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Een vertaalprobleem melden
https://steamcommunity.com/app/454120/discussions/0/1640915206450267436
Anotehr thing that is public:
https://wiki.starbasegame.com/
What other defition of public do you have? And how much more public can something be?
I don't ignore those mechanics. I just don't think that those systems are are better solution than having a more accessible system for that. To me it looks more like a work around for something that isn't implemented yet. Just like using cargobeams to "dock" a smaller ship to a bigger one because there are no real docking devices (plates, rings, landing gear) in yet.
But sure. Maybe you are right and the general gamer loves to depend on others when it comes to building in a mmo heavily focused on custom made ships.
Why do i have the feeling that there are some programmers/coders speaking that see their "virtual wealth" in danger if the system gets more accessible for a wider audience?
No "Proper" dockign devices in YET?
Why would we need something as primitive as landing gears if we have a cargo beam?
Why would I want to downgrade from that?
Star Trek did not go back to Grapplers after they had tractor beams either.
You're presenting a scenario where the options are:
1. Everyone can accessibly do every part of the building process themselves.
2. Only the "elite few" can ever finish building a ship unless they have a friend online to help.
When there is an option 3 which has been presented and explained in multiple places and repeatedly provided for you as an option, and you KEEP sticking to only options 1 and 2, you're being intellectually dishonest to keep pushing for something that it (still) looks like you're the only one asking for right now.
I've shared information about the game with a friend who's a huge fan of Space Engineers and Starmade (with Starmade having a much more "physical object oriented" system of simulating code logic, and who used to play LittleBigPlanet and LBP2 with me on PS3 and used the logic systems in those games. He isn't expecting me to do all his coding for him, nor is he planning to learn YOLOL for himself, but he's come to the conclusion that Starbase looks awesome and fun and he thinks he'll be very much able to get crazy fun ships put together using the systems we already know about in the game.
Now you are joking right?
Have you seen the boltcrackers video about how to park a ship into another one. The video is obviously cut together because it takes so long, is inefficient, horribly inaccurate and looks like "meeeh, good enough" workaround.
Sorry but those "antiquated" docking plates and landing gears work way better and way more elegant than this. At least what i have seen (have to say other games, though i don't want to compare here)
I don't know about you, but i prefer flying in, lining up, slowly descend until the plates dock and secure the ship, instead of:
Flying in, lining up, hope nobody moves the ship, leve the ship hovering in perfect position, go to the button to activate the cargo field or the three touching cargo beams.... and all in reverse when taking off.
And i wondered what do you need autolanding script for. :-D after seeing how to park a ship inside another one i know why and hoped that there is more polishing coming to flight and docking mechanics and controls (needed IMHO).
Well if you argue that this is the way it should be (clunky tries of half way parking a ship in another needing landing scripts) than it stands totally against what LindaFB said about scripting that it is not needed for enjoying most parts of the game. I don't actually define "buying and flying prefabs" as most parts of the game. For everything else like getting even most basic tasks done you need scripting. Especially if you want to be creative building ships.
I am really curious now how that will evolve until early access starts.
Whats wrong with option 1? As it grands the game the biggest possible audience while option 2 (your option 3 is actually option 2 with big IFs and only under certain circumstances) limits the audience.
What is wrong to open up systems for more than a specific type of players?
I am glad you have one friend and that ypu would want to help him out. That is two people out of over half a billion possible players (customers) here on steam. But your example is highly subjective and no general solution for everybody.
Edit:
How do you know i am the only one advocating a more accessible system? Because of this one discussion here? So one against two is the deciding factor for a game that could possibly be played by hundred of thousands of players?
Just because people don't post here doesn't mean they don't exist.
Is it just the fear you can not start a monopoly on selling complex ships in a virtual imaginary economy, or slitting that business only with a few?
Nothing is wrong with SOME games existing that do option 1.
The problem is when no games exist that do anything EXCEPT option 1. Because that should NOT be the only kind of game that ever exists. Not every game should be catering to the majority, because then you leave gamers who want literally anything else without an option.
What you're proposing SOUNDS nice, but disregards the reality of the market, which is that there are already hundreds of millions of games out there which try and cater to everyone. And 99.99999999999% of them are worthless trash. Trying to be the 0.0000000001% that isn't is a much harder market to break into and succeed in than being the 50% of solid games in a less oversaturated corner of the market.
Overdoing streamlining to the point of dumbing down to appeal to "everyone" negates the value of the game to the people it could sell to, and doesn't significantly raise its appeal to people who weren't interested in the core premise.
So you are in favor of starbase to become a game that excludes players to become a boche game attracting only a small minority.
Personally i think such selfish players don't deserve any game. And it is not selfish to give as many different types of players options. But it is selfish to take away options or denying options because of lower personal reasons.
And 99.999999% of trash ganes is only your opinion. Seeing that some of those games habe a decent size or even big fan base makes it a "you problem", not a problem of the game or the games quality.
So i guess we really have to agree to disagree. I personally can not favor such a reasoning. Especially since nothing is taken away. Just because there is a easy way and some people see them selves forced to use is not a problem of the game but rather a "self control issue" and therefore a "them problem".
That kind of reasoning is just wrong un my eyes. So i will stop discussing reasoning at this point and will only discuss methods of improvements of the ingame programming.
No, I'm in favour of it doing something that actually makes it stand out to appeal to a specific market instead of being something that COULD HAVE been successful but tried to hard to be generic trash.
Please quit with the strawman arguments. They don't acheive anything.
You mean selfish like insisting that every game should be made for one target audience only? Instead of asking that varied games exist to appeal to games with varied tastes, and to give those who individually have varied tastes options for something different from the usual when they switch game?
Ummm... no. Look at the few billion reskins of the same 5 or so flash games out there. Look at the few billion trash-tier RPGMaker games that show up for $2 or $5 and maybe one in 10,000 is actually remotely close to having anything unique about it and maybe 1 in 100 of those does something unique that actually works. Look at the "big" games like the several Iron Man games that flopped, or Anthem, or the EA Battlefront games, or 75% of Ubisoft's lineup in the past 5 10 years and try to tell me those aren't trash with a straight face. Yes, some of them have playerbases, because they're the latest re-re-re-re-re-re-re-re-re-re-re-release of something that was great a decade ago and is getting less and less impressive (and often somehow less and less POLISHED with each release too) with each year they charge money for the same thing.
And now you're resorting to strawman AND ad hominem AND false equivalency all in the same argument. Cool story.
Actually had an idea on this.
What about an (optional) autocomplete feature? When you've got the YOLOL chip plugged into a device, any device property (like the "DoorState" or "ButtonState" things) accessible in the current data network shows up as an autocomplete thing when you type the : and the first 2 or 3 letters. And if you type the first couple of letters of a command it shows up to confirm you're typing a real command out? Could even have (again, optional) modes which flag variables/properties in one colour, commands in another, etc. so you can see whether something you typed is being identified as an actual YOLOL function or just a random block of text.
Only those very few people are "excluded".
Coder friend got some jollies out of watching the YOLOL vid, says it's basically just Visual Basic, which is about as easy as coding gets unless you're using one of those coding-for-kids programs where the functions are packaged up in interactive puzzle pieces to teach the logical structure behind statements.
That's a hell of a prejudice, you're rocking there.
This is a market solution waiting to happen, people can either sell their code/chips and the instructions to use them, relying on quality and reputation to push market value and consumer awareness- OR Entrepreneur 2 can sell you door/hallway/light modules wired and programmed- OR Entrepreneur 3 can come in and code your ship for you, probably using plug-and-play code they bought off E1 or using their own in-house solutions, meaning they also might have to be trusted to wire your ship up for you.
And there's always options 4: buy a ready-made ship, pay for a custom design, or pay for customisations on a stock model.
I mean, I'm not a coder either, but I do plan on digging through stock chipsets and watching the coder subcommunity to pilfer bits and pieces of functionality from. It's the same thing as stealing and modifying design elements from another builder, only instead of structure, you're stealing meaning and order. Asking to remove or hamstring "strong" coding and bypassing the technical bottleneck it provides to "one-trick pony" play, is like asking them to remove the durability mechanics on hulls or make one thruster able to perform any kind of maneuver instead of needing to place multiple in opposing directions.
Aaaah, okay, that's my view I'm expecting to have some means of accessing others' code even if it means watching a chip market or whatever. Thank god there's no real way to implement in-game DRM.
"separating the Networks means separating the POWER, which means you need individual generators for every separate network"
What is your source for THAT claim.
Where do you get that wierd Idea the Network Relay (wich is actually more of a misnamed seperator/filter) cuts power?
Or where do you get the idea the network relays are not a thing, despite me literally mentioning it in the opening post?
It really makes discussions hard if you make problems like that up from thin air.