I'm inclined to agree with
Jasper1991...
The illusion of participation:
It feels there's a loose illusion of player participation towards development. Although as time goes on, player contributions in the development cycle seem much more coincidental. For the most abundant illustration of this; how often is a suggestions thread directly credited for contributing towards a new feature, or a bug/exploit summarily disclosed after being truly patched? Further, while the ~75% redacted document provides for a tantalizing read, and I think it's a really, really, neat and interesting list...I'm also hearing that Schine will implement the ideas "if we can". This suggests the list is a collection of pie-in-the-sky ideas written by a disjointed (but NOT necessarily dysfunctional) team. I've chatted (often only briefly) with enough Schine team members to realize how frelling intelligent they are...but a little voice still nags about the collective whole.
PVP with derpy PVE flybys:
There is an incredibly strong emphasis upon PVP - as aside from ship building, there really isn't anything else: resource balancing is so off that gigantisim is dead-simple (and largely rewarded), and it's near-impossible to implement any form of consistent trade for materials or
ships and their related designs (BTW: of all suggestion threads, that is the most commented upon; a worthy read). PVE is definitely more like PVLOL, and I don't understand how the latest NPC updates will be addressing AI's underlying defects. Are we just getting a wider variety of derpy ships and NPC factions? While I'm given the impression that StarMade is intended to tailor towards space trade, space combat, and space construction...SM's emphasis continues to tailor towards a One Player Takes All approach, as even teams (factions) are an often broken or otherwise unpredictable feature (see next point).
My largest design-related concern is the lack of any apparent "consumable" or "decay" mechanic...as I see SM edging towards the
ages-old trap first seen with MUDs...for a solution, think of "procedural decay" as a complement to "procedural generation". Although that's another "new feature", and therefore a topic for another day.
Lack of stable core features:
This reality profoundly hurts gameplay, and the community as a whole...with needed attention flowing only in reactionary spurts.
A few pieces of low-hanging fruit are features like "fleets", or really anything to do with AI; I'm typing this while my player dizzily sits atop a derping trade guild ship, stuck on yet another sector border, earlier I watched as NPCs spent hours ramming an asteroid. More often than not, AI-controlled and fleeted ships behave like neurotic druken squirrels using half-broken jetpacks for travel. Competing against AI in combat feels more like my doom days of trying to frag a strafing sniper. Shipyards were a feature so broken from the onset that I regularly hear of players habitually avoiding them. Collision management combined with
resource (asteroid) respawning is another PITA: a 15-line bash shell routine accomplishes what the game engine fails to do; keeping the server online and responsive when asteroids respawn. A similar lag-related issue appears during pirate spawns.
These are all basic experiences that a new player should be reasonably expected to encounter...yet do they even consistently function, and why can't these features be stabilized before lopping another batch of features into the mix?
Aside from the game's persistently derpy AI, or the half-baked introduction of "new features". Let's look at the community for a minute, and a particular style of gameplay: on more than one occasion, players have
reported defects in the game engine (in this one: unreliable faction configs). After all, bug reporting is The Right Thing To Do. Although when such a bug goes unpatched, over timelines spanning YEARS, some of these same players have begun to behave as-if such broken features were an intentional game mechanic...and really, why not?
This gives rise to a manufactured conflict that I found myself caught in earlier this year (which continues to play-out today): a group exploits multiple recurring and/or long-lived game engine bugs, forcing an administrative response. This player-vs-admin exchange leads to expressions varying from victimization to self-entitlement, often accompanied with a chorus of "badmin" assertions. With a software development team that effectively refuses to remove such temptations (upwards of two years now...seriously?), and no means of third-party validation.
How have things NOT been setup for such a conflict? In the end, a server/admin finds themselves ostracized by a talented, passionate and very vocal portion of SM's community, for doing nothing more than responding to developer-nurtured forums of abusive gameplay.
How about fixing the game's broken core, sharing those accomplishments, implementing an effective QA process to ensure bugs don't regularly re-emerge, and ultimately removing such easy, persistent, recurring temptations for players with less than ideal levels of self-restraint. Developers are then no longer rewarding or enabling bad behavior, and instead they're attributing credit for a positive contribution (e.g. bug reporting), and if/when events necessitate it; devs are enabling both players and admins a neutral means of legitimizing and validating related events (e.g. a changelog which simply says fixed X bug...and start listing them all, please).
Further, if there's going to be teams (e.g. factions), there needs to be
accountability, audit
logs, blueprint sale (duplication) logs, and just
clear communications of what's happening. Players invest an incredible amount of time building their entities, why not a simple log showing who removed what, and when? Most of our bans have resulted from a combination of long-running and/or re-emerging exploits, and how players responded when caught. The remaining bans were largely due to vigilante style player reactions to what they (wrongly) assumed was administrative malice. How about a means for server operators to
collaborate upon and manage their own risk tolerances for those types of players. While I understand that SM, especially in an alpha state, has its bugs, why not accommodate this reality by adding in-game transparency, now. Continuing to ignore an inherent player-vs-admin power imbalance does not mean that its compounding issues will go away, and needing to later shoehorn in such functionality just sounds like another reason to put it off. Without admin-free player level auditing/logging visibility, how can mysteries surrounding strongly-unfavorable circumstances lead to anything but accusations of administrative malice? How does the resulting persistent toxicity help anyone?
Developer inaction impairs Schine's ability to move forward in other ways as well: over a span of weeks
AndyP and I invested many hours examining backup and live data, discussing server and in-game configurations and mechanics, and simply brainstorming over potential causes to the issues. Along the way I discovered how players exploited a bug enabling
any faction member to remove a faction module (even if permissions and rank denied such rights). Guess what I learned after finding that one: it's a stupidly-simple reoccurring bug! Oh FFS, what a waste of everyone's time; when will a QA process be developed, to catch these before a public release?