Zeus

Members
  • Content count

    41
  • Joined

  • Last visited

About Zeus

  • Rank
    Advanced Member

Recent Profile Visitors

299 profile views
  1. Zeus

    What is taking System Era so long

    This thread needs to go dormant for awhile, but will respond to above: 1) Doom was cutting edge at the time. Remember this is the era of Desert Storm, VHS, The Simpsons was in its 3rd season... 2) I didn't say I am not happy or regret paying money.
  2. Zeus

    What is taking System Era so long

    Bottom line on my point of view is that start ups are trying to have it both ways; they want the public money to fund further growth but they also probably don't mind using pre-alpha status to shield themselves from criticism about their product. yes games take a long time to develop and yes it is cool to be able to enjoy them before they are a polished product. Having hundreds/thousands of free testers (not only free, but have paid you to test your game) should help accelerate development. I recently read that Diablo 3 was under development for close to a decade before the public even knew about it. The original makers of Doom didn't crowdfund or take years.. they dropped it like it was hot after one year of work. (ref: https://en.wikipedia.org/wiki/Development_of_Doom) Bottom line on my point of view is that start ups are trying to have it both ways; they want the public money to fund further growth but they also probably don't mind using pre-alpha status to shield themselves from criticism about their product. To survive for years in alpha/beta years you need a compelling game to continue to grow fan base. Star citizen is pushing it to the max... it was announced in 2012 and planned for release in 2014... it's still in alpha in 2017... think about that. They are keeping people interested beyond all rationality by actually expanding the content and communicating what their plans are for future content.. even though the game isn't nearly implemented they have clearly stated what the vision for the final product is. Draw your own comparison with astroneer for example. It's just a cautionary tale. yes games take a long time to develop and yes it is cool to be able to enjoy them before they are a polished product. Having hundreds/thousands of free testers (not only free, but have paid you to test your game) should help accelerate development. I recently read that Diablo 3 was under development for close to a decade before the public even knew about it. The original makers of Doom didn't crowdfund or take years.. they dropped it like it was hot after one year of work. (ref: https://en.wikipedia.org/wiki/Development_of_Doom) If I were the devs I would throw together some compelling content.. put it into the game... call it a beta.. then smash bugs. full disclosure is that I have no idea what I'm talking about and have never programmed a damned thing beyond making the worm go around the screen in the early 1990's. (EDIT: took too long to edit, reposted in full)
  3. Zeus

    What is taking System Era so long

    I very much have enjoyed reading these replies. The astroneer devs have definitely hit on a novel game idea. I also love playing it because I find the graphics, interface, exploration and ambiance relaxing. I wouldn't want this to turn into a steep learning curve simulation or arcade style experience either. Maintaining what people love about this game right now is key to its growing success. I hope they do invest in an enjoyable single player experience. Relaxing simple games like this probably appeal to an older crowd who don't necessarily want to commit to the time and coordination necessary for serious online gaming. Games I put 200 hrs into a single "map" (factorio, space engineers, ?astroneer) won't provide the experience I am looking for in multiplayer. Not saying it shouldn't have it, but focus on a good single experience and the multi should follow naturally. The "easter-egg" tribute they put into the game in memory of their deceased team mate was touching and really demonstrated their creativity and trust in their player base to discover it. If they continue on that theme of meta-discovery it will be very well received. Tweaking the procedural generation for more distinct geography to make exploration more rewarding is a relatively low hanging fruit too. Factorio devs recently announced they were looking at this since they found that past a certain point exploration in and of itself becomes redundant as the terrain begins to repeat itself (albeit in large chunks). Will definitely stick with the game and check back in every so often.
  4. Zeus

    What is taking System Era so long

    @The Gray Mouser In today's era of early release - eternal alpha/beta - companies are chasing perfection (think Star Citizen) and losing focus (IMO) on the fact that it has to be a game unless you are explicitly creating a simulation with game elements. My concern is that they are over 6 months into the release and have not included compelling game element content. Since my post, I read their dev-blog and see they do have content release planned and are now focusing on backbone issues. Still though, in the current meta of early release a game can very well become stale and have trouble generating hype and new followers if it stagnates too long in a pre-alpha stage. How is space engineers going to be marketed as a final copy when it has been in alpha and now beta for what seems like already a normal game life-cycle (several years)? I understand all this takes time, but Astroneer developers have to show what the game is before the whole concept becomes stale. Edit: another example is Dual Universe which promises the universe yet is unconvincing when it comes to game theory.
  5. Zeus

    What is taking System Era so long

    Started game up after 2-3 months to see how things are coming along... started new game. I really want this game to succeed but right now it doesn't have what it will take. For a game that requires the player to build their own narrative (awesome) it needs to be extremely rich in terms of environment interaction and progression based on effort. It also needs to lead to a rewarding end-game. One small example of lacking environmental interaction: I dig down to the base of a tree... it has a tapered end instead of a root system and just sort of falls and leans a bit in the hole. This isn't a realistic representation of a plant this large. Some hyper-realism is necessary to build on an exploration narrative (such as the physics problems with rover the OP wrote about). As an aside, there is no point to digging up the tree aside from look for a research egg. Perhaps felled trees can be carried and incorporated into the base building in some meaningful way, such as a barrier for storms. Same with rocks and the rover train. You need the crane to pick up a rock and place it on the rover cargo bed. The rock can be used for a barrier for example. Progression: You are a lonely astroneer who is surviving and exploring. You come with a baseline tech since you are already a spacefarer. However, you research tech from the planet so you develop tech native to the planet you are on. So the tech will depend on the planet type and give a reason for traveling to different planets and developing outposts on them. There should be some advantage to bringing arid tech to the terran world and vice versa. End game: a fully developed solar system with some possible automation of menial tasks to supply more advanced exploration. The game is really about exploration at its heart (IMO) so creating new and unique caves, small planetoids/asteroids that are hard to find yet rewarding in some way. Perhaps they yield ancient clues that gradually build a picture of a lost civilization and completing the clues "wins the game". This would take 100+ hrs of gametime to complete and require bases on each planet to complete. Hope this is helpful Some additional thoughts: The starting game is too easy to survive due to easy tether roping and unlimited O2. Some possible fixes: early game should be a race to provide a durable O2 supply. The capsule only has a few days supply then you are on your own. Also, tethers can be broken up by storms. Oxygen modules like in space engineers. Storms: this is a great feature. They really do need to damage the base though. This rewards players who build protection either by going underground or making barriers around their base or in the direction that storms typically come from. Even for underground bases could have their own issues with very rare earthquakes that damage modules or partial collapses that need to be excavated. Earthquakes could add to the danger of cave exploring too.
  6. I just hope there isn't a single lithium waiting for you at the core. Also, how does gravity work near the center?
  7. How deep have gone into the planet? Has anyone reached the core? Technique? I went to the bottom of a mine and started digging straight down, probably about 50 tethers worth. Found some coal randomly when digging side tunnels every so often. Needless to say, I'm now out of tethers and believe this to have been a one way trip.
  8. Zeus

    Patch Notes?

    I did notice hematite, didn't see any pre-patch. Cannot smelt it yet though.
  9. Zeus

    What are filters?

    barring the obvious question of why poison gas kills someone in a space suit? Maybe they didn't want to animate a corrosive gas melting the suit off.... that must be it.
  10. Zeus

    First impressions and thoughts

    Interesting point. Perhaps different worlds will have different rotations and distance from the sun. Some ideas that you gave me with this comment: Energy from the sun should be easily obtainable from closer planets and less so the further away you are (unless you research bigger/more effective/maybe orbital? solar collectors). In these worlds you will have to be more reliant on coal or other consumable based generators so that you aren't just making the same base over and over again regardless of the planet you are on. Has anyone noticed no wind on the barren moon?
  11. Game with simplistic facade has to make sense and be intuitive. 1. being able to trade hydrazine since u can trade everything else makes sense. 2. Smelting ore to refined materials makes sense. 3. Creating rocket fuel from electricity doesn't make sense... especially when it looks like a crystal in the ground and this is turned into a liquid in your mining device. So in essence, if you mined the hydrazine crystal then converted that into gas with the condenser all would be well again with the universe.