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It's just a shame, because it lets one build some really nice looking and intricate models...
Agreed. The many different types of builds you could do is almost endless. I loved the danger fact when your building also, the Animals would even try and venture into your home before it was finished. Mind you that might have been because I smacked one on the side and it chased me. lol
The demise of PN is pretty well known.
Every time there was a sale that should have resulted in a rapidly increasing player base, Steam was flooded with bad reviews by trolls that were almost entirely kickstarter backers who were salty because unmet stretch goals were not implemented (like multiplayer and traveling to other planets). If you look through the bad reviews, most of them center around those complaints or are claiming the game was abandoned (3 years before the last update. not kidding).
Trolls killed the game by preventing the authors from making enough money to survive.
There are help screens in the F1-F4 keys IIRC that show how to build a vehicle.
You need wheels, a source of electric power, and a cockpit from which to control it.
When I made (utterly amateur) videos (had no mic at the time), I showed every detail of my machine so others could re-create it (this was before the blueprints update, so copying a machine was purely manual).
For example:
https://www.youtube.com/watch?v=GaOIvkC11Gs
Note that that vehicle was designed before the introduction of the deuterium generators and the mass increase of the uranium generator (it was much lighter back then). You could also heal and sate your hunger and thirst very quickly from the stasis pod (in the bumper), so this functioned as a completely fully mobile base.
Contrast this with what happened before many of their physics updates to fix things like this from happening (it's pretty funny):
https://www.youtube.com/watch?v=vsPR_GQnXJo
I posted others, including a comparison between two nearly identical designs, one that triggered some of the physics bugs and one that didn't (the difference was armored blocks vs the narrow wall piece).
Pretty much all of those bugs were fixed long before the final updates.
They've added so much more you can do, and none of it is forced or required (that aspect of the game has never changed).
Listening to the community is why SE is still around.
I'm not sure what you mean about them not fixing the original. How "original" are you talking? RAGE v1 (the one that's on github)?
It sound like you might be talking about "crashed red ship". That scenario is still there, and the number of bugs fixed is astronomical.
You can select the old versions of the game if you really hate all the bugfixes and improvements, just go to "betas" to select them (they put them there since Steam offers no other means of version selection). It has quite a few versions in there, the last patch before each major upgrade (that added significant features) so at least you get the bugfixes for that feature-set.
As to a comparison between the games, had Craneballs not pulled PN from the Steam store, I would have made a video on the topic (I had a lot of notes on comparisons I wanted to make/show). From my perspective, the best game would be the food/bio mechanics, wildlife, and terrain generation from PN combined with the space travel, physics, space bodies, etc. from SE. One of the big exceptions would be suspensions... I love the way PN's suspensions work - far more versatile than SE's (unless you're using cheats).
(that's massively over-simplified vs the comparison I had in mind)
That said, we should probably stick to the topic of Craneballs & PN in this thread... SE has its own forum.
I think the original idea was exactly that: SE expanded too much, like a too thin layer of butter scraped on too much bread. Would be more satisfactory to have fewer features with more some more depth (or more butter and less bread, using my comparison).
It's the reason I prefer to play PN over SE even nowadays. Yeah, I know, PN is not finished, there're many lost opportunities, yada yada yada. But what it have now feels... "warmer" to me than SE is - and I'm not criticizing SE, as time revealed that they, well, were in the right path. It only wasn't the path I'm willing to take.
I'm still pretty sad about P.N. being dead in the water without even a glace of hope of being further developed.
I remember a couple years back there were several people trying to reverse-engineer PN to the point that it could be modded or updated. I thought you were one of the people working on that, weren't you? (I'm just curious what happened on that project as I lost track of it)
Yes.
We had some (good) exchanges on the is it still in devplopement
But at a cost. Modding takes time, no matter what they tell you - if someone is telling something is "easy" it's because they forked someone else's work and are just using it, and didn't developed it from scratch.
Patching games without completely screwing up things is hard - and I'm seeing this happening on another game I like pretty much and am modding for some years already. You can really **RUIN** the game by mangling it too much, permanently destroying the savegames. Believe me on this one - I'm fighting problems created by 3rd parties for years already.
And I want to repeat something I had already posted here in the long past:
Modding is a hobby effort made on your free time. Most attempts I found to monetize modding ended up in tears (and I'm talking about big tittles - on something like P.N. is even worst).
There're legal issues too, but now that P.N. is dead and without an owner, there will be nobody to raise them and it's now on a legal limbo - even on my country (that have a pretty draconian legislation about Reverse Engineering...).
He left the company in Autumn 2017 after their first attempt that summer to bring the game back to positive rating failed. I was told that more developers left at that time.
Then the devs had less interaction on the Steam forum than on their own company forum. That is a mistake one of the developers told me.
The other one acknowledged was that the physics middleware caused them to spend a lot of time trying to find workarounds to fix bugs and keep things stable. They thought that the game engine will advance faster as they develop the game. And it didn't. The dev told me about another better middleware engines but that required a licence.
They also confirmed to me is that they started with a small prototype and based on that, the decision to make the game was taken without more research on where the limits are. Then scaling the prototype to a full game didn't happened as they thought it will.
The decision to make the game as it is now, was also based on the popularity of sandbox games (probably Minecraft) and that was not reflected in the sales on Steam. The dev suggested that such games were not as popular anymore.
They made more mistakes but I don't know the other ones.
But before coming to early access, the kickstarters which had access to the alpha posted on their internal forum to not release the game because it will get a bad reception.
That post managed to convince the devs to delay 2-3 months but it still got a mixed rating. That might be the biggest mistake, to not prepare a bit more. Still the physics bugs were present until the end, with vehicles being ejected into the space.
I perfectly understand kickstarters being disappointed for not getting multiplayer because I also support a game which is being developed and if the vision will change I will feel betrayed. In PNs case I know the technical reasons but that is still developers' fault for not having a multiplayer prototype before their kickstarter campaign. They shouldn't have promised that in the first place.
But players are also unfair when they claim the game is not finished.
They want features added continuously or getting features which were not possible with that Unity version.
The devs did all they could with their small team and I hope they are doing fine, away from the toxicity of Steam forums.
I was amazed how they treated Linux players (like me) just like any other customer. Bug reports I submitted were mostly handled incredibly quickly, with only the most outrageous physics bugs taking much longer.
So many devs make that same mistake.
It's actually far worse in SE (as much as I hate to bring that back up) as the devs have absolutely zero Steam presence (there's one guy with the dev label that is not actually a dev, he's their "ambassador" and has the dev tag only so he can manage the forums for them... he's great, but cannot actually represent the company).
ARK has historically been the same way, especially for the (now extinct) Linux version (the Linux support thread is insane). They'd post there (in the non-Linux threads) only every few months at best (and maybe once a year in the Linux thread, if that). Worse though, ARK devs use a google form (I forgot what it's called) to submit bug reports to a spreadsheet no-one can see (or at least that's how it used to be). That's the most incomprehensibly idiotic ticket tracking system I've ever heard of.
Also, IIRC, PN had at least two sites with which they interacted with the community. I seem to remember a forum and a really cool interactive roadmap site (I totally forgot what the site was called, not sure if the host is still around or not).
I guess what I'm saying is PN's communication with the community, as poor as it was, was still quite a bit better than some games that survived it.
At the same time, devs all should understand that if Steam is the bulk of source of their sales, they should maintain a Steam forum presence. Fail to do that and the game better make up for it in other ways.
I never played Skyrim, what do say mod it - but I'm modding KSP for years now, and had toyed with Hollow Night and Carrier Command 2 (as well some other minor titles, as Haydee2), and in all of them I had lost a savegame by uninstalling (or installing incompatible) add'ons. Never really lose a savegame because knowing that sheet
From all these projects I do (or did), KSP is the one with more similarities and... well... It's also the most problematic one - there're add'ons on KSP that if uninstalled, will render all your savegames unsalvageable (more of the game's fault than the modder, but still).
Of course I didn't did a full decompile of PN, but did a lot of exploratory tests for my savegame-editor thingy, and ... yeah... I crashed the game a lot, it's the reason the Editor is so pesky about doing backups - and this by merely mangling the savegames!
So... Yeah, modding PN should be done with care and attention. And, yeah, sooner or later different add'ons from different modders will collide and conflicts will need to be handled. Not a big deal on a small community like us, to tell you the true.
Boy, you can say it again. I fell exactly the same, it's some months since the last time I fired up the game without a long sigh...
You must have loved the whole s**tshow with KSP2 then :D