Jump to content

Search the Community

Showing results for tags 'Detail'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL









Found 1 result

  1. Greetings. I'm fresh in after watching the gameplay video, and reading around a bit here - and digesting it for a couple of days for good measure. I'd like to share my impressions with you all, as probably everyone else does, since there's precious little else to do with this game as of yet. First off, what I liked: The scale. The sheer scale and the level of detail, with seemingly free curves, angles and block sizes, which leaves me to believe it's possible to build near-perfectly detailed smooth-surfaces, as opposed to what any other building game allows the player: Meaning, be stuck with 1 (or in an extreme case 3) meter sized blocks, and jagged slopes if you want a curve or a flat angle. That is amazing, and so is the thought of an eight kilometer long structure that doesn't wreck the game into 1FPS hell, especially since guess how long is an Imperial Retribution Class Battleship? You guessed it. Eight kilometers, plus ramming spike. And here I am stuck for the past couple of years, begrudgingly yet lovingly building a 1:7 scale bastardized mini-replica in Starmade, all the while wishing it was 1:1, better detailed, and not pixelated. However, for that to work, prefabricated blocks (a.k.a. cockpits, thrusters, weapons) NEED to change; So far the current system merely seems to be copyin what Space Engineers does, yet their method was faulty to beging with: No matter how well detailed and good looking prefabs you add to the game, and no matter how many varieties, they can't fit every design: Clearly, what tech we see now would have no place on a voidship from Warhammer: 40.000, or for that matter Stargate, Star Trek, Star Wars, or any other franchise, or any even partially talented builder's own designs. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What NEEDS to happen, is the ability to build custom prefabs in-game, just like building the ship itself, then assigning functions to them through some menu, marking attachment and animation points, etc, so everyone can have the perfect part that perfectly fits the vessel he likes, and not just one general, bland sci-fi design! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- That one is important. If nothing else happens until release, it needs to be made a reality, unless you're fine simply aping Space Engineers. .... And with that done, we reach the cause of my wariness. The game's nature as an MMO, and it's planned payment mode-OHGODNOTANOTHERONEOFTHOSEPOSTS!!!!!!!!! Bear with me please. I'll try to make it entertaining. -MMOs lock everyone together. Smaller private servers allow for replicas of Different universes, different ways of playing, or gatherings of people with different mindsets. Lock all that together, and you unleash all the horror of every "which faction would win in a cross-franchise battle" forum flamewar ever written in the history of the internet, with all the grief attached to it. And, there'll be no way to avoid the kind of players you'd rather not mingle with; Did you spend 300 hours lovingly building a masterpiece? Tough luck when the powergamers fly in with their literally 8-polygon cubeships and manage to trash it because they didn't waste space on something as trivial as accurately replicated interiors. Does your six year old son enjoy flying the very first, and superest spaceship he ever built? It's like 20 blocks long, and looks like a clay dinosaur someone stepped on, but oh the innocent fun he's having! However, that smile will quickly turn into disappointment when cannon shells a thousand times larger than his ship start raining in from fifty-thousand meters, or just, more prosaically, encounters his first really sick griefer, (Don't get me wrong, I firmly believe we grow through pain, and no child should be pampered, but neither should we expect the little ones to face all the evils such an online community can throw at them all at once.) What I'm saying is: Smaller, dedicated servers are better, with closer communities, which in turn are closer to the people running the show, thus are better served, and better able to find a virtual home they can enjoy themselves the way they want. That was the reason against a centralized server. Now for the dirty financials: I personally think it's robbery to pay a monthly fee. I can buy the things I like, and then they'll be mine forever, or at least until they decompose. Buying a game once, then having to pay ANY fee just so I can keep accessing it is the definition of evil, and the lazy company's way of getting rich. -Some idiots who think they can act all cool and cinycal write stuff like "yeah, how dare they ask money for their product" Which is BS and makes you sound retarded. I'm perfectly fine paying for the product ONCE, as they deserve it. I'm also willing to pay for an expansion, as that has a fair amount of work put into it, and as such, has worth. What doesn't have worth, is not pulling the plug from the server, and waiting for your paycheck. -Some people say it takes money to run the servers. It does, but take the initial price of the game, say 60 Eur for an AAA title. Most companies go rich simply by selling a succesful game. Some companies even turn some of that money back into the game, and keep releasing patches and content for their game out of love, duty, and for making you interested in buying an expansion or a sequel. Take then, say 15 Eur a month sub fee. Sell just a million copies. That's ( 1KK x 60 ) + ( 1KK x 15 ) if everyone only ever just pays for a single month and quits. That's 75 million euros. That alone is enough to pay a decent salary for all your employees, cover your expenses, buy and maintain your own server park and keep a decent profit for the rest of all the lives of everyone involved. For the next 20 years, which is an extremely long time both for a game to still be played and for a studio that doesn't disband not to secure another round of income, these costs become less than trivial. There can be only two reasons for this amount not being enough: - Attempting to run a space program, or being greedy. But surely not everyone quits after one month? And the income keeps racking up. But, as I've said, I don't even want their servers. I'd run my own as long as I'm interested. As would countless others. Boom, no server costs, no maintenance for the company. Just keep patching for a year or two until things become solid enough to call truly finished. (Hells, a finished game on release day is a far off dream these days.......) That's all there is to it. They don't need your monthly payment to keep the operation running. They just want it. Take WoW for example: Their players pay their monthly sub fee, yet still have to pay full Tripple-A price for every expansion that comes out. Boom, double profits. Next point. Some of you believe, and even the dev blog claims, a P2P system with a monthly subscription fee protects the player more because..... reasons? In a truly F2P game, yeah, any moron can grief away with dozens of new accounts every day, true. But how does a monthly fee offer more deterrence from bannable behaviour than a buy once model? I already don't want to lose access to what I bought once, can I somehow don't want it more? I understand I would have spent more money on it, but in exchange for that money I received playtime, which I used up, and is impossible to take away without a brainwash, even if the account itself is lost forever. After a while you'll max out either way, and it can't take that long to start anew from scratch once you know how the game works. So I either care or I don't. There are no further magnitudes. And that's a true cause to worry about: Evil people write dev blogs like that, and stupid people believe them. Edit: Almost forgotten last point: In the end, it doesn't even matter what kind of payment model You, I, the next fellow, or the company want: Name a monthly-sub MMO that isn't WoW or EVE and didn't vanish or become F2P, because most of the people willing to be robbed monthly got hooked on those two way back when it was new and hip - And the only reason they won't quit, because that'd make a lie of their past 10 years and probably prompt some dark deeds now. Probably some fresh and sustainable MMOs exist out there with a P2P model, but I sure as hell am unaware of them. TLDR: -Exbawkshueg. Yay! -Let players build custom prefabs in-game! -Custom private servers cater to different needs and negate server costs for dev. company. Like Starmade. -P2P is bad 4 u, phat lewt for company. You stooooopid if you believe otherwise. -Buy once is decent, respectable. -Yer not WoW, yer not EVE, P2P ye won't succeed.
  • Create New...