Wow. I don't check up for a couple days and come back to getting my mind blown. Very nice Schema.
Btw, kiraen, love your sig.
Btw, kiraen, love your sig.
How is that totally broken? The chest will still be a single access point that you can hide in a room somewhere, you'll just have to have the main storage capacity elsewhere and you cannot access the inventory through that.Great... so now that any faction member can walk onto a station or ship and access any cargo, it makes it even harder to protect against faction members from stealing items.
My original method for preventing theft was to set a station's edit permission to founder, and have hidden unnamed storage where materials would be stashed. Those who could not use a build block on a station would be unable to access those storage areas.... Now? That's totally broken.
Thanks guys. Please make your next update be strictly about better access level controls for factions, stations, and ships.
Still it's a fun game, but I'm pretty much done with multilayer except as a solo-faction until the faction permission issues get resolved.
Sorry but I disagree, okay I can handle having cargo space, you'll have to forgive me if I am not the most eloquent person when it comes to getting my views across and miss some things out, also this is why I asked not to be quoted or replied to as people always tend to cherry pick what they reply to as you have done so here and as I am now doing as I can admit as I do not wish to address your other points, but right now my primary concern with this game is game play or the lack of it and things like cargo which affect the games balance and seem to add even more performance issues to an already badly performing game.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.
Since calbiri left and you've taken the helm for game design, I have more faith in this game than I have had in a very long time. Actual game design and planning is happening, rather than someone just deciding "hur dur, this is best" without actually playing or acknowledging feedbackRabidBat decent rant there. I didn't particularly want to read through it because I could pretty much guess what it all boiled down to, but I read it anyway because you took the time to write it and if the shoe was on the other foot I'd hope you would do the same.
Gameplay, gameplay, gameplay. Every new release people talk about gameplay. They throw in a word like missions etc and argue that for other games it's easy.
SO; let's talk about gameplay...
The big thing is people want something to do! Awesome, I'd love for that too. But while some people would just say just throw whatever in, we're taking it nice and steady because there's a few key things we want to ensure as we work to that end.
• Scalability - The universe is huge. Because of that the systems we put in place need to be able to work on that scale, both through mechanics, performance, etc. This means that while we'll dictate a lot of stuff, some of it has to be procedural so that you can always encounter something new.
• Customization - We recognize that our community is passionate about making their own experiences. Whether by modifying configs or with new pirate ships or factions, etc etc. We want the same level of customization in the rest of our gameplay as well. We don't want players to feel locked into the experiences we set forth. Where I'd love to see it is that through just downloading some files etc for your server or single player game, you could open up an entire sci fi universe based off your favorite series. Star Wars, Firefly, whatever style it might be, we want the whole thing to be feasible for you to get in one go without the need for downloading countless packs just to make it work. Within it factions, ships, stations, missions and server events, contextual NPCs with appropriate skins. We're not content with just providing these elements made by ourselves, we want you to have the same freedom that you get in every other part of the game.
• Integration - Ensuring that every new gameplay element fits in with every other gameplay mechanic. It's sounds simple but it takes time and it takes having it in-game to see it first before it can be finalised.
I don't mean to sound patronizing, I merely want to point out that we're not going to slap random stuff together and drop it in for the sake of just having it. That may sound like an oxymoron given some opinions over some of the recent features that have made it into the game, but let me point out.
Since mid-October we've been working on adding actually gameplay in, giving players actually something to do. Each release includes features that's part of that plan.
For us to add missions and events in we need NPCs and factions all set up to support it. We also need new ships and stations to support that end as well. For how we want those elements to work, we need the ability to board those ships and stations, whether through transporters or other means. We also then need interiors on those ships and stations to make doing those missions and events engaging. For us to do full fledged interiors we need to put in all the crew management systems. As NPC overhauls are also part of it, so to will it include the mechanics to enable those NPCs to issue missions etc. For the events we have planned to be available in the game we need to have military and civilian ships, those civ ships also need a reason to be valuable. Hence the cargo update.
So thanks for being passionate and wanting something to do in the game. We want that too, hence why we're actually working on it and each new release gets us a step closer to that end. It's a shame players jump on their soapbox after each release and try to berate the developers saying we're not adding in the biggest thing they want, something to actually do in the game, without realising that's exactly what we're actively working towards right at the moment. The team is small, the elephant is large, we're doing it bite by bite, we can't go any faster because most of us still have full-time jobs outside of Schine.
RabidBat you do highlight a good point about the faction permissions though. Let me talk with the team, look at our schedule, and see if we can expedite its revision.
Also the comparison to Space Engineers; I'm responsible for the schedule of what goes in when with StarMade and I've never played Space Engineers, don't even own it; so if you think a lot of the recent mechanics or gameplay features going in are based off it, it's purely coincidental.
Oh, and buy some games. SE and Pulsar Lost Colonies are good examples of where many of us wish some parts of this game would go.Also the comparison to Space Engineers; I'm responsible for the schedule of what goes in when with StarMade and I've never played Space Engineers, don't even own it; so if you think a lot of the recent mechanics or gameplay features going in are based off it, it's purely coincidental.
I know right, I mean if only we would make a post where we talked about our plans for the next few months, or at least gave you a heads up on features you might need to prepare for, or even just have an open forum where players could actually ask what our plans were.Now we just need to work on Schine being so secretive, look at starcitizen, almost complete transparency for whats coming, even if it changes and can work feedback into it, where as over here we have no idea what you'll be working on next :p
If only you had actually gone into more detail beyond the typical "Yep, this is a thing we're doing" and instead actually explained the details you had planned :P
I know right, I mean if only we would make a post where we talked about our plans for the next few months, or at least gave you a heads up on features you might need to prepare for, or even just have an open forum where players could actually ask what our plans were.
Oh well
Or even the shorter documents
Yeah nah, don't need every single player combing through every piece of documentation we write.
It's okay, I have them all on a list....Seems like someone got a "sweet" stalker :p
Meant to respond to this to say that I am currently drafting up a lengthy post(s) to throw into the suggestions board. Given the time, I'm probably going to have it up in around 10-16 hours(Gonna be going to sleep soon and then need to finish writing it up). Granted, would have probably had it done by now but I feel it may be prudent to write a bit about inventory abstraction since I'll be utilizing those concepts in describing my reasoning as to why I have concerns about the current system and why something akin to the system I'm fleshing out would be more beneficial. I'll shoot ya a PM when I get it posted.At this point I will gladly respond to your concerns via PM or in it's own suggestion thread. A bit of your information concerns changes that we already have planned or maybe I can better explain some things. Apparently this post wrecked me pretty hard so I think it'd be best to continue the discussion elsewhere.
Since I wasn't around when those were posted, I didn't read them till now. That aside, what was said in what's coming for did not once give me an impression that you guys would radically switch the inventory system in the way you did. Despite using "Volume" as the capacity unit, you guys actually went from a Volume-based inventory to a Mass-based inventory with a Volume-based GUI and that's jarring to say the least. Combining that with the initial settings for cargo space didn't help in the slightest.
I know right, I mean if only we would make a post where we talked about our plans for the next few months, or at least gave you a heads up on features you might need to prepare for, or even just have an open forum where players could actually ask what our plans were.
Oh well
Changing thrust mechanics I believe. Not sure on specifics since that's all math sorta but I hear we will be getting more control over how our ships move. Also turn rates that make more sense. We don't want to keep everyone waiting for these changes since cargo came out and that can affect movement quite a bit.Yeah, we had something of a faction permissions-related incident as well yesterday. I'd really appreciate an expanded rank system and better permission control right about now.
That aside, I'm really liking this update. The only question is, what's next?
1.1.
But yeah onto cargo, For me the real problem aside from having to devote massive amounts of space to the massive amounts of resources we've collected over a long period of time but is something I could deal with and accept if it were done right, is that I think it is poorly implemented as are many new additions when they are implemented.
I will admit I have not yet had the chance to test this myself as I logged out once I saw all of my storages were showing as being thousands of % over limit and could not be fucked dealing with it at the time.
2.
As for game play we have to disagree there also. While yes to some degree changing mechanics is adding or removing from game play, but it is not really game play it is a mechanic.
3.
So please tell me what I can do with my ship that I have not already listed, please tell me how adding Cargo has given me new avenues for gaming outside of having to spend hours moving items and rebuilding. I am keen to know.
I will freely admit that some issues popped up immediately after the patch (as would be expected) however I don't think any of those issues survived the rather speedy hot fix. If you spent half the time writing rants on actually looking at the cargo system I am sure you would think its implementation is better than having 17 blocks hold EVERYTHING.It really feels like most of the people complaining just skimmed the patch notes, went in-game and got confused then came here crying.