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About Nargg

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    Advanced Member
  • Birthday August 24

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  1. Nargg

    Update queuede.....

    OK, there's a point where commercialism begets reality. If Steam showes an "update queued" then the game is done. Steam cannot and will not (by agreement with developers, look it up) show an update unless the code is pre-submitted) Soooooo, the game is finished. Why the wait???? THIS kind of marketing B.S. is what makes me hate games.
  2. Nargg

    splitting Barren in half

    I missed this post. Wow, what a great way to cut a planet, or to farm unknowns, ha ha. Can't wait to see the oddities that players can dig up with the new Terain 2.0 that's part of the upcoming release.
  3. Nargg

    Dedicated servers for 1.0

    I don't believe anyone expects a complete 1.0 of anything anymore. Appreciate the effort, and will enjoy the game plenty. And, will look foward to additions after 1.0 and beyond!
  4. Nargg

    Multi-Monitor Mouse Issues...

    I'm often lucky at all the mouse works on my 3 monitor system. If I move the game to another monitor it might or might not work. It's random too. Very odd mouse issues overall. P.S. I would NOT want to lock a mouse in the window full time. When the esc menu is pulled up the mouse must be freed, no matter if in full screen or in a window.
  5. Nargg

    Mouse Moving Outside Game Window

    Same, multi monitors can really mess with the game.
  6. Nargg

    Update 0.10.5 - November 14, 2018

    I'm starting to agree more and more, that the original planets were much more fun. This new one is a mess. There is power from the plinth, in the form of all the resin you need to make power all you want, and yes you got a ton of free bytes. Go look in the unlock tool again. Plenty of free bytes on the test planet.
  7. Nargg

    Update 0.10.5 - November 14, 2018

    This is what I mean by settings on the start of a map. Let the player decide how much storm is too much or not enough. THAT increases playability infinitely.
  8. Nargg

    Update 0.10.5 - November 14, 2018

    As stated, I'll agree with these assertions about this release. 1. The wind "wafts" are larger, and quite annoying now. They were neat originally, now they just annoy and get in the way. 2. The new test moon terrain is a tad annoying too. Too busy on the scape or land, but not busy enough in plant base in some cases. The cave is really annoying. Something in between the old terrain and the new terrain builds might be much more playable. On the good side. The game seems to be getting tweaked even better (non-new moon mode) and smoother in some cases. Resource placement makes a bit more sense on the startup. Something easier, some harder but in the right order as you'd expect. This release just made me more anxious for the final. Ballance is needed more than anything. Speaking of balance, your balance is not my balance is not his balance is not hers.... The game needs play settings on a map startup. Tweak the settings to get the game balance that makes the most sense to the individual player. I've said this many times. It's more important now than ever.
  9. Nargg

    Update 0.10.5 - November 14, 2018

    Super can't wait to dig into this one! Looks like the release date may have slipped. Oh well. It's going to be good, I just know it.
  10. Very nice work. I still contend that the small craft should only go to the closest planets and the larger could go to any planet without waiting for movement to allow closeness. That's why it has a larger tank right?
  11. I just wish the tether would only extend from manual deployment as far as it could go and still stay connected. That would help so much.
  12. Nargg

    More Info

    Isn't that part of the fun of the game? Figuring things out by trial and error?
  13. Thanks for the feedback. Very appreciated. I've over 30 years experience in development. So, I not only know old school, I am old school. Bottom line, after 1 year supporting this title buying 3 copies personally and pushing it to countless others IRL and online. I've come to the realization that this "alpha" release, which really never became "beta", yet is near release was nothing more than a sleight of hand method attempt at advertising. Quite a smart move IMHO, if not downright brilliant. But frustrating to those who feel they were jumping into an adventure beyond the game. We started out with weekly releases, moved to bi-weekly, then an on and off monthly. Now we are two months into the current "alpha" release. Doesn't seem right by standards I'm used to. I've been on game testing groups, both open and closed, since the 1980's, and used to the weekly if almost daily releases as the game pushed closer to release with a full set of gameplay mechanics. So, yes I'm a bit disappointed at this method. It was not what I was expecting. Was it bad? No, not really. But odd and kind of a downer in the end. Fingers crossed that SES pulls a rabbit out of their hat on the final release to give the game wings again. Right now, I can reach game-end in a matter of a few hours, some can do much faster. Replayability is still good for now. Hopefully, they find ways to make replayability even better with more hidden gems. Or, the dialing of game mechanics on the start of a new save, which is what makes a "sandbox" game truly sandbox after all. Their blog stated one more pre-release before the final in December.
  14. So many people play this game so many different ways. I just hope the Devs can keep up with adding more and more possibilities of tools and things to do with the tools so we can all play just the way we want to play.