No one at FDEV has actually tried to engineer a ship.
They just use their Dev window.
You can tell this by just how unfun engineering is.
Powderpanic
The Voice of Griefing
Fdev don't play the game.
+1. True.
No one at FDEV has actually tried to engineer a ship.
They just use their Dev window.
You can tell this by just how unfun engineering is.
Powderpanic
The Voice of Griefing
Fdev don't play the game.
What I'm more eager to see is them doing this grind according to THEIR intended gameplay, hence without board switching
Otherwise I personally I'm fine with the Guardian stuff. I don't feel the urge to unlock every single module that said.
I’m just suggesting we wait for their actual response rather than imagining one and criticizing them for that instead.
Just to bring some balance to the thread, I know that at least some of the developers do play games besides ED in their free time. This is a good thing, because people who enjoy playing a variety of games will likely get ideas of what they like in those other games and suggest their implementation in ED. I was very happy to see one such developer showing great interest in Subnautica, for example. If ED eventually borrows the good stuff from that game, it would be amazing![]()
As for playing ED, Frontier should have professional gamers on staff that are not developing the game, but who the developers trust and listen to as part of the design and testing of ED. There is a reason that writers need a separate person(s) to proofread their work, and that applies to software development as well.
This “gamer council” doesn’t even need to be on the staff, it could just be a control group of volunteers tasked to play test new features of the game before going live with them.
Really unique experience about subnautica was seeing it evolve. I bought it back when first EA version was released, because it looked like fun. It was pure survival sandbox for a long time. Then they started integrating story. And somehow they managed to accomplish it in such way that it did not ruin the sandbox. No direct "quests". No time limits. Still total freedom of what to do at any given point. But on the other side clear and pretty linear story, which gives whole experience some purpose. It is really unique example of a game in which story-sandbox integration actually worked. So much games failed trying to do it, with most disappointing recent example for me being long dark - amazing game by itself, but the story is total failure. If only FD learned something from Subnautica's success in this regard... the results could have been wonderful...Agreed. I bought Subnautica two weeks ago and I’ve played over 40 hours of it since, it’s one of the best exploration games I’ve ever played. So beautiful and immersive. Subnautica is a fantastic example of progression done right, as it’s well paced, rewarding, and does not feel grindy. Tech unlocks only require reasonable amounts of resources, and the time gate is placed on finding said low amount of mats, NOT grinding out unreasonably high amounts of them over and over repetitively. Even the Codex in Subnautica would be a great example for how Frontier could implement their forthcoming Elite Codex later this year.
To be honest the very rules of that subforum were filled with so much hubris and disrespect, like "you write, we will read, but do not expect reply as we are to busy to bother", that it made me drop the idea of actually participating in it almost instantly. IMO if you request feedback, be ready to spend some time, participate in some discussions and give some answers....It would actually even suffice if they would take any feedback from the community serious when the explicitly ask for it and open new forum subsections!
I lost all hope during the last feedback forum session when the entire feedback was basically ignored and they just implemented the initial proposal. Like many others I spend quite some time with writing detailed feedback, and I really found that disrespectful how all of it was ignored. Well, time and respect seems to be a recurring theme...
Just to be clear: It's not about MY opinion not being taken into account. I only voiced the same concerns that a vast majority of players commented on.
Just to point out before I begin that my eyepatch is not just some scrap of leather. There is lots of tech crammed in there that lets me interface with my ship directly through my eye socket to my brain. So it will be crunchier than y'all might think.
Sandro has said something along the lines of wanting to respect our time. Or respecting our time already. Now many of us all laughed in disbelief at that statement simply because up to that point it may as well have been a lie given the situation at that time and just how long we have had the RNGineers biowaste being funneled down our throats. But time went on and I stopped laughing and wanted to believe you would be better about these things. And as far as the new Engineers go mission accomplished. Engineering is still a long grinding tunnel for sure but at least there is an actual light at the end now though it could still stand to lose a couple more miles of grind. But just like an abusive spouse it was not too terribly long before you were right back to old habits of beating the player base with ridiculous grind requirements...
Just have a taste of your own medicine. And look at the camera while "playing" and say you are having fun. And mean it. Say with a straight face that THIS (4:10)
https://youtu.be/GWSsV7gI-RI?t=4m9s
is a part of your grand vision for the game. That this is the level of game play you strive to achieve.
I would rather suggest sending PM to Mr Braben, so that he forces Sandro to grind for all guardian stuff for as long as it takes, no dev hack tools or anything.
And he won't be allowed to go to toilet either, until he unlocks everything the "proper" way.
If that's not an eye-opening experience, we can call it doom and never complain about grind again, because Sandro will be the titan of grinding.
I think this would be a very good thing.
Ed, livestreaming, without any special 'dev tricks', and with perhaps one or two 'respected' members of the forum community joining him to 'observe' as he completes this task, and I will donate £100 immediately on completion (and subject to all stipulations being satisfied) to a charity of the community's choice.
HOWEVER
My stipulations are that:
* This livestream is completely live, and with no competitions, no other distractions, no 'special guests', no 'To Be Continued'.
* Ed uses absolutely no shortcuts whatsoever.
* Ed must start the stream from the station that gives the mission, and with a completely empty hold (he can fill it with whatever he wishes once the stream starts).
* The ship being used must use a maximum of standard engineered modules only.
* Previous to the stream, the community votes on which guardian tech is to be unlocked.
* After the stream, I would also like to see a special forum thread created specifically to discuss the stream, and the conclusions drawn from it's outcome - with FDev responding to sensible, and repeated issues raised.
Feel free to add anything I might have missed. I'm serious about this as I believe fun has definitely been replaced by game mechanics designed to try and keep players in-game for as long as possible in order to perhaps skew the playing figures.
I will also be tweeting a link to this specific post - please feel free to share it around. Let's see if Frontier can put my money where their mouth is.
(if there's enough interest, then we could consider extending this to something like a JustGiving page)
Really unique experience about subnautica was seeing it evolve. I bought it back when first EA version was released, because it looked like fun. It was pure survival sandbox for a long time. Then they started integrating story. And somehow they managed to accomplish it in such way that it did not ruin the sandbox. No direct "quests". No time limits. Still total freedom of what to do at any given point. But on the other side clear and pretty linear story, which gives whole experience some purpose. It is really unique example of a game in which story-sandbox integration actually worked. So much games failed trying to do it, with most disappointing recent example for me being long dark - amazing game by itself, but the story is total failure. If only FD learned something from Subnautica's success in this regard... the results could have been wonderful...