Calhoun
Part-time God
You've destroyed my lifes work Criss, I hope you're happy.It's not useful when memes are thrown around
You've destroyed my lifes work Criss, I hope you're happy.It's not useful when memes are thrown around
Why are they not allowed to make it better? I don't see how the community can't help us craft a system that they would enjoy using. There are no rules against that. Furthermore, that is essentially what we did. We payed attention to the negative feedback. We didn't like the things players pointed out, and went back to the drawing board. I'd say 90% of that original proposal is completely different or reworked than what we have now. You'll get a chance to see soon.A proposal is sent to a community, or committee saying this is what we plan to do. The committee then rejects or accepts the proposal and gives specific feedback. They are not responsible for making it better.
I've not played Empyrion. They use Unity, and have developers that have an average of 10 years of game development experience. Those two bits of information tell me they can make the most of unity to crank out stuff. I just looked on their posts and a majority of their updates for the past two months have been bug fixing. There is an exception, they introduced dynamic weather and a terrain generator.I look at games like Empyrion, cranking out updates, blogs, and content.
When we're talking about the "current universe", we're talking about the current one where shops are everywhere and you only need to fly 1 minute in one direction to encounter 5 more planets/stars and stations that everything on it that you need. The current universe needs a lot of fine tuning to make it support the vision we're going for. Many of the current game mechanics are affected by how the universe is constructed and how fast you can travel from point A to B.Does it not, though?
You already have a functional sector system, that I don't see changing very much.
You already have solar systems, that have asteroid belts.
You already have NPC factions.
I obviously don't know the plans (which, if so much stuff depends on them, should be pretty solid I'd think, so why so secretive?) but within the current universe structure, you can achieve
largely independent of the exact structure of the universe with smaller-scale generation changes that can apply no matter what,
just by creating ore density values for groups of systems as per my thread or any number of other proposals on the subject,
first with certain types of special structure or celestial body that can just as easily exist with the current universe, then you can augment it later on with a largely "cool"-oriented, more overarching universe update,
again independent of the exact universe structure,
yet again independent of the universe structure,
with space-based assets for now and then add the ground/planet component later, if there is one, after the planet/universe changes,
once again, independent of the universe structure, if designed properly. It would only need a rebalance at the very most when the universe becomes different.
which should largely be independent of the universe structure as well, because missions would have objective entities, objective sectors, and objective systems, and objective factions, even... but not objective voids or nebulae as separate things, I'd imagine. That'd be silly; those things should just be treated as groups of systems/sectors with special flags on them (which we already have support for, I think). What's the difference between a mission to pick up High Priestess Esra ym Kuf of Odlid from the celestial temple floating in a random system because we don't have cool things in space yet, and picking her up from a sector above a ringed gas giant?
That said, I look forward to universe improvements, and if that's what Schine deems to be the most important thing to work on, then so be it. I'm only... curious.
The devs just can't win.
Pottery.You are correct.
You know Empyrion isn't really playable atm. as well. There are so many bugs that can ruin your progress so easily. I don't want to say Empyrion is bad, I wouldn't play it if I didn't like it, but: It's not finished and didn't jet reach to the promisse, namedly being a fun game for more than 10 hours too.There have been a lot of big promises from Starmade and few have been fulfilled even minimally. I look at games like Empyrion, cranking out updates, blogs, and content. It seem like projects like those are going somewhere. Starmade just seems like its going in circles.
You tossed out a suggestion for a new system that barely left brainstorming phase and then you wonder about it being torn to pieces? The chandelier concept was a direct response on how to min max the proposed system. I am not saying i liked it, nor did i fully grasp, why it would be the only "valid" min-max solution to the proposed - still very vague - system, as it was claimed. BUT it showed two things clearlyNo, but that was the whole point of the proposal no? We were sure we didn't think of everything, and after 40+ pages of thread, we got enough information to revise the system. Ed is right, most of the initial negative criticism did little to help us. It's not useful when memes are thrown around, or new terms like "chandelier ships" are tossed around when it's not explained at all.
"Exposed blocks" are extremely expensive to check for in code, but i came up with an alternate solution to it: repurpose damage pulses (they'll NEVER work in combat anyway) as heat vents and let them destroy your own ship. You can fire them inside your ship but they'll just create a massive hole in it. You can also make them intentional weakspots that take extra damage when hit to encourage using rail doors to protect them, then open when you vent, that would create an interesting dynamic, and if you absolutely MUST use damage pulses offensively, they'd still work.- and a system to route heat away and disperse it getting rid of it. (Personally for realism purposes, i'd like these blocks to be the more effective the more sides have no blocks around them and eventually an algorythm checking if the non filled blocks are not enclosed in the ship. So as in real life heatsinks are put below the hull/armor so they can disperse heat into the void of space to be effective. But already the, the more nonfilled blocks around aspect should provide enough complexity to allow for a large variety of "valid" builds.
Exploring would be great if it was worth doing. Currently, you don't need to explore because chances are, you get the exact same stuff in the next galaxy as in the next system. Same stations, same planets, same asteroids, same resources.Noticed this video myself about a week ago. I personally regard StarMade very highly, and I do so due to its incredible creative potential. StarMade is not the first space combat sim and it won't be the last however, what makes StarMade truly unique is that the experience it provides is created by and limited by its communities imagination. StarMade is above all a sandbox game, to build if only for the sake of building is the motivation of many players and, as an incomplete game, mechanics for purposes other than this are a privilege at this point.
For those who are not satisfied simply building I would suggest exploring and engaging the environment that is currently in place. For those who have done all there is to do in their own galaxy I suggest going online and expanding into someone else's. Boredom with the current PVP mechanics of the game seems an unacceptable excuse unless one can claim they have both fought and defeated every faction and player on the dock. And if all else fails, specialize. Between Aesthetic Building, Complex Logic Systems, RP and Faction Building, and PVP, I see no reason anyone should be bored unless they can pull out their master builder AND logic master badges.
Now I can't speak to the gameplay of Empyrion. It might be a fun building simulator and nothing more, or it might have missions or things to take part in. Aside from power, we are focused on one big thing. Changing our universe so that it can accommodate gameplay. That is not an easy task. We are going through every thing, on a galactic scale and on a sector scale to ensure that things work as well as we can make them. How we want players to travel, warp gates, new star types, their effects, resource distribution. It's a lot of stuff.
I get that isn't easy. Its not even just a matter of the work to be done. You guys have to figure out how it is all going to work. There is no answer key for you guys like there are for a lot of other development teams. I do have a lot of respect for the Starmade team for going through the pain to bring us a truly innovative game/engine. There is literally nothing like Starmade right now. However, you guys as well as me know that talk is cheap. If you guys can't reach your goals in a reasonable time I'd rather do other things with my time. I'm never going to write off Starmade as a game, but I see no point in building useless toys atm.We're not going to take the galaxy, throw it in a blender and praise it as the new "Universe" update. We're going to merge the universe generation and our current game mechanics together so that everything going from exploration, combat, and trading feels like a natural extension to the game.
Empyrion is perfectly playable for me. For me it has provided over a 100 hours of fun. It is still a long way from being done though.You know Empyrion isn't really playable atm. as well. There are so many bugs that can ruin your progress so easily. I don't want to say Empyrion is bad, I wouldn't play it if I didn't like it, but: It's not finished and didn't jet reach to the promisse, namedly being a fun game for more than 10 hours too.
How would you define playing though? For me playing Starmade is pretty much building things. I don't really play it as a game. In empyrion I'm actually loading my save and feeling a sense of progress. I can actually do gameplay things and they don't feel broken.You know I can play Starmade for days and it doesn't get boring. Empyrion is nice to play for like 3 days two hours each and then I am bored.
All of this is your opinion though. I bring up how Empyrion development actually has a sense of progression to it, and now everyone is trying to tell me how Empyrion isn't even a decent game. The point of the matter is that I've never really felt a sense of confusion with that game like I have here. This isn't about Empyrion, it's about the development process. Starmade has LITERALLY gone in circles for quite a bit of its lifetime. I get that it is a natural occurrence given the nature of Starmade, but it's not easy to watch. I have been watching and somewhat involved in the development of hundreds of mods/games over the years. I don't make the comparison between Starmade and Empyrions dev cycle lightly. I see one game slowly accomplishing its goals and another that struggling to.Half implemented gameplay
Trading? No trading doesn't work atm, its just a placeholder.
PVE? Yes it works, but gets boring after you shoot down the 100th alien enemy and fended of the 5th troop transporter. Its exiting for 2 hours and then its all the same.
Exploring? Works. You have like 5 to 10 hours but then you know all the blueprints and its all the same stuff again.
Survival? Lol. Yes it is cool, but its not that big of a challenge.
Multiplayer? Because of the blueprint-workshop many stuff you see is all the same: 80% are the premade devs-blueprints, and 20% are the workshops actual top listed ships or houses. Flying around isn't like in other sandbox games where you are happy to look at the cool stuff people build. 90% of the players there are too unexperienced to build anything on their own - and Empyrion is the Duplo version of Lego allready. I thought that bigger blocks makes it easy for people to build their own house in a short time: they don't want to. Whats the use of planets when the houses the players build there are all the same workshop of stock stuff? =( And the same goes for the ships...
PVP? Its not that great, its just unbalanced and arcade like. Bigger ships wins 100%. Zero ship diversity or challenge in building. You can make it pretty thats it.
Ok the game is still fun, but please reconsider, if the devs progression is comparable with Starmade. You just named the pretty flowers that Empyrion shows to the world but don't recognise the bigger picture when you tried to judge it. It's not bad. It is fun. But not for a long time and not in a complex matter like Starmade allready is.
I don't like how it seems popular to bash Unity these days. It has some limitations but is still a very powerful tool. Lots of major companies (Sony, Nintendo, Blizzard) have already used the tools to make some pretty cool stuff. Could you make Starmade in Unity? No, but that doesn't mean its a bad engine.Empyrion is a piece of crap in a fancy package. (which stands for most Unity games in my honest opinion) People don't want to build their own stuff in there because it doesn't have HALF the building tools Starmade has. The prefabricated blocks and system elements make it easy - too easy - to build stuff, but even then, they are also easy to kill
There is next to nothing to do in the universe. Visit the same 5 stations over and over? I'm good. Kill the same pirate for the millionth time? I'm good. Go online and start war with a major faction so I have something to do? I'M GOOD. I guess all that is left for me to do is to fight every ship on the dock, oh wait all the ones I haven't fought are weak as hell. Trust me I have tried A LOT to keep myself entertained. Most of the people I met that played when I first got it have all stopped playing. I literally mean EVERYONE. I have a large number of projects I'd love to get to but I'm tired of building things only to pretend to play with them. I did that as a kid and trust me it gets boring pretty fast.For those who are not satisfied simply building I would suggest exploring and engaging the environment that is currently in place. For those who have done all there is to do in their own galaxy I suggest going online and expanding into someone else's. Boredom with the current PVP mechanics of the game seems an unacceptable excuse unless one can claim they have both fought and defeated every faction and player on the dock. And if all else fails, specialize. Between Aesthetic Building, Complex Logic Systems, RP and Faction Building, and PVP, I see no reason anyone should be bored unless they can pull out their master builder AND logic master badges.
If you're happy doing nothing but drawing ships, why aren't you just using a 3D modelling tool instead?For those who are not satisfied simply building I would suggest exploring and engaging the environment that is currently in place. For those who have done all there is to do in their own galaxy I suggest going online and expanding into someone else's. Boredom with the current PVP mechanics of the game seems an unacceptable excuse unless one can claim they have both fought and defeated every faction and player on the dock. And if all else fails, specialize. Between Aesthetic Building, Complex Logic Systems, RP and Faction Building, and PVP, I see no reason anyone should be bored unless they can pull out their master builder AND logic master badges.
If you judge someone by his badges i pity you.I see no reason anyone should be bored unless they can pull out their master builder AND logic master badges
Yeah I agree that this waiting is kinda frustrating. Patience is needed.All of this is your opinion though. I bring up how Empyrion development actually has a sense of progression to it, and now everyone is trying to tell me how Empyrion isn't even a decent game. The point of the matter is that I've never really felt a sense of confusion with that game like I have here. This isn't about Empyrion, it's about the development process. Starmade has LITERALLY gone in circles for quite a bit of its lifetime. I get that it is a natural occurrence given the nature of Starmade, but it's not easy to watch. I have been watching and somewhat involved in the development of hundreds of mods/games over the years. I don't make the comparison between Starmade and Empyrions dev cycle lightly. I see one game slowly accomplishing its goals and another that struggling to.
Starmade has its big strength in building and being creative. Sadly there is not many much other to do atm. We could start roleplaying or do pvp with special rules (like no shields or a limited number of weapon modules compared to the overall block/mass count)... But what are your play hours from booth games? Do you think you can play Empyrion, that costs 20 Euro atm, longer than Starmade that only costs 15 Euro (or nothing)?There is next to nothing to do in the universe. Visit the same 5 stations over and over? I'm good. Kill the same pirate for the millionth time? I'm good. Go online and start war with a major faction so I have something to do? I'M GOOD. I guess all that is left for me to do is to fight every ship on the dock, oh wait all the ones I haven't fought are weak as hell. Trust me I have tried A LOT to keep myself entertained. Most of the people I met that played when I first got it have all stopped playing. I literally mean EVERYONE. I have a large number of projects I'd love to get to but I'm tired of building things only to pretend to play with them. I did that as a kid and trust me it gets boring pretty fast.
Also some of us don't share our tech with the entire community. You shouldn't judge someones experience in Starmade based on the badges they have on the dock.
Why are they not allowed to make it better? I don't see how the community can't help us craft a system that they would enjoy using. There are no rules against that. Furthermore, that is essentially what we did. We payed attention to the negative feedback. We didn't like the things players pointed out, and went back to the drawing board. I'd say 90% of that original proposal is completely different or reworked than what we have now. You'll get a chance to see soon.
No. It was immensely helpful. I was pointing out some specific responses though that while, meant as criticism, are not truly constructive in my eyes.Though saying that most of it wasn't helpful
My apologies. Saying that most of the feedback "meming" "knee-jerk" reactions are not helpful, is not good community management on your part. See the Extra Credits episode I posted. Some people may not be able to put their problems into exact words.No. It was immensely helpful. I was pointing out some specific responses though that while, meant as criticism, are not truly constructive in my eyes.
Doesn't it become a kindergarden for the meme posters like that - if you act yourself like the world explaining parent all the time?My apologies. Saying that most of the feedback "meming" "knee-jerk" reactions are not helpful, is not good community management on your part. See the Extra Credits episode I posted. Some people may not be able to put their problems into exact words.
I don't really play empyrion to build. I build as a means to accomplish things within with game. I build a base so I have a place to defend and sustain myself. I build a vessel to scout out new locations and resources. I build a tank or starfighter to attack postions and gain loot. I NEED to do these things within the game and that is why I play Empyrion. In Starmade I don't really play I just build in the hopes I can use things as I imagine.I engineered 3 blueprints that are usefull, the rest is all about grinding this survival thats just complex on the surface, and trying to find some fun on different servers (and it was not that much of a fun time for me in multiplayer).
I don't really care which game is more complex, I care about which game provides more gameplay. I also care which one seems more capable of reaching its goals. In both those regards Empyrion is better to me right now. Do I think Starmade has lot of potential? Of course I do and I sincerely hope it does reach its goals. I'm just uncertain at this point.Empyrion feels like it has more to offer than Starmade (and this I have to deny just looking at the hours I played booth). And I agree it has fleshed out gameplay. But Emp aims for like 20% of the scope that Starmade aims at. So ofcourse it is easier to pump out that many features. But the effort those features took to code...Well lets say it like that: Empyrion needed (imaginary numbers) 1000 hours to code 10 gameplay elements. Those got distributes onto a team of 10 programmers. Starmade needed also 1000 hours - but only to code 3 gameplay elements, because here we have a way more complex game and features that need to work on a way bigger scope. And those 1000 hours also only get distributed onto a smaller dev team.
So you observed the surface progression totally correct. But what is it, what you want in the end from your space sandbox? =)
It's not just that the world has little to do, many mechanics are also not fully functional/broken. Weapon balance is non-existent, because they've been seemingly designed without practical use in mind. Ships stats are controlled by a number of size dependent restrictions(power,turning) that invite most people to work their hardest to overcome. Many systems like scanners, cloaker, and others have downright silly mechanics. As far as the actual gameplay mechanics I feel there is a lot to be done. Empyrion might have some limitations, but the tradeoff is I have a game to play. I can still do quite a bit in that game and within a year or two it'll have a pretty dynamic universe.Starmade has its big strength in building and being creative. Sadly there is not many much other to do atm. We could start roleplaying or do pvp with special rules (like no shields or a limited number of weapon modules compared to the overall block/mass count)... But what are your play hours from booth games? Do you think you can play Empyrion, that costs 20 Euro atm, longer than Starmade that only costs 15 Euro (or nothing)?