Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
i enjoyed my time but all the needle in haystack searching in each zone wore me down.
i know i dont 'have' to do it, and could just rush the story but im a sort of completionist and clearing each zone/area is what i do in most games.
this game, its just kinda tedious after a while.
'oh look, i need a powercell, now ive got to go hunting everywhere to find the place that opens up revealing it.........' x100
and the rewards for doing that.... usually rubbish that i break down immediately.
Single pieces of scrap metal on the Map, Asteroids that are clumped together instead of being spread like the rest, colorful Clouds,.... all of that is a hint, that something interesting could be there.
The Sphere Generators and their Counterparts are only in places with human Technology, like Wrecks or stations.
Long corridors or cables? Possibly a red-button puzzle is nearby.
A hole in a large Asteroid? Could that be a Cave?
The beginning, a new Player doesnt recognize them, thinking its just atmospheric background stuff. But the pattern are there.
Yes, i admit them some Puzzles/Locations are harder then others (Perun IV .....), but its not that they are completely invisible or impossible.
Hey there.
Couple of things I'd like to respond too.
Firstly we're very receptive to feedback, good or bad and we like to hear either as it can help shape our pathway through development. A big example of this is how the community and players helped us through Early Access with ideas and feedback and this continues to this day. To say that we don't listen and dismiss it is very disingenuous to our processes.
You have to remember that just because someone puts their thoughts and ideas down in a post and it doesn't get enacted on, doesn't mean it's not heard, but it can also become a metric of how the players feel. We've heard lots of feedback around the puzzles and other elements (good and bad) which we relay to the team through internal documentation.
As for the player count, it's easy to target that metric, but by sidestepping the fact that the space game genre is quite niche and small, we're a small dev team that has to really punch through as much as possible to get eyes on our product and also we're a single player game, with some replayability for those players that wish to do so, either as end-game Incursions/Rifts or new play throughs. Do players pick up & put down our game, sure, we expect that to happen but we don't feel targeting that specific metric is a measure of how successful EVERSPACE 2 has been.
Game development isn't easy and is extremely expensive to do in monetary and time terms, but that means that there's limitations on what can be achieved and what can't.
Hopefully this makes things a bit more understandable as to why certain decisions are made, but also why you won't always see what happens internally.
Clearly some people can’t do 3D in their heads. It requires thinking, I
They are *not* hard by any means. But people have very short attention spans today and want to skip things if they can’t solve things in a few minutes.
This is what separates this from the run-of-the-mill crap that gets churned out.
The devs have done a wonderful job of this.
I cannot be bothered with the bog standard “shoot a million spaceships” Games that exist.
That is utter brain numbing ‘serious Same’ junk.
Yin/yang
I am not saying people are wrong for not liking it, I have no say in that. You can advocate for whatever you want, but the best solutions you could champion would allow your desire to coexist with others (suggesting making something optional is better than suggesting something should be removed) This does not always work for the design of the game or the devs vision, example - people suggesting From Software Souls game having a difficulty slider. Yes, people want it and claim it has no cost, but it does, as explained numerous times. To assume a feature you want would make make a difference to the success of a game (that's a common argument) ignores how delicate success is and the impact of changing the nature of a game - the potential loss of a games identity, thus market distinction.
Khala's ability already has a toggle, if you really hate the game to be easy for yourself then you can toggle that off yourself, just like ppl playing on nightmare vs easier difficulties, it's completely fine.
I'm by no means saying the puzzles are not fun. Who would reject a game of cut the rope, etc? But it's absolutely disgusting how you are forced to search each map upside down to find a single puzzle for you to solve. Solving puzzles are fun, being forced to backtrack dozens of minutes are not.
Besides, the last thing a player needs is to be told how he should play a game. You mentioned Fromsoftware dark souls games and I guess you don't know how many ppl play that game with a trainer... People will find their own ways to make the game more enjoyable for themselves, eventually.
Hello dear dev, let's be clear here: on current puzzle status if there's a trainer that allow me to immediately display all question marks on my map, this thing comes first before purchasing the DLC.
I hope you can at least clarify does the dev team have any ongoing plan about making the puzzles easier to find? Not to solve, but FIND.
My suggestion is just to give a second level upgrade to khala's ability. It can be even more end-gamey than a full collection of radiant legendary equipments because I'm already at that stage of the game after more than 100 hours of gameplay. It's not hard to program, right? A few more lines of code and changing the threshold value for it to trigger, poof, potentially hours of time saved. Unless dragging out the game time is what the dev team intended to do, of course.
I examined all three platforms entirely, multiple times, too. And in all the asteroids, all the small beacons around it for a whole hour. I've already figured out that I have to drop the sphere into the suction pipe to get it to the socket... but where the heck is the dispenser?! At least until realize that my ship light, atmospheric light, and that blue "hint" light combined to completely blind me from the little red button that's right next to the blue light. It needs better hint system. Sound cues for the dispensers or buttons would be a really good start.
Ignorieren. Dieses Wort beschreibt alles doch sehr gut. Ich persönlich mag es auch etwas zu 100% durchgespielt zu haben, allerdings mache ich das nicht, wenn das voraussetzt, dass ich stundenlang etwas machen muss, dass mich zutiefst nervt. Demzufolge mache ich es dann auch nicht, denn das wäre eher eine Bestrafung für mich, als das ich wirklich Spaß am Spielen hätte.
Ich mag die Puzzles. Ja, es sind viele. Richtig. Ja, manche sind gut versteckt. Ja, manchmal haben die mich auch genervt, aber nicht so, dass ich die ganze Existienz daran anzweifeln müsste. Wenn man eben keinen Bock mehr hat, spielt man die Missionen weiter...
Davon mal abgesehen, was wären die Kulissen des Spiels schon wert, wenn es keine diese Puzzles gäbe? Man wäre mal kurz wegen einer Mission dort, würde sich kaum alles intensiv angucken, und nach der Mission blitzschnell wieder verschwinden. So würde dass dann ablaufen. Ich finde, da haben die Entwickler schon einen Anreiz geschaffen, die Umgebung richtig zu erkunden und Spaß daran zu haben.