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Scarecrow71

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Everything posted by Scarecrow71

  1. @Presto200 I am aware of what Nate's post stated. My making mention of the problems was used to highlight that I feel this is what they should focus on, not telling us about clouds or PQS. Are those things nice? Yes they are. But until the gameplay loop is fixed, they don't mean anything.
  2. Yes, you are trying to dunk on me. Not cool to call me out specifically when I'm not the only one who was pretty sure nothing would come out until tomorrow. Thanks for that. On that note, I was wrong. Close, but still wrong.
  3. I wonder if the docking issues are related to either/both of: Incorrect landed state causing trajectory lines to disappear Vehicles falling through terrain during time warp
  4. I'm going to call out a specific post in this thread to @Nate Simpson: I could not possibly agree more here. We were promised an update cadence of 6-7 weeks, and it's already been more than 3 months since the last one. We were promised communication updates every 2 weeks, then every month, then once a month, and then ended with "When Mike finally gets the internal calendar straightened". And when you finally do communicate what is going on, all we get is "We have an update coming. Can't tell you when, but look at the clouds!". I'm not going to apologize for my stance on this. The gameplay loop is infinitely more valuable to be working on than graphics at this point. The clouds and PQS improvements are nice - especially if they finally give some semblance of performance updates to those of us with mid-range equipment that you guys stated the game should run on with ~30 FPS. But for all that is good in this world, please prioritize fixing the gameplay loop. Colonies is great, interstellar is nice, resources will be wonderful. But none of that works if we still have the issues we've been complaining about since day 1. Period. Colonies don't work if the dV calculator is broken. Interstellar won't work if trajectory lines disappear. Resources won't work if all of our buildings and ships fall through terrain when we time warp to get to a full load. Thank you for the update. Please keep these coming with better frequency. But please don't just tell us "We're working on this" and then try to distract us with shiny pictures.
  5. Although I'm a developer (automation jockey, to be specific) by trade, I'm curious to know what other solutions exist out there other than having a tree for identifying something and the things it contains. I'm no game designer, and the things I deal with in code are very straight-forward and don't involve something with hundreds or thousands of sub-parts, so this is a genuine question of me not knowing why it's primitive, as well as trying to understand what other solutions might exist. When it dropped, For Science! absolutely lit the fire. It brought back people who hadn't even touched the game since initial launch, and it got people playing. But that second half of your statement about longevity is where that update failed. Speaking only for myself, I stopped playing as soon as I ran out of story missions. There was no point; the game gave me no direction or objective to complete any longer. And even if you count what happened with the story missions, it was far too short and jumped from "Launch your first vessel" to "Go to the densest rock around the largest planet on the edge of the solar system" too fast. The update brought some new content, and gave some small direction...and then it just ended without warning. And there is no replayability in KSP2, unless you like doing the same missions over and over again? To expand on this point, it's a constant cycle of moving the goalposts. "KSP2 drops in February, and it will change what you think of the franchise." "Our first update will bring this all together." "For Science! will have people scrambling to play for hours!" "Colonies will really make this a complete game." It goes on and on, and will probably continue to do so until we reach 1.0, at which point I'm afraid we'll hear "Well folks, that's it! We're done! On to our next thing!" and we'll all still be left wondering "What the heck did they even give us?". As far as Resources go, I'm of the mind that they should be implemented with Colonies, not after them. And if it weren't for the almost non-existent cadence of patches, updates, and content, I'd say to delay Colonies until they can get Resources working properly with that update. But they can't even get heat and drag correct, so there's no reason to believe they'll ever get Resources right. I've said it already in this thread, and I'll say it again: I'm irked that Mike's statement of "News next week" really meant "News late Friday". Why is it always Fridays? Tom's enthusiasm aside...why? I honestly believe and feel that it's because they don't want to answer questions or deal with backlash/outrage immediately afterwards. By waiting over the weekend to even look at the forums, they can let things calm down and hope people just clam up and not mention it any longer. This whole cadence of "we said next week, but we meant late Friday, which could push into the following Monday if everyone takes the day off" is bothersome. This got asked ad nauseum right after the first AMA with Nate. People wanted to know why they didn't answer the technical questions about the state of the game, and why things were really broken, and when we could expect patches to come out. And to be fair, they kind of hit on some of this at a very basic, ground-skimming level...but they skipped right over what people really wanted to know. And that's been their MO since - ignore the real questions and try to distract with shiny pictures. I'm still trying to figure out if this mess was planned or not. They have the entire first game sitting there to dissect and learn from, and they simply didn't, don't, can't, or won't. Even something as simple as the tech tree (to use your example here) could have been really expanded upon. Heck, take a look at the Community Tech Tree from the mods for KSP1. Throw in Un Kerballed Start and Hide Unavailable Nodes, and there's a great starting point. But for some reason, they simply don't want to. I dislike the new UI in its entirety. It holds zero aesthetic benefit, the layout is counter-intuitive to how people see things, you can't scale it, you can't move parts around, it's too dark, and it's hard to find some pieces of information. I'm honestly waiting for someone to write a mod to change it back to the way it was in KSP1. Keep in mind that the original was initially written by 1 guy in his spare time in a space/genre that had almost nothing else to go off of. And Felipe was pretty much on his own for most of the game prior to 1.0 (I'm not sure when Squad came along, or when he got a formal game publisher and backing, I could be wrong about that). Anyone who argues that it's a game made 10 years ago but has had 10 years of polishing needs to understand that KSP2 has a full development team and the backing of a large studio with millions of dollars. Not to mention they should have learned from KSP1's mistakes. What's that they say about not remembering history?
  6. Then you and I will have to agree to disagree. The core gameplay loop is the primary focus for what I look for in a game. If that's broken, then no amount of polished visuals or music will make up for that. It doesn't matter how pretty the game is; if I find it unplayable or, in the case of KSP2, broken and difficult to play, then I won't play it. The gameplay loop has to come first; everything else is window dressing.
  7. While I agree with you about the graphics and music, I just cannot wrap my mind around the quoted text. The 4 things you mentioned have nothing to do with the actual gameplay loop, which means you aren't in this for the actual gameplay? Is that an accurate assessment? The visuals are good. The music is awesome. But the gameplay loop is sorely lacking. I shouldn't have to rehash the bugs that make the game difficult to play, and performance still isn't optimal. Even the YouTubers are starting to get away from the sequel as it becomes a chore to play. The original has its own problems, sure. But it is far more polished than the sequel. I guess I'm just curious as to why you didn't list gameplay as one of the things KSP2 has and does better.
  8. Technically, we were told we'd get information some time this week. It is just disheartening that they always mean "late Friday right before we close shop for the weekend so we don't have to answer any questions about the lack of information we give".
  9. We promise the game will drop in 2020. Oh, sorry, we meant 2021. Oh, darn it all, we have to delay again. Hey, we're gonna drop patches every 6-8 weeks. Oh, you mean we're already at 3 months with no word of when we'll deliver? Hey, you'll get a KERB every 2 weeks. Oh, we meant every month. On second thought, how about once in a given month. Well, Mike has to update his internal calendar, so we'll start whenever he finishes that even though it's been 6 weeks since the last one dropped. We're going to do AMA's every month. Oh, well, we meant every once in a while. Hang on, we'll just scrap those without telling you. We aren't going to make science just a rehash of what we had in KSP1. Oh, what we meant was that we are going to take exactly what science was in KSP1 and just dumb it down. That enough promises for you that they've made and broken? Or do none of those count? Are you just simply ignoring everything about the KERB? They promised every 2 weeks. Then when they couldn't hit that, they changed their minds and promised every month. Then when a month went by and they were asked about it, they changed their minds again and said Mike had to update his internal calendar, and that they truly meant once in a given month. It's now been 6 weeks, and we have no word on what the heck is going on or when we'll get the next one. So no, they honestly haven't upheld the promises they've made about the communication they insisted they were going to give us. And on this topic, let's also not forget that after the initially promised every 2 weeks, they still failed to hit that target. Go check Discord and you'll see a bunch of instances where they said "No KERB Friday; delayed until Monday". And how much time are we supposed to give them beyond the 6 years we've taken to get to this point? How long after them telling us "Monthly" are we supposed to wait until we say "You know, it's been x months and we still haven't gotten one"? Why on earth do you want to give these guys a free pass for not giving us the communication they promised they would? It's the same story over and over: they promise us more communication, they give us less, we ask about it, rinse and repeat. If you can't see that, then nothing I say will change your mind. The side you've presented is one of ignoring facts. Nothing I've said is untrue; you simply need only look throughout the forums to see everything I've stated.
  10. Before it even happens? Where have you been for the last 15 months? Heck, for the last 6 years? They can't hit any of the promises or timelines they have given us. Why should we expect this to be any different? And you basically proved my point. We got promised bi-weekly and it didn't happen. We got promised monthly, and they are already late. Hard to wait for something to happen when they've proven it won't.
  11. While funds were important in KSP1 in the early game, once you get about halfway through the tech tree and start taking on tourist contracts...not so much. In fact, in my current KSP1 career game, I completed a round-trip mission from Kerbin to Duna/Ike and back that generated 3.5 million in funds. Single launch, no orbital construction, to Duna/Ike. I gathered science in orbit of both bodies, landed on both bodies, and returned to Kerbin. 10 total contracts (8 directly related to the trip, while 2 were related to tracking asteroids that I already had going before this trip), 3.5 million in funds. So yeah, once you hit a certain point, funds are pointless as you can simply generate what you need quickly and easily.
  12. The issue is that we aren't getting what we were promised. First it was KERB every 2 weeks. Then every month. Then once during a month. It has already been 6 weeks since the last one. On top of that, we were told that the hope was patches every 6-8 weeks...but we are at 3 months and counting since the last one. It is an endless cycle of being promised something, hoping it is true this time, then finding out it is more corp-speak. I think we have a legtitimate beef on this. No, but they are pretty integral to actual ships and their designs. Robotics and the ability to use pistons, hinges, and other folding parts opens up all kinds of design considerations. While I agree with the overall sentiment, I have to admit it is hard to be understanding when the goalposts continue to be moved. And we aren't privy to the resources they have. Being backed by a major game publisher, we have to assume they have ample resources to do their jobs, which they currently really haven't proven they are doing. We have bugs persistent since launch, yet they think grid fins are the way to go. People complain about something as simple as the font, yet instead of fixing that they are telling us all how much they enjoy playing the game and they can't wait to show us. They aren't listening, and without knowing what they are in fact doing we have no choice but to assume they aren't doing anything meaningful.
  13. So as I'm working through the Nebuchadnezzar space station, I got a couple of contracts for those investor dudes. I figured "What the heck; it's easy Reputation and could help in the long run". Ended up completing those, which triggered the game to give me those contracts to build a space hotel and a space casino. I looked at those, and man do they give out the funds for completing them. I thought "Maybe" and went back to do the space station. I keep getting contracts to shuttle tourists up to the space station, and after a bit I realized that the space station needs some upgrades. Newer parts, and I gotta finish building it and all. Money isn't the issue here - science points are. As in, I don't have enough of them. So I figured I'd do a contract or two to gain some science and do some stuff on the tech tree and then add to the space station. And when I went into Mission Control, the game just knew what I needed and handed out a boatload of contracts involving Duna and Ike. 2 of these contracts I already had - map comets and map asteroids. I have a satellite in orbit doing the mapping for these, so I didn't pick them up here. But I got the rest of them, and thought "I wonder if I can pull off completing all 8 of those in one shot". A couple of these were one-shots like "Land on Ike" or "Gather remaining science data near Duna". Easy stuff. But to effectively do a Kerpollo of Duna/Ike and throw in dropping a satellite in orbit PLUS get both a Duna Stone and Blueberries? Challenge accepted! So I set off building and launching Horus I. It took a few days to get the window to Duna, but I eventually got one and set off. And I planned the burn so that I'd get an Ike encounter without having to even get to Duna Pe! So I come into Ike, set my orbit up, and drop off a satellite. Now that I've got the satellite in orbit, it's time to put this thing down on Ike and collect some science. And I'll say that the below image is probably my favorite one I've ever taken in this game. Gives me chills seeing it. On Ike, near dawn, sun coming up, Duna in the sky. Wow. And, ladies and gentleman, that is stock. No visual mods here whatsoever. Anyhow, time to get to Duna and collect the science there. Bob Kerman, in Duna's Midlands, with Ike high in the sky overhead. I got really lucky with shots today. Part of the mission here was to collect both Blueberries and a Duna Stone. I actually landed several feet away from a mound of Blueberries, so they were easy to collect. I had to walk, however, several kilometers to gather the stone. Those things are hard to see in the Dunatian mid-day! But I found one, and made my way back to the lander...where I ran into the ladder issue. I had to use RCS to jump high enough to get back into the command pod as the ladders acted as if they were all independent objects separated by several star systems. But I got Bob back into the pod and rendezvoused with the mothership. And while onboard there, I did some EVA construction with Bill - I brought Bill, Bob, and Kerdock the pilot - to take one of the large parachutes from the lander and attach it to the mothership command pod. I figured I may need it, and an extra chute never hurts. I got a return trip for ~600 dV, and I eventually made my way back to Kerbin's oceans. I started this mission with ~275 science points and ~1.1 million in funds, and I ended with 4276 science points and 4.6 million funds. This is the single-largest mission I've ever undertaken in the game, and boy did it ever pay off. I am going to unlock a few nodes on the tech tree (at 550 science points each, so about 7 or 8 of them), and then I'll continue working on the space station. Or maybe switch gears to the space casino; the Las Kerbas Space Agency did just approve LKO gambling...
  14. So why not have these meetings, gather the information, and then just release it the following Monday? I mean, Mike said "Next week", right?
  15. What irks me is that they say "We'll give you information next week", but then they wait until the very last minute to drop it. Why can't "next week" mean "Tuesday(ish) in the middle of the day so we can answer questions you may have"? Why does it always have to be late Friday (or, as The Aziz pointed out, Saturday for those not in America)?
  16. You can substitute any planet for Duna in that scenario.
  17. As I've posted a zillion times out here: AMD Ryzen 9 3900 12 core GeForce RTX 2060 Super 32 GB RAM
  18. Only back at its user. Stadiums are filled with seats, but those seats are referred to as the stands. Do we sit or stand?
  19. Aydıntepe, an ancient underground city. Aydıntepe underground City - Wikipedia
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