psychomuffin

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Everything posted by psychomuffin

  1. So now that it has been a few weeks, any updates on narrowing in on an ETA? Any chance this can mean before start of winter break? Because I'd love to spend break really getting back into survival. Or do you think it will be moved later? Do what you need to do, it would just be nice to get an update. I'm really looking forward to an updated survival, whenever it comes out!
  2. Not only that, but I think it helps the devs too in perhaps unexpected ways. Imagine what Subnautica would have been if not for the feedback! I wouldn't even be salty if they put in no more work, I feel it is pretty complete already (at least from an open-world survival game). I'm just waiting for it to be confined DONE, because I want to play the whole story in one duration, not piece meal over months and years. What makes me salty is wondering when/if it will get done, it is the uncertainty of it, or lack of deadline, even if just a target penciled-in guesstimated deadline*. I just hate how I am left wondering what is happening with the game. I still check up to see what is happening with Routine and RESET. I don't think those were ever confirmed to be abandoned. *Man... I can't wait to play KSP2 in spring of 2020!** **But we all also knew there was no way THAT was going to happen, lol, especially with these past couple years!
  3. It sounds like everyone here just wants some kind of news from the devs. Even if is little, or frustrations, or needing hiring, or bug counts, or etc. It's not about anyone being impatient, or demanding deadlines. I've said this once, I'll say it again; look at Factorio, every damn Friday, right on their homepage, a link to the weekly update, for 360 weeks. I think this helped them, even if it is just saying they need hiring (even trying to pull from the community) or frustration with code (and sometimes the community has good input). They would have rough, ambiguous targets for when they would release a big update, and if they missed it, maybe people we sad, but no one mad. They just liked being in the loop. And and time again, those people that were sad, also said they would rather Wube spend a little more time polishing the update, rather than rush it! Other great examples for communication are Foxhole, Satisfactory, Subnautica (especially when talking about transparency with bug reports / feedback), Hydroneer. They all communicate with different means, but they all did it someone regularly, and it helped build the content. As an aside, in architecture school, we were quickly taught not to spend too much time on a 3D model of a design, because we had to be willing to let go if a client didn't like it or it didn't quite work. I sometimes wonder in HTL gets married to ideas, push it out, and then don't yield if it is not liked because they put too much time into it (personally, I am thinking of the cooking mechanics which I had several disagreements about). Anyways, that's my little rant... err... contribution to the discussion.
  4. But people could be given the CHOICE to op-in. I often played the experimental version of Factorio, which you could find in the properties menu in steam. If it was too buggy, or I wanted to open a heavily modded stable game, the devs set it up so all those attributes were noted, and trying to launch that save, would tell the game to reload with the corrected game version and correct mods.
  5. Same here. No complaints about how long updates are. I think I said this before, but I am a big fan of the type of communication from WUBE for Factorio. Every single Friday for 360 consecutive Fridays. It got to the point where I looked forward to Fridays just so I can see the update ideas. In fact, I think it helped the devs at WUBE a lot because they got tons of feedback, ideas, and suggestions. I think it gave fans of Factorio more reasons to be patient for updates, because they could see what was being worked on. I think it also gave them things to shoot for so they could have something to post on Fridays. It was also nice because it allowed a lot of us to decide if we wanted to start a new game or not. (like I am wondering with TLD) If I knew there would be SOME kind of update here every X date, at a specific place, WHATEVER that may be, I would be here a whole lot more. Now I just HOPE to see it pop up on my steam page somewhere.
  6. I haven't been on here much, but the few times I have, I had always wanted to see something like this. I didn't know it was here. I'll keep a look out for it more. With that said, maybe I can make a few comments, because I do understand why doing this and only gaining 1000-1500 views would be frustrating. Please note, my comments all come from my interactions in following Factorio. They have been doing a blog for called Factorio Friday Facts (FFFs) for 345 Fridays, and they get a couple hundred comments and between 6000 to 35000 views (which sometimes strained their servers). I think it is successful for the following reasons: 1) it is right there on the factorio.com page, in fact, the last three are linked there. This MM is a little buried. Not impossible to find, but it would be nice if I could just see it going to thelongdark.com. I only found out about it from the dev diary update on TLD steam library page. 2) It is every Friday, seemingly without fail. There have been so many times I realize it's is Friday, and although a Friday is a great thing to get excited over, the FFFs add to that, and I look forward to what they post. The consistency allows me to know if it will be there. Looking back, the pattern is a little loose with this MM, and so I wouldn't necessarily visit here looking for the MMs, not know if one will be here or not. 3) The content varies (I'll have to back back through the MMs to see what all the content is (In fact, you should just post something every Monday, then you can call it MMMs)). On FFFs, sometimes it is talking about new graphics, or the next release, or weird code and bugs, community highlights, or recipe changes. I don't always like the content in every single one, and I don't understand all the code, but it is neat to get a little inside view of what they are dealing with. 4) They vary authors somewhat, which gives different content and different perspectives and I imagine helps with FFF burnout. And lastly, 5) I think they benefit. They get feedback and really engage highly with the community. I don't know what it is like here, I'll read back and see, but I am so impressed with how many idea and things are from the community and feed into game, and just how much they talk to the factorio fans. Which gives Wube the advantage of sometimes the community providing resources or generating new thoughts or ideas they can use, and also lets them know if a new idea which sounded good in the office, will be garbage with the users. In the end, they always balance the users and their own ideas, and I feel all the changes they made were for the better (see, I'm not afraid of change, as long as it is good!). Although I will admit I am nostalgic for the alien artifacts. RIP purple orbs. Anyway, just my thoughts. I do hope you check out the FFFs if you have not before. I think they could help with your MMMs 😃 I do hope you run with that, I think MMM is funny idea. Mmmmmm...
  7. I heard someone else describe that, but from what I hear, the items seem unrated. Stranger still... if removing an item cause something to drop... why would the same code cause something somewhere else, to rise? Now I'm doubly curious why this bug is so hard to pin down.
  8. Sometime, (maybe when you post the update), could you explain what was going on? Even if just briefly/generically? I'm super curios why breaking down things causes drawers to move.