...It's not perfect but no game is...
Portal. Your argument is invalid.
...It's not perfect but no game is...
Ah, I forgot about the tech broker... well, to me it doesn’t seem that bad - mostly because unlike power modules you can just buy them from outfittting whenever you want after you’ve unlocked them. But I’ll be the first to rage on them if they require 30 (10) wake scans. Even one wake scan is simply too much considering the ‘gameplay’ involved. Same for many other components/materials btw. Heck, I still hate combat mats even though the work involved in getting them is actually interesting becausenhey’re so counterintuitive (I just hate mats and data lol).rep for the good analysis.
yes, that's what i thought too. looking at 'beyond.q1' checklist though i'm starting to wonder ... how is a new 'power weapon grind' based on the very same premises going to help improve the core game? looks rather counterproductive to me ...
My only complaint is that it has a creative narrative written by very talented engineers (see Powerplant mechanics) which works as well as a machine built by very talented writers.
They need to hire specifically talented creatives to build systems around narratives instead of building a narrative around systems.
How hard can it be, seriously? It doesn't take much more than fiddling with the algorithms or tables or whatever it is.
Exactly _this_ kind of thinking is one of the problems. And the answer you didn't want to hear is: Much, much harder than you think.![]()
Every other game is the same. Alot of them manage to be FAR less buggy than this one.
Too short.
Your move.
Exactly _this_ kind of thinking is one of the problems. And the answer you didn't want to hear is: Much, much harder than you think.![]()
"The image above represents our current development for the Orrery View, however David keenly noted that the comet trail from Thais is pointing the incorrect way to be scientifically accurate, so there are still some amendments to be made! The map is designed to be as information rich as possible, providing players with a range of various views, filters and search options that can be configured to their own play style."
There's a lot of factors to consider with something like this. What does it really add? I'm not disputing the fact that the orrery view would be immense and show things off in such an awesome way, but it has to be easily usable. There's so much data to show, so many different aspects of the game that need to be/could be visualised to give a greater experience. This is a huge technical challenge not just from a "how do we display the stellar/planetary bodies" angle, but also you have to consider what data would be relevant to explorers, what would be relevant to mission/passenger runners, combat pilots, system states, trading, and so on. There's so much data in the game, and it would be great to show it all. But each thing is a "cost" as far as development, querying the data, system resource, and also screen space. These are only the things that I can think of from the perspective of someone who doesn't really know the first thing about effective UI design, and that's already a tough set of questions to answer...![]()
To me, it's quite simple, really-
Just complaining doesn't accomplish much at all- it's usually counter-productive.
Complaining with suggestions on how to improve something is much more productive.