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RayneCloud

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Everything posted by RayneCloud

  1. As a note, we've also seen that experiments take time now, all of them. So that changes things up a bit too.
  2. I actually think with this new progression, that a MPL might be even more valuable now, as you'd actually have a use to long form science production. Something that happens in KSP when I play with the whole of the near future and far future mod series. That and with the money part of KSP 1 and having the policies that science turns in to money, it really helps be a nice loop. I'm just excited to see what comes next
  3. I wanted to take a moment to look at the different tech trees from a UI/UX position, as well as gameplay and feature parity. I figured we could start with the stock KSP 1 tree taking a look at it as it stands with t he final update to KSP 1. The KSP 1 Tech Tree has, * 9 Tiers * 61 Total Nodes * Requires 18 468 Science to unlock * IS a singular Large UI that does make it somewhat harder to drill down on compared to the newer Tree. The KSP 2 Tech Tree * 4 "Pages" * 26 Rows * 87 Nodes * Requires, * 1,010 Science Points for Page 1 which includes 8 rows and 25 nodes. Page 2 requires, * 11,170 Science spread across 7 rows and 26 nodes Page 3 requires, * 42,900 Science across 6 rows and 20 nodes Page 4 Requires, * 97,000 Science across 5 rows and 16 nodes KSP 1 Totals, Nodes: 61 Total Science Required to Unlock: 18,468 KSP 2 Totals, Nodes: 87 (An increase of 26 additional nodes over the stock ksp 1 tech tree.) Total Science Required to Unlock: 152,080 (An over 8 times increase in total science required to unlock the entire tree in KSP 2.) KSP 1 Total Science Parts: 14 Labs: 1 Experiment Storage: 1 Telescopes: 1 Sensors: 8 Resource Scanners: 3 KSP 2 Total Science Parts with 0.2.0: 9 * 5 XS Science Parts * 2 SM Science Parts * 2 MD Science Parts I imagine we'll not only see feature parity here (as I imagine some sensors or experiments will be merged in to a singular part) but we'll also see additional science parts as the game progresses no doubt with resource scanners and colony science etc. I imagine there's also just as much science to collect as there was in KSP 1, which as a note had nearly 370k science to recover across all biomes (someone feel free to correct me on that if I am wrong.) In short, The tech tree is bigger, easier to navigate and read, and seems to perhaps have extended science oriented gameplay beyond that of KSP 1. Thoughts all?
  4. "Your own life, or your band’s, or even your species’ might be owed to a restless few—drawn, by a craving they can hardly articulate or understand, to undiscovered lands and new worlds." - Carl Sagan I am excited again for the first time in months. This will be the first big proper update to the game and I can not wait. Great job team!
  5. Yes actually, I am. It's a distinct downgrade and lack of feature parity with stock KSP1 that makes it very disappointing all things considered that's true, but my hope is that it's at least a proper stepping stone to seeing that feature parity happen when we move forward. Such as seeing the resource scanners (of which we had 3 in ksp1) and parts that offer the same functionality as the SENTINEL IRT. I'm happy because it seems like a good enough solid foundation to see that KSP 2 has even more science options than KSP 1 did.
  6. Honestly, this is really really worth a watch. I really appreciate the honesty here from Nate that there was a lot of underestimation and mistakes made and I feel very confident that the team is going to move forward in a good way.
  7. I can promise you that not a single dev I've ever worked with would see that score and be happy with it. We don't get in to game dev to make bad games, and KSP2 isn't a bad game, it's got issues and it's not perfect, no game is and no game ever will be. We get in to gaming to share worlds and experiences with others. We hope that when the game goes out in to the public that they like it and enjoy it, and if they don't, they're usually two options... Give Up or Get to work. This team, I truly believe, has taken the second option. Again, all I wanted, was more open and dedicated communication HERE, on the forums, where we were promised such. I don't want to be on the discord, and while yes, I can look to the right and see the discord integrated dev tracker thingy, I'd rather like to know where Nate's previous Friday posts have gone. My hope, is that they're just head down working on 1.5 and that 1.5 will bring even more fixes, improvement, and some new features.
  8. If I had a penny for every time I heard it directed at the people I worked with, I'd be rich.
  9. As a professional Community Manager with nearly a decade behind me, it was my Job, to talk to the community. It was what I was paid for, that meant taking all the abuse that was hurled at me. The death threats, the people yelling and screaming at me telling mw that I was the worst thing to walk the earth, and listening to people hurl insults at my co-workers who I knew for a fact were working as hard as they could. I started this thread because I was and still am disappointed with the pacing of communication and I do personally feel that the community deserves more communication, of a higher quality, but the main issue is that takes time, energy, and resources away from dev ops, (if you want comms from the dev team) which as CM's, we are not. We're not in the editor making the game (some of us might know it well enough thanks to being taught by our team so we can answer questions) but it's not our job. Our job is to be out here with you all so the team can focus and work. Those people in dev ops, DO NOT owe you anything, but going in to work and doing their jobs giving their best and making the best quality game they can. It's up to the CM's to relay what they're doing to the Community and senior leadership like Nate. Any "Beef" should always be directed at people like me, the forward facing Community and Media Relations People, the PR people, and Leadership. Never the rank and file dev-ops person coming in to work today to work on some models, textures, sounds, animations, what have you. Even then, keeping your disappointment directed, reserved, and polite is possible while still getting across how disappointed and upset you are. Which, again, you're allowed to be...no one has ever said and will ever say that you're "not allowed" to be disappointed with the state of the game, the state of communication, or be worried about future updates and content. You have that right as a consumer who spent their own hard earned money on this product. We're simply saying, you can get all that across without being toxic and abusive (not that I am accusing of being either of those things, please don't take it that way.) In short, to end my rambling, be vocal, outspoken, and yes, demand better, ask for answers, etc, but do so realizing these are still human beings that make mistakes, and don't just stop being human beings because they sold you a product, good, or service.
  10. My two cents here, sine I started this thread, I've had times in my life where people would compare this situation in gaming where you're upset with a product, to one of ordering food at a restaurant and it coming out wrong, cold, or just plain bad. Yes, as a consumer, you have a right to be upset about a good or service you paid for using money you gained from working away your life not being what you expected it to be. What you don't have a right to do, in my opinion, is to be toxic and abusive even in that situation. If you wouldn't stand up at a restaurant and yell and scream at the server, or go storming in to the kitchen, why would you do that here? My original post may be a bit spicy for some, but at no point am I yelling at, insulting, or attacking the dev team. People don't stop becoming human beings just because they sold you a product you're not happy with.
  11. Accusing me of ignoring it is a bit of a low blow there. I'm not happy with what I've seen. I shouldn't have to jump on discord, I'm not on their discord and I don't intend to join it. I'd rather have more information here, at least it being properly mirrored. I'm at a loss as to why that's a bad thing to ask for?
  12. Then you're not paying any attention to all the upset devs, and we do not agree.
  13. Gotta say, I'm pretty disappointed at the moment at the near radio silence, or the complete lack of communication. The dev chats are fun and all, but where are the weekly posts from Nate? Why are we back to having to look at Discord and getting nothing here? Can we have something please? About 1.5? Or am I just not seeing the communication that was promised? Can we have something please?
  14. So, let's talk about this statement shall we? You purchase a game, a small indie unity game for 19.99$ Steam, will take 30-33% of that which is roughly 6.66$ Epic waves the fee on the store and will take roughly 9%, which is just a bit under that 1.99$ If you have a publisher, they're taking anywhere from 20% to 50% (especially if you have a horrible contract) Then, Unity is charging you 0.20$ per Install.. What's the actual developer left with?
  15. Would could certainly make an educated Guess on "insider Trading" having happened, also, Trust me, as someone whose worked with Unity since 2011 when I first learned it with the help of my former KSP 1 team mates (I was just a community manager so I didn't have a lot of reason to be in the engine doing things, but I got to watch and learn a lot.) This is not okay and sine then, I've worked on 3 other unity games, and this is an horrible decision. I suggest people watch this video.
  16. So, here's some additional information, https://unity.com/runtime-fee - This is the actual policy on the Unity Website. Here's the "Per Install" rate, you'll notice that unity personal and unity plus plans pay MORE per install but it's a flat rate that never changes, than Pro and Enterprise. Also, as a note, this only "Kicks In" Jan 1st, and they start charging for all installs after that date. Epic, as a note, charges a 5% Royalty Fee for everything over 1 million in revenue, per title, and sales on the epic store are excluded from this. Also, another note, the CEO of Unity and a few other "C Suite Execs" sold shares before this announcement, and then Unty's stock took a nose dive.
  17. I'm starting to worry about a project cancelation myself.
  18. The delay in communication here on the forums, and the focus on other platforms first again, as well as not hearing from Nate for nearly two months is very disappointing and disconcerting. Also, the fact that we're now nearing 6 months post launch and we're still no closer to any understanding of science mode, new parts, and the rest of promised features has actually made even me question what's going on. This isn't a good luck, 6 months later and we've still not seen a fully delivered major update. This is just, really disappointing. Instead of a Q&A, can we please have a more concrete more full update from Nate please @Dakota?
  19. *is reminded of running the experimental testing team way back when she was CM* Don't I know it... lol TY for the hard work there RTB <3
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