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KSP2 EA Grand Discussion Thread.


James Kerman

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Did you just now notice? I almost died from a facepalm when Nate said in an interview that the most difficult and interesting part of KSP2 for him was the tutorials. Well, what are the interstellar ranges, the creation of a convenient interface, the physics of the interaction of parts, interesting surfaces of planets, the mechanics of the work of colonies?! Ugh, nonsense! Look at the educational cartoons on space flights! None of us can fly, we are all beginners!

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Just now, RaBDawG said:

Fixed, thanks.

All good, and I understand being angry about it. At this point though rushing updates and patches isn't going to be a helpful solution. It's going to take a while to get the game working the way that many of us here hope it does and venting frustration is understandable in the meantime. We work with reality not desires

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24 minutes ago, Alexoff said:

Did you just now notice? I almost died from a facepalm when Nate said in an interview that the most difficult and interesting part of KSP2 for him was the tutorials.

You know that nate is like, the creative director right? He's very much not qualified to work on physics because thats not his job. 

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6 minutes ago, Strawberry said:

You know that nate is like, the creative director right? He's very much not qualified to work on physics because thats not his job. 

Which can easily be stated about all the armchair game developers we have around here ;) 

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1 hour ago, Strawberry said:

You know that nate is like, the creative director right? He's very much not qualified to work on physics because thats not his job. 

I'm embarrassed to ask - what is his job? In parts from Nertea? Or in the updated textures of the planets? Maybe in maneuvers? I generally thought that his job was to ensure that the game was solid and working, that the deadlines were not missed, that the team worked at full capacity. And certainly not in the creation of tutorials, which should be dealt with by specialist designers.

58 minutes ago, Gargamel said:

Which can easily be stated about all the armchair game developers we have around here

Yep, and Nate can sit next to us.

Edited by Alexoff
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11 minutes ago, Alexoff said:

I'm embarrassed to ask - what is his job?

4 seconds on Google got me his LinkedIn page.

Quote

Specialties: Creative direction, art direction, character and environment concepting (digital and analog media), comicking, low- and high-poly 3D modeling and texturing (3D Studio Max), storyboarding, 2D animatics (Adobe After Effects), level and asset prototyping and development, and organization of off-site art subcontractors.

So he's the boss and organizer, and does artistic story type things (like, likely, the tutorials)

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3 hours ago, Alexoff said:

Did you just now notice? I almost died from a facepalm when Nate said in an interview that the most difficult and interesting part of KSP2 for him was the tutorials. 

It's a great sales pitch for the execs.

The only reason the naysayers realists here are getting downvoted so much is because most of us moved on to other things, and frankly I keep trying to. I'm not sure why I keep checking in on the forum. They kept me going there for three years with the delays, but now it can't be hidden that it'll be at least 3 more years...

Eh, that's if the suits don't pull it. Oh well. Pretty disappointing. 

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2 hours ago, Alexoff said:

I'm embarrassed to ask - what is his job? In parts from Nertea? Or in the updated textures of the planets? Maybe in maneuvers? I generally thought that his job was to ensure that the game was solid and working, that the deadlines were not missed, that the team worked at full capacity. And certainly not in the creation of tutorials, which should be dealt with by specialist designers.

He directs the creative side of the game? His job is one of the more wider ones but everything involving the creative side of the games is domain, this can include parts, planets, game design etc. While I do not know much about intercepts office structure (a lot of this stuff Im assuming from the credits), most of the latter of managing production would go to the production director, the other producers and also the directors of each department (such as designer director, art director, etc). Tutorials is definitely his side of things, as it sets a lot of the tone of the game + he has a background as a video game artist + it isnt super technical as well. Not to mention its not like he worked on the tutorials alone, he didnt animate it and I assume he didnt write most of it (even though he probably helped with feedback for both). Just because Nate Simpson is the one we see the most doesn't mean he's top dog. While he's certainly higher up on the companies hierarchy, he very much does not do everything (nor does anyone on the team). 

Edited by Strawberry
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9 hours ago, Superfluous J said:

So he's the boss and organizer

And how did he cope with the task?

9 hours ago, Superfluous J said:

does artistic story type things (like, likely, the tutorials)

And besides tutorials? Probably pre-rendered trailers? Seriously, the game is a KSP1 remaster, where can you see creative work?

7 hours ago, Strawberry said:

He directs the creative side of the game?

So far, there is quite a bit of creativity in the game, isn't there?

7 hours ago, Strawberry said:

Just because Nate Simpson is the one we see the most doesn't mean he's top dog.

Apparently an important part of his job is to be a scapegoat.

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8 hours ago, TLTay said:

downvoted

Reddit is leaking again

8 hours ago, TLTay said:

most of us moved on to other things

If y'all did, you wouldn't be here.

It's like complaining about about a vacuum cleaner that broke down months ago even though you already have a roomba.

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1 hour ago, The Aziz said:
10 hours ago, TLTay said:

 

If y'all did, you wouldn't be here

There is some truth to this... But I just couldn't overcome my incessant frustration to keep playing.  So I walked a while back while awaiting the update. 

Way back when, I gave a guess of 3 months before Science dropped.  That would be late May.  If we are not hearing solid word about it by mid June? 

That is when I start worrying. 

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1 hour ago, The Aziz said:

If y'all did, you wouldn't be here.

I keep coming back because I'm seeing certain posters' character development, as you see them transition from "KSP2 is gonna be great" to "lol it's just a game why are you so angry" to most recently "I'd like to see more substance to these upgrades". Mind you I'm paraphrasing, and in the case of some posters, I'm actually toning it down.

Other than that, I've moved on from KSP2 itself, I refunded it. I still come here to check up on the pending justifications and how the story develops to see where it all went wrong, or as it's been shown, how it is gonna keep going wrong. Not a hater though, I've promised to eat my words if they turn it around, and rebuy when on sale. But right now they're literally developing for 700 people. They probably have more employees than players.

It is an Early Access and I consider myself part of the community, so my input should be part as well.

Edited by PDCWolf
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6 minutes ago, PDCWolf said:

I still come here to check up on the pending justifications and how the story develops to see where it all went wrong, or as it's been shown, how it is gonna keep going wrong.

I'm confused, why are you talking about KSP 1?

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11 minutes ago, PDCWolf said:

They probably have more employees than players.

You refunded so you can't check the ingame credits. But no, the Intercept team itself is actually quite small. For a game of this scale I'd risk saying that it's too small. There's far more people in the non-dev positions in Private Division and Take2 than the people who actually work on the game.

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Im interested

How many hours y’all clocked into ksp 2?

 

Me: 86 as of yesterday



                                                                                                                                                                                                                                                                                                This is my 100th post!

Edited by Little 908
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1 hour ago, The Aziz said:

But no, the Intercept team itself is actually quite small.

But there are many more developers than KSP1 0.7.3 had. Plumes and almost all parts are made by two modders.

1 hour ago, The Aziz said:

For a game of this scale I'd risk saying that it's too small.

Where is this scale? In fans' expectations? Or scale in many kilometers of absolutely empty vacuum? Or many kilometers of three types of textures stretched over planets?

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11 hours ago, Strawberry said:

He directs the creative side of the game? His job is one of the more wider ones but everything involving the creative side of the games is domain, this can include parts, planets, game design etc. While I do not know much about intercepts office structure (a lot of this stuff Im assuming from the credits), most of the latter of managing production would go to the production director, the other producers and also the directors of each department (such as designer director, art director, etc). Tutorials is definitely his side of things, as it sets a lot of the tone of the game + he has a background as a video game artist + it isnt super technical as well. Not to mention its not like he worked on the tutorials alone, he didnt animate it and I assume he didnt write most of it (even though he probably helped with feedback for both). Just because Nate Simpson is the one we see the most doesn't mean he's top dog. While he's certainly higher up on the companies hierarchy, he very much does not do everything (nor does anyone on the team). 

Given how long it took KSP1 to acquire anything approaching a consistent art direction, I don't feel that this is anything to pillorize Nate about at all. Likewise, for the 'scapegoat' comment later on in this thread, if I were working for Intercept, I would be far more inclined to put in the hours for a boss who's prepared to stand up, take one for the team, and deal with the  brickbats from the community.

There may be other reasons to criticize Nate but those are not.

Mind you, you couldn't pay me enough to deal with anything remotely community-facing in the games industry.  Perhaps I'm just jaded by Steam forums and other assorted wastes of time and electrons masquerading as official forums, but it seems to me that developers are almost universally damned if they do and damned if they don't.

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3 minutes ago, KSK said:

Given how long it took KSP1 to acquire anything approaching a consistent art direction, I don't feel that this is anything to pillorize Nate about at all.

Oh I'm very much not trying to criticize Nate here, everything we've seen of the planet, part etc design has been great so far. The creative side of ksp2 has been pretty good, Im just trying to clarify what Nate actually does, and hyperfocusing on one guy and making the point that going "theyre the ones who ruined this game!!" isnt all that useful or accurate. 

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