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Goodbye and thanks for the fish.


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I wish people would stop saying this is the end of KSP2.  Truth be told, we have no clue what is going to happen with the IP.  Any number of different things can happen.

If people want to leave before we get official word, then so long.  But just stop saying the game is dead or canceled or that this is the end.  As of right now, none of those are true.

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19 minutes ago, Scarecrow71 said:

I wish people would stop saying this is the end of KSP2.  Truth be told, we have no clue what is going to happen with the IP.  Any number of different things can happen.

If people want to leave before we get official word, then so long.  But just stop saying the game is dead or canceled or that this is the end.  As of right now, none of those are true.

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Posted (edited)
36 minutes ago, Pat20999 said:

Goodbye everybody since this is the end of KSP2.

The song is "So Long, and Thanks for all the Fish" ;)

And the lyrics are quite apt.

Quote

So long and thanks for all the fish
So sad that it should come to this
We tried to warn you all that your <game is> dead

The world's game's about to be destroyed
There's no point getting all annoyed
Lie back and let the planet game dissolve (around you)

So long, so long, so long, so long, so long
So long, so long, so long, so long, so long
So long, so long and thanks
For all the fish

 

 

 

Edited by PopinFRESH
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Posted (edited)
1 hour ago, Scarecrow71 said:

I wish people would stop saying this is the end of KSP2.  Truth be told, we have no clue what is going to happen with the IP.  Any number of different things can happen.

Considering that KSP2 never even reached functionality par with KSP1, there really is no reason to continue with KSP2 at all at this late stage. Out of a final act, they could try to glom everything that is almost finished, into a final release (1.0?), but it would likely be so bug-ridden that it would only make matters worse. Oh, I forgot, that's what they already did with EA. Still, there are suckers born every day, so perhaps with enough marketing speak and slight of hand, they could pull it off again for a few extra bucks.

Edited by Observe
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1 minute ago, Observe said:

Considering that KSP2 never even reached functionality par with KSP1, there really is no reason to continue with KSP2 at all. Out of a final act, they could try to glom everything that is almost finished, into a final release (1.0?), but it would likely be so bug-ridden that it would only make matters worse. Oh, I forgot, that's what they already did with EA. Still, there are suckers born every day, so perhaps with enough marketing speak, they could pull it off again.

I mean, it's objectively better than KSP1 right now I would argue to be honest. Whilst it's missing 'some' of the features, stuff like resources, robotics (Let's face it, these were always crap). When Kerbal Space Program, as in the original was in this stage it was barely even a game, and it ran comically bad even on decent systems. Look at it in an objective sense, and you'll notice that it has achieved parity with KSP1 in terms of visuals, when KSP1 is modded to the eyeballs, it does this whilst achieving bloody good load times, it doesn't run as bad as a lot of people would believe, get EVE (With volumetric clouds), Scatterer, Planetshine, Parallax, and not only does it take about ten (or more) times longer to load, it doesn't run appreciably better.

 

Does it have bugs? Yeah, it has bugs but remember, KSP1 was barely even playable in the earlier phases of development, I think the main complaint regarding the current state of the game is that it should realistically be further along at this point given the development team size. But the next patch was going to contain a significant drop in VRAM usage for example, so each major patch they find areas that can be better optimised. KSP1 doesn't have this because the coding is just mush.

 

Plus, have you seen the screens of the updates to volumetric clouds? To keep getting better and better visuals, whilst digging out more performance indicates that at its core, KSP2 is a much better coded game, vs. KSP1.

 

The laptop I use is as follows: Ryzen 7 5800H, 64 Gb RAM and RTX 3060M, M.2 SSD.

 

Running the game at maximum settings (Except textures due to VRAM) with max anti-aliasing.

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Regardless of whether it continues development or not, this is the death knell of the game.

It will never have a staff of 70 people ever again. With a hugely reduced staff it will therefore take far longer to complete than the already glacially slow pace it's already going at ....which was part of the reason it has garnered such a bad reputation in the first place. And the only way they can avoid it taking forever is to cut items off the road map. A hugely reduced staff will also mean less bug catches and fixes, so quality will undoubtably suffer... to a game already beset with bugs and basic missing features KSP1 has.

Worse is the fact this is a hammer blow to the game's reputation, status, and profile online and among gamers. Many who came back month-to-month and stopped in just to check on the progress will now never come back, or if they do, yearly or worse. The community, already angered at the complete silence on this project, are unlikely to get *more* communication and updates with *less* staff. No offence to Nate, but he's promised time and time again communication would increase, upped it for a couple months, then fell back down to silence again. It is clear the team are either incapable of working out a communication strategy or they are hamstrung by Private Division guidelines. Nothing will change in that regard. It will certainly not improve with reduced staff.

Player numbers on the steam charts were already almost back to rock bottom, even before this news. That, coupled with the above, means the worst part - decreasing internet and social media engagement numbers, less people interested, less people clicking, less people taking notice of a product that Take 2 wants to sell. Take 2 are run by numbers... the very reason this entire debacle happened was because they are run by numbers. And, with an already niche game played by less than 300 or so people a day with a destroyed reputation from burning the gamers more than once, well... take a look at previous games in gaming history with development cycles as catastrophically bad as this and devs or publishers as bad as this and it will tell you time and time again it never leads to a successful product. Most times it leads to a cancelled product.

No Man's Sky is an aberration, there is no point using that as a hopeful beacon upon with which to hang your hopes. Hello Games *needed* NMS to be turned around because their entire company's reputation  rested on NMS's success. It was a 1 game company. 
Private Division was specifically set up by Take 2 to be their "throw a tiny bit of cash that we can easily spare at indie projects and see if any turn out to be the next Minecraft. If they don't, then we haven't lost anything."
If Take 2 as a company ever took a hit, then the "flip-a-coin" test projects in Private Divison would be the first to be easily jettisoned or easiest targets to reduce costs. And that's almost exactly what happened. Private Division are the games T2 cares *the least* about.

Take 2 use Private Division to spend the *bare minimum* to see if *test projects* work out. They will not chuck money at KSP2 to turn it around ...because, unlike Hello Games, it simply doesn't matter to their company's future if it doesn't succeed.

So they will, at best, let it limp on and see if a tiny reduced team can bring it to fruition and make a few more bucks. But if the metrics and numbers continue dropping (and they will due to the events of the last few days and the lasting damage to the Steam review page) then I would be surprised if development did not stop at some point. Spending millions on a game with an almost rock-bottom reputation that only garners a bare minimum of players... due to its bad reputation... and at best only had scope as a niche game they hoped to grow?... The moment they realize they will never  *reach* even that niche market anymore they will pull the plug. 

And as for any corporate statements that you pin your hopes on?... just remember Nate said this project was fully funded and everything was fine and would be fine from here on... only 5  months ago. Look how iron-clad THAT statement was.
Star Theory - destroyed.

Intercept Games - destroyed.

Putting your faith in any statement Take 2 related when all they care about is the AAA titles is foolhardy. Corporate statements are put out to lie and deceive or to sucker you into continuing to believe in their product or buy their product. They do not have your best intentions at heart, they only care about parting you with your cash. And you know what they say about a fool and their money...

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33 minutes ago, Siska said:

robotics are amazing

The main issue was robotic drift, and it was annoying that they didn't fix it, but the community stepped in:

And yes, robotics are amazing.

So many of my craft make use of them now (just not my launchers from Kerbin)

 

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9 minutes ago, KerikBalm said:

The main issue was robotic drift, and it was annoying that they didn't fix it, but the community stepped in:

And yes, robotics are amazing.

So many of my craft make use of them now (just not my launchers from Kerbin)

 

Does that collection of fixes fix robotics being like wet pasta? If so, then perhaps robotics has some redeeming features.

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1 hour ago, Infinite Aerospace said:

Does that collection of fixes fix robotics being like wet pasta? If so, then perhaps robotics has some redeeming features.

I don't think it deals with that. But locking the robotic part when not in moving allows autostruts and solves that issue.

I haven't had much problems with it, but one does need to keep the limitations in mind for designs, as with everything.

But robotics is another issue for another thread

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