SquidLord

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About SquidLord

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  • Birthday 04/19/1972

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  1. SquidLord

    The Exchange platform "breaks" the game

    I suppose it is remotely possible that you are both a youngster and not a computer programmer, so the idea of "premature optimization is the root of all evil" hasn't yet made its way into your understanding of the universe. Let me help you out. http://wiki.c2.com/?PrematureOptimization Now, the original context of the statement was directly in regards to programming – but strangely enough, it also applies to all fields of structural endeavor. In this case, game design. That the game is in early access is exactly why any efforts toward balance would be completely pointless. Meaningless. But worse, a waste of consideration that could be spent on things that are actual problems. Every change that happens to Astroneer is going to require the attention of someone (and odds are a couple of someones) to implement. There is absolutely no point in trying to balance a part of the game which the developers have stated, in no uncertain terms, is largely just a placeholder for a more complicated and more interesting architecture to come. Any time and effort spent on "balancing" something that will be going away, guaranteed, is wasted time. It is thus an absolute no-brainer to suggest that the very underlying motivation for the original post in this thread is actively detrimental to the development of Astroneer. I recognize that that is phrased in a strong manner, and it is intentional in order to reflect the strong distaste that I have for both the idea and the strong indication of the truthfulness of my position. But moreover – there is the underlying implication by those who are continuing their misguided crusade to suggest "oh, this is terrible, it ruins the enjoyment of the game" that their understanding of both what is enjoyable and what is useful to the game is unimpeachable. And that's a pile of bull. Hopefully that clarifies it for you. I wouldn't want you to go on misunderstanding what good sense development practices are. That way lies madness and suffering.
  2. SquidLord

    STEAM PATCH NOTES - MEGA THREAD

    My suspicion is that we could really use a placeable light source object for locations that we either want to mark or just for lighting the indoors of things. Tethers are really good for lighting up your base but no longer quite as useful for simply lighting a work area in a cave.
  3. SquidLord

    [Merged] Broken Planet

    Platform: PC / Steam Replication: Fly into orbit over moon after building base. Bug Description: Visual indicators/decorations seen from orbit hang in orbit exactly as a brick doesn't; possibly "on load from save" related. AUTOSAVE_1_2016.12.19-16.18.38.sav
  4. SquidLord

    The Exchange platform "breaks" the game

    Given that "creative mode" things are on the Trello already, I'm absolutely certain that they already have ideas for how to balance things. As players, it's ridiculous for someone to suggest "the trade port is broken" or "the exchange platform breaks the game" to explicitly quote the subject line – because there's not that much of the game to break in the first place, it's still in pre-alpha, and to even make that decision requires an endless amount of knowledge about what's to come that simply does not exist outside of the developers' heads. The entire premise of this thread is ludicrous. But worse, threads like this pop up in every single forum about every single new game that comes out in Early Access, pre-alpha, alpha – hell, they come up in discussions of very, very vague potential games. After a few decades, it just gets old. I may have proceeded under the mistaken impression that people would eventually actually learn why such things are ludicrous and ridiculous, and the reason that the underlying motivations are pretty much always toxic for games. I expected too much. That's clearly on me. I apologize.
  5. SquidLord

    The Exchange platform "breaks" the game

    Now, I think I have the exact right end of the stick. And I can prove it from your own text. "Progression should be a hard task rather than being able to spam resources and get to "end game" stuff within 20 minutes of play." That is, observationally and definitionally, saying how other people should be able to play. Not only that, but it's wrong. You don't get in the game technology without going out and finding the actual research modules to let you build that stuff. I'd argue that it takes a lot longer than 20 minutes unless you get profoundly lucky. You have literally stated that it is "too easy to progress," and that's is both factually incorrect and telling other people that their preferred way to play is wrong. I reiterate, if you want to go out and ramble around digging up resources – go do that. I would submit that especially in a pre-alpha build where you intend and expect players to be able to tinker with a wide variety of the very limited build options in the game, it behooves you to allow those people who actually want to do things access to the resources that it takes to do them. Beyond that, supporting a play style which focuses on trade instead of digging holes should probably be a design idea that's kept. The game isn't even in alpha. It is nowhere near a complete survival experience. It's nowhere near a point at which a complete survival experience should even be desired, much less expected. It is way ahead of a point at which "it's too easy" should be entering anyone's head as any part of an argument.
  6. SquidLord

    The Exchange platform "breaks" the game

    One day I will understand why people demand a game cater only to their personal play style and not allow for play in other ways. You know, in case someone wanted to run or play their game as a trading empire and not a driving simulator. If you want to strike out from your base and go driving into the hither and yon, go do it. At an early stage of the game, someone absolutely needs to get out and explore if only so that they get enough research to actually be able to make those devices and construct those vehicles. After that point? Why do you care? If you're into the exploration part of things, if you're driving off into the middle of nowhere, continue doing it. You obviously don't want to stay in your base doing anything. If someone else wants to stay in their base for a little while and simply generate materials while building up tools and mechanisms – why do you care? "One Way to Play" is one of the most pernicious design toxins that has been kicking around a lot of survival games. It leads to there being only one mechanism to engage with the game and narrows the audience to only those people who want to play it in one way. When there's only one way to play a game, it means that if anyone else builds a game with a very similar one way to play – or worse, one of many ways to play that they offer – the first game suffers and very likely dies. Trust me, it does you no harm if someone else wants to spend time hanging out in their base farming resources. I absolutely guarantee it will not impact your play whatsoever.