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regex

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Everything posted by regex

  1. This entire thread is filled with suggestions, where have you been? Hell, I offered one up myself. You just stop by to chastise a comment I made you saw in passing?
  2. My dude(ette), we're talking about KSP2 here, where the developers are at least trying to construct a coherent game with inherent challenges and actually thinking about what they want that game to look like, not a decade-old barely-designed set of poorly-integrated incoherent ideas someone called "a game". Let's stay on the same page.
  3. Pretty much. Getting a badly-designed unaerodynamic turd into space should be a real accomplishment of skill rather than just the game letting you do it for because. I originally thought the wobble should be entirely removed but after KSP1 and its autostrut, well it makes the game incredibly easy. For that matter, I'm of the opinion that space tape should have some real downsides in order to penalize using too much. Wobble is about the only real puzzle challenge to solve in this game.
  4. Even worse, Chris doesn't want procedural tanks in the game either. We're getting LEGOs and everything that comes with them. Real shame.
  5. Not to mention if it creates a false expectation in the playerbase, which will absolutely happen no matter how many warnings to the contrary...
  6. Please don't implement autostrut, it completely trivialized KSP1. Similarly, it would really suck if a craft was treated as a single rigidbody. What I think could work pretty well would be node-to-node welding of similar size, so a 2.5 -> 2.5 node would weld but a 1.25 -> 2.5 node wouldn't weld. Makes adapters useful, makes a sort of intuitive sense, reduces rigidbodies, doesn't mess with wheels (if they're surface attached)... Naturally this wouldn't apply between decouplers. vOv At least you guys aren't taking the easy out.
  7. No, no I don't, I don't think the point really has much point to it.
  8. Genuinely looking forward to hearing about what kind of solutions y'all have in mind and what sort of game you intend to create with those solutions.
  9. Every single auto-spawn named Kerbal (but most especially Jeb). Give me randos every time, I don't want any of these jokers.
  10. Probably not and IMO that's a really good thing. I'd much rather they take their time to ensure we don't get additional bugs and that future features have as few hiccups as possible, and ensure that the team stays fresh so when they run into an obstacle or need to issue a hotfix it gets done quickly by attentive developers. Naturally that's just me, I'm pretty patient about all this, but the bottom line is that IG is going to work the way they think is best, the only people they ultimately have to answer to is Take Two and no one in the community should really have any say over IG's jobs or pace (beyond whether you buy or not, or refund).
  11. Where the hell did that happen? Maybe read what I wrote again and try parsing it, I'm all in favor of people NOT getting fired in professions other than development for refusing or bucking deadlines. I'm no game dev, I do business software where mistakes can cost money in real time and get fixed in real time, and I've done my share of "62 hours in four days"-style crunches where my kid is asking if I'm still actually working to meet a deadline some idiot in product management thought was a good idea to promise to our customers but failed to prioritize in the normal sprints, and I do work extra on occasion to get stuff out the door. My point is that kind of stuff isn't sustainable; it gets people looking for other jobs, leads to burnout very quickly, and quite frequently results in even more bugs due to inattention fatigue that a game like KSP2 really doesn't need any more of.
  12. Which is hilarious because the last thing I want (for instance) is someone rushing to complete a structure that needs to be mechanically sound.
  13. No, not at all. I have no idea what their work pace is but considering the amount of vacation being mentioned I think it would be pretty nice to work there, comparable to my job at least. God, that sure would be great, wouldn't it? As a software developer myself, yes, deadlines absolutely are the devil. They completely ignore reality and ruin the quality of my work/life balance.
  14. See below: Also this: Quite frankly I'd much rather have developers doing developer things rather than interacting with the community. It's pretty clear to me from reading Nertea's recent "interview" that Intercept isn't going to take gameplay ideas or tips from the community. They're instead going to consider their own design first, show the playable implementation of that to the community in the form of a release, and then refine that based on community input to deal with pain points in that particular implementation. The community isn't going to be suggesting how things will pan out or involved in any way before the feature is released. We'll get teasers of stuff that will be implemented beforehand but we're not going to get a full walkthrough of a system until it's in our hands.
  15. Yeah, and look what early hype got them, people saying stuff like "you promised us X", "you said the game was Y", "where is Z", along with circular arguments about what happened in the last five years. Again, I can't blame them for not releasing more, clearly every early bit of information has to be carefully vetted to ensure it absolutely will be in the game to avoid crazy noises and people freaking out. tbh Nate should have said nothing and continued to say nothing beyond release, just release updates with changelogs and walk the hell away. Every studio has a different level of comfort and mode of operation. I didn't know jack about Armored Core 6 until about two weeks before it released in full, aside from some cinematic trailers that told me nothing beyond "it's a mech game and the last cinders are gonna burn".
  16. Signs of progress, take it or leave it. This is part of the "communication" we're talking about here; clearly, showing something hasn't mollified people so why not show nothing. It won't make any real difference in trust and it's less work someone has to do for little-to-no payoff.
  17. They've been steadily releasing updates to address high-profile bugs and outlining work on those as work progresses, plus showing progress on science. If they pull a huge crunch drive to please people that think they're not working hard enough they burn out their developers, if they don't burn out their developers they're not showing that actions speak louder than words. They can't win, no matter what they do. And so, instead, we get these [snip], circular arguments about how they should have done "X", promised "Y", or talked about "Z" five loveing years ago when the state of the game right now is what it is, and that isn't going to change until development progresses further, which is in progress.
  18. Probably just a wild guess but when they do deliver news and the majority of vocal (and repetitive) responses are "it's weak", "it's not enough", "it's not transparent enough", "you're not working hard enough", and so on, regardless of the format or what they try, and when news just generates the same circular [snip] around their corporate structure, what they promised, what happened, why the game isn't where it "should be", well, I know I would be wondering if it was even worth "communicating", because clearly there's no communication with people who don't believe you're acting in good faith and in response, act in bad faith themselves.
  19. Even Squad generally avoided their own forums, at least since I joined (around 0.18/0.19, IIRC?). I have no idea why Intercept prefers Discord, might be a generally younger crowd, it's not bad software and I use it daily but it doesn't have the same conversational potential as a forum. At all. But ... in all honesty I can't really blame them for avoiding forums. This place is a huge pit of negativity and bad faith arguments going around in circles about the same dumb topics, same with Reddit. At least Discord offers fresh memes on occasion I suppose.
  20. Maybe they autocomplete if you ignore them and you get the resource/science bonus from them, maybe you can intentionally hamper yourself by ignoring them, I personally don't care so long as they remain completely optional as already confirmed by Nate. I would love to be blissfully unaware that this sort of guidance exists in the game, even as confirmation that I've completed them.
  21. It is possible to have progression gameplay without missions telling the player what to do or how to do it, or bugging them to select a mission, or annoying them about possible missions. You can still collect science, advance a tech tree, build colonies, gather resources, build interstellar ships, and start fresh in a new solar system without ever having the game offer a single mission if the player doesn't want to engage with that. Does that make sense? That's what I'd like to see in KSP2. Missions can exist for people who want them but the player should never be required to engage with them while still getting all the benefits of progression gameplay. It's my damn space program, let me decide how to run it!
  22. Okay, so, I love the terrain previews, that stuff looks amazing and is hopefully part of the CBT system (if so, amazing). These missions kind of scare me though; I hope you're keeping your promise that these will be completely optional to engage with while playing science/adventure/whatever you're calling it mode. I want to direct my own space program, not have one handed to me. And hopefully this isn't some NMS-style thing where it keeps bugging me to select a mission that I flat don't care about.
  23. Calm down, just got that vibe from your reply, I ain't here to defend the game or Intercept.
  24. Probably just me but when I buy into an early access game I expect to put it aside at times, or even for a long time, because getting burnt out on the game before it's fully out is why I didn't play KSP1 past about 1.05. Maybe you can try getting your money back, I'm sure there are levers you can pull.
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