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Jarin

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Posts posted by Jarin

  1. 8 hours ago, K^2 said:

    You're only about half right on this. While you can get useful feedback from an early release that helps deliver a better experience on the full release, this does not replace dedicated testers, nor even reduce the numbers you need. QA department is staffed with professionals who know how to not only look for problems, but look for regressions, reproduction steps, do some early triage in terms of how severe the problems are, and so on. Yeah, your entry level QA employees might not have any prior experience with this, but people who manage them directly most certainly do, and it's not something you can outsource to fans.

    See, you're completely correct, in a rational world. But corporate cost-cutting does not exist in a rational world. It exists in a world where someone who knows jack-all about actual development makes decisions based on the idea that some or all of the QA department can be outsourced to people who will pay them to do it.

  2. 4 hours ago, The Aziz said:

    Oh I forgot

    -it's a money grab because KSP1 works better (it doesn't) and looks better with mods (it doesn't)

    I mean, judging by the preview event, you're half right. The game is pretty. It might be in "works" status with a patch or six.

    Edit: I'm going to try to quit harping on what is very obviously T2 forcing an unready version out the door. We'll see how things clean up with post-launch updates.

  3. 26 minutes ago, angelatthetomb said:

    They'll figure it out. Noodly rockets were absolutely atrocious in pre-.2 KSP1 (ten years ago...Jesus I'm getting old...). These days I've forgotten entirely about that, don't even use autostrut, and my rockets don't wobble.

     

    Remember the part where it's an Alpha?

    Remember the part where it's a sequel, not a rollback to KSP 0.25 with a graphics overhaul? We were hoping for a physics overhaul too, like was suggested throughout development, not the same noodle-rockets and clippy rover wheels we had eight years ago

  4. One thing I deeply do not miss about early KSP1 is how floppy the part joints were. But looking at the new footage coming out of the ESA event, it looks like it's back. Hard to believe the "Slaying the Kraken" line when rockets are looking like this:

    (timestamp 6:25 if the link doesn't work)

    Just look at that noodle launch. Just ringing the dinner bell for the Kraken to come feed.

  5. Just now, Master39 said:

    It all fell apart when everything started to bug out, several times, separate instances, backups and replays of portions of my missions were constantly needed. The challenge wasn't the actual mission, was fighting against KSP's inherent instability.

    My hopes wouldn't be sky-high about a first-release early access title having amazing stability, but I'm hoping to be surprised!

  6. 5 minutes ago, Kerbart said:

    There's a couple viewpoints to that, and I guess it's more a matter of opinion and less of who–is–right. Playing style might influence it. If you're the type who likes to tinker with designs and has built everything from giant Antonovs to flapping ornithopthers, this release is huge, and it's likely opening whole new worlds.

    But if you're the type who has planted flags on every surface in Career (hard mode, no quicksaves, reverses) and looking for a new challenge then this release will be lacking.

    I will admit, that I did not consider the Kerbal Ornithopter Program market. Finding the edges of the new physics system will undoubtedly provide a lot of content for those folks and I look forward to the youtube videos.

    You know, I may just find motivation to re-do my 'maximum speed possible on airbreathing engines' testing...

  7. 6 minutes ago, Bej Kerman said:

    I believe you are really underestimating how important the UX is for gameplay, like really underestimating it (again, Intercept didn't spend 5 years modding KSP 1 - they've rebuilt it, and then some). "where is the new gameplay?" is a secondary issue to "is the existing gameplay held down by an endless array of issues, oversights and poorly designed UX/UI?" KSP 2 is special because you can no longer site malfunctioning mods, a lack of persistent thrust, performance, etc. as a reason you're not using NERVs and ion drives for manned exploration - that's just one instance of something that's considered unimportant but actually has a major impact on gameplay. I'm not judging you for holding out on KSP 2, I'm saying your judgement of KSP 2 could be considered flawed and is focusing on less important things to, say, backend improvements so that resources don't stop existing in the background, or so that the fps you experience while focused on a large vessel isn't that far off from the fps you started with.

    Bej, your point is taken, but I think you're reaching the point of nitpicking here. The fact is, yeah, there's some new bits, but there's also a lot missing. Time-warp thrust is big, sure, but mods do have that in KSP1. "It's not modded" is useful for stability - I'm all for it! - but if you already put in the work to use those mods, there's nothing new there. No new ships to build, no new missions to plan. Buying KSP2 at EA launch is for two things: feedback-testing, and sightseeing. Nothing game-changing yet that would let someone who played KSP1 into the ground find new things to do. Nobody's saying that KSP2 shouldn't exist, or that the last five years were wasted on nothing (at least, nobody in this thread, there's jerks out there in the interwebs saying all sorts of dumb stuff), but for someone who just wants to play a game? Well, there's probably an hour or two here of looking at it and going "huh, that's neat I guess", at the differences from KSP1, and then nothing. Judging whether that's worth the buy-in right now is going to be a conundrum for lots of folks I suspect.

  8. Buying the game now really needs to have the mindset that you're testing an early-access game, with the intent to give feedback - because even more than many EA examples, that's what's happening here. At release, it's not likely to have much at all that isn't already in KSP1. You're not getting new gameplay here, yet (in fact there's significantly less). At best you get to play with a few stock procedural parts and a shinier VAB. I'm right there with anyone not wanting to effectively pay to be part of a QA team. Especially at that price-point.

    Long-term? Sure, I expect there will be tons of good reason for people to pick up KSP2. I expect the roadmap will take 10 years, but it is what it is.

    Me? Assuming the whole thing doesn't implode on launch day, I'll probably pick it up the week after release to see how the new physics feel, play with the new VAB, then put the game on the shelf 'till the next update.

  9. 28 minutes ago, Ahres said:

    I have very mixed feelings about this.... It's super cool that they added something to the original game in reference to KSP2 but... what in the world is this? This hints that there's some kind of ancient spacefaring civilization. I know there were a vocal few on these forums that wanted something like this, but I really didn't. KSP hits so well with its players because it's so similar to humankind's own history. Except we don't have anything like this going on in our existence, and we (almost definitely) never will. 

    The anomalies in KSP1 have always had sci-fi or supernatural elements to them. From the face on Duna to the dead Kraken.

  10. I mostly just used contracts as a source of recruits from the endless stranded kerbals (seriously, who's leaving them all up there?). The only other thing I did was when I was bored, challenging myself to see how many contracts I could complete with a single launch.

  11. 25 minutes ago, Tangle said:

    Say goodbye to your Saturn V, R-7, N-1, or Shuttle replicas (note that the first methalox rocket made it to space a few days ago), because the ISP and TWR will be tuned as if it's a methalox rather than kerolox, hydrolox, etc engine.

    Aside from changing the text-string in game, I'm pretty sure the article said the engines will be balanced against KSP1, not against real-life.

  12. I'm fine with gamey science, but I desperately want it to be something other than just "science points". What I really want is for there to be a reason to go certain places, aside from "it was there" or "it had a higher research multiplier". I want to have to get exotic particles from a dead kraken on one of Jool's moons to unlock future tech.

  13. 10 hours ago, regex said:

    I agree with you on the experience thing, I recall some forum users creating giant kerbal space buses to take a gaggle of them on an extended tour before using them, which is ... expedient, but the idea of it is kind of ridiculous.

    Maybe a better way of handling that would be milestones related to their career. Scientists get experience by performing experiments, engineers get experience doing whatever the hell they do (what do they do?), pilots get experience from flight time.

    As silly as it was, I kinda liked running my "Kerbodyne University" field trips:

    Spoiler

    WAtJfu2.png

    Kerbodyne U, class of '03. (feat. Mike Kerman behind the flag)

     

    More seriously, I like the classes for how they differentiate individual kerbals, but some kind of skill system could do the same.

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