Criss
Social Media Director
Just a quick tip. If you need to move cargo from one to another and you are overencumbered try setting up the cargo to perform pull ticks themselves. If you have one with empty space then perhaps that will help.
Agree. A lot of butt hurt going around for what amounts to a silly game.I am not going to change Rabidbats mind, so I won't try. But I can see the logic in the way the game is going. You need a good foundation for everything else. A Masterpiece isn't made in a day. I have definitely gotten my moneys worth out of this game already and everything else is a bonus.
Exactly, Some people who are not programmers do not understand the amount of work that is required. All they are concerned about is what they can see. As a programmer I know that a piece of software is an iceberg. There is the part you see, and the part that supports what you see. The size of the team developing this game is really small. KSH has about 200 people to work on their games. My point, it's really amazing that this small of a team could make a game this good in this time frame.I am not going to change Rabidbats mind, so I won't try. But I can see the logic in the way the game is going. You need a good foundation for everything else. A Masterpiece isn't made in a day. I have definitely gotten my moneys worth out of this game already and everything else is a bonus.
Well to be honest the devs don't get a chance to play the game that much. They are making it. It is a full time job after all. We have testers that just test things. They cannot afford to spend a month testing how something "feels" when we need the feature to work by the release day. This is why we talked to the council about balance changes. They play, they communicate with others. They have a solid idea to the problems. This is one of many fixes we will be trying however if we get it wrong it isn't the end. We can try again.quite clear that it would also affect the dev and the test server users
I like to think that giving purpose to your ship and depth is more legitimate gameplay than letting one store massive quantities of material in a small area with little effort. We've been placing blocks since this game started. Place a few more and now we can solve our overencumbered cargo issues. It is not a new solution. Heck. It's easier than the systems in SE, yet that is far more popular game, with much more restricting features. They don't have pull ticks, everything needs to have a physical connection. We are doing our best to make this fun yet grounded at the same time. One piece of a large puzzle that isn't complete yet.could of started adding some actual gameplay instead
Well we have multiple forums and social media sites that many team members look at daily. If they want to contact us they can. I can't respond to someone if they aren't around.ignore majority of gamers who do not visit forums
One word: Tetris. Get some graph paper, make a 10x10 box and see how full you can get that box using standard Tetris blocks with these varying scenarios:How is it justifiable to give a stack size of let's say 1000 for a single item, as opposed to 1000 total different items? There is no actual reason to say you can carry a lot of one thing in large amounts but not a lot of different things in small amounts.
Simple: It makes sense in the exact, same, vein that the systems you mentioned do. As "forcing" players to build a certain way...This suggestion means they either need to have an access point to wherever they put their cargo hold or chain modules up to the storage module in their bridge/cockpit. Considerably less "forcing" than requiring players to allocate hundreds to thousands of blocks on their ships and bases to be used as non-interactable storage.There are plenty of systems in the game that do not require physical contact and it is something that should only be reserved for systems such as power or weapons where (to us at least) it makes sense to group those structures together. It's a bit in the opposite direction to force players to build a certain way. If they want their cargo elsewhere why shouldnt they?
I can only assume you thought the list of suggestions I made were meant as individual ones when they were intended suggested as a group. The reason I say that is the scenario you describe not only exists right now but is promoted by the personal cargo feature.I am positive that this is a bad idea. This bumps up the amount of scrolling done in inventory screens by a significant amount. There is only so much space to a screen and I don't really want to spend time sorting through a massive inventory just because we removed stacking. The goal is to create some organization. Just to split up all colors of hull/armor into different slots results in over 240 new slots to look at. That is very unappealing.
Fix that now. One of the worst things a game can have is a dev team that's not actively playing their game. If that means a slightly longer production cycle, so be it. It's damned hard to fix something when you don't work with the final product.Well to be honest the devs don't get a chance to play the game that much. They are making it. It is a full time job after all. We have testers that just test things. They cannot afford to spend a week testing how something "feels" when we need the feature to work by the release day. This is why we talked to the council about balance changes. They play, they communicate with others. They have a solid idea to the problems. This is one of many fixes we will be trying however if we get it wrong it isn't the end. We can try again.
Except there are hundreds of different types of blocks. There are a dozen or so colors that come in various shapes and strengths. This game is just as much about quantity as it is about variety. Utilizing stack limits along with cargo slot limits simply means you are adding an extra step to the previous cargo system; adding the cargo area blocks, more of which I will explain in my next response.Given that Starmade focuses more on having multiple of the same item as opposed to many distinct items a system that functions with that in mind is preferable to one that doesn't.
As could the previous system if you planned it out properly. There are two things that change with this cargo system. Your ship will now be weighted down by the cargo you carry. And the removal of the numerous links between storage sorting systems that players used before. We don't need to force ourselves to create 20 different storage blocks with their own contents, their own separate filters and connect all of them up to our big factory. That is very unfriendly to a new player who wants to start an automated system. Stack limits of some sort would make it into the game eventually and the old system could not accommodate that. Players would end up with literally hundreds of storage blocks that needed to be connected properly by the end game. Not fun.a linked storage can hold everything
Again, this sort of just goes back to the previous storage system. It doesn't make sense that we the player are transporting these quantities of blocks in small individual crates. Think of it this way. You have tons of different blocks laying in a cargo area. The storage block is your way of taking inventory of that area and selecting what you want. It was planned to allow the player to interact with each crate if it was present (had something in it) so that we could remove whatever was in it, however that requires the game to keep track of that cargo on a per block basis as opposed to just being recorded at the storage computer. I imagine that is why it was not implemented. I am not coding these things however so idk the actual reason. That is just what makes sense to me.A single storage could, potentially hold an infinite amount of a few item types but it would be much more efficient(regarding block:storage ratio) to use several storage modules
We honestly don't have that luxury. We play when we can. I am building assets. Schema tests things when he finishes coding stuff. I know for a fact Kupu has to look over textures while in the game. That still isn't the same as sitting around for a month and building up a faction by ourselves and seeing if all the work we did in two weeks time was worth it. We can't do that. That is why we rely on the councilors and testers and we trust them when they tell us something. If we make a mistake then we accept it and try again.Fix that now. One of the worst things a game can have is a dev team that's not actively playing their game. If that means a slightly longer production cycle, so be it.
There are 570 blocks in the game at the moment(at least visible via the creative inventory). 310 if you count multi-blocks as a single block.Except there are hundreds of different types of blocks. There are a dozen or so colors that come in various shapes and strengths. This game is just as much about quantity as it is about variety. Utilizing stack limits along with cargo slot limits simply means you are adding an extra step to the previous cargo system; adding the cargo area blocks, more of which I will explain in my next response.
I may install a previous build to see if I can verify that since I find it hard to fathom having 310 blocks fit into 35 slots. Now if you're talking about having one storage that could pull the block you want via logic, that's something completely different than what I showed. You flat out complained about not wanting to have to scroll through a massive inventory when the new system made that possible.As could the previous system if you planned it out properly. There are two things that change with this cargo system.
Reread the suggestions I made. I accounted for that.Your ship will now be weighted down by the cargo you carry.
Replaced by a considerably larger amount of blocks that serve no purpose than to take up additional space and block count which, I'll admit, is my main gripe about the change. Honestly, the only reason I came up with a use of the cargo boxes was to not invalidate the time spent making them. I'd be perfectly fine with cargo spaces disappearing and storage units going back to 35 or so slots with a cap of say 50k per slot.And the removal of the numerous links between storage sorting systems that players used before.
First, there was nothing forcing you to do that prior. If you wanted to, sure. Now? We are forced to make hundreds, if not thousands, of cargo spaces though. That reminds me of something I thought of when I went to bed yesterday: adding requirements for manufacturing items to need cargo spaces was kinda a jerk move. Efficiency modules should have covered that purpose.We don't need to force ourselves to create 20 different storage blocks with their own contents, their own separate filters and connect all of them up to our big factory.
Unfriendly how exactly? If you're meaning that my suggestion would be more resource intensive, you're woefully wrong. A storage unit costs 20 alloy and crystal, cargo spaces cost 2 each. To have comparable inventory space to even the low end of my suggestion(which would have been 30 slots per storage with max base stack-size of 1,000), you'd need one storage unit and anywhere between 14 and 74 cargo spaces give or take a few. I'm not pulling these numbers out of thin air either. Basic hulls have 50 volume, advanced hulls have 250. Multiply each of those numbers by 30,000 and you get 1,500 and 7,500 respectively. Thus we're talking about a player saving either 6 crystal and alloy or spending 148 more.That is very unfriendly to a new player who wants to start an automated system. Stack limits of some sort would make it into the game eventually and the old system could not accommodate that. Players would end up with literally hundreds of storage blocks that needed to be connected properly by the end game. Not fun.
Game design 101: Basic things should get easier with progression. Ease of access should be something a player needs to work for and not have handed to them. This is a part of your argument I don't understand in the slightest. You talk about wanting things to be simple when other systems(power and weapon linking) utilize are needlessly convoluted. A 4x4x4 cube of power reactors create less power than a line of 70 of them. Weapon barrels automatically link requiring players to design around that in order to have side-by-side beams.With this system you can still do that however. You can designate an area to one type of block or material and filter your storage apart into separate storage areas. However if you want to keep it simple you can setup one big pool for inventory and your factory can feed off the entire large cargo area easily.
Riddle me this then: How do I, as a player holding 2,000 volume fit into a single cube that has more power capacity than 41 capacitor blocks(this number assumes the formula on the wiki is correct) and and has a volume of one tenth of a unit?Again, this sort of just goes back to the previous storage system. It doesn't make sense that we the player are transporting these quantities of blocks in small individual crates.
From my first post in this thread:Think of it this way. You have tons of different blocks laying in a cargo area. The storage block is your way of taking inventory of that area and selecting what you want.
That said, if there's absolutely no chance of reverting this, I have one suggestion to add:
Change the name of the Storage module to "Storage Interface" and allow more than one to connect to a set of cargo spaces. Since Storage modules are pretty much nothing but interfaces for cargo spaces now anyways, it's not unreasonable.
Probably a mix of that and it wasn't worth the time to be able to see what's in a box with such a small capacity for storage.It was planned to allow the player to interact with each crate if it was present (had something in it) so that we could remove whatever was in it, however that requires the game to keep track of that cargo on a per block basis as opposed to just being recorded at the storage computer. I imagine that is why it was not implemented. I am not coding these things however so idk the actual reason. That is just what makes sense to me.
Yes, you do have that capacity. I'm not suggesting that you spend hours upon hours personally testing each and every thing you do but you guys do need to get some time clocked in regularly. I don't know how exactly your workflow is but it really needs to be done. What you're describing is akin to a manager telling employees how to do their job when the manager has little to no idea how the job is performed(which sadly drastically more than it should) or a chef who never tastes what they make. As developers, you have a unique insight in how the game works and leveraging that can mean the difference between a medicore or good game and a great game.We honestly don't have that luxury. We play when we can. I am building assets. Schema tests things when he finishes coding stuff. I know for a fact Kupu has to look over textures while in the game. That still isn't the same as sitting around for a month and building up a faction by ourselves and seeing if all the work we did in two weeks time was worth it. We can't do that. That is why we rely on the councilors and testers and we trust them when they tell us something. If we make a mistake then we accept it and try again.
A wild Wall of Text appears!I think we just saw Criss get murdered. XD
Based on the config changes I could disagree :3Spoilers amigos, this is the beginning of the death of the titan.