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Fun for the architect perhaps. Not so much fun unless you're doing it collaboratively. I couldn't see myself hauling tons of goods for someone else's project - unless there is an option to place buy orders and they will pay me to do it!
What sort of cash grab?
If you mean real money ... the update is free.
If this was a paid expansion there would be a store page for it, not a release date in about 2 weeks time. But I guess that kind of logic is a step too far.
Bad monetisation: Allow players to build a small station. Charge ARX to upgrade it to a large.
Good monetisation: Custom space port cosmetics, colour schemes, alternate traffic control voices, flashing neon welcome sign, etc etc.
In my experience, playing this game for almost 10 years now, the monetisation has always been reasonable. It doesn't take a genius to work out that keeping a live service game running involves money flowing from players to the company from time to time. Okay, maybe it doesn't take a genius, but perhaps players with a few brain cells and a vague idea how a capitalist society works.
When people keep crying wolf and nothing happens, they look a bit daft. Dead gaem, pay to win, no players... we've heard the lot for years now.
o7
What does this mean? Whatever is accomplished during this "beta" will be lost on release? Or just that for this instance, there will be bugs in the game, which will be dealt with as time goes on, but everything that is done, will be saved regardless?
Yup, from what FD have said, all progress will be kept, its a live beta rather than a closed one.
I imagine they're calling it a beta so certain hair-trigger personalities don't lose their minds if values change a bit over the first few weeks.
Ah I see.
I thought live vs closed just meant if it is public or private respectively.
For a second I thought we have to opt in to a beta build and progress won't be saved.
I guess if bugs are really serious, they'll just backtrack?? Immediate completion of spaceports and such.
I've only just started at the beginning of the year, how bad are these bugs usually?
They've never had to backtrack on anything before, as far as I recall.
Like I said, I don't think it's about bugs, I think it's about getting the figures right - balance. They can't test internally for 10-20,000 human players all trying to colonise new systems.
Yea this makes sense.
Ideally what would work best is to allow everyone to make a colony with a year long cooldown to make another.
And adjusting this cooldown if new colonies are generated slowly.
This way, everyone has a chance and no system will be rushed by one person one after the other. It will control sudden abnormal expansion and can be subtly managed if it's not going at the pace they desire.
The 1 year cooldown per colonised system is just a measure, which can be adjusted after a week to a few days even. Or at least, that is how I'd approach it.
Although, perhaps they have other tools to analyse how all of this will be progressing. It would just be a shame if larger groups of people colonize all the systems, and solo players or smaller groups never get to find systems, becuase either they are taken or not yet colonizable.