Planet Nomads

Planet Nomads

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Stormfire962 Jan 14, 2019 @ 3:08am
Planet Nomads is basically dead
If you go to this link you will learn why Planet Nomads is basically dead and just a total waste of time to play. It also clearly shows just how weak of a developer Craneballs really is when it comes to PC gaming development. Also, for the records DEVS I will never back anyone of your games ever again!

https://www.planet-nomads.com/2018/12/19/the-end-of-planet-nomads/
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Showing 1-15 of 90 comments
johndai Jan 14, 2019 @ 3:39am 
That has already been posted since last year, your a bit late my friend.
Yes, CB has learned a lot from making PN, Some wrong decisions along the way but its all a valuable leason for them as a PC Game Developer.

Some great concepts were shown and needed to be expanded on but alas that will not happen at this present time. Shame cos I really liked the concept of the game.

Their 1st PC game, not a great success but who knows what any future PC game may be forthcoming.
Andreas Jan 14, 2019 @ 4:00am 
Did you even read the text behind the link you posted?

"We have improved the internal perception of the game inside Craneballs, were able to move some colleagues out of mobile games back to the Planet Nomads team and also hire a new game designer to give the game an overall consistency.

We want to improve the player immersion into the game, add more variety to weather, rebalance the survival and we still have much things to do, but we are certainly sure that we can plan the full game release in June 2019."

They are certainly not going to realize everything they planned in the beginning. But the game's not dead yet.

Also: "Waste of time to play" - wtf is that even supposed to mean? Each and every game is a waste of time. You play it for enjoyment only. And if I enjoy playing Planet Nomads, it's not more a waste of time than any other game.
DirtyCamper Jan 14, 2019 @ 4:27am 
Originally posted by Andreas:
Also: "Waste of time to play" - wtf is that even supposed to mean? Each and every game is a waste of time. You play it for enjoyment only. And if I enjoy playing Planet Nomads, it's not more a waste of time than any other game.
I put 80 euro's in this game, and I got more than 80 euros of gameplay out of it for now. A generic movie is about 17 euro and has about 1.5 hours of content.
I've put more than 80 hours in PN, so yeah it was already more fun.
And since they are dedicated to finish a minimal story set and modding support, I will gain a lot of it.
johndai Jan 14, 2019 @ 4:53am 
I agree with the above 2 posts, I have had over 2,000hrs in PN and enjoyed most of it. Sometimes when things go unexectedly wrong it can cause some frustration but thats the nature of gaming. Expect the unexpected lol.

For me PN has been the game I always enjoy playing, Now I look forward to the final release and the updates along the way. Bravo Devs for daring to be different in creating a game like PN. Freedom to choose my own path ..... great.
Marcus Aquila Jan 14, 2019 @ 5:27am 
Originally posted by johndai:
I agree with the above 2 posts, I have had over 2,000hrs in PN and enjoyed most of it. Sometimes when things go unexectedly wrong it can cause some frustration but thats the nature of gaming. Expect the unexpected lol.

For me PN has been the game I always enjoy playing, Now I look forward to the final release and the updates along the way. Bravo Devs for daring to be different in creating a game like PN. Freedom to choose my own path ..... great.

500+ hrs in and I couldn't agree more.
Arran Chace Jan 14, 2019 @ 6:09am 
I dont.. i just cannot bear to play this game.. on paper i should like it, but as soon i start the game, move around build my first parts, i start to dislike the game by alot.

textures still look blurry, eventhough everything is on ultra high setting, movement feels like i have sub 20FPS, yet i get 60+ FPS..
UI really bugs me, and more as ofter the UI dissapears in the lighting scheme of the game, making text near unreadable in the UI.. Overall the gme just doesnt give me any satisfaction, and it own went more downhill for me after it got onto steam..

Compared to other games of this genre, this is for me the least enjoyfull game of its type, pity at first i really enjoyed the initial concept, and to a point i still like the concept.
Just dislike really the way the concept turn out to be, and mostly how it looks, subpar to what i expect of a PC title..
Old-gamer Jan 14, 2019 @ 7:04am 
1400 hrs was my invested time and yes I got more than my money's worth. I have stopped playing the game because it offers nothing new or interesting to do (for me). But, I still check-in to see what's happening'. The recent updates have been lackluster even though the Devs think they are moving it forward with weather changes. The development direction has slowed to tweaking things that are just not substantial enough to encourage play IMO.

As a player, I could see the lack of progress and direction that was mentioned in the Dev's article last month. 2017 was a great year for PN and a lot of fun to help the Devs debug things as we played along with them. I had hoped that momentum was going to continue into 2018. But, 2018 was the beginning of the end from my perspective. The game just never really moved forward with new and "interesting" things to do.

PN needed to have a story, universe expanse/travel, quests, etc. (ala No Man's Sky). The Devs referred to their work as the so-called "No Man‘s Sky clone". Having played both games, PN didn't achieve what NMS has done so well (and is still doing). But PN "blew the doors off" NMS in building and physics effects and that was very well done.

It is pretty clear to me that PN is in its twilight. So, expecting a great change at this point seems unrealistic. But these Devs did do a great job with the unique game they designed and for that I commend their efforts. Whether that team ever becomes anything more/better, time will tell and I wish them well. 🖖
KristofDeRaver Jan 14, 2019 @ 11:53am 
I really enjoy "playing" this game. Sometimes it just feels more like my second life. Its not a game that brings all the action to you, you need to seek it yourself. The ideas from the workshop keep me going, and at this moment I still have more ideas then time. So I really love it. And yes there is plenty of room for more dev, but building something like this takes time. Every Euro I spend on this was worth it for sure for me. But I respect that other people may not agree with this.
Tryst49 Jan 14, 2019 @ 4:09pm 
200 hours and still enjoy building stuff that probably wasn't considered when certain parts were added. IMO, experimentation is what makes this game come to life and there are a few players who have made things you could never in your life have imgined this game could even do.

When the devs add powered rotors, hinges and pistons along with logic circuits to the mix later on, things are going to get very interesting. I can see players like BC and Tang glued to their PC's for weeks devising new and crazy inventions using these new parts.

To be honest, if the devs forgot about the story and the survival part and concentrated only on more building materials, parts and construction, more existing players would be happier than those who wouldn't. I'd put money on it that most of the players use the creative mode to see what crazy new things they can invent than the number who play it for the survival or story aspect.

I imagine the OP being the type who would throw out their Mechano set or Lego bricks after putting only couple of parts together, realising their imagination isn't up to the task of figuring out what to do next.

Game + linear story = Time sink.
Game + imagination = Loads of fun.

A linear story has already been solved by the devs who created it, you are doing NOTHING they never imagined you doing.

PN is a totally different animal, devs are being surprised almost on a daily basis at what the players have done with the limited parts they've been given.
The first BCP video in my view that took PN by storm.
https://www.youtube.com/watch?v=hLbq169xprQ
All done without the aid of logic gates.

I really hope they learn from the mistakes of PN and create PN2 "The Return", using all the knowledge they've gained to make it bigger, better and more interesting than PN was ever imagined to be.
Last edited by Tryst49; Jan 14, 2019 @ 4:23pm
Murdo Jan 14, 2019 @ 7:50pm 
Yes, PN2 "The Return" will be a smash hit. It will appeal to exactly the same audience PN1 failed to get the first time, in a now even more crowded genre, only now it will start right out of the gate with the baggage of a flawed reputation. A handful of superfans (they die hard, apparently) got thousands upon thousands of hours of bliss in a sandbox toybox imagining a glorious game that could be but very definitively is not. That isn't enough to build a profitable community on, especially after all the repeated lapses in communication and late-breaking revelations, and certainly not when a "modders, take over" v1.0 gets politely pushed out the dog flap.

I don't blame Craneballs entirely, without funding you can't make a complex game and they never got the funding. Sometimes people come running in, sometimes they don't. But the real failure here is has less to do with implementation and more to do with design. Months and years... years of asking "where do you see the game going?" ... "what features do you anticipate and/or hope for BEYOND just the millimetric expectations of the next quarter's roadmap?" ... "can you describe for us an example of the gameplay you envision in the final version of the game?" ... ... and nothing. Or as good as.

What that says, what it's said in all other stalled early access projects I've seen, is: "We didn't really get that far. We wanted to build a sandbox and just... I dunno... see where it goes." Well, it went. Sadly.
TheJebblue Jan 14, 2019 @ 8:32pm 
I'm very satisfied with my play time in the game so far, even if development stopped today, it's been well worth it.
Tryst49 Jan 15, 2019 @ 2:34am 
Originally posted by Murdo:
in a now even more crowded genre, only now it will start right out of the gate with the baggage of a flawed reputation.
Good marketing and an even better spin by the company would tout it as, "learning from the mistakes of the past to make the next game so much better."

No game developer has ever released a smash hit straight out of the box since David Braben with Elite. But that was back in the days when game developers were few and the gamers were far more forgiving purely because there was so little choice. These days, you can't walk down the road without bumping into a game developer and the Indy market has never seen so much action. Granted, many of the Indy titles are games with graphics we were using on the Sinclair Spectrum but there are some really good Indy developers out there.

Sadly, what's lacking is imagination and so many copy too much of the same old things like yet another Transport Tycoon clone with better graphics. The number one reason for this is coders have to rely on logical thinking and that tends to override imaginative thinking. It's a fact that good coders make bad designers and good designers make bad coders, you really need one of each at least to succeed, imagination to create something innovative and logic to code it properly.

There also needs to be communication which is often forgotten in the gaming industry. Designers can imagine all sorts of things but only a coder can tell them if it can be done in a game reliably or not. Designers shouldn't be telling the players what they are going to do without going to the coders to see if it can actually be done first, giving the coders time to run tests for frame rate purposes if necessary, THAT is often where the biggest disappointments lie.

Designer says in his blog: We will have creatures with hundreds of legs.
Coder reads it and thinks: Yes, but you're only going to get 3 FPS at best.
The two scenarios that come from this are:
..1 The game has the creatures promised but terrible frame rates that make it unplayable.
..2 The creatures don't have anywhere near the number of legs promised.
Either way:-
Players playing the final game think: What a pile of cr** this game is.

Had the designers and coders communicated before the anouncement to the players, they could have reached a comprimise that would allow creatures with dozens of legs but still give reasonable frame rates, resulting in the game being playable. Players would have got what was promised and everyone is happy.

Ultimately, MARKETING is the biggest industry killer. You need to make the game attractive to a large audience in order to get the funding, while not promising anything you can't realistically deliver. It's a balance that is extremely difficult to master.
virgil Jan 17, 2019 @ 2:28am 
OP, I agree. Came back after a year away and not much has changed, other than the game being super laggy. Let the fanboys and fangirls continue to justify and apologize for Craneballs; this is just another early access failure.
Stormfire962 Jan 17, 2019 @ 3:00am 
Originally posted by dbf44445:
OP, I agree. Came back after a year away and not much has changed, other than the game being super laggy. Let the fanboys and fangirls continue to justify and apologize for Craneballs; this is just another early access failure.

So true and they cannot possiobly understand why us backers are fed up with Craneballs. When many of us pledged lots of money into the kickstarter program only to find the developer gave up without even trying. I pledged over $150 USD for a high level pledge package which Craneballs quickly charged my credit card at the end of the kickstarter event. Then to make matters worst they lower my package to a tier 1 which was one quarter the price of my previous and never refunded my the diffence for it. So basically they ripped me off and didn't even care.
virgil Jan 17, 2019 @ 6:20am 
Sorry. These days my 'support' only consists of buying broken, incomplete, just bad games, and withholding criticism for a few months. And even then I'm starting to get cynical about Unity, 'indies', early access, and kick-starter. Frankly I'm tired of Unity games and their jankyalready broken character animations and commbat mechanics.
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Date Posted: Jan 14, 2019 @ 3:08am
Posts: 90