Ok, as someone pointed out my nature or personality can come off as abrasive, jerk, a-hole....
So in the hopes that might point isn't entirely lost because of my personality / temperament.
I figured it might be good to make a edit and clarifying a few things and leave the original statement below the hash marks.
First, this game has massive potential. While not playing the last several months I kept checking the updates to keep up with its progress. I wouldn't have done that for a game or a team I had no faith in. I drop people in real life far to fast for most people's liking.
Second, the base game isn't the issue or fault or flawed. I even understand why a lot of the decisions were made early on such as using power to pretty much regulate everything and limit stuff. It is because that was the primary and most easy tool at their hand to work with.
That said I think they got into a rut and practice of relying on it to try and solve problems rather than think of more creative and longer term ways.
They also seem to be a bit OCD on the idea of game balance. If you hand everyone the same tools to build or play with the game is already balanced. You can't in reality ever balance it beyond that point. It is simply a waste of time.
You can however help align and dictate roles such as a fighter being good for scouting, recon, infiltration, tracking, precision targeting and bombing.
A simple way to do that make cloaking something a fighter could rely on more so than larger ships in place of heavy shields. I fighter isn't meant to go head to head with larger ships. A small man doesn't beat a large man by just punching his way out of it tactics, cunning, ingenuity are all tools.
I described in The ability to turn off shields and other systems how to make changes to cloaking and shields to implement this.
The fact is I can't name a single positive thing that has came out of the game balancing over the last 2 years I played that has really improved the game. Just my opinion yours may differ.
That said I have seen massive improvements to the game.
If you look at every major issue in this game it ties back through balancing attempts. The point of all the mess below is to stop trying to patch issue and get them to change the mental way of looking at the issue and try and resolve the actual underlying problem with better solutions.
I'll go ahead now and apologize if it comes off raw or abrasive, rude...
Sorry.
############################################
So I decided to take a look back at this game after checking out all the updates going on. Which honestly I have to give the development team a lot of credit for when you compare them to others out there.
That said I am finding some things seriously annoying pretty leading back to why I stopped play several months back.
Before I get to far into this I get it this is still in development and that some of what I am about to mention is in the works to be fixed. That said this post is more about the mentality that lead to the issues to start with.
I'm going to discuss one of my current projects so as to have something to compare to. I came up with this game / non-game because I pretty much got sick off all the bot user in RPG games. The game is simple I generate a 2D world with random dungeons and the player setup a character names it and from that point on does nothing other than turn the game on and off. The Character and all the npcs do everything on their own. Yep you can sit there and watch him go out hunt kill monsters increase skills and so on. At the end of it all the player has is bragging rights on a wall of his characters stats and skills and treasures or more accurately having left it running on his or her PC the longest.
I don't have to worry about players doing something I didn't plan because simply they aren't really allowed to do anything other than watch. Even if they wanted to they can't do much more than setup, turn on, turn off.
Is from where I was building the dungeon generator. It currently pushes out about 40,000 rooms a second in a per thread.
So why bring up that project it is an extreme example of control and not letting players be creative or do as they choose. It is pretty much the exact opposite of a sandbox. With a sand box you have two parties that have a role each. The developers role is to create tools for the user to use. It is the job of the user to see what they can create with those tools.
It seems like there is a mentality here that every time users come up with something developers didn't expect them to do it gets labeled an exploit and they try to prevent it in some manor.
This game has a lot of caps. Caps aren't always bad. But in this game it feels like they are there to pretty much force you to fill up your ship with blocks and purely to discourage building large ships or very powerful ships.
But why do people want to build large ships well as much as people play PVP they also want to be creative but they want what they create to also be functional and to be able to survive.
The problem is your ability to build a large ship to survive with the cap system if you use no docked system is you fill the ship up with an ungodly number of blocks.
So people such as myself who actually want the ship to have rooms in it and serve other functions resorted to the docked systems. When they limited power the transfer beams got across effectively I looked at using docked systems and having it provide power in the other direction. It worked and I then got told that was an exploit. My answer to that is I made use of what you gave me. Its like handing a man a shovel and expecting him never to dig a hole.
You gave me rails I came up with quad armor with over lapping shields. And again its an exploit. Even if you reduced the armor of those blocks to 1/4th the shields would still overlap.
In most games an exploit is consider making use of a function you where not given to use in a game or a feature. These are things they gave and then simply because some of us used a few extra brain cells it gets labeled exploit.
If it gets any worse they may as well start building our ships for us and then just turn it into a game like I am making.
Rather than leave this purely as a rant. I'd like to suggest something.
Loose the mentality that every time someone comes up with something you didn't expect to be done in the game as it being an exploit.
Second, if someone makes use of a tool you provide them and it creates problems well then the tool wasn't designed right. While the rail system is brilliant compared to the old docking system what isn't brilliant is the horrific practice of using the directories. By not doing so it would give you options that could fix pretty much every issue discussed with docking. To me that would be a no-brainer to change.
Start looking at underlying causes before you try and fix issues. I'm 47 now. I've worked since I was 15. I have been always the go to guy for trouble shooting issues and resolving them. If you don't fix the underlying cause it always comes back to bite you again. It will bite you when you have to repair that system again and it will bite you on other systems because you will repeat the same stupid problem over.
A good example is if a fuse blows. 99.999% of the time if a fuse blows there is an issue in the circuit that needs to be fixed. Fuses generally do not blow on their own they usually are rated higher than the required current. If you simply replace it you will be back there again to replace it until you decide to fix whatever is causing the over current. Most likely if you do this on one system you'll end up doing it on others.
Another good example of not fixing the underlying issue. 3 mile Island. warning indicator was never labeled. The operator didn't no what it was caused by. Rather than find out the cause they simply silenced the alarm until it got bad enough they had other alarms going off they couldn't simply silence.
I find that exact same nature in programming. People want to patch shit all the damn time without fixing the underlying issue. It turns into a habit. Ask why are you putting caps on everything and what is the real issue at hand.
If you are trying to prevent big ships the simplest answer would be limit block count. So that doesn't appear to be the underlying goal.
Well maybe you are trying to make everyone equal. That can never be done not even if you gave them all ships of the same time. Hell it wouldn't even make them equal if you went to my level of control on the game and had AIs control the character. Some people can run it longer. Some people will have storms and power failures... In short that is a moron's quest.
I can safely say it doesn't match real power systems.
While I do remember someone bringing up square-cubed law that is a natural occurring effect created by simply following general physical principles not something that needs to be forced or created.
In short if you are worried about size let the server admin limit block count. Other wise you really aren't fixing anything with the caps at all. There is no game balance being served by it what-so-ever. It is simply delusional to believe it is.
The reason there is a risk of huge lag issues with docked systems is that the risk of such hasn't been minimized or eliminated both are possible. It can be minimized by using the virtual directory system and allowing more than 1 docking connection. It can be eliminated by setting a flag on the docked craft to make it part of the primary so that it follows along with it in place regardless. A second option would be to make the docked system have no physical effect on the primary once it comes loose in short they could pass through one another. Another option is to set up a selection list to determine what type of docked system it is thus allowing control over it so that different types of system have different effects. Like a ships, containers, and so on you would want to have physics and so on interacting with the ship. While the hull,docked power and so on you want to follow along with ship and if breaks away just to pass out of the ship or even act like it is ejected to prevent the lag issue.
The more you keep saying that wasn't intended or we need to limit that the closer it gets to being like my project. While with my project that is my intent. I am planning on releasing the source with it when I do publish. The intent is for it to be a tutorial on how stuff works and what not to do. I don't think your ultimate goal with this game is to simply provide everyone a ship and let an AI fly it around so everyone can be equal. So instead of saying something is an exploit when someone uses the tools maybe it is time to start looking at the underlying issues of what got the game to that point to start with.
So in the hopes that might point isn't entirely lost because of my personality / temperament.
I figured it might be good to make a edit and clarifying a few things and leave the original statement below the hash marks.
First, this game has massive potential. While not playing the last several months I kept checking the updates to keep up with its progress. I wouldn't have done that for a game or a team I had no faith in. I drop people in real life far to fast for most people's liking.
Second, the base game isn't the issue or fault or flawed. I even understand why a lot of the decisions were made early on such as using power to pretty much regulate everything and limit stuff. It is because that was the primary and most easy tool at their hand to work with.
That said I think they got into a rut and practice of relying on it to try and solve problems rather than think of more creative and longer term ways.
They also seem to be a bit OCD on the idea of game balance. If you hand everyone the same tools to build or play with the game is already balanced. You can't in reality ever balance it beyond that point. It is simply a waste of time.
You can however help align and dictate roles such as a fighter being good for scouting, recon, infiltration, tracking, precision targeting and bombing.
A simple way to do that make cloaking something a fighter could rely on more so than larger ships in place of heavy shields. I fighter isn't meant to go head to head with larger ships. A small man doesn't beat a large man by just punching his way out of it tactics, cunning, ingenuity are all tools.
I described in The ability to turn off shields and other systems how to make changes to cloaking and shields to implement this.
The fact is I can't name a single positive thing that has came out of the game balancing over the last 2 years I played that has really improved the game. Just my opinion yours may differ.
That said I have seen massive improvements to the game.
If you look at every major issue in this game it ties back through balancing attempts. The point of all the mess below is to stop trying to patch issue and get them to change the mental way of looking at the issue and try and resolve the actual underlying problem with better solutions.
I'll go ahead now and apologize if it comes off raw or abrasive, rude...
Sorry.
############################################
So I decided to take a look back at this game after checking out all the updates going on. Which honestly I have to give the development team a lot of credit for when you compare them to others out there.
That said I am finding some things seriously annoying pretty leading back to why I stopped play several months back.
Before I get to far into this I get it this is still in development and that some of what I am about to mention is in the works to be fixed. That said this post is more about the mentality that lead to the issues to start with.
I'm going to discuss one of my current projects so as to have something to compare to. I came up with this game / non-game because I pretty much got sick off all the bot user in RPG games. The game is simple I generate a 2D world with random dungeons and the player setup a character names it and from that point on does nothing other than turn the game on and off. The Character and all the npcs do everything on their own. Yep you can sit there and watch him go out hunt kill monsters increase skills and so on. At the end of it all the player has is bragging rights on a wall of his characters stats and skills and treasures or more accurately having left it running on his or her PC the longest.
I don't have to worry about players doing something I didn't plan because simply they aren't really allowed to do anything other than watch. Even if they wanted to they can't do much more than setup, turn on, turn off.
Is from where I was building the dungeon generator. It currently pushes out about 40,000 rooms a second in a per thread.
So why bring up that project it is an extreme example of control and not letting players be creative or do as they choose. It is pretty much the exact opposite of a sandbox. With a sand box you have two parties that have a role each. The developers role is to create tools for the user to use. It is the job of the user to see what they can create with those tools.
It seems like there is a mentality here that every time users come up with something developers didn't expect them to do it gets labeled an exploit and they try to prevent it in some manor.
This game has a lot of caps. Caps aren't always bad. But in this game it feels like they are there to pretty much force you to fill up your ship with blocks and purely to discourage building large ships or very powerful ships.
But why do people want to build large ships well as much as people play PVP they also want to be creative but they want what they create to also be functional and to be able to survive.
The problem is your ability to build a large ship to survive with the cap system if you use no docked system is you fill the ship up with an ungodly number of blocks.
So people such as myself who actually want the ship to have rooms in it and serve other functions resorted to the docked systems. When they limited power the transfer beams got across effectively I looked at using docked systems and having it provide power in the other direction. It worked and I then got told that was an exploit. My answer to that is I made use of what you gave me. Its like handing a man a shovel and expecting him never to dig a hole.
You gave me rails I came up with quad armor with over lapping shields. And again its an exploit. Even if you reduced the armor of those blocks to 1/4th the shields would still overlap.
In most games an exploit is consider making use of a function you where not given to use in a game or a feature. These are things they gave and then simply because some of us used a few extra brain cells it gets labeled exploit.
If it gets any worse they may as well start building our ships for us and then just turn it into a game like I am making.
Rather than leave this purely as a rant. I'd like to suggest something.
Loose the mentality that every time someone comes up with something you didn't expect to be done in the game as it being an exploit.
Second, if someone makes use of a tool you provide them and it creates problems well then the tool wasn't designed right. While the rail system is brilliant compared to the old docking system what isn't brilliant is the horrific practice of using the directories. By not doing so it would give you options that could fix pretty much every issue discussed with docking. To me that would be a no-brainer to change.
Start looking at underlying causes before you try and fix issues. I'm 47 now. I've worked since I was 15. I have been always the go to guy for trouble shooting issues and resolving them. If you don't fix the underlying cause it always comes back to bite you again. It will bite you when you have to repair that system again and it will bite you on other systems because you will repeat the same stupid problem over.
A good example is if a fuse blows. 99.999% of the time if a fuse blows there is an issue in the circuit that needs to be fixed. Fuses generally do not blow on their own they usually are rated higher than the required current. If you simply replace it you will be back there again to replace it until you decide to fix whatever is causing the over current. Most likely if you do this on one system you'll end up doing it on others.
Another good example of not fixing the underlying issue. 3 mile Island. warning indicator was never labeled. The operator didn't no what it was caused by. Rather than find out the cause they simply silenced the alarm until it got bad enough they had other alarms going off they couldn't simply silence.
I find that exact same nature in programming. People want to patch shit all the damn time without fixing the underlying issue. It turns into a habit. Ask why are you putting caps on everything and what is the real issue at hand.
If you are trying to prevent big ships the simplest answer would be limit block count. So that doesn't appear to be the underlying goal.
Well maybe you are trying to make everyone equal. That can never be done not even if you gave them all ships of the same time. Hell it wouldn't even make them equal if you went to my level of control on the game and had AIs control the character. Some people can run it longer. Some people will have storms and power failures... In short that is a moron's quest.
I can safely say it doesn't match real power systems.
While I do remember someone bringing up square-cubed law that is a natural occurring effect created by simply following general physical principles not something that needs to be forced or created.
In short if you are worried about size let the server admin limit block count. Other wise you really aren't fixing anything with the caps at all. There is no game balance being served by it what-so-ever. It is simply delusional to believe it is.
The reason there is a risk of huge lag issues with docked systems is that the risk of such hasn't been minimized or eliminated both are possible. It can be minimized by using the virtual directory system and allowing more than 1 docking connection. It can be eliminated by setting a flag on the docked craft to make it part of the primary so that it follows along with it in place regardless. A second option would be to make the docked system have no physical effect on the primary once it comes loose in short they could pass through one another. Another option is to set up a selection list to determine what type of docked system it is thus allowing control over it so that different types of system have different effects. Like a ships, containers, and so on you would want to have physics and so on interacting with the ship. While the hull,docked power and so on you want to follow along with ship and if breaks away just to pass out of the ship or even act like it is ejected to prevent the lag issue.
The more you keep saying that wasn't intended or we need to limit that the closer it gets to being like my project. While with my project that is my intent. I am planning on releasing the source with it when I do publish. The intent is for it to be a tutorial on how stuff works and what not to do. I don't think your ultimate goal with this game is to simply provide everyone a ship and let an AI fly it around so everyone can be equal. So instead of saying something is an exploit when someone uses the tools maybe it is time to start looking at the underlying issues of what got the game to that point to start with.
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