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Messages - Zelnik

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16
General Discussion / Re: Is this game dead?
« on: February 24, 2021, 03:47:01 PM »
If someone is willing to come foreword on these forums and make a post about their malcontent, you already have useful information there. If people chime in with agreement, you start getting a trend. Ignoring malcontents no matter how limited they 'appear' to be is foolish. The whole point of these forums is to give feedback, good or ill, about the game. It's not here to be a sycophant at the altar of Alex.
 

17
General Discussion / Re: this is the greatest game ever made
« on: February 24, 2021, 11:02:41 AM »
It's a good game

When it's finished it will likely be a great game

But it's not the greatest game, that still is held by Star Control 2.


18
General Discussion / Re: Is this game dead?
« on: February 24, 2021, 10:59:04 AM »
I see a lot of people just throwing out arguments with stuff like "What deadline?" or "we don't know!"

We actually DO know, he does tell us and show us what he is doing when he does blog posts.


Yes, it's true that things like diable have been around for a while, but we have seen more development progress in diable then in the game itself. If Alex doesn't have something to show for his work in that time compared to a mod maker (who isn't paid at all for his work) then he develops the negative stereotype of not getting things done.

What is a timely manner? Why don't we look at comparable games where some release patches on a weekly basis, some release on a monthly basis, others quarterly, some every 6 months.

For a game like this, I would say one balance and bugfix patch every 6 months would be perfectly fine.

Now, I did make it pretty clear that we -will- be getting an update, and we are not entitled to one either. We paid for what we got, and while other people want more, we have no ultimate say in it. It DOES effect how the game is spread to other people though. I get it that Alex doesn't care about the money either. Kudos to him, it makes him unshackled to his customer and their needs (He has made it very clear that he doesn't respond to customer desires either way, though he has shown INCREDIBLE grace when facing criticism.)

In all honesty, Alex could bin the game, walk away from it with the money he has made and never talk to us again and there would be fuckall we could do about it.

I am also not saying for people to stop defending him (though he doesn't need it).

What I -AM- Saying is that there is a reason why any other development team DO NOT FOLLOW HIS EXAMPLE.

it makes consumers mad, it makes them question your motives, it makes them question your dedication and discipline. Investors would avoid this model because there would be no return.  People who may otherwise love the game would abandon it because readily fixable problems are not dealt with in what could only be described as a reasonable time frame.

I personally like Alex, and what he does. I hate his release schedule and I will -never- stop criticizing it until it changes, which we can pretty easily see CAN be changed. He shows us what he does in twitter posts and blog posts on a regular basis too, so no one can argue that he doesn't show us what he is working on. Some things I can't help but ask "yeah it's nifty but not a priority in the face of the bugs in the game."



 

19
General Discussion / Re: Is this game dead?
« on: February 23, 2021, 05:09:21 PM »
Rumor has it that Alex has issues with knowing "when it's done enough to release" and "Working on superfluous aspects of the game while more important things need doing."

I don't think anyone can argue that he isn't talented, though many mod makers are demonstrating that they have more skill at it then he does. He doesn't have discipline, which comes with working under a deadline.

We will eventually get a release, it will probably not be for another year. There will be people who still religiously defend him and the game but it's pretty clear that if he worked on any real project for any company he would be fired within a year for failing to meet basic deadlines.

If you need reference to what I am saying, take a look at the "In production" list of changes. All of those are completed, done, fixed, and integrated...LOTS of them would make Starsector 100% better game on every possible level.

but he doesn't release it because he is busy fiddling with a new graphical effect and showing it on twitter.


meanwhile, Modders have taken his game and demonstrated that they can not only make more interesting factions, but integrate into the game things Alex never even dreamed.  Transforming mecha fighters? DONE. Super beam cannons that can turn ships to puff of dust? DONE.  Activating and linking all of the jump gates? DONE.  Terraforming worlds? DONE.  Creating a fleet specific to the player and his own faction? DONE.  Sugoi anime waifus? DONE. Giant ships made of junk stapled together with raider hopes and dreams? DONE.

I am sure there are more things that would blow your mind, but sorry to say it, Alex needs a boss to tell him what to prioritize, because it's clear he can't prioritize things himself.

20
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4.1
« on: February 04, 2021, 06:20:48 AM »
Thanks for the update! It doesn't appear that the Silberblut regalia variants appear in prior saves, is it safe to bet that you need a new game to get these in the blueprint packages?

21
General Discussion / Re: Is this game dead?
« on: February 03, 2021, 08:26:12 PM »
Be patient

Patience is waiting three weeks to fix a bug.

Patience is waiting four years for a sequel to your favorite game.


This game is eight years old, hasn’t been completed and a patch takes over a year to complete. If Alex were in a professional environment he would have been sacked by now.

Obviously he isn’t in that situation, obviously this is his project. I would say the long gaps between patches is the 2nd biggest gripe I have with the game.

22
General Discussion / Re: Big surprises remaining for 0.9.5a
« on: February 03, 2021, 08:19:39 PM »
Of course. The release date! Your great-great-great grandchildren will be thrilled by it!

23
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 03, 2021, 08:15:19 PM »
You can’t print or deconstruct unique or one off ships.

24
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 02, 2021, 11:15:48 AM »
Thanks for your feedback! I addressed most of the points you cover in prior posts, so I won't repeat them here.

The stuff works the way it does for multiple reasons, "lore" being the least important.

You are most welcome, and thank you for your polite interaction. It's a breath of fresh air on these forums where even the most simple feedback that isn't fawning admiration results in insults of character and parentage.

If it's not going to change, I really don't see myself using them. None of them are really useful enough to pursue, and when they appear it's more useful to put other things in the slots. Since 3 out of the 4 different options require one-another to work, and the 4th has no major use by itself, why even bother?

Simply put, the blueprints are too easy to find to make forge templates useful if they are making sub-par ships.

25
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 31, 2021, 10:08:33 AM »
Hm, normal printing defects can be counteracted a bit by the automated repair unit hullmod. They are annoying, but don't render a ship useless.

The core tooltips have been updated to better reflect that the defects are permanent!


I... don't think this is a logical solution. It's certainly a systematic solution but it isn't logical.

Printing defects themselves make no sense.  If you know something is present but not supposed to be there.. you remove it. You don't just shrug and let it blow your ship up over time, or patch it over with robots to fix the mess. If we were playing a pirate or luddic meta, that would be fine but these facilities are supposed to be -more advanced then current technology-  not "Pirate scrapper hopped up on anti-matter fumes" level.


Yes, technology has been lost but at the same time the people of the sector aren't primitive.



26
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 31, 2021, 08:20:15 AM »
Hey SirHartley!

First, thanks so much for making this mod, I love so much about it!


I do have one piece of feedback for you if I may.

The special industrial ruins seem... almost pointless to go for. Sure you can copy, print and make ships, or even teleport a planet but the negatives are... well.. making them pointless to even care about.


So the lab is probably the most useful because it repairs damaged forge templates. Pity that it's just about ALL it does, but by gosh by golly it does it!

The Hull Deconstructor and hull forge just make no sense when it comes to printing errors. If you can take a ship apart, then put it back together again... you can fix printing errors. I also don't understand how a MORE advanced AI would cause MORE printing errors. Ultimately, even if you minimize the printing errors, the risk of weapons not working in combat ruins the point. It's just not worth the time or the hunt. 

The rift generator is a mixed bag. I can teleport a planet! Neat! I just have to find a planet worth teleporting... and... then build a colony on it... then I suppose teleport it within it's bubble to another destination... the situations that make it useful are small.


Is it possible for these to be made a little more useful or a little less punishing?

27
General Discussion / Re: Is this game dead?
« on: January 30, 2021, 03:57:21 PM »
I'll say, while I appreciate people jumping in to (correctly!) point out that development is very much active, I'd also really appreciate if that didn't come with a side of putting down people that are dissatisfied with some aspect of development. It's entirely possible to have different opinions here, and a conversation about it without attacks on one's person (or, indeed, one's forum account creation date).

This is not true. If you dislike any aspect of the game or even think a part of a mod is not perfect you will be insulted hard core and people will try to drum you out of the community.

28
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 02:11:40 PM »
Because I wanted to express it without people judging my character. I want to discuss it and provide feedback. Who knows maybe more than one person feels that way.

Don’t change it if you don’t want it but I won’t censor myself, nor will I be bullied by people into being quiet. I have never encountered such astoundingly bad attitudes in something as basic as a mod conversation.


Expressing “I don’t like this part of the mod” is not a bad thing. I am not accusing Nia of being a bad mod maker. It’s feedback. I love this mod. Gonna play more of it right now.  I am not even asking for it to change. I wanted to get my point across without rude mods shoving themselves into the conversation and insulting me for daring to disagree with them.

I was assured this community was accepting of feedback. Not all feedback is “wow this mod is the best ever!”



29
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 09:01:25 AM »
So I tried to express this opinion and mostly had people judging my character instead of actually listening on the discord.

Before people do it again here I want to set a few foundations here.

1. I accept that Nia can ignore my opinions and she should if they do not fit her vision. It is just a user opinion.

2. I do not like having to use console commands if I can avoid it. Please don’t suggest it, I know I can just cheat.


So I wanted to express that the extremely low salvage rate to derelict ships. I view it as punishing the player for exploration. Please hear me out.


StarSector is very much a game about waiting. You wait to go from A to B all the time. You wait as you click through windows and text prompts. You wait a lot. Even when you are exploring you wait. A lot. Time compression makes the game more playable.

Exploration is one of the biggest aspects of the game. You want technology, blueprints cores or colonies you need to explore. Exploration takes time. Lots of waiting.

More often then not you don’t get a lot of reward during exploration either. Sometimes you find a cool piece of tech or a ship, but most of the ships are mudskippers, kites or drams.

When you stumble across something truly amazing after waiting for ages, burning hours looking for useful stuff, nothing in the world is more punishing then “sorry brah it’s super cool but you don’t get it.”   

At the same time it does make that moment when you actually get that fancy ship so much sweeter.


However, given the current mod design, you are more likely to never, ever get one that is salvageable. Ten play throughs and I only ever got one.

Now I am sure that someone here has gotten all of them and will chime in about it.

However, in my opinion, the chance is so low that it’s almost not worth trying. They aren’t a chance for something cool, they are a source of supplies in deep space. They aren’t cool or interesting or a possible jackpot because the odds are not worth spending the time to go and investigate.

It’s the equivalent of a Nigerian prince promising his fortune if you just give him your bank info.

Thanks for reading.

30
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 20, 2020, 12:14:15 PM »
So where do you find the blueprints for a lot of the stuff you are talking about? I only found the rosenritter stuff, and a single great house blueprint for a tiny ship.

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