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KSP2 Release Notes
Everything posted by Vl3d
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Drool!
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Designed? I thought it's just baked.
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If it has a price, it's on the market and should be marketed. We're debating 101s.
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If it's public, it's been released. If it's released, it's launched. I don't care what event the marketing team wants to invent.. if I can buy it and play it, that's the base product. Everything else is extra.
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Rover ramps
Vl3d replied to Vortygont's topic in Prelaunch KSP2 Suggestions & Development Discussion
Wasted so much time building ramps... -
I was referring to updates and extra features. I'm sure DLC will have a price (?). Later edit: Did not know that about the KSP1 offer.
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I'm saying that if the game does not do well now, it's going to be hard to redo the launch. But it's ok, if the marketing is enough for you, so be it. Either way 1 month will go by quickly and then no one will be able to say "oh, just wait for the game, why are you so curious about it?". Then I'll be the one to say "oh, are you not satisfied? just wait for the full release and play it in a few more years".
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And remember that Valheim sold 5 million units in the first month of Early Access with 500k peak concurrent players. Now it's at ~100k with over 10 mil. units sold, althought it's a more complete game. It won Game of the Year by PC Gamer as an Early Access release. Do you really think it's going to top all that when it comes out of EA?
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Just look at Paradox games. They are basically Early Access / Base Games which over the years receive updates and extra features as DLCs. The difference is that KSP2 will provide these free of charge.
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Exactly. This, on 24th February, is the KSP2 launch.. not some later "formal" naming update. This is the moment we've all been waiting for during the past years. And it should be a celebration of the game. This is a sequel to a very successful game, not some random indie early access prototype. This moment right now is the release of the game and should gather the most new players - at the start, when the game is minimal and easy to learn. Please stop repeating it's an "unfinished product". We've been waiting for 3-4 years for this game and went through several hard to digest delays, it's the base version. And the base version should be completed - with later updates adding extra features. These do not show core game mechanics and actual gameplay. 80% of the game is not known. Most of it was just mentioned as "maybe" features in hard to find interviews.
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I'm still playing KSP1 almost daily. My hype comes from the potential of the first game, not from KSP2 marketing. Really? Then why are the tutorials in the first EA version? Why are they promoting TikTok videos instead of just posting on the forum? Clearly attracting new players is a corporate objective. Look, I just want to see the game be successful. Marketing is very important - at least showing (not just describing) what are the features we'll pay money for. Related posts:
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I've been saying this for a year. Maybe Tik-Tok is really all they need to expand the player base, who knows.. -moderator note- This thread was split from:
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1 month to release and we're scraping for information in 3 year old videos.. anyway, I'm sure the docks will not be useless.
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I'm cracking up! What did I just listen to?! It's Charlie's (from It's Always Sunny in Philadelphia) main musical inspiration.
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But why are the soles still clipping into the ground like in KSP1?
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That's not just an animation, that's a stabilizing mechanical system. Which means we might be getting auto leveling landing legs.
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@blackracks' clouds are peerless. Very high bar.
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What songs would you include in the KSP2 soundtrack is you had the chance? Also:
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Mission / journey planner for the launch vehicles in the workspace! It's a system that was confirmed to exist, but we don't know much about it. Why not think about what the game could be? It's interactive and interesting.
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Why would I have to import a workspace with 15 complex satellites and another workspace with all my 10 boosters into a workspace containing all my 20 Mun missions? We should be able to pick specific assemblies from a workspace to import...
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How will you use workspaces (the new VAB feature) to organize your assemblies and craft families? I shared some thoughts a while back on the subject. Now I'm wondering if we should have a workspace for sattelite / lander / rover types and another for stage 1 / 2 ... or we should have workspaces dedicated to specific destinations? I wonder how mixing workspaces will work also.. you just import everything in a new workspace? Or you select assemblies? Is there craft versioning and are changes to an assembly applied in cascade to all used versions of it?
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It's just beta guys, they're optimizing and adding features gradually. Be patient, it's just one more month to go and then we can start giving feedback through official channels.
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Steam stream images - KSC Beta Gameplay Timelapse
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
The video recording: