As in over 95% of your game's community. "Quite a lot of players complain about the changes" is hereby up for the Understatement of the Year trophy.sayyadin said:Dear Space Pirates,
as quite a lot of players complain about some of the changes, we want to give you a little insight why we did them.
Since certain events showed me personally that GMs are able to have their ship hover in place through the use of a certain script typed in chat, this statement looks like utter bullocks to me. I have trouble believing it would be impossible to have a player's ship speed reduced to 0 when idling, instead of the integer value it used to have.sayyadin said:- New camera control system
Why did we even implement that?
When we implemented the feature that the ship is able to stand still and hold its positon, we found out that the old control system is not compatible to that change.
But hey, I'm willing to cut you some slack and assume that what you claim is true.
First off: the hover feature hasn't been in the game for months, and only a few players wanted that in. But essentially, the lack of this feature NEVER got in the way of playing the game.
Being unable to steer your ship properly DOES get in the way of playing the game, as it is one of the basics of good gameplay.
Anyone with common sense, would rather choose to keep the latter functioning, even it that would mean the non-essential gameplay feature such as hover would never get implemented.
For a system that "felt weird to play with", it held out pretty wel for MONTHS ON END.sayyadin said:Furthermore we found out, that a lot of new players did not get along with the old control system very well and left the game because of that. The system was not intuative and felt weird to play with.
Personally, I got the hang of it in mere minutes way back when I set my first steps in this game.
The new system which you claim is "more intuative", requires public statements from you and your community managers that people take their high level ships and go back to the noob planets in order to train in steering their ship.
Don't you guys consider it abnormal that people should go through all that trouble, only to get their bloody ship to move where they want it to?
In fact, this system is so "intuative", that it has caused a whole bunch of players to leave this community in less than 2 days(!).
That would seem odd to me, since like I said: the old control system has worked fine for months on end.sayyadin said:We also noticed during the testing phase, that the old system was causing a lot of trouble for testers.
The only thing that I see could have caused trouble all of a sudden, was the implementation of the hover feature. A feature, which I repeat, does not justify overhauling a perfectly working control system only to get it implemented for the minority of people in the community who want it.
Well, it might not have thóse "problems" (whatever they were) but it introduced a whole bunch of new ones, making people's ships close to uncontrollable.sayyadin said:Due to these reasons we implemented the new control system which does not have these problems.
I would not consider that a fair trade-off.
You really should try to play the game, using an azerty-keycoding instead of a qwerty-one. The old steering allowed this perfectly. The new one is a nightmare, even for old players like me, who are willing to cut you some slack and try to get used to the new steering.sayyadin said:We know that it is a big change for players that are used to the old controls but after we played the game for several days we got so used to it that we could not play with the old controls anymore.
It simply is too awkward on my azerty-keyboard and response is slow at best.
Well, you tried; you failed.sayyadin said:As we got the feedback of some testers that they do not want to use the new controls, we tried to rebuild the old system while making it faster and better compared to the old version
"Some things"sayyadin said:but some things are just not possible on the new "old" steering system as that would have cost too much ressources.
As in "the hover"?
Which has not affected our gameplay although it hasn't been in the game for months?
So, trying to implement this feature and finding it requires a complete retooling of the control system, does NOT cost too much resources?
You know how much resources it would have cost to simply leave the old control system as it was?
(Same with the new cq system, really. All the old one needed was some fine-tuning, which would have cost you far less effort than completely working out a new one and failing at that as well.)
As stated above: if this new system were more "intuative" than the old one... you would not have to make this statement!sayyadin said:Check out the new controls for yourself, maybe with one of your higherlevel ships by flying in some lower level system until you are used to it. This way you won't die trying to figure out the new controls for yourself.
Nor would so many people be ranting or quitting the game over this. In fact, most people dó try to get used to new changes, but when they find it is utterly preposterous and negatively affects their gameplay, they won't hang around "getting used to it" for long.
Sounds simple, doesn't it?sayyadin said:After speaking with some players about the new "old" steering we noticed that what they were missing was the following way to fly:
Fly with w all the way while rotating the camera with the mouse to look around. At a certain point you want to move the ship into the direction the camera is set to. Before the update you did achieve this by releasing w and pressing it again, this does not work with the new "old" steering system. With the new "old" system instead of releasing and pressing w just press a or d.
Try doing that on an azerty-keyboard.
But the players HAVE been trying other ways and none of them works. Especially if their keyboard configuration makes it even more difficult!sayyadin said:Beside of that other things are also possible or changed if you find yourself to not be able to do it the way you are used to try it another way.
It is YOU as developers who should be looking into how getting it to work properly, instead of forcing it down your community's throat.
After all, it's been reported by test players that the new control system didn't work the way it was supposed to. They told you you shouldn't bother implementing it, yet you did it anyway. And now you expect players to just sit by and not to get frustrated over getting the game to work, when it worked just fine before?
How much white missions have you attempted to put this to the test. From this entire statement, I can safely say: hardly any.sayyadin said:Why is the amount of needed blueprints parts to build a rare item so high?
The drop rate of rare blueprints was increased drastically and thereforee the amount of parts had to be increased too, to keep the game balanced.
The amount of dropped blueprints(blue) is calculated in the same way as always, the drop-chance was increased while the amount of parts was increased by the same factor.
In average the effort to build the item is the same as before, but the chance that the player does not finish the blueprint after the average time is much lower.
So the amount of time you need to invest to complete a blueprint is now much closer to the average amount of time that was needed before.
Because the end result is that people need to spend a huge amount if time for EACH bp, rare or not.
With the old system based on luck: isn't that the case with every game of this type? Because in the end, you may have to spend a long time finding a particular bp, while another may drop for you in a few shots.
Since you always used to have one or the other, it balanced gameplay out in the end.
This new system forces people to spend a long time for EVERY bp. Including the rares. Which is actually even worse than it used to be!
The issue here is that you haven't tackled the problem at its source.sayyadin said:- Cryonite Penalty
Many players reported, that it is very hard to farm for players in lower level planets, because higher level players used the same planets for farming and thus occupied their farming spots.
This made the game quite annoying for lower level players. Therefore we increased the cryonite dropchance on planets close to your equipment level and reduced it the more your equipment level differs from average level on that planet.
In short, it now makes more sense to farm on planets close to your equipment level then on lower level planets.
The closer your equipment level to the level of the planet, the better the dropchance of cryonite.
The actual problem is: WHY do high ranking players go to lower level planets to farm?
Because the higher level Mantis require far more effort (time and e), with the reward only being slightly higher than that of the lower level system.
At to that the lower drop rates and exponentially higher cost for higher level ships and technology.
It is only natural that players rather earn 200 cry in 1 shot, than 60 cry in 20 shots.
And that's not calculating the added chance of being killed on the higher level, losing cry that way.
This is a problem of cry drop balancing, versus energy usage, time, ship and equipment costs. No more, no less.
This is not a problem of player versus Mantis level, as you seem to have treated it.