I wish the OP would lose interest and move on.
I believe David is no longer as hands on with the development team now he has to run a company with more partners or stakeholders.
Really cosmo? This is todays complaint? Bash DB day...
The problem is projection.
As opposed to the convoluted, over-grindy, buggy hacked-together, game we have now?
The game [sic] exists on it's graphics. Without them it would be a title dead in the water.
It's UK, you are required to pay overtime pay and devs have to agree to work on weekend. Never have heard him to actually make fun of that, he has actually spent most of weekends prior launch in office as I have heard - as did rest of team.
He mentioned it as an example of challenge you would come up just adding NPC avatars around station. And looking back at the game, can you really blame him? Players gonna be players. Said that, I hope that's something they might address soon as I think station security is good enough to handle any murderous thugs.
Is there an internet award for the forum with the most neurotic and angst-filled posters with much, too much, time on their hands?
I have a candidate...
So is this all something to do with me believing my father never respected me and mother my never loved me enough then? Oh!
Yeah, i know, these fanboys eh!
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Michael Brookes, the producer of Jurassic World Evolution? I think he talks about JWE now, surprisingly enough.
To all Doom-Sayers I'll state some simple question / demand: "Show me ONE, only ONE, software-title, that is absolutely perfect in regards of developement, design, QoL, Bug-Managing, Content, etc pp."
To all Doom-Sayers I'll state some simple question / demand: "Show me ONE, only ONE, software-title, that is absolutely perfect in regards of developement, design, QoL, Bug-Managing, Content, etc pp."
You all demand this one perfect title. It simply does not exist. Here in germany we have a word for it: "eierlegende Wollmilchsau" (Would apreciate any help if there's a comparable metaphore to that word in english )
NO MANS SKY!
ohh, wait.. <ruffles papers>.. uhhhh...
You don't see years of predominantly unbalanced, unused, dead-end developments?
Powerplay? - Has this in anyway lived up to what it could and should offer?
CQC? - Can this not be considered a huge wasted opportunity to instead onward develop the core game?
Engineers V1 and now V2? - What has this truly added to the game but a needless upper teir of performance, in truth risking balancing issues to PvE and PvP?
Generation Ships? - When's the last time you went to one? How many CMDRs have visited one or less?
Guardian Bases? - So CMDRs visited a base and then what? Indeed how many CMDRs never even went to one?
Thargoid Bases? - So CMDRs visited a base and then what? Indeed how many CMDRs never even went to one?
Mega Ship gameplay? - How much time have you spent opening cargo hatches and the like at Mega Ships?
Multicrew? - This was thanks to (IMHO) years of wasted opportunities to improve core gameplay. Gameplay depth & mechanics have hardly moved on at all, so is it suprisiing that when trying to divide up already paper thin gameplay and mechanics, what's left is dull?
Thargoid Invasion? - FD new the Thargoid invasion was coming for years, and yet they dedicated development effort to things like the above. I it find hard to think of virtually anything added to gameplay that can be leveraged to then be used to make the Thargoid invasion more interesting. eg: Had CQC instead created fighter tours of duty attack/defending locations in the core game, that could have been leveraged for Thargoid related missions/CGs. Imagine if this invasion was intergrated as a type of Powerplay view. Imagine if we have full on convoy escort and protect missions. Imagine if we have full on station blockade mechanics with Thargoids trying to enforce a blockade and CMDRs trying to break/run it. etc etc...
In truth, I think far far too many design decisions/choices come down to:-
1) How did that even get a go ahead given?
2) How did it get designed like that?
I really do see the last couple of years as missed opportunity after missed opportunity. My fear is Q4 of this year - with FD declaring they are now improving core gameplay - simply proves to be yet more questionable design and demonstrates FD don't really want to truly improve gameplay depth, or the individuals involved, can't.
Ultimately, for me Mutlicrew and the Thargoid invasion just underlines years of design decisions that instead of investing in core gameplay, has instead all too often just bolted on thin dead end gameplay. I mentioned this very issue a year ago! - https://forums.frontier.co.uk/showt...is-now-coming-back-to-bite-ED-in-the-boosters!
Last Hope
I'm hoping Q4 of this year shows FD turning a new leaf with ED. I'm hoping to see really interesting deep mechanics. For example with mining we get some nice involved mechanics for mining itself, backed up with actual stateful resource hot spots (see "Improve Mining" in my sig) to give mining some worth and also integrate exploration gameplay, and even with Fleet Carriers involved in the mechanics potentially even to bind in trading.
And even if none of that pans out, I'm still hoping the Q4 DLC is atmostpheric landings to at least I get get a few hours gameplay from exploration.