[Potential Spoilers] Endless Sky memes/feedback #11479
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Skill issue. |
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So, first of all, funny memes. I've been sick for the past week and these gave me an appreciable giggle. Second, I'd like to try and explain some design decisions in the hope that at least makes them a bit less frustrating. (I will be going out of order here so bear with me.)
Honestly I kind of feel you on how overlicensed things can feel at points. But, it's worth noting that licenses are as much lore elements as they are game design ones. If a faction is abundantly cautious or persnickety about how their technology is handled, they're probably going to expect you (an outsider) to prove yourself or at least linger around a bit.
Yeah, this is just Murphy's law. Happens to the best of us. Best advice I can give is bring a ship that can cloak or use Shift-[Jump] to make sure you don't jump ahead of your escorts.
I might be out of touch here because I'm not exactly sure which one you're referring to?
So, there's a lot to unpack here. Panel Three: There's some disagreement as to how much we should attempt to direct the player in the direction of story, which is complicated by the fact that there's only really one and two halves of different campaigns done, which are scattered unevenly around the game. Most aliens only have intros. This results in a lot of cases where, were things complete, it would be hard not to run into anything. But because things aren't done at the moment, there's not as much for the player to run into. It's been/being discussed. Panel Four: Ships don't "inherit" license requirements from their outfits, so anything in this realm is either an oversight or a deliberate choice so as to not overly restrict the player. You can do this all over different parts of the game, maybe not to circumvent licenses per say, but to get around outfitters not selling certain things (for example, buying ships in the human south just to rip out the Heavy Anti-Missiles and then sell the rest of the ship back), so it's not an unknown mechanic. Again, remember that it's all a mosaic of lore and gameplay. Panel Five: Yeah, being stuck somewhere you don't want to be kind of blows. Thankfully ES always saves four landings back, so it's quite difficult to actually end up softlocked somewhere. Worst case scenario, you can always attempt to edit your save (though of course, be careful, as this can cause errors if you're not careful).
As someone who's generally motivated by getting access to new sandbox elements moreso than lore, I can understand the frustration here. A lot of unique rewards fall under the "decently powerful but gimmicky" or "practically useless" categories, with a specific few remaining useful through the whole game (for example, the Emerald Sword, despite its low HP, has the space and gun to make waves even deep into the endgame; with proper fitting it can harass Quarg decently well). While you're expecting me to say "it's a balance of gameplay and lore here", and you're right, there's a third element: Every unique thing generally needs unique art and writing to go along with it. It all has to be run through balancing people and the artist gauntlet, and the turnaround for that can range from a couple weeks to over a year (though with finer additions like single outfits we usually err on the side of a couple weeks, I hope), so it's often easier to just give the player some credits and some fun lore or whatever. We don't have unlimited development time, sadly. ... Phew, that was a long one. I hope the breakdowns here help illuminate these design choices a bit, at least in the cases where it's not just "that's how it be sometimes". |
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Hello! I'm going to reply to a few bits here about the feedback. I think most of this has been brought up before, and like other say, there are reasons as to why this or that in the game is the way it is.
It's important to keep in mind that ES is a game in-progress. If items have licenses, that typically means there will be a way to unlock them in future. I'd argue having them visible is a plus to the game, as it results in a lot of curiosity and some value in plug-in or modded content outside of the vanilla game before the content is available, and it can also provide incentive to work with the faction that shows the weapons or ships. The "FOMO" perspective I think is an unnecessarily negative perspective and doesn't really apply to ES as it's not a monetized game, a game with a timeframe on content, or a game with impossibility to access said content (you can capture, loot, make plug-ins, save-edit, etc.). It is true that there may be or will be cases where choosing one side could lock out items from another, but having that visibility and the ability for replayability I'd say is a good thing, rather than the player requiring to play content to an extent to only hear about accessing items. Some players don't even engage in story content, so they wouldn't really know if they didn't see it. Or, on the other side of the argument, players can see them on ships anyways, so it can be generally assumed that there is or will be a means to obtain an item someday (within resaon).
I think this comes down to the value you give ES, its story, and its rewards. ES is primarily a story-based game, where the playthrough of the content is the reward, and items or actual rewards aren't the focus. In the case of the pirate kids, you helping them out is the important part, and it doesn't really make sense the game would give you an outfit for that situation. Looking at your examples of prizes, I'm sorry to say but a majorities are indeed OP or feature creep/outside of the bounds of ES's design. I'll go ahead and give a little detail as to why, as most if not all of these have been requested at some point before:
Hypedrives and Jumpdrives, and travel overall is pretty specifically-tuned, with all of the systems, routes, content, etc. in the game based around the drives that currently exist. Suddenly adding drives better, or with different stats, starts to break how the map works or the progression of gameplay. Manufacturing JD's seems excessive. If you're looking at rewards as a means to outfit an entire fleet or something of the likes, that's already pushing out of bounds for ES's smaller intended solo-play experience. You can certainly acquire fleets and start conquering or getting into big numbers, but that's beyond the design scope (a bit more below). The same goes for fuel, although there are plenty of varieties of fuel outfits in the game that aid with exploration. We don't really need to add human fuel pod version 3 when there are better options out there, and obtaining them is part of the challenge.
A space station (assuming you mean personal) is out of the scope of the game - the player in ES isn't some corporate entity or their own faction, they're just one individual in a large galaxy of lore and species. Setting up their own planet and organization, etc. starts to turn ES into a different type of game where you're now more focused on conquering or building your own assets, when all it's really meant to be is a space combat/trading/exploration game. If you mean a give faction's station, that might be something that could occur, but it's one of those cases that are better done subtlely or uncommonly.
Having different species start using others' outfits is also out of scope, as species are intentionally separated and have their own balance measurements against one another. There's also lore reasons, with the Drak intentionally separating most, and those that do come into conflict with one another already have some intricate balancing acts. Linking areas or trade, or having items appear in areas they haven't, starts to muddy the waters.
Ditto; the separation of systems and the way hyperlinks and wormholes are set-up are intended. The player isn't the Pug or someone who could just make a hypergate or hyperlane/wormhole, that's far out of the ability of one individual, or even most species, especially within ES's timeframe.
Freeing a planet from hostile occupation is well beyond the scope of what the player is expected to do/be in ES. Demanding Tribute, and being able to conquer planets, is outside of the game's canon lore and more is a late-game "mini-game" for players who do start to stack up large fleets and the likes. But in-lore, the player isn't some deity or main character in a Sci-Fi film where the galaxy bends to them - they're an individual experiencing these stories amongst other npcs or pilots. I don't think the game's save-points are difficult or inconvenient to begin with, to be honest. You always have several landing saves to go back on, and it's not like there's a place you'll be threatened and stuck forever. (If this is about specifically Avgi space, I feel that's a different discussion versus universally changing or introducing more mechanics for saves.)
Long-range weapons are extremely difficult to balance, and ES's combat is focused mainly within the system fence for a more arcade-like experience. What we'd want to avoid is a case where in EVN, if you had a long-range weapon without ammunition, it's realistically un-balanceable, even with a long cooldown, because there just isn't counter-play to it. Even if it did have ammo, it's again the idea that ES combat isn't extremely long-ranged, although I suppose that's subjective - at least, it's not long-range like other games.
Going back to what I said at the start, this is simply a means of the game not being finished. When we get to the Navy story, the licenses will certainly be accessible, but shoving it into another story path like FW doesn't really make sense. At that point, you can always capture, save-edit or grab a plug-in to get one - no reason to restrict yourself to vanilla, or, due to that restriction, change how accessibility works for the sake of owning something in a specific way outside of what's intended in the future.
I'm not sure what this really accomplishes besides giving you a cool ship without having to properly obtain one (be it buying, having to fight for one, etc.). Derelict encounters are more for the encounter itself, not for obtaining an item, as is the case with a majority of ES.
Honestly, not sure on this one.
Again, the game isn't designed around you having 200 ships; at most, I'd say it's around 1~6 or so. It may not be perfectly balanced to that of course, but that's around the range we're looking at. If you're gameplay in ES is valued around giant fleets, well, that's out of scope for the game - again, certainly a gameplay style, but far beyond what the game is designed around. Can always use plug-ins of course, though.
Of course. Ultimately, it depends on getting the content written and in the game. If something has a license, it can be assumed it will eventually be obtainable, otherwise it wouldn't show up at all. TLDR; I think what you value in ES is quite different from what the game's scope is designed around. ES's value is in its experiences and lore, with rewards being secondary to that. It's less about the player being a high-standing individual or some god-like/main-character-like person in the entire galaxy - it's about being one of the many turning gears that is the game's story. And if you really do enjoy all of these items you've mentioned, I'd just have to say, don't restrict yourself to vanilla or expect vanilla to change to introduce these - play plug-ins! You don't have to shoot yourself in the foot when literally everything or anything can be made for the game and easily added to it that way. I'm glad that you love the game though! I hope this reply explains why certain design choices have been made or why things are as they are. |
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This post convinced me to actually log into Github because memes aside these exact issues have bothered me since I got back into the game. I recently updated the old offset spreadsheet and when doing it was really offput but just how restrictive the game has become. Here's some simple numbers on how many outfits are locked behind unobtainable licenses: 29% of thruster and steering outfits At it's core the game is about fulfilling a power fantasy but in current state it's incredibly narrow in how it allows the player to do this. This is on top of intentional game design choices preventing players from accessing ships and technology without exploits, save editing, or mechanics abuse. I understand the lore reasons ets but at a certain point it's like, just let your players have fun (looking at you, Heliarch....) On the topic of rewards and story, the wanderer campaign does this excellently and I wanted to call this out. The Hurricane, Sunbeam, and Moonbeam don't exist prior to the story campaign and I see them as excellent incentives and rewards for going through these campaigns. I think a similar intent is behind some of the new unfettered outfits not in game as well. |
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You're not restricting me though. You're showing me something, saying I can't have it... and then I'm buying an unrestricted ship and obtaining it anyway. |
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