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Any news on that?
Still no news from the Dev about this? Shouldn't be hard to implement...
The warp drives already passively charge up and are ready to go at a moment's notice, as opposed to needing to select a destination beforehand and then needing to wait around as the drive charges up before each use.
if a minor thing like this is too much to ask then i've probably given the developer far too much credit for the game, like seriously, a warp button might stretch it a little, but pausing the game while the galaxy map is openn should really be a no brainer, permadeath or not, it's absolutely f*cked up to die while checking out the map just because a hunter fleet decided to jump in on you, that's neither game difficulty nor anything else besides a major pain where the sun won't shine
Yep. This one issue being ignored is the entire reason I no longer play Star Valor. Switched to playing Endless Sky instead, which has the bonus of being Open Source.
Considering that warping out of a dangerous situation is a feature, it makes very little sense that the game won't pause to let you do it. Some people can do that very fast but let's be real, this is not a competitive game. The point is to have fun even when someone is playing in ironman. Therefore it stands to reason the game should pause because not everyone has or will ever have the reflexes of a MLG champion on crack to warp out of combat.
While I cannot speak for the Dev, from my point of view, if warping out is a strategy you can use to get out of a situation where you have no chance of winning (because until you get to the point of being unkillable there are plenty of situations where you die in the blink of an eye) then the whole balance around that mechanic is not about being able to do it under pressure which is not a fun way to go about it, but rather about recognising when to stay and when to call it quits. A death in ironman should not often occur because you failed to open the map, press the place you want to go and then click warp while taking damage. it should happen when you underestimate the enemy and get in a fight where you think you are going to kill the enemy before it kills you. In other words. What kills shouldn't normally be what you have no chance of fighting, that is a cheap death that isn't satisfying for anyone. What kills your should be you getting complacent more often than anything else.
There is a difference between 'being ignored' and 'the game working as they intended'.
Maybe the dev actually does agree, but making a feature that caters to the very specific niche of 'those who play on permadeath' but also 'those who want it to be as easy as possible' are a tiny niche and just really low on the priority list. He's doing stuff with story missions, adding in new ships, working on player owned space-stations and an economy overhaul. There are only so many hours in the day.
Or, back to the original point, this is just the game working as intended. The warp drive already starts recharging as soon as it has been used, instead of needing to do the charge-up after you've selected a destination; so you're already not sitting there in an emergency waiting on the drive before you can escape. Needing to be extra cautions? Maybe checking your map before you start exploring a new system so you already have a location in mind if you do need to bug out quick? That all could very well be intentional on the part of the dev, and likewise not changing it is just them sticking to their original intent.
Plus, I don't think mechanically it would be as easy as everyone seems to think. Right now it is relatively simple, you open the map, pick a point, and if you meet the requirements (within range, enough energy or cells, drive fully charged) you make the warp. How do you condense that down to a single button press? Well, you can do it automatically, but now you need the game to do the logic of selecting appropriate locations on the fly; which would be a new mess of code (that would need to be created and bug tested) given the game's random galaxy generation. Or you could need to select a 'emergency location' beforehand, but now it's on the player to remember to change and update that location so that they have a one that works. Now you've saddled ALL players with needing to do this step after every jump or warpgate they take, just to make sure their 'emergency' location remains within range of their new location. So to cater to a small niche that wanted to shave half a second off of making a warp jump, now everybody needs to spend an inordinate amount of time fussing with their map and setting an emergency jump location. You might think that hassle is worth the trouble, but from a dev's perspective (seeing as how time is finite), I can understand not wanting to change how things already are in regards to this. It seems like a lot of work, for not much payoff (again, people who want easy permadeath) and a potentially worse player experience for everyone else.
Personally, I think it's a supremely minor inconvenience in the grand scheme of things. If that really is a deal breaker for you? Well, I hope you enjoy whatever else you are playing instead.
so the developer wants you to get killed by Fing hunter fleets that warp in everyx other minute while you're checking out the map? awesome game designn, really.
since when is pausing the game while the map is open considered being easy?
by all means it should be a default thing and if anything is an oversight on the side of the developer.
yea, and get killed by hunter squads while checking out the map for said emergency exit system.
i kinda doubt it's hard to code in that the game pauses when you open the map, ffs it's basically just linking to an already existing function (esc-menu, hello there)
Well, thanks for quoting me out of context instead of replying to what I actually said.
I don't think pausing the game when accessing the map is bad idea. It is easily a much simpler solution than coding in an on-the-fly emergency warp function. But I wasn't talking about a pause screen, now was I?
I did think you were being very uncharitable, snippy, and passive-aggressive with a indie dev who has been active on these forums. One who responds to questions, suggestions, criticism, and has been pretty transparent and communicative with the state of the game and where it is headed.
But you're going try to chew them out because they don't 100% agree with you on this one and only point of contention? Not even that, as they've just haven't responded; neither of us actually know if the dev agrees, disagrees, or is somewhere in between. So between that, and how you responded to me, I think you're being a bit of an entitled ass.
Also, there is a really easy solution that doesn't require the dev to do anything. Just don't play on permadeath. If the fear of losing your progress is that severe, then don't opt-in to mode that destroys your progress when you die. Nobody is forcing anybody to play permadeath. All of this is practically the definition of a caveat emptor situation.
there was nothing out of context since you wrote that wall of text on the sole quote of someone stating that
"it's this simple thing that isn't getting adressed at all is making him not want to play anymore",
since that basically could be both options discussed in this thread it isn't farfetched to assume that you mean both of them.
if you think this only affects permadeaeth than you seem to have the illusion that you can only die to hunter fleets on permadeath.
ffs this affects all difficulty modes and the map not pausing the game is simply an unacceptable flaw in the design of this game, only nagging at first but getting frustration rather quickly since you still lose progress/waste your time reloading to a savegame that might be quite a bit back.
And this is how Star Valor develops a reputation for having a toxic community.