![]() To Razgull I can see you are quite upset about the lack of Steam feedback and I apologise for not being around here more often I have been super busy the last 5 months working on this so its been quite hard to manage discord and steam at the same time as well as develop the game(the fun of being a single developer) so I just stuck with Discord which I feel is a much better forum for feedback and also less trolling and more polite people which important for mental health, I also have the mods who always bring me important info and keep me up to date as to what's going on. ![]() Now that the game has found its feet again and from the feedback I've been getting its been quite successful, I would be more than happy to make a tutorial to help explain things better and improve the UI to be more intuitive and apparently make the manual more informative, what sort of would you suggest as there are quite a few from very hand holding ones to ones which just nudge you on how things get on. With this latest patch I had the choice between adding a new tutorial and then releasing it next year or releasing now and adding one later with the current help system in place and community help in the meantime and based on the beta testing that's been going on over the past few months people seem to pick it up quite quickly and I wanted to get everyone on the same page as this update was far superior to the previous build especially with Christmas coming up and I certainly didn't want to start getting bug reports from the old version knowing that many of the issues that would have been reported had already been fixed. It did have one a while back but it removed it due to the big changes that have taken place and wasn't applicable any more. The lack of tutorial is because the game has gone through a few re designs so would be silly to work on something only to have to change it later as would be a waste of time and resources. ![]() Hi there, I am sorry you are not finding things easy to understand and I can totally sympathise as the game has gone through a few reworks, some people can pick up things quite quickly and some people find it quite hard and like you said things that make sense to me can be quite unintuitive to others. The list of mysteries, things behind the curtain, goes on. In the meantime, because the AI is not baffled by a lack of information on how to proceed, you get rushed by upscaled ships. There's a complex system for trying to establish a trade or transport network, but no clear idea of how this works or can be made to work. You can only build the processing plant on a space station, which can't be powered and explodes. The problem is you have to have a nebulae close to hand or go in search of one in another system, which can only be exploited by a space station, which can't be powered. It also appears that one of the necessary components for development is a certain gas, which must be mined and processed. Without it, so far as I can tell, the operation shuts down or the whole thing blows up, or at least that appears to be the case since a platform and a number of ships in a different star system simply disappeared altogether without warning or apparent cause. If there is a way it's behind the curtain. ![]() The problem is how to power them, there being no option to build a power plant. You can build a space platform, for example, similar to the home base set up in early versions. The AI, of course, doesn't have these problems since it has a program. At initial base set up, there's now a feature that lets the player know what items should have priority-gold stars-which is useful to know if you knew. There are a number of interesting additions in the latest update-home base on an asteroid, increase in troop/ship limits, new ground combat capabilities-but it's only trial and error to figure out how any of this works or is supposed to work. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |