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Fizzlebop Smith

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Everything posted by Fizzlebop Smith

  1. @Lisias Thank you for taking the time for honestly engaging with me. I was genuinely wondering as to what THAT deciding factor might be.. in regard to the originally posed "but, why?" I do apologize for the abrasive tone. I should have not let unrelated elements of life in general harm my ability to genuinely engage with long standing members of the community. But I am sorry for coming across as an ass. I think Trust is really the greatest contributing factor to those games I've been fortunate enough to play. I only returned to gaming in the last 2 years. So my old school and newer gaming experience all center around titles that have wonderful, healthy and robust modding communities. Not all may be alive and current but even the Simcity 4k circles I follow are mostly really cool people wanting to make a game they absolutely love.. just a little better... AND they have established trust with those in (or were in) a development position. That these individuals would protect the community interest against other entities etc. Trust seems to have been the resource most lacking on KSP2 developement.. well maybe next to qualified engineers. I am greatful to have grown up in the golden era of gaming. No doubt advancements in hardware, software and even wetware will produce some mind melting products in the future.. but that creative gestalt that motivated a generation seems to be a dwindling commodity these days. Like many other novelties.. another victim of a world largely motivated by self interest and profit. I do agree that there is a paradigm shift and Nintendo is one I think of most frequently. Those motivations and deciding factors may lead to a future with less modded content (or better software agreements for community) but I still thing what that motivation is will remain the same.. It's Trust. It should have been obvious. Hopefully changes, Non Compete laws will set the stage for a Renaissance.. quality and community engagement are hallmarks of the small teams I've followed. Have a good day and thanks
  2. Sony, Nintendo and Blizzard all sue the crap put of everyone they *want*. Regardless of merit of individual cases. The online culture promoted among these groups is often toxic. Of course these people generating money by destributing aim bots and other cheats to the public got in trouble. Whether it was direct points of sale or ad based revenue... they "profited" off of making derivate works from a protected product. It matters little that many contribute to a kSP1 mod with OSI distribution/ use rights when the body of end result is for use with a well protected piece of property. If someone from Take2 got a giant hard on you may be covered under some statutes of limitation.. You did eventually answer the question though.. the developers were "welcoming". I am glad that welcoming developers mitigates some of the risk to potential copyright suits in the future. so the meat of the answer is trust not in the owner of the IP. What makes people develope third party software (aka derivate works) from protected bodies of code... or even risk potential fallout even though a mod may not require binary source to be decompiler. Frontloaders injecting things still modify the client end of a protected work.. So trust is the answer as to "why someone may engage in this activity" despite current trends & the traditionally overly litigious corporate worlds. Trusting those that currently hold power over the IP to be trustworthy and accountable. Since mere passion for a product is obviously not enough of reason (when tranlated) for some to make *potentially* poor decisions regarding their own futures. As these lawsuits in create more attention, that internal diaologue may start to go over various cost / gain subroutines when deciding to write a mod.. but probably not. Instead they see a game they love and want to make it better
  3. Didn't you write a few mods for KSP1? Since there is a language barrier I'm curious as to the reason. Why did you do so when the game did not employ the referenced methodology and was therefore "done for free" If these are just maintained by yourself perhaps that is something all together different. Perhaps the first mod is the free beer? Perhaps then, the answer lies within that ultimate non sequitor: "They want(ed) to"
  4. @Lisias Though I believe your intention was to elaborate on the futility of doing so and so may have been somewhat rhetorical in nature, but i still think passion for the product is the reason. I would like to see major mod developer movement to where those who want to embrace mod culture do so with a EULA or OSI product license that bestows some limited rights onto those persons. I do think there is a difference between people that make Aim bots. These individuals were probably not be led by passion, but pride.. it is still emotionally decided. Logic does govern those seeking to build a following for ad revenue.. or the true sin selling 3rd party add ons to copyrighted works. Sin from perspective of IP owner. Basically NONE shall profit from what I own. My answer still stands as passion and love for the particular IP. I am on mobile ATM and lack the requisite skillet to artfully select pieces of the comment but as to the "But why doing it for free"? " I think, at least for the games i have experience playing, that people have fallen in love with rich lore & quirky characters & let that cocktail of feelings lends a particularly optimistic view of potential ramifications. As for the free, many labors of love are done so without a need to see financial returns. There are not many analogies I can think of off hand.. community service seems a poor comparison but it is still a sacrifice of owns one time for the benefit of the community.. which can lead to reasons all their own. As an Afterthought Perhaps years of spare time of free development will lead to being hired by your dream (harsh reality not withstanding) employer... but my primary answer will be *love* in some form of the emotion. Which will easily explain away any and all attempts you use to inject logic into that consideration. :}
  5. I would like any an all endeavors that utilize early access.. to enter and engage with that system in the manner and spirit in which it was intended. Primarily.. communication. Monthly Technical Reports / blog entries & Dev Diaries Use of a widely accepted form of official communication (forum) Should small development studios hold themselves under the shelter of a much larger umbrella should have a degree of autonomy Quit putting creative directors in charge of development projects. Allow creative director to head the creative department and share those visions with *qualified* engineers. I understand budget restrictions and salary caps. Why such an imbalance of art producers?
  6. Often it's passion. Pure and simple.. and a love for a particular IP. People invest their time to make these titles better & curate a more personalized playstyle. While there are a few opem source large scale projects out there, it is difficult to generate / organize the level of interest & time commitments required to complete something like that. It is true that sometimes they companies will release the code, but I'm not educated enough to know of many (games) that started open source from the get go. Orbiter & Nethack? I'm sure there are others. I have no experience directly jn the field to relate, but various other projects I have coordinated.. there would have to be an incredible amount of passion. Perhaps crowd sourcing initial equipment Costs with some plan to manage future costs.... Oops. Tangent. I feel it boils down to mainly love of the title, and a solid community. The games that I truly LOVE all own their continued decade long success to the modding community. Primarily Minecraft, Morrowind, Fallout, KSP, Never Winter Nights.. oh so many more. In my humble opinion... these titles (and many others) owe their overwhelming success & ability to combat the test of time solely due tp the prolific nature of modded content. This ability to intimately personalize a playthrough / playstyle to the individual lends a personalized connection to the title that is absent in games that due not support the modding community Bethesda learned what happens when you attempt to monetize the free labor of your *beloved* community.. and it ends up hurting the numbers elsewhere. I am sure some guru has a formulae somewhere about how much you can screw over your fanbase and still have positive gains from doing so.. they just have to tweak it a little more.
  7. I love the opening line... Lead security engineer at bungee is not sure if the accused ever had access to the decompiled source code and indeed.. has not evaluated the 3rd party addon source code ... These kind of things really make my nhilism rear its ugly head and threaten to swallow my outlook on the future. This is indeed some scary excrements. I'm old enough to remember the Napster fallout with Kazaa and the subpoena that were launched in the wake. The official and unofficial powers that be will always seek to consolidate their holds over various sectors of the world / market. As governments collapse from corrupt dynasties and policy makers fall ever deeper into the pockets of corporate interests, this is the natural evolution. They want to own EVERYTHING eventually... and we lease whatever privileges or amenities. Part of this was evidenced (For Gaming) by the rise of micro transactions. As the power players consolidate more and more market share, in addition to fiercely competing there is a need to monetize every cent from any potential revenue stream possible. I was always worried at the outset of KSP2 that there would be some back end need to monetize.. per mission points of sale or extra parts. Hell lets charge for all those amazing mods that people developed for free... There is still a modicum of power in the consumer, in those rare instances when outrage results in change.
  8. No Reason ... just is. Often I will catch a faint melody only to be reminded of some song that is unwilling to vacate my heads pace for a few days.
  9. I'm about ready for some kebab or gyro.
  10. That's a different story.. I can see some blurry future where the Kerbal IP gets liberated. Legions of script kiddies wiedling AI daemons. A couple competent codeslingers coordinating from...oh excrements yea.. #freejebfromcyberspace
  11. When the current paradigm shift is one toward ever increasing greed, my deep seeded cynism sees a future more shadowrun / cyberpunk where the corporate overlords own everything
  12. That's never going to happen. It would open too much challenge to their golden Goose IP. How about just lifting the ridiculous bans on speaking to experienced engineers that worked on the first. Or willingness to drop a couple graphic artists and combine their salaries to get a good lead developer with a foundational understanding on physics. Or not dumbing down every aspect of the game using the excuse of approachability to make up for inexperience of development team. Bah. Just about all aspects of this were done wrong. Nothing other than circumstantial evidence but sure feels that way.
  13. I am just glad someone with status has confirmed something many of us have complained about since day one... Nate is a willfully blind Narcissist on an Ego trip. Yes he may be nice and energetic. The need to focus on visuals over all else because that's what *he* wanted out of the game. Must be the most important thing to us as well. Unwillingness to consult was prolly above his head, but asanine meddling and micromanaging all around. Also, It does show a degree of dishonesty that was purposeful. With multiplayer being axed for so long & no adjustments to the road map. It is so mind blowing if he pulls through this smelling like roses.
  14. I have been wanting a more simified launchpad experience for my next playthrough. I have started a brand new interstellar playthrough and am feeling a bit overwhelmed at the thought of recreating the system spanning infrastructure of previous playthroughs. I read about a simplified resource / manufacturing of simple construction and am excited to give this a try. I just finished checking out the various read.me and instructions and just wanted to ask Does this affect everyone? If so has this patch been added? I saw @zer0Kerbal may add it add it. I am excited and just wanting to have a better understanding before I begin. I appreciate your patience with my ignorance.
  15. People do not like to admit culpability in a situation like this & Nate is ever the spin master. Anything taken from Nate will always be "We did an amazing Job. Things were out of our hands" or something similiar. Where I personally do not think that the responsibility lies with the individual developer. Even if it did, No one will come out and say "we did a bad job" .. "it's our fault" The game WAS pushed out in a rather poor state and could support the Parent say this outcome and was preparing for it.. but I'm just saying.. Nates literal job is to talk a good game.. and he's good at it.
  16. I have seen Satire of this very situation on television. It is a trope I feel has been displayed enough to have been immortalized. Random individual conveys some sentiment with simple arithmetic to emphasize a general feeling of disappointment. Then a figure emerges from the back of the room. Crowd parts & a shadowy out of focus frame slowly center on the individual. Long well oiled mustaschio twirled idly between for finger and thumb... " weeeellll... seems we have a misunderstanding. Let me educate the poor farmers" proceede with circular talk to convince *farmers* some unrelated point in somehow relevant to their disappointment.
  17. Well.. if particle physicists are among those qualified enough to understand the application of your formula.. you have supported the oppositional argument so very well. Trying to apply this degree of mathematical relevance to a general conversation so that ypu can construct some platform in which your view has merit. If your methodology for supporting your stance is only applicable to a very small subsect individuals.. well then it certainly doesn't apply in scope of generalized conversational comparisons among forum users. Reserve those conversations for spaces where all parties argee on the specificity meaning of generalized terms. You are arguing a very niche perspective of the situation based on the bias of your field or experiences. Quick question.. 10,000 tall building. Climbing the exterior of this building.. If I fell approx. 380 from the ground.. would I be closer to death? Or my lofty goal?
  18. Unfortunately the sequel is riddled with bugs. They haven't has a chance to squash them all.
  19. Just wait.. you are about to summarily *educated*.. not be me but by the self appointed powers that be. Where I personally think you deserve a standing ovation for the objective presence of mind to realize there is a semantic argument that is subjective in nature... And also personally consider the fact that one POV is largely based on a technically specific background which holds (what I am guessing to be) a minority view, makes you double correct. However.. you are wrong.. oh so wrong..
  20. That lead down an interesting rabbit hole... I enjoyed the ride.
  21. Can there be an agreement to disagree in this situation? Seeing this argument devolve into veiled condescension delivered under the guise of exposition gets tired rather quickly. The crux of the issue revolves around a semantic argument regarding very unspecified generalized terms like "close". Continuing to repeat and rehash the various specific that make you lean toward your own perspective will gain no head way... why? The word close when used in mathematical context among peers, is associated with proximity and precision within a specific data set. However, The term "close," when stripped of its mathematical cloak, stands as a subjective term, vulnerable to the whims of individual perception. In the pursuit of intellectual rigor, it is paramount that we refrain from confining such an abstract notion within the rigid bounds of mathematical precision. The beauty of mathematics lies in its clarity and exactness, qualities that the term "close" cannot claim to possess when divorced from its technical roots... as in the conversation @K^2 continues to insist is the ONLY manner on which it can be applied. To engage in a discourse that seeks to quantify "close" in the context of sales figures is to embark on a Sisyphean task. The argument that 500 sales are "closer" to 5 million than to zero, based on the peculiarities of null values and the mathematical properties of zero, is a clever sleight of hand. It distracts from the essence of the debate, which is not about the numbers themselves but the meaning we ascribe to them. In the end, the quest to lend mathematical precision to the term "close" is akin to chasing shadows—a futile endeavor that only serves to obfuscate rather than illuminate the true nature of our inquiry. Let us instead agree upon a definition of "close" that resonates with the collective understanding, one that acknowledges the term's inherent subjectivity and embraces the rich tapestry of human experience that it reflects.
  22. Even if the game gets an update... and PD supports it up to an official 1.0. My Biggest belief in why the game is dead: This repurposed bovine waste right here has RUINED the sentiment of the modding community for the game. Even if the it were to continue (I feel) the treatment of developers and community has forever soured those that would be willing to extensively mod the game. Without That type of ongoing support for the game.. it has no hope of ever really being anywhere near the success of the first. I know that a younger generation unaware of this fiasco can come along and start to Mod, but it would never have that group of people lurking around to help out who were instrumental in laying the foundation for mod support. It would never have a change to reach that robust and beautiful degree of *something* which occurred when so many brilliant and passionate people were willing to work together on so many things.
  23. I really like this simplification. It illustrates the situation with great clarity.
  24. My stance after playing for science & seeing the general direction of marketing .. they shouldn't have called it KSP2 but branded a slightly different game geared at colonies. All of the marketing is emphasizing this content that to me was only part of what I was wanting. I really wanted to build some insane juggernaut generational ships.. I really really though there would have been a much more robust foundation for a KSP2 game.. ton properly earn that sequel tag Again this is just my POV , but I wanted to cclarify that I think calling it KSP2 is part of the muck up. KSP: Interstellar .. Colonies. I don't know. And scope was just so huge.. 2 extra systems that could have easily been DLC
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