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Kerbal Space Program 2 Release into Early Access Feb 24th


Intercept Games

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1 hour ago, MechBFP said:

I am genuinely curious what feedback they need from the community before they can implement their science system in the first milestone.

But what about the hundreds of bugs in the new bug tracker? If we get an alpha remaster, there will be a lot of them.

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Also, can someone explain to me the general jubilation that instead of the game from the 2019 trailer, we will be offered a raw alpha version of the game with very limited functionality? Maybe the cyberpunk developers should have said they were releasing a stripped-down, buggy version of the game at a discount and asking players to help them? Maybe then everyone would be happy?

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I have feelings about KSP2 in "early access" as opposed to full release. I have feelings about lack of interstellar travel or a progression system. I have particular feelings about science gathering but I've gone on about those elsewhere.

Not all of these feelings are good. I'm not 100% sure I'll buy the game right away like I thought I would 3 years ago. That feeling in particular is not good.

I'm going to think on this for a while.

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1 hour ago, poopslayer78 said:

Maybe it doesn't matter since the actual atmosphere is continuous but since the UI breaks it into distinct regions

The atmosphere does have distinct regions, but it isn't necessarily an instant transition but it is pretty quick.

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10 minutes ago, Minmus Taster said:

Did anyone notice this capsule design in the new footage, it looks kind of like a part from a Nertea mod, I couldn't find the exact part but they do look similar;

  Hide contents

 

9BQam2m.png

J9QKdRE.png

Sorry you never get an amazing look at it.

 

Well, nertea(how is this pronounced anyway?) Is a developer now so that would make sense 

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2 hours ago, Alexoff said:

Also, can someone explain to me the general jubilation that instead of the game from the 2019 trailer, we will be offered a raw alpha version of the game with very limited functionality? Maybe the cyberpunk developers should have said they were releasing a stripped-down, buggy version of the game at a discount and asking players to help them? Maybe then everyone would be happy?

Yeaj I just wish they'd give up and never publish it. That would be soooo much better.

Edited by Vanamonde
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This is the outcome i was most afraid.

A complete barren early access game, as someone said a ''remake'' of Kerbol system splashed with bloom and godrays

to make it look half as good as some of the beautiful visual mods they exist out there.

Total heartbreak for a game that i love and those who say if you don't like it don't buy it i answer that ignoring things you love and enjoy in life is painful

and its not an adequate ''solution''.

What is ahead of us? Years and years of development hell, with bugs, content getting thrown out of the window, multiple performance and technical issues.

HUGE delays to bring the game on consoles, huge revamps of systems, promises, bug hunting, bug solving, community patching, mods getting outdated,

modders yet again will be exhausted trying to catch up with every update that changes fundamental things and breaks their mods.

This is a repeat we have seen too many times and after all these delays and promises seeing this ''early access'' which it doesn't even have colonization 

is a disrespect to the Kerbal universe.

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Really excited! but a little bit confusing about not giving the Interstellar travel option, isn't that should be the main features  what so ever? and is it really appropriate to pricing a EA version for a AAA price? despite I waiting for this for couple of years now, I am kind of think this is not worth to do yet...:P

Edited by jebycheek
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2 hours ago, Profugo Barbatus said:

Nah, its more likely that some subset of resources is not present in the Kerbol system, that gates some of the latter interstellar techs. So makes more sense to get the parts in before the resources, both so you can balance them, and so you can get feedback on the fancier ones without someone having to build an interstellar empire first.

I've been thinking about the roadmap specifically because of the resource problem and I think this is it. Because at the end of the day you're looking for a really solid game loop each thing feeds the next and it's a chicken and egg problem. You need the parts so you can get to places so you can build colonies so you can process resources so you can build parts. If you have to break this down so you can study the nuts and bolts of each subsystem you have to build this gameplay engine from the ground up. They're trying to lay a solid foundation of "Okay rockets and staging and HUD and map view systems are working, we can now go places" and from there they want to establish the fundamentals of progression. That all checks out. I might agree with @Stephensan that resource collection should come before interstellar because its fundamental to how colonies and infrastructure are built and how the proper game loop is functioning before we use that structure to take the next step. 

Edited by Pthigrivi
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13 minutes ago, Pthigrivi said:

 I might agree with @Stephensan that resource collection should come before interstellar because its fundamental to how colonies and infrastructure are built and how the proper game loop is functioning before we use that structure to take the next step. 

As excited as I am to see whatever that second body orbiting donk is, I'd like to see that stellar trade is good before we approach interstellar trade. While interstellar travel has a really high excitement value, I think a big source of the fun and depth in the game will be in how all your colonies interact, and I think itd be good to get it right in one solar system before we move on to having to get it right in three solar systems.

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2 hours ago, Superfluous J said:

Not all of these feelings are good. I'm not 100% sure I'll buy the game right away like I thought I would 3 years ago. That feeling in particular is not good.

A plus of early access is crowdsourcing ideas for the actual gameplay—not the same as spaceflight, parts, etc.

KSP1 continues to have a problem with the entire paradigm of science/career modes. I want to say my very first post here was about that. Wonder if I can find it?

Finding that was substantially easier than I imagined, never looked at my old posts before:

This is actually the post I was thinking of:

 

Edited by tater
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2 hours ago, Alexoff said:

Also, can someone explain to me the general jubilation that instead of the game from the 2019 trailer, we will be offered a raw alpha version of the game with very limited functionality?

Yeah, we're getting what looks like a pretty polished early access experience with all the spaceflight bells and whistles (especially compared to the KSP1 EA experience). That trailer really didn't have anything exciting beyond fantasy footage anyway, the current state looks pretty darn good, all the maths, excellent UI, procedural parts. Bonus: I don't have to watch my colonies explode randomly because "kErBaLs".

Edited by regex
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I am so beyond excited, I wanted early access so badly and now we're getting it! And early access with more features than I expected. I wonder how long it will take the modding scene to start porting things over? With a focus on mod support, maybe our rabid modding teams will have resource extraction and eother features in before they are truly added... for the second time!

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4 hours ago, i dont know how to forum said:

A minor thing, but life support is mentioned at 10:46 (though the captions say "mod support"). We still don't know if that applies to ships or just colonies, but it seems to at least be hard confirmation that some form of life support will be included down the line, which I don't think we've heard directly before.

Yeah it sure sounds like “life support” to me. Gimme dem snacks!

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When I bought KSP1, it was 7 dollars. The product was completely unique, being developed by a small team of new devs who needed the cash to stay afloat, and kept us updated always.

This well-funded and staffed (by experienced pros) game company wants 50 bucks for a glorified benchmark with basically none of the promised features.

They broke the news of what is essentially a HUGE delay with  a video telling fans "we need your input." No you don't. You need our money. They don't need input, they need to buy time because it's nowhere near done, otherwise these features would be in the first "release" of early access.

Let's not discuss multiplayer (devs are still completely silent on this). We need to (and the parent company needs to) be prepared for the very real possibility that the reason we've heard squat about it (and why it's last on the dev list) is because they probably won't be able to deliver an acceptable MP product.

I'm not giving the benefit of the doubt anymore, this game is half baked. No, less than 50% baked, and we're still 4 months out from even that.

Very decent chance of a total cancellation coming, sadly.

Edited by TLTay
T
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11 hours ago, The Aziz said:

Speaking of which.. is that roadmap actually set up chronologically? I know it says Debdeb system there, and unknown system in the other stage, but colonies(stage 3) without resource extraction/management (stage 5) sound kinda weird.

12 hours ago, Redneck said:

The roadmap is chronological. Colonies share a lot of fundamental systems with existing features (VAB, modular construction), while the resource loop involves a significant amount of special work around resource detection (and representation), extraction, processing... and all of those functions are associated with new parts that require new part modules. Given that large portions of the interstellar progression are functionally impossible to reach without on-orbit vehicle construction, and considering that resource collection WITHOUT colonies to process them would have low utility, we determined that colonies before resources was the way to go.  

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33 minutes ago, Nate Simpson said:

The roadmap is chronological. Colonies share a lot of fundamental systems with existing features (VAB, modular construction), while the resource loop involves a significant amount of special work around resource detection (and representation), extraction, processing... and all of those functions are associated with new parts that require new part modules. Given that large portions of the interstellar progression are functionally impossible to reach without on-orbit vehicle construction, and considering that resource collection WITHOUT colonies to process them would have low utility, we determined that colonies before resources was the way to go.  

While the decision should probably be waited till we get to like science or colonies, and more feedback would be needed for this specific thing and from other people,  please consider bumping back resource extraction as a stand alone mini stage 4/moving it into stage 4 or something like that, as it involves trade, colonies, (maybe resource), and parts a lot and I think being able to get that clear would be incredible. I'm speaking for myself here so other people please lay down your thoughts, but I wouldnt mind waiting on deb deb if it means that the resource economy is in a much better firm state. There's definitely a lot of design that needs to be gone into managing the availability of your more generalist materials (stuff like whatever will be used as your main structural component (probably iron?),  your nuclear power source (uranium?),  water, etc) versus the availability of your more focused specialist planet defining materials (like whatever that blue stuff on gilly is), however theres certainly a lot of potential here. I think the generalist materials should lean towards inclusivity with specialization (such as carbon dioxide as a methane precursor being found mostly on duna, however being able to found in lesser quantities on Eeloo, Vall, and then by far the least but still in very workable amounts in your cold traps), while your specialist materials should be very exclusive (such as if minmus is silicon carbide, it readily being available there, but you can find small amounts on rare asteroids and also by mining a lot of Tylo), with some of them being exclusive to only one body, while some of them are just only easy to mine on body. The generalist should support trade while the specialist require it, and the specialist would be your big driver for interstellar trade. Though this last bit should probably be branched off into its own thread eventually but yeah. 

Edited by Strawberry
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7 minutes ago, Nate Simpson said:

The roadmap is chronological. Colonies share a lot of fundamental systems with existing features (VAB, modular construction), while the resource loop involves a significant amount of special work around resource detection (and representation), extraction, processing... and all of those functions are associated with new parts that require new part modules. Given that large portions of the interstellar progression are functionally impossible to reach without on-orbit vehicle construction, and considering that resource collection WITHOUT colonies to process them would have low utility, we determined that colonies before resources was the way to go.  

So due to it being harder to make/produce, and not having it from "stage" 1 or 2 on the road map, its near second to last for using it? how long in actual time would it be before we can start working on understanding of the mechanics of how the Resource Gathering will work with the, Science Gathering, Tech Tree Progression, Colony Parts, OVA, and Interstellar Parts?

That stage regardless if its (example) 6-7 months after the initial release of ksp 2, will pretty much rewrite the entire understanding of how to play the game, making most "known" resources when the game while in beta pretty much useless having it so far away from the first two stages.. AKA Science and Colonies

You as the player would HAVE to restart a save to relearn/understand the importance of how rare a material is, how hard it is to get, how hard it is to build a ship with the materials, how hard it will be to build "safe" resource ships or storage area's in space (if your just that fancy), how hard it would be to do the first couple of runs without automation, how hard it would be to BUILD a interstellar ship, let alone fuel the ship with the more rare, or just in general expensiveness of the ship to build.. and thats the largest issue i see right there, people will build there wildest dreams motherships/rockets/colonies just to be showed later down the line what they did is so impracticable its not worth doing, and if the resources are going to be cheap for building there dream then the mechanic would be a "mute" thing why would the mechanic exist in the first place..

Its setting up beta playing a confusing time where new players will be confused that they cannot build a rocket that there friend or popular content creator, for example "ShadowZone" and "Matt Lowne" made due to having the resource pooling/automation such a late feature, unless this road map is in "only 2023 years time as an example", this also makes most videos UNTIL the resource gathering roadmap stage hits almost completely useless, unless the mechanic will not be used/utilized more than what people are initially thinking ( like i am ), which either way will set up for the mechanic not to work as well as people hoped, and the "transition" will be a nightmare, i can already see people complain that they built a XYZ before the exploration stage and how expensive it is to make, and vise versa, its setting up the balance for failure in my mind.

 

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9 minutes ago, modus said:

So if EA is february '23, and looking at the roadmap, 1.0 release will be...many months (years?) after that?

However, reading the comments, EA isn't (anymore) what EA used to be?

I'm confused. :confused::)

Estimated Arrival :EA or ETA, Estimated Time Arrival..

February 24th is the Beta Release date for 50 usd.

 

they gave us a road map with zero EA on each section. so i can guess its year(s) away from 1.0 unless proven/said otherwise

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