The game is going in the wrong direction

Usernamenotshown shared this feedback 11 hours ago
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To whomever cares:

Hello. I have been playing this game for about ten years. This update makes me feel like the developer team is putting together the LEGO set instead of just giving us the pieces. To whoever is involved in game design, you are not supposed to make your wishlist as a player real, you are supposed to make a fun game.

1) Ship "storage" removes the need to plan your PCU carefully.

2) Instant ship repair removes the need to design maintainable ships.


Together, they reduce the reason for people to get together, when you should be aiming to do the opposite. It incentivizes "lone wolf" players in multiplayer servers. Is this what you want? One-man self-sufficient factions? This is just KPI-hacking to have servers with many factions online at the same time. Moreover, they drop the skill floor. Currently, or maybe earlier, if you want to be a lone wolf, you have to be really good to handle everything yourself. With this trend, bad players will be enabled to continue being bad. When you create a solution like this, it reduces the "need to create" and it creates weaker and lazier players. Have you seen the movie WALL-E? You are giving the civilians the floating chairs and the tube food. They don't have to do anything at all, but you should be proud, you added so much quality of life. You drowned the player in quality of life. This is the future I see with this trend.

Instead of this pocket dimension storage block, you should have added something to charge per connection time to a connector with transferable ownership (you pay, you own this connector) and a solid simplified projection that would be a placeholder until the ship undocks. These would have been the tools that players would have then used to create grid storage.

Instead of instant ship repair, you should have added a setting for a sensor to detect unwelded blocks, or a state-comparison system between a blueprint and the current state of a ship, so if a ship's blueprint had unwelded blocks to begin with, they wouldn't be counted. This would have been very useful for ship-repair machines. You might say that such machines would create lag, but this is wrong. First, because if designed properly, it's perfectly stable, and second, because not every player needs to have one. Going back to an earlier point, people should need each other if you really want to make a good multiplayer game. It's not enough to have a credit source and a credit sink (NPC stations, zones, chips), you need a complete cycle that involves all types of players. Not everyone wants to have a giant warship. Some people, like me, want to have a dry dock to make and repair ships. The investment is just as big. If NPC repair is cheap, instant, and perfect, there is no way for me to compete. If I build a dry dock, nobody is going to come. It simply doesn't make sense.

Do you know what makes factions? The need for people to get together, the incentive to do so. Limits and hardship. People can put their drills together and one guy can do the work of many. People can get together and one of them will have a printer that will make ships for everyone. Someone in a faction can make a welder or grinder ship, and anyone can use it. People share a zone so they can spend more time playing and less grinding. This kind of thing, you know?

Does Space Engineers still reward engineering?

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