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Siska

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Everything posted by Siska

  1. So you say gamers shoud take the responsibility? I think management team (propably nate) should take it. Based on your opinion players are responsible for not cheering enough to motivate the team. There is rarely an EA release with this kind of reputation. I think that it's a part of project management to think and deliver it the best way possible. So if you buy an badly built Tesla car, you should motivate Elon Musk, cheer him so next time you buy it it may be better. That is not the way it goes. We live in a capitalism, where open critic expells bad products from the market, and another better product is more sucessfull because it is plainly better. At least that's the basic of capitalism. Your opinion is more soviet style, where you could buy 1 of 3 available cars, and be happy about it.
  2. Cyberpunk 2077 was canceled and refunded on ps4. And Sony doesen't really do refunds as such. You could play it. It was playable as much as ksp2 is. The only thing is that if everybody would want refunds, maybe publishers would take more caution in the future what they release for 50$. But if everybody just accepts it, it will happen again in the future. Putting the game on sale after a month.
  3. Well it think it was my emotional outburst, being frustrated for waiting and be excited for something that i think will never reach the end of development. It is not at all because of 50$, but bare principles. Why, i kind of expected the game to be playable in six months. Playable means game without "gamebreaking" bugs that makes it unplayable. I would understand that you cannot expect that ships of 150+ parts works without bugs, but honestly, a one off launch in first try without being frustrated defines "playable.
  4. Well, this game violates Steam rules of early acces, rule number 2, 4, 5 and 6. I requested a refund and i think most of the people should. We are not here to fund development, and it clearly says game has to be playable. Rule 2. Do not make specific promises about future events. As i see, multiplayer was promised, i think we are not getting it. Also we didn't get bug fixes we should to be able to play the game. Rule 4. Don't overcharge Steam customers. If 50$ is not overcharging, i do not know what it is. Rule 5. Make sure you set expectations properly everywhere you talk about your game. I don't have to spend words on this Rule 6. Don't launch in Early Access without a playable game. This neither needs explanation.
  5. True, the team has a job, they have to manage it, if they didn't it's their fault. But the team depends on management. Every programmer is a bad programmer if you don't manage them right. Dev has a job that is given to them. If project is not managed correctly, this happens. BUT, there may be pressures from above, there might be team rochades... I think it will not matter longer any more, since the last player count is 10x smaller than ksp1. i mean really, who is going to fund development of the game, that has 149 on average in last 30 days. That is 10x less than Ksp1. I think a new KSP1 DLC would be much more profitable and worth investing in. And it would cost a lot less money for publishers. Actually, i would rather see a DLC for ksp1 than polished ksp2.
  6. If I have a word about KSP2, after spending most magic 900+ hours in KSP1, it is this. Overall, I do not blame the dev team or Nate alone. Behind them, there is a big gaming brand, which we all know, focuses mainly on profit. Yes, profits are getting things going in the gaming industry. I totally believe that the team behind Ksp2 had the best intentions of making a good game, but unfortunately underestimated the complexity of the game (we all remember "slaying the Kraken quotes", which is a clear sign of underestimating the task ahead, and overestimating own capabilities). I do not know the whole story behind the changes in the team, but that certainly affected the development of the game. Mostly i see issues in project management (yes, probably that is Nate). First release dates, were so optimistic that i could say that they didn't know exactly what they were getting themselves into. Since first estimations were too optimistic, at some point, they had to bring in some money for the project to be continued, that's probably why we get a pre-alpha release for 50$. I blame Take-Two Interactive for that, not investing more money so the product development would be supported longer before release. Someone has to pay for developers, and that someone at some point had to say "you should bring in some money guys, or we will terminate the damn thing". That's how it goes, unfortunately. No publisher is a messiah that would do good deeds for dedicated players. But as a project management, there were poor decisions made, for instance: Why did they decide to rival Ksp1 magnitude from the beginning? Why didn't you follow the same route as Ksp1 and make a game with 1 planet and 2 muns circling it, but make that thing flawless? With all physics and no Krakens, maybe only a few parts. That would make the game more interesting because probably you could throw updates more frequently, every update would have new parts, and you would have a well-tested base. Yeah, you would have to sell it for much less money. But gamers wouldn't be frustrated about it. And for each version is it better to charge more for pre-release? Why do you advertise colonies, and multiplayer... But we are still talking about wobbly rockets. The wobblyness is an experience from past development, which you could take into account. IT seems nobody listened to developers, or they weren't asked (i run a development team of 15 programmers, we do not do gaming so i do not want to be smart, but yes, communication is the main thing that can prevent such things, and yes, programmers and developers are strange people, you have to know how to work with them). I know very well, if the structure of what you are programming isn't set up correctly, this is what you get. A Frankenstein of fixes and low performance. And mostly, they should ask themselves, what does the core fanbase really want... Nobody asked for multiplayer, not even colonies. If the team would really be real ksp1 players, they would know that we all wanted Interstellar travel, better wing mechanics, and updated graphics. So it brings up the question, would it be cheaper to remake the game in better graphics, and add a DLC with Interstellar which EVERYONE would buy? (I am not a developer, merely a project manager of development team, but deciding what effort is worth investing for the financial return is my core task). Yes, and with DLC painting parts would be welcome (nobody bought the game because of coloring the parts, and I think that updating the original game that changes colors of textures wouldn't be that hard), but not a reason to make a new game. As for the conclusion for the effort/profit ratio, the player count says everything. Since the low pace of game development and the falling number of players, I think we will never see the game polished and brought to an end. Not without finding new investors, or bragging for more money from the parent publisher. But that decision will be based on the popularity of the game, and that is sinking every day. Heck, if I were the one, I would say make an interstellar DLC for Ksp1, and sell it for 20 bucks and that would make so much more money than investing in the current development of Ksp2. Also, an honest question, does anyone believe that you will have a polished game with all promised features based on the current outlook of the game? I will answer no. I am merely a fan of the game, this is my opinion and as i said, this is only my view of the state of development, and i surely am not a game publisher or developer. Meanwhile, i started to play ksp1 again and it is beautiful. Yes the wings are weird, yes the famous "flumes" are not that beautiful, but who the heck cares really. I only get frustrated playing Ksp1 because of my errors, not krakens for most basic missions.
  7. Propably because programmers should do that instead of gamers. I don't remember i had to hack any early acces game to make it playable. Hell, they should pay gamers then for doing their work:D
  8. Not to mention that jettisoning the payload fairing just destroys your rocket. The only thing you can do that works is planes. And that is fronm patch 1.4 on. So we can call it Kerbal SemiAvionics Program for now. I don't wait it to becom Space Program anymore.
  9. after every patch, the process is: update the game start the game design a craft craft is destroyed in first 1 minute because of a bug you were hoping it is eliminated you exit the game
  10. Yessss, when Nate said this, i wasn't really sure if they were playing Ksp1 at all. Or maybe a little bit. Because if they were, they would know that most satisfying thing in KSP was making perfect craft with no engineering faults, wisely calculated delta-v resulting in a perfect mission. At least for me, after 800 hours of KSP1 that was the goal. Making rockets funny and wobbly wasn't something i (we) craved for. The heck, i never saw spacex rocket wobble (so much for realism in wobbling). From his word it sounded like they think of ksp of being a goofy and funny game. Kerbals being green and funny doesen't mean we want a funky goofy wobbly game.
  11. So much talk about colonies and interstellar travel. I don't want any of these if the game is in a state like this. Devs are constantly hyping what should we expect... Multiplayer Colonies Interstellar travel I think they should first assure people that state of the game is going to get better, because if until now orbits are unstable, it is impossible to build more crafts. For now, it's a single mission game (if you overcome the bugs). Somehow it frightens me how it will work all together with al the features they promised. The base game is not working well at all.
  12. When they patch the game so you can waste time only in engineering challenges, it will be playable. Tweaking the rocket in a way that you avoid bugs isn't what's gameplay is supposed to be. Simple as that. As it is now, it is frustrating and anyone praising the game saying that is "completely playable" or you're dumb, is plain wrong. Spending +2 hours just because of bugs is frustrating, but i beleive some people have more nervs than me. KSP game is frustrating by itself, playing it buggy makes it just horrible. Over all engineering challenges, you have to overcome bug challenges. Not to mention that is still impossible to play more than one craft in universe. Unstable orbits are a thing still. Also about "making your own decision by buying it", well, i could argue with that. Nobody said it is in a state like this... Also, other early acces games are playable, they do not have all thje features or so, but i can play every early acces game. On my opinion, they had to start selling it or close down the project. I think team was very ambitious and very critical to kraken's in ksp1. But they had to start selling it, for they are a part of a big company and i suppose there is always pressure to start earning, finish the product to satisfy yearly profit goals. Programmer's saying that they "are slaying the kraken" sound so silly now. What i hope is that the foundation of the game is well made. If not, it will be patched like frankenstein and more bugs will arise.
  13. I stopped playing ksp2 in between last patch and latest one. i started a game, constructed rover. Unfortunatelly, when i jettisoned protective fairing, it destroyed my rover. Still the same bug that makes the fairing fall to Kerbin in some weird fashion. I shut down the game and will try again when new patch arrives:(
  14. and how many parts if i can ask? weight is not a problem, parts no. is. Making big planes and sstos is really frustrating. After the latest patch you are actually able to make a mk3 craft that it stays together. But still, aerodinamycs can break it almost instantly after takeoff. As far as i see it, you can do it with unbreakable joints only. Before last patch, mk3 wings just fell of the fuselage on runway every single time. like nobody would even test bigger plane parts before releasing.
  15. I am so happy taht someone else says that:) This works. I think this is the way people are able to play the game. I just don't understand why you have to almost hack the game for it to work. It is not ideal, but until they repair the game (if they will) iw ill use this. THANK YOU!!!!<3 I tried this. and it still falls on the ground no difference. It is an option however, far from ideal. I haven't seen any craft in real world with wings attached with struts:)
  16. Hello everyone, please help, i have been writing about this issue around forum and seems that nobody has the answer. When building larger planes or sstos, to mk2 or mk3 sized cockpit, wings fall off instantly after loading on runway. I have noticed, that if you attach wings on liquid fuel engine, they are a bit more sturdily atached, but they still fall of. No mather what i do, this keeps repeating. I do not see reason to put strouts on wings (i did that also, it didn't help). It is so frustrting. When this happens i just exit the game. Note: On small diameters, they keep attached Mk2 seems better than MK3, wings keep falling off during takeoff MK3 diameter, they just fall apart instantly.
  17. yes it works on small diameters. but building smthng bigger just isn't possible.
  18. Tried to play KSP2 again. first thing is that my large ssto just fell apart. wings don't hold on to fuselage. If you attach them to jetfuel tanks, they do hold more than putting them on methalox. but it is impossible to build an mk2 or mk3 plane that holds together. Mk3 just falls apart on runway, while mk2 sized sstos (or airplanes whtev) do fly, but fall apart in mid air always. Is it just me or is it the game. Is there anyway around it?
  19. No, that doesen't work. Well, i want to have fun. It is fun to some point. Problem is that when you are excited to play, and you load your savegame a lot of things can happen. Sometimes you cannot leave active ship to go to menu or KSC, sometimes ship falls apart, or you just can't get camera working. For me, when i encounter bug that i have to restart my computer for, i just shut down the game. I just don't have the patience to go through this bugs to be able to play the game. I'm waiting for a few more patches....
  20. Well, using manuever plans is now more accurate and easyer to use. Now i can get directly from kerbin to other planets in one burn (well almost...). But wings keep falling off methalox tanks before launch. The game still just doesen't feel like whole.
  21. yes, it is still happening even after patch 2. Whenever i try to play the game, i always encounter bugs like this that just kill my motivation to play the game.
  22. True that it is more complex. But let's look it other way. This is another thing less than in original. Also, how many developers were working on that DLC? i do not have this information, but i guess a lot less. Another thing i think is, yes, robotic parts are more complex. But on the other hand, if base architecture of the game is done how some say it, "much better", than i think it should not be that big of a problem. i am not developer, and i cannot judge this. At the end, all that people really wanted in KSP1 was interstellar travel. I think that it could be added with less problems than inventing already invented stuff making KSP2. Now, we all hope to get interstellar travel as they promised. But advertising things like adding "next" button to seizure warning screen in next patch, makes doubts in me. Really this is so insignificant over all other bugs, that if i would be them, i'd rather not say that.
  23. Also, how are they going to implement all the colonies. It's all they talk about. currently, if you have another vessel in space, games starts breaking. For now, game does not handle 2 active ships properly. On what they will implement colonies? How will that work if in 4 years base game is just broken
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