to slide into each other, it's exaggerated, unrealistic, and not an indicative of an inherently bad design at any level. It's wholly inappropriate for parts being used on a different way than originally intended (which is a big part of the game), and now it's become clear that not even new players like it or perceive it in any positive light. Wobble is over, it needs to go.
  15. This sounds reasonable and even obvious... Until you remember where we are now. These kind of statements will always elicit the always repeated argument as it is the clear consensus of the most people that updates have been either slow, late, or broken, and in some cases all 3. Mind you this isn't me supporting or enabling crunch, since again, we don't know. For example, I think telling them they can take even longer is laughable, specially since it's become clear that for them, time does not translate into a better product (i.e. the 3 delays). You are obviously free to have your patience, I even commend it. The game and its updates already are broken. There's nothing to imply. Not launching more hotfixes also doesn't mean they'll take the time to make better patches, that clearly goes against reality. Let me remind you the update that had the hotfixes is the first one since they said they were slowing down for more QA and better updates.
  16. I said it too. THAT is managing expectations. Sad that it had to be a clarification instead of a well worded original post. Ok, let's word it this way: Should we take that one clarification from Dakota as meaning no more hotfixes ever (even during summer)? Because that's what it looks like even though I'm sure we agree there's still pretty critical bugs in, and the K.E.R.B. lists some bugfixes (not the same) as already implemented. Lmao, good to know we now have a "they didn't say promise" but for the community's posts. I worded it wrong, my fault. Meant to say gamedev in general, not by any means a personal attack. As for bringing KSP2 into the discussion of crunch, I really don't think anyone believes IG to be working at full capacity and nearing or being crunched. If they really are, and if what we're seeing now is really the maximum output of a crunched Intercept Games... the implications are certainly not good for the public eye.
  17. Ah yes, gamedev compares his job to one where lives are a stake. I've seen this one before. The phrase does not suggest to me the argument should be contained to that one post by Nate, after all we're already considering a clarification by Dakota as well. They did one post about a hotfix, then 3 days later made a post about hotfixes, then half an hour later they clarified that they weren't gonna do more than 2 hotfixes. Even if we do stick to that 30 minute timeframe, there was already people expecting more hotfixes [1][2][3]
  18. Good, this clearly means you didn't look at a single one of the sources I linked. Hotfix 1.3.1 was posted on June 27. You can see some people in that thread hoping hotfixes are a continued practice, and of course this feeling was echoed on twitter and Reddit, and dare I say the discord without being there. Only 3 days later would they clarify. I can agree on the first and second. The third one... yeah, from my experience outside devving, developing software seems probably the only place where you can say no to deadlines. Other jobs get you fired.
  19. Good thing my complaints encompass a lot of statements and content posted for about 4 years and not this one time I was almost wrong. You're doing exactly what Razark is doing below here, which is ignoring the dates of the few ones I quoted: 2 out of 6 messages I found on this forum alone, are from before Dakota's clarification that it was gonna be just two hotfixes. People were expecting more than 2 hotfixes. In fact I'll gladly bet all in that most laymen back then expected this to mean the start of rapidly deployed hotfixes as a concurrent practice, and not just 2 "hot" fixes spaced almost a month from the update they were fixing. Dakota's clarification and not Nate's post is an example of how to properly communicate when looking to create and then manage expectations. I'm totally on board with that, though I'd prefer it if had been Nate's post without the need for clarifications. Asterisks like those have been a consistent theme sadly. This is you assuming their work pace and productivity. I'm sure if you told anyone outside this forum or the discord that they're almost crunching to produce the current volume of content, you'd be laughed out of the internet. Sadly, lack of communication is to blame again, as they really haven't shown any other bar of their productive capacity other than delaying a product 3 years and not being able to produce a roadmap feature for at least 7 months. The "5 years ago" thing is brought up constantly because people seem to forget when development started, constantly, or talk about credibility whilst gladly ignoring that. No, looking away from it will not make it go away. [snip] Maybe if people stopped constructing arguments from erroneous facts [snip] then people would stop bringing those things up. You talk as if deadlines and spec sheets are things of the devil. Which is funny considering we now have the design specs for heating thanks to Nertea, but Science being much closer allegedly hasn't been talked about past a part and a screenshot of what could easily be a KSP1 copypaste in KSP2's UI.
  20. Clearly the conciliation of the player expectations [1][2][3][4][5] (they themselves built) vs the reality the studio lives in has always been a problem. We also get into the conundrum of whether expecting more fixes or not is a response to the team's previous performance, or goodwill from the community. I can't make this any more simple You say thing. You do thing you said on 1. Trust is built. Right now this post sounds like you're asking the community to skip 2, or to skip direct to 3. Whatever they say will always be doubted until they manage to actually build a track record of following through on what they say. However, it also becomes a problem when their strategy turns to "not say anything and do", as that requires faith, and that's much better to gain when you didn't destroy trust in the first place, which is their current track record.
  21. At this point the fact they needed to clarify that "hot"fixes were almost a unique event speaks more about the reality of the game than any snarky commentary I can provide. Nobody has any sort of authority to blame people for not believing them anyways. They dug their credibility's grave all by themselves. Bruh. Gotta love how this is what it took for them to mention they're down a person (and they're going to be down another one if they don't get an application). Congrats to Mike on the twins btw. If what you need for communication to work is "belief", you're doing it wrong. Everyone in this forum agrees that actions speak louder than words, however they're lacking in actions so far, and their words have been shown to be not trustable so far. What do you expect? [snip]... repeated time and time again in this forum is people looking away from clearly sourced and demonstrated failures from their part to back their own words with actions. That and blaming the community. It's been 7 months, the last almost 2 of which in almost complete silence bar the K.E.R.B, which is a single paragraph. Nothing to show for it other than yet another promise statement that 0.1.5 brings new features we should be excited for. We in this forum and those on discord might be the most hardcore fans of the franchise, still in waiting. In real life, outside the cave, people moved on, the time has already passed.
  22. Welcome everyone to Fall! Hotfix Summer is over! Stats: Hotfixes launched during Hotfix Summer: 2 Time from update 1.3.0 to hotfix 1.3.1: 5 days. Time from hotfix 1.3.1 to hotfix 1.3.2: 14 days. Total bugs fixed with hotfixes launched during Hotfix Summer: 4 Thank you all for participating on what's been yet another PR stunt with next to nothing to show for it.
  23. https://www.gamesindustry.biz/unity-reportedly-tells-staff-details-of-runtime-fee-backtracking TL;DR: No proprietary tech to track installs (lmao still spyware), no longer retroactive, and self-reported install numbers, plus a hard cap of the fee at a % of revenue. Every dev that folds to these changes, I'm no longer purchasing from.
  24. Don't confuse "the regulars" with those that share your viewpoint. In fact, a lot of the real regulars clearly have chosen to eat somewhere else.
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