Jump to content

Search the Community

Showing results for '거제op(TALK:Za31)24시간 언제든지 예약 신용/믿음 안전★거제밤의민족화려한밤'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Respectfully, The post did talk about them working on each of these problems: And even more he talked about fixing one of the main annoyances that come with the problem. While this doesn't necessarily fix the Delta-V calculator, It shows that they are committed to fixing the issue and making sure that the game stays fun while they work on it: I don't mean to disregard your concerns but I think if we are asking for more quality communication we should keep a positive attitude when they deliver, especially when it's specifically acknowledging what we have been saying for a while. I'm not saying anyone HAS TO be happy with where we are but I think a positive outlook is always better especially if one main complaint was asking for them to talk about what they are working on before it's here.
  2. I love hearing more about development! It's great to see that the development team is taking the community's bugs into consideration. I also love getting to see at least somewhat technical talk on how yall establish what needs to be worked on and how they are being worked on. I appreciate the idea of unlocking the maneuver planner from Delta-V, I think that is a great call! I do want to say that I hope it stays this way even after the Delta-V calculator is "fixed", I would suggest just adding a warning statement that says "Plan exceeds Delta-V" but still lets the user try. Great work everybody and I appreciate hearing more about the development process!
  3. Hello! It’s been a while! I know that many of you have been wondering about the status of KSP2, so I thought I’d give you an update on how things are going. We have an incremental update on the way! The v0.2.2.0 update will address a number of common user experience issues, some of which have been causing frustration for quite a while. In many cases, a thing that was reported as a single bug (Delta-V calculations being incorrect, or trajectory lines being broken) were actually half a dozen or more closely related bugs. We identified a series of issues that we believed were negatively impacting moment-to-moment gameplay and the first-time user experience, and we dug deep into those bug clusters to make meaningful improvements. Some of those issues include: Parachutes don’t deploy reliably (doubly true when fairings are in the mix) Fairings don’t protect their contents from heating Trajectory lines in the map view sometimes disappear (often related to erroneous designation of craft as “landed” when in flight) Landed vehicles fall through terrain during time warp Maneuver nodes refuse to allow the player to plan beyond the calculated Delta-V allowance, which in many cases is an incorrect value We’ve submitted changes to address a number of these issues – in the case of the last one, we’ll just be letting you plan beyond your current dV allowance while we continue to improve our Delta-V accuracy over the longer term (there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). For this update, we’ve also prioritized a new kind of issue: in some cases, the first-time user experience is undermined by a failure of the UI to clearly communicate how to progress between phases of gameplay – put simply, we sometimes put new players in a position where they don’t know what they’re supposed to do next. We’ve received a huge quantity of very helpful user feedback in this area since the For Science! Update. For example, since most of us are seasoned KSP veterans, it never occurred to us that we hadn’t fully communicated that “revert to VAB” is a very different thing from “return to VAB.” We received a rash of bug reports from people who were confused about having lost progress after completing their missions and reverting to VAB. Yikes! Similarly, the lack of a clear call to action when a vehicle can be recovered frequently left new players staring at a landed vehicle and not knowing there were more steps to follow. We’ve made some UI changes to address issues like this, and we think the flow has improved as a result. Another usability issue that even catches me out on occasion -- trying to do illegal actions (for example, parachute deployment) while in time warp states other than 1x. In fact, we believe quite a few bug reports we’ve gotten about actions being broken have actually been the result of people attempting to do things under time warp that weren’t allowed. This is an area of ongoing work for us – not only do we need to do a better job of communicating to the player when they’re warping, but we also need to make clear what actions are and are not allowed under both physics and on-rails time warp. We’ve made some small UI changes to increase the player’s awareness of their time warp state, and we’re looking forward to seeing if those changes feel good to you. I know we talk a lot about the value of Early Access, but this is a great example of how your reporting helps us target our efforts. We still haven’t nailed down the exact date for this update, but we’ll notify you here once we’re on final approach. Most of our team continues to be pointed squarely at the Colonies update. We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. There are lots of interesting problems to solve here – some are super obvious (colony parts exist at a wide range of scales, and the Base Assembly Editor – the colony version of a VAB - needs to feel equally good when you’re connecting a small truss or a giant hab module). Other issues – for example, how vehicles interact with colonies on both the systems and physics levels – come with a lot of edge cases that need to be satisfied. We remain very excited about the ways colony gameplay will move KSP2 into completely new territory, and we’re definitely eager to see what our legendarily creative players do with these new systems. In parallel with our colony work, we’re continuing to find significant opportunities to improve performance and stability. We just made a change to PQS decals that got us huge memory usage improvements – mostly VRAM (this one is still being tested, so it won’t go into the v0.2.2.0 update – but I was just so excited about the improvement that I had to share): And of course, while all this work is going on, Ghassen Lahmar (aka Blackrack) continues to make big strides with clouds. Here’s a peek at some of the improvements he’s working on today (yep, that’s multiple layers)! And because the VFX team can’t ever stop making things better, they’ve begun an overhaul of exhaust plumes to bring them more in line with reality (which thankfully is also quite beautiful): Thanks as always for sticking with us as we work through each challenge – we couldn’t be more grateful to have your support as we move toward the Colonies era! Nate
  4. THAT Where are the technical dev blogs. Where are the REAL AMA where questions about limitation & strategy are discussed. Where are the reddit AMAs & in depth talks about the "Wheel". So nothing regarding planned content? Start publishing the dev diaries from "For Science" Us those notes with a few water cooler questions / emails to generate an in depth dev blog on decisions behind tech tree groupings. The lack of substance is what sucks and lends me to the thought.. many decisions like tech tree ended up being ad hoc or arbitrarily assigned. When you see people talk about the negative aspects of the UI you see specifics.. Maneuver Tool, Camera Eccentricities, GUI elements blocked / hidden beyond other objects, poor click-through priority assignment, inability to maneuver in another SOI When people express a foundness for the new UI.. it's often "I like it" or "it's better than KSP1" The graphics are better. A new coat of paint.. but I dislike the UI intensely. Font Part Manager Staging Window Interaction Maneuver Tool Camera Controls Ship Save (Filters or Options for Structure) Could you please express the parts of the UI that you enjoy more? I like the stock app tray I like tracking station Aside I don't much like the UI
  5. Gotta agree to disagree then, that was a painful read. Whilst you're free to like what you like, I fail to agree on any of the things you like, and some other things are plainly not a matter of personal opinion, like not being able to read the fonts on the UI, or loading times, or "potential" and so on. For loading times, on a new and clean game, the loading speed difference between KSP1 and 2 is minimal. Sure, the initial load is faster, but at the end of the day, a game made 10 years ago loads a whole *checks notes* 15 seconds slower from startup to flight. And that's with KSP2 still being in its incomplete infancy. Potential does not define a foundation. Foundation is a word reserved for how well the codebase and the game systems are put together. If "what I believe this game can be" was a metric, then every game in development has infinite potential and thus the strongest foundation. That's just not how it works. In reality KSP2 has the same engine as the prequel, the same middleware for some features, but a much heavier save system, and also a much heavier inactive-vessel simulation. KSP2 will be thwarted by that in the future. It also still builds and saves vessels as a tree, it still calculates fuel flow mostly the same way (something something "inspiration" from the code of the previous game), it still handles the atmosphere like the previous game, but thanks to that passive simulation and bad saving system, vessels popping into range still kill your game, orbits change randomly, and the game grinds to a halt with vessels and partcounts much faster than the prequel, to the point systems (like heating) have to be "streamlined", and part-counts have to be hammered down with new, revolutionary "all in one" science modules, station modules, and in the future colony modules too... or having the logistics layer be abstracted to numbers instead of seeing your vessels come and go. Right now, saves are just a couple vessels for 99% of players, let alone making any vessel in the hundreds of parts for maybe the last couple missions, and most people play serially too (fully complete one mission before launching the next). So really, KSP2s limits haven't yet applied to most people and thus it's no wonder they really think the game is better off. When colonies and interstellar arrive, along with more resources to keep track of... it's gonna be a mess, yet devs refuse to address it and have let the bug report sit unattended, and only mentioned the problem once in the K.E.R.B. and that's... the opposite of potential. So yeah, you might slowly start to realize why people who talk highly of the foundation, potential, and what not don't seem completely grounded in reality to me, and why the lack of proper technical talk in devblogs is worrying. I don't care at all for how they failed to replicate eclipses, or how they had to tesselate a line to draw a circle, I care to know why we're still stuck on something as primitive as tree based vessels, and how they plan to deal with high part counts, or even something as basic as what their target is.
  6. Well the societies where people work together for the betterment of all rather than themselves alone have been dead for four centuries so it would make sense you’ve never seen them. If there’s a certain way we’re “built” psychologically it’s because there was a builder, and it occurred based on how we’re educated in youth. Advances in human history have been built on people thinking beyond what they were taught or what they had seen. No one told Columbus to go sail west, and no one told any settler to move somewhere else. The way they were raised told them to stay put as their fathers and forefathers had, but they ignored what they knew and made a decision of their own. If we can’t grow beyond the behaviors and systems that were set up and indoctrinated a few centuries ago I don’t think we’re going to last long at all, whether on Earth or on Mars. I never said all companies exist to make money. But money would be required to build a Mars colony, thus I assumed SpaceX is the type of company that needs to make it. And there are things they already have to pay for. Support infrastructure, paying their workers, maintaining and refurbishing rockets. Contracts in LEO and on the Moon. What will be left over for Mars? The colony, that is. I don’t know why you’d see what I write as a complaint. He can try, but if he fails, we shouldn’t give up. That’s all I’m saying. I’m not saying he shouldn’t, I’m saying we can’t limit ourselves to simply hoping a billionaire will do it all for us. When I say “we” I mean humanity. Not specifically you or I. I’m skeptical industry will ever be moved to space. It makes no economic sense either, because it’s easier to build factories on Earth. The cost of shipping something across the land or sea is much lower than shipping stuff to and from space. If governments signed off on regulations banning industry on Earth, then they’d do it. But corporations don’t really do massive “save the Earth/environment” type stuff unless they’re forced to. Otherwise they largely prefer the little things that look good for PR but don’t incur too much cost. The issue with automation is that it would leave people with nowhere to go. Eventually robots would be building robots, writing code, and repairing robots, and those robots would replace all jobs except government and management. There would be no need for humans. How are people supposed to pay for Starlink if they have no job? And then companies wouldn’t be making money and it would all collapse. There’s talk of UBI and what not, but at that point people would more or less be receiving necessities for free, obviating the money. Corporations would have the power to do things simply based on whether they have the resources to produce enough robots to do it, gained by cooperation with another corporation, which also just needs to produce enough robots to harvest the resources. If people are getting necessities for free and don’t have any way to work, because robots are doing everything, corporations wouldn’t really be making money off people by selling goods and services, they’d just be providing it with no return. A Mars colony suddenly becomes feasible not “economically” but simply on whether people want to do it or not. At which point it seems you’ve brought us to my point: How can we think beyond our existing economics in support of space colonization? It goes back to my original post when this thread was revived: thinking about profitability and affordability (both in terms of money) as a means of making space colonization feasible is silly.
  7. most of the diagnoses ive had have been of questionable quality. getting an actual psychiatrist to sign off on what you have so you can actually get services is the hard part (they will hand out meds on the spot though, treating symptoms only). you can wait six months for one appointment, and thats not enough time to get an idea for whats going on. how to fit 40 years of failure and trauma into a 30 minute session. and that's even if you are willing to talk about it with a complete stranger. still not comfortable talking about certain things with my therapist who i have been seeing for a couple years now. the word of a therapist also carries very little weight with the bureaucrats.
  8. LEO and later the moon works better, shorter travel time and an luxury hotel both paces would be viable down the line. Multi year trips then you can not talk normally on the phone has issues if you need to be connected. Yes some people will pay for it but it would not bankroll the operation like orbital and moon hotels. You then attach the research to the hotels as its cheaper anyway, And you get to run on water on a pool on the moon.
  9. I wanted to make an amendment to this post, specifically after watching Matt Lowne's most recent KSP2 video: Matt Lowne struggling with rover wheel physics bugs: 35:30 - 43:40 I don't usually build or drive rovers in the game so I guess I was blind sighted to what that experience is like in the current game. seeing him drive a rover and all the bugs from that is very disheartening and I hope these things get fixed soon, hopefully in the next patch. Anyways, if we want to talk about that more we should make our own forum thread for that, in terms of this thread I'd like to make an amendment that small rocks are fine to not have collision, but medium to large rocks definitely should. I'm going to use some screenshots from his video to be more specific: Small (no need for collision because then driving would be no fun): Medium (I'd appreciate collision so that you don't just drive in a straight line all the time, also assuming wheel bugs are fixed by then): Large(obviously collision should be turned on for these): Hopefully these amendments to my original post is well recieved, I really do think this is an important thing to add a bit more immersion in the game. P.S. somebody with more experience driving rovers in the game should make a thread about that
  10. sorry i have been a bit busy and haven't finished this yet and i should probably vent about this in the talk about negative things thread. I'll get to it!
  11. Could this provide us a better clue for the release timeline of Colonies / 0.3? We have confirmation of at least a 0.2.2 release. Let's be optimistic and say that update comes in about 2 weeks (May 2nd, 2024). Using Scarecrow's average of 49 days between releases, we could anticipate the next update around June 20th. If that next update was 0.3 (again, being optimistic), then the timeline of milestones would look like this: 0.1 to 0.2 - 9 months, 26 days 0.2 to 0.3 (speculated) - 6 months, 2 days This timeline would match the hopes shared by Nate that the Colonies update would come quicker than For Science! and leaves quite a bit of breathing room. Even if there was a 0.2.3 update that dropped in June instead of 0.3 these timelines would still allow for an August release to follow (which still would meet the proposed timeline goals). Of course, this talk feels quite arbitrary given that each update and milestone is unique, but it helps put things in perspective. Do I want to wait until the end of summer for colonies? Not at all. However, the rate of development seems to show that we are indeed in the thick of it for now and the upcoming months.
  12. @ColdJ i frankly do not care if you cant accept or wont accept King Richard the Lionheart. Its a historically accurate title. And you want to talk glass houses? Ill toss that stone. You started it. Remember this from 22 March: “Rovers rove.“ All of your “examples” are wild accusations and false save 1. Plumbers Plumb. A DIRECT response to your action on Rovers rove. The rest are legitimate sentences. Circling back to King Richard the Lionheart allow me to quote: Per rule 5: Names and proper nouns are added in one post. For example, if you wish to add the name "Robin Hood" you add "Robin Hood" in one post.“ As you see King Richard the Lionheart fits per the rule. Now that we have derailed this far enough I relay the currently active sentence so this game may return to being played. ——RESTORATION TO ACTIVE SENTENCE—— King Richard the Lionheart reigned ———RESTORATION COMPLETE——— 124504172024 new page 124604172024 130804172024 131304172024
  13. Sorry but glass houses. I have put up with premature cut offs on more than just these, and constant manipulations to get the sentence to something you want to talk about. It is one WORD at a time. Even if @Kimera Industries allowed "Maid Marian", "King Richard the Lionheart" is pushing it too far. I would have accepted "King Richard" but 4 words is a no from me. I kept away for awhile to let someone else play it out with you, but nobody did. So I tried to start fresh and you as with other word games we have played decided that you can overrule whenever you want. If you are willing to play fairly and randomly then I will play, but I am not up for being railroaded again.
  14. I feel a number of people do not fully take advantage of the current upvoting system for the Bug Reports. Maybe they lack the technical expertise, comfort level required to post detailed reports, trouble finding archived report.. etc. I appreciate it when others post a bug I have had issues with but may have (temporarily) forgotten. Sometimes I intent to upvote a series of bugs but get distracted by work & the intention moves some where into the Aether. If there are bugs you want upvoted.. link them. Post a Reason why you thinknit deserves significant attention. But please.. let's avoid cross talk or debates. (If this is Stupid or Present Elsewhere Please Remove)
  15. Accurate, but not polished? Clarification please? Also, it would be helpful to know what they can and cannot talk about.
  16. I suspect it isn't that simple. However, that could be one of the topics for "increased communication". Talk about development on a current pain point, without spoiling the colonies, or other new stuff in general... Instead of we can't wait to share what we've been working on
  17. Hope to hear from CMs in the morning, maybe y'all can talk a little about the improvements to communication that y'all have come up with to deal with keeping the community up to date @Nerdy_Mike @Dakota
  18. I am going to start my comment with a question for the CMs and then I will go into my further suggestions My question to the CM comes from the conversations that @Nerdy_Mike was having in the discord, he was talking about the roadmap and how development will follow it and all milestones will be fulfilled. This is obviously great news long term as we will get all that was promised on that front. I also remember many instances where CMs have talked about the ideas of polls and wanting to them but not knowing how to go about doing them correctly. I think some polls that will work are ones about which things should come first, meaning that the "losing" side of the poll will still know they will get the content they voted for. Anyways, my question is would KSP2 ever consider making a poll for if Recourses should come before Interstellar? I ask this because there has been a good amount of people talk about their concerns about not having resources when colonies drop and then having to wait until after interstellar for this feature. @Dakota and @Nerdy_Mike, I would love an answer to this question so I know whether to keep voicing my concerns about this subject or if I should use my time more wisely on commenting on other aspects of the game. I understand that there are reasons that would make these decisions out of your control or if this just plain is impossible with the current development process. I would love clarification on this. Alrighty, now that that is out of the way, I'll give my ideas towards communications: (Note) I think the major thing that is frustrating the community is that we just don't know what is going at all, this both goes for colonies and the next patch. I understand there are powers that be that keep you from giving information about colonies very often, so I'm going to focus on communications patch-to-patch 1. I think a good idea could be a "next patch bugs squashed counter" (the name needs some work ) somewhere on the forums that updates each week. You wouldn't even need to put in a bunch of details about the bugs, just a range based on the current "dev-version" of the game that is being focused on to give an idea of progress in development to the community. You could put a disclaimer that the number can fluctuate upwards and downwards because of different "dev-versions" of the game being considered the focused version, or because some changes broke something and now you are fixing those things while keeping what the original change fixed (this is what I imagine is happening right now and why its taken a while longer for this patch). Anyways I think this would be good because then the community would have a constant feeling of progress as the weeks go on. 2. I think more engagement in the individual forums would be nice, not just when we ask but kinda closer to how the interactions on discord are. It would be nice to see everyday at least one thought given on a thread somewhere about something. It wouldn't always have to be serious stuff either, right now I am realizing a lot of the community gets a bit upset at the "joking" and more "fun-oriented" posts being made right now but that is more because they don't have much communications and want quality/qualitative posts when they happen. After getting over the hump, and when seeing CM posts are much more common, then the forums will feel more like a conversation with CMs than complaints to them constantly. Really just like once a day would be enough, even if half are joke/fun posts. 3. I think that suggestions or things that CMs cant talk about should not be met with radio silence, but instead with a "heard*" or a "there is no information we are able to give right now*". This would give us more communication and make it feel like we aren't just talking into the void hoping that something sticks. (the * would be to indicate that these communications are not a direct "this will be in the game" or a "this will not be in the game"). Anyways these are my thoughts on improvements to the current communications (as far as patch to patch goes). All of these suggestions/criticisms come from a place of respect and excitement for what is to come next both in the game and in the community.
  19. So, I've got a few questions as it relates to communication and development. Can you share with us where you are at with updating your internal calendar as it relates to when we can expect the next KERB? I know you just got back and all, but we are jonesing for info here. As far as the KERB goes, are there any plans to be more verbose in the status of the bugs being worked on? For example, "Researching" doesn't tell us what you are doing with a bug, especially when some bugs have been around and in this status for months. What is being researched, and what about it is so complicated? Same thing for "Need Additional Information". What info do you need? Something from the community? The original reporter? Who and what? It has now been 3 months since the last patch, and there has been zero talk about the next one. Nor has there been any talk about colonies other than to show the same station orbiting Jool a few times. Can you give us any information on where the team is at with the next patch, or with colonies, or when 0.3 might drop? And why the complete silence on all of this? It is early access, but we put our faith in you guys and we haven't had that faith rewarded much (if at all). Can we talk about procedural parts again? We have been told that procedural tanks are too complex, but Juno has them. And ill have to look again to make sure, but I think HarvesteR's latest project Kit Hack has them. What is so complex about them as it relates to KSP2? Finally, we need to discuss maneuver nodes and dV calculation. Has the development team shared anything with you that you can share with us as to how these are being worked on, and what potential solutions we may see? Both of these are critical to the game.
  20. The MIT article is interesting - they talk about how... difficult... it is to get funding/be taken seriously when trying to explore that theory, then point out that it's not so loopy after all. The concrete, if true, would be poured with a jello like consistency that for *reasons* cures in a way that avoids shrinkage common to other concretes. It's an interesting theory. Back to moving logs with mechanical advantage - this one is interesting. The use of the bipod is totally different. With the rope at the top of the bipod and the fulcrum forward of the log, they just pull it up and over. Side note - I got the funding to try this with my students. So later next week I'll report back on how it went. Using 2x4x10s, making some beams from 2x6x12s and a few other things. Should be fun!
  21. Yup. It seems like from going through the colony mega thread it won’t approach in a meaningful way a culmination of career and science until the exploration update, after colonies and after interstellar. I like science points. And I like the expansion and better quality of the hand crafted missions in KSP2 over test x part in y situation of KSP1. But it’s not career mode at all until there is a gameplay reason to build efficient rockets. They say rockets won’t be “free” but only really talk about resources in regards to fuel and late tech tree parts. If there’s never a reason to use a SRB over a liquid fuel stack with an engine this game may not be for me. So until they communicate clearly about what resources will be needed for, and how the player will be credited them (ie please have some incentive to not timewarp for maximum resources) the best I can do is *hope* that “rockets won’t be free” includes some player incentives to build cheap and efficient. Thats three major updates down the road. For Science! was a big step forward but didn’t nudge me at all to play more after trying it for a few hours, or to update my negative review to a positive one. The CMs hyped that they have some good communication in the pipeline, so here I check the forums at lunch for a week or so to see if it’s worth me staying around. No news or bad news and I’ll be away from the forums and Reddit for months again.
  22. Of course. If we only "overreacted" when a hungry lion is in the immediate vicinity, I don't think we would come a long way as a society. A car is just a car, after all. So is money. Music. Computers. Biology.. Whatever tickles you... But it tickles, and that's a good thing. I'm fully aware that I have a first world problem. But if there was no such thing at this point, that would mean that all of us here would be in a nuclear wasteland, fighting over remaining canned food. So I'm happy to battle over opinions @Dakota Maybe this exists, and has slipped my attention... Is there a chance to at least get an overview of how news/updates are done? If you have a feature X, when do you post it as a sneakpeek? How decisions are made to share it at all? What's allowed and not allowed to talk about? I'm having troubles to form a proper question here.
  23. I am going to ask that you stop acting like the majority of this commentary is somehow without merit. When the points you attempt to make are so eloquently rebutted, you shift the goal post to "its just game" I do not think that "its just an X,Y,Z" is as acceptable excuse for the very last point that @PCDWolf made. It is not about patience. The majority of the rebuttal addressed that very issue and the last year we have been actively attempting to gain insight on the direction this game plans to take. They have been tight lipped because the community was promised for years that this game would have a certain goal. KSP PLUS. It was immediately apparent that a different direction was chosen and we clamored for something of substance regarding this. The stuff that does come out is pure PR content and nothing of merit with regard to game direction. The only thing worth a dang at all on the future of this game was completely compiled by @The Space Peacock... with much of it dated. How much of these old conversations and ideas are going to stay? You are not understanding how long it took for took to get them to even consider certain important things seriously... Like Wobble Font UI TimeWarp Constraints Things that are not "official' bugs are often ignored when we question specifics or insight in decisions. Official Bugs (Up Until Recently) has been difficult to navigate with key word searches not always resulting in success. This compounds with many redundant postings and ignored issues NO ONE can say that this game was playtesting in an organic manner. EA is not for Alpha State drops.. not traditionally. This leaves us guessing as to why and what.. with the track record our imaginations see "the best prediction for the future is the past" WE want this game to succeed. But we also want that success to be within some realm of what we enjoyed about the first game... People would talk about other things than how crappy "radio silence is" if we were given something to talk about.
  24. I mean really love this team and I think things are coming along nicely but I believe even they see it as getting on base after a tough at bat. Unfortunately we're living in a really toxic gaming culture and its got to be hard for passionate developers and designers to gauge real reactions and actionable feedback in a clear and honest way. The atmosphere from a vocal player standpoint is to take all of these things really personally, or pretend to take them really personally, and then engage in an over-the-top Kabuki dance of feigned rage demanding groveling supplication from the corporate entities they've been wronged by because they think thats the only way games improve. But it's kind of like Cable news outlets constantly running BREAKING NEWS banners. If you're always turning everything up to 11 then people who might listen might as well just tune you out. If players believe rage-bombing every title that doesn't meet their expectations is the only way to convince developers to improve their products then eventually developers are just going to take those flame-campaigns less seriously. I would guess they already are. They'll look to more balanced and genuinely informative heuristics to identify the worst problems and work their way up from there. As test case lets talk about Cyberpunk--widely dragged and laughed at when it first released and probably deservedly so. It probably should have incubated for a couple more years. And now all of the initial hard work of good writing and good VA and story can be capitalized on because they fixed most of the bugs and redesigned the core mechanics into something incredible. Which is great! I genuinely hope as colonies and interstellar and resources are phased in the folks at Intercept remain open to making big internal changes to game mechanics depending on how things play out. What matters in the end is how the 1.0 product actually plays. Is it fun? Is it deep? Are the actual mechanics well tuned? is QOL up to snuff? Thats what matters. In my experience most people in this world are doing their best to be good at what they do. They're already incentivized to do that. Heaping shame and vitriol on them usually makes things worse, not better. The changes Cyberpunk made weren't just because players dragged CDPR through the mud. In fact the more substantive changes outside of bug-fixes--police system, fixing drops and the tech tree, etc. only come from very specific and clear feedback on whats not working and then having the time and creative process to create new and better systems. I personally would argue if you as a gamer are dissatisfied you produce more specific and actionable feedback on whats wrong--and passionately so!--rather than focus on grievances.
  25. SpaceX/Starship is the go-to option to talk about I think, but I don't think they'll make a proposal, at least on their own (though, that is probably what a lot of people thought before HLS, so what do I know). Relativity/Impulse have a Mars landing mission on the horizon, and could form the backbone to a project to pursue a return mission, as Tom Mueller is leading Impulse, and has a lot of experience with methalox (that he's applying to Helios), while also having looked into ISRU for Starship. They might even pull in SpaceX for this reason - giving them real data on making methalox on the Martain surface. Just based on having a slated Mars mission Blue Origin/RocketLab are another potential team, set to launch this summer (EscaPADE), but it's a pair of satellites, not a lander. So probably not. NASA needs a firmer deadline for sample return, NET 2040 is too far, and runs the risk of eventual cancellation. When NASA makes their selections, they need a closer date, preferably in the early/mid 2030s, about a decade from now.
×
×
  • Create New...