Experimental Mode Improvements
Much to the disappointment of many players, a significant number of options have been deemed unofficial in the eyes of Keen and hidden in experimental mode. This is causing a lot of problems because existing players suddenly can't find the options that they're used to and even new players get confused by the lack of customization with the mode disabled.
I'd like to suggest rethinking how options are marked as experimental so that it's more user friendly. Instead of hiding the options, could they simply be marked with a different font color, tooltip, and/or "experimental" section in the options menus? This way the message that they are unofficial is still conveyed without purposely making them difficult to find and confusing new and old players alike.
I finally read the blog post today, and there's a phrase in there that's very concerning:
It sounds like, for the most part, anything in experimental is considered dead. I read as "this is unsupported and may or may not break in the future, so don't rely on it."
Keen says this isn't necessarily so, and things can move out of Experimental, however I think we can all agree mods and the PB will never be moved out of that category.
What I think needs to happen, as what Digi said: they need to be split apart, and their purpose better described.
What Keen has done for this MP update is take literally everything and block it off behind the same wall until they pull selective things back piecemeal.
It makes sense to have *known* features that are both bad for performance, and cannot be solved, in a separate category from standard game features that can.
Examples:
Not recommended, but likely salvageable:
Not recommended, cannot be controlled/solved:
However, here's another idea instead: Move all this experimental junk to servers only. Leave the clients alone, just add a performance warning tooltip or something.
It seems like at this point, if the goal is better servers, it would be better to incentivize server owners/admins that if they want a Keen "recommended" star on the server list, they adhere to keen's "experimental" rules.
It's much easier to indicate to new players that a server with a Star will give you the best experience. As long as their system is close to the recommended specs, single player experiences are less likely to have issues, at least across the same timeframe that servers start having issues.
I finally read the blog post today, and there's a phrase in there that's very concerning:
It sounds like, for the most part, anything in experimental is considered dead. I read as "this is unsupported and may or may not break in the future, so don't rely on it."
Keen says this isn't necessarily so, and things can move out of Experimental, however I think we can all agree mods and the PB will never be moved out of that category.
What I think needs to happen, as what Digi said: they need to be split apart, and their purpose better described.
What Keen has done for this MP update is take literally everything and block it off behind the same wall until they pull selective things back piecemeal.
It makes sense to have *known* features that are both bad for performance, and cannot be solved, in a separate category from standard game features that can.
Examples:
Not recommended, but likely salvageable:
Not recommended, cannot be controlled/solved:
However, here's another idea instead: Move all this experimental junk to servers only. Leave the clients alone, just add a performance warning tooltip or something.
It seems like at this point, if the goal is better servers, it would be better to incentivize server owners/admins that if they want a Keen "recommended" star on the server list, they adhere to keen's "experimental" rules.
It's much easier to indicate to new players that a server with a Star will give you the best experience. As long as their system is close to the recommended specs, single player experiences are less likely to have issues, at least across the same timeframe that servers start having issues.
Agreed. Have been playing this game since it first came out. Quite concerning that they have deemed certain features to not be important to them
Agreed. Have been playing this game since it first came out. Quite concerning that they have deemed certain features to not be important to them
Experimental seems like a mix of unfinished features and default values... they should be 2 different things.
Have a "Custom Server" tag for servers that veer off from recommended settings, with a color change and tooltip for settings that are outside of the recommended values + an explanation to why.
Then experimental toggle on client and DS should be completely removed.
And the features that are experimental be marked in their respective settings window with a red font when they're set "badly" (just like force/torque in pistons/rotors), this being also in client and DS UI, because currently it's really vague which settings are experimental and which are not.
Experimental seems like a mix of unfinished features and default values... they should be 2 different things.
Have a "Custom Server" tag for servers that veer off from recommended settings, with a color change and tooltip for settings that are outside of the recommended values + an explanation to why.
Then experimental toggle on client and DS should be completely removed.
And the features that are experimental be marked in their respective settings window with a red font when they're set "badly" (just like force/torque in pistons/rotors), this being also in client and DS UI, because currently it's really vague which settings are experimental and which are not.
I totally agree with Jimmacle here. I'm also hoping that there is eventually an official method for taking features (and mods) from experimental into "stable". With profiling and PCU measuring, I'm hoping this becomes a thing.
I totally agree with Jimmacle here. I'm also hoping that there is eventually an official method for taking features (and mods) from experimental into "stable". With profiling and PCU measuring, I'm hoping this becomes a thing.
Also a server performance thing (colored bar, percent, number, whatever) in the server browser so you can see the server's average sim speed.
Also a server performance thing (colored bar, percent, number, whatever) in the server browser so you can see the server's average sim speed.
I finally read the blog post today, and there's a phrase in there that's very concerning:
It sounds like, for the most part, anything in experimental is considered dead. I read as "this is unsupported and may or may not break in the future, so don't rely on it."
Keen says this isn't necessarily so, and things can move out of Experimental, however I think we can all agree mods and the PB will never be moved out of that category.
What I think needs to happen, as what Digi said: they need to be split apart, and their purpose better described.
What Keen has done for this MP update is take literally everything and block it off behind the same wall until they pull selective things back piecemeal.
It makes sense to have *known* features that are both bad for performance, and cannot be solved, in a separate category from standard game features that can.
Examples:
Not recommended, but likely salvageable:
Not recommended, cannot be controlled/solved:
However, here's another idea instead: Move all this experimental junk to servers only. Leave the clients alone, just add a performance warning tooltip or something.
It seems like at this point, if the goal is better servers, it would be better to incentivize server owners/admins that if they want a Keen "recommended" star on the server list, they adhere to keen's "experimental" rules.
It's much easier to indicate to new players that a server with a Star will give you the best experience. As long as their system is close to the recommended specs, single player experiences are less likely to have issues, at least across the same timeframe that servers start having issues.
I finally read the blog post today, and there's a phrase in there that's very concerning:
It sounds like, for the most part, anything in experimental is considered dead. I read as "this is unsupported and may or may not break in the future, so don't rely on it."
Keen says this isn't necessarily so, and things can move out of Experimental, however I think we can all agree mods and the PB will never be moved out of that category.
What I think needs to happen, as what Digi said: they need to be split apart, and their purpose better described.
What Keen has done for this MP update is take literally everything and block it off behind the same wall until they pull selective things back piecemeal.
It makes sense to have *known* features that are both bad for performance, and cannot be solved, in a separate category from standard game features that can.
Examples:
Not recommended, but likely salvageable:
Not recommended, cannot be controlled/solved:
However, here's another idea instead: Move all this experimental junk to servers only. Leave the clients alone, just add a performance warning tooltip or something.
It seems like at this point, if the goal is better servers, it would be better to incentivize server owners/admins that if they want a Keen "recommended" star on the server list, they adhere to keen's "experimental" rules.
It's much easier to indicate to new players that a server with a Star will give you the best experience. As long as their system is close to the recommended specs, single player experiences are less likely to have issues, at least across the same timeframe that servers start having issues.
"Not recommended, cannot be controlled/solved:
I take issue with this. I was only a few hours in when I first started editing game files. If I hadn't had the ability to do so I would have never made it past 10 hours in SE.
(The use of "you" is directed at KSH/Marek from here on out.)
Pushing out mods, as well as this entire confusing, poorly planned and even more poorly executed "Experimental Mode" for whatever shortsighted justifications you may have decided in a fevered game performance and financial panic ritual dance about SE's release schedule, is analogous other games/brands trash talking and alienating their customers. You are forgetting where you came from.
If It wasn't for mods, this game would have probably died a silent death on Steam a few years ago or be sitting at <$9.99 at launch. Mods kept this game a float when you abandoned it. That's not a hyperbolic statement, either... We watched you go off on your GoodAI sabbatical and completely disappear for so long, that when you came back to stream with Xocliw, you couldn't even remember how to move around; using the same controls you personally created for character movement! ( yes, while some keys had been reassigned, those had not.)
Then you started confusing your team, acting as if you were a cloned imposter, by asking why the game was so complicated. You went on to say and that it should just have one generic "ore" and just make "components" because having 8(12?) was too complex. You literally had to be reminded by the dev who co-designed the ore/ingot/component system, how many hours you personally put into the design of how that system would work. Who forgets basics about a project like this?
When I watched that stream, I was so disappointed, because even back then I could see that this (generally speaking) is where we would end up over and over again. Experimental mode is another exploding dog. No one wants it. It gets in the way obtrusively. No one in the community was consulted as to how to explain it effectively or how to make it intuitive both to new and existing players. It's a confusing mess of unexplained change sets and qualifications that are not easily predictable in the UI. Why is turning off tool shake even an experimental option? What is more frustrating than anything is that it doesn't have to be this way, each and every time there are major changes.
I'm not sure the term sandbox applies to SE anymore if all of the options are hidden; when you can't bring tools and shovels into the sandbox to build a sandcastle. It's definitely not a game when all of the fun/immersive elements are removed so that they don't cause problems for what is probably best classified now as a Multi-User Newtonian Physics Simulation. Yes people wanted MP fixed, badly. What about the other basic things we've been asking for that are low hanging fruit? Like a dedicated hack tool so that we can capture O2/H2 tanks and take possession of them without losing all of the gas in the process? How many car thieves do you think carry angle grinders with them to hotwire and steal cars? How hard is it to go search howstuffworks before you add something in that makes no technical sense?
There are other approaches than what you've done with this. First would be to take a step back, count to ten, and run this stuff by your focus group/testers/people that don't get paid by you and aren't afraid to argue with you. You are stressing a whole lot of people out by releasing confusing, contradictory, incomplete, and obviously flawed policy. The game is supposed to be beta, your corporate structure and policy should not. You have PR people who are supposed to be the ones delivering information to to a world wide customer base in a clear and understandable manner. Why are you circumventing them and causing more drama?
If you could, step back you would see that:
"Mods" aren't the issue here because most mods don't cause problems to be solved. The majority of mods that can cause overall game degradation are already separated by whether or not they contain scripts. There is a workshop tag for those and you could also filter script mods out or just plain detect scripts in them and skip them if an "enable" setting isn't toggled. You could also look at the methods and interfaces people use that cause performance problems and create a list that would trigger a performance condition dynamically. You could profile them and dynamically send game logic hogs to keen for dynamic flagging in the mod list as known to cause performance issues. Color all mods older than X date in Red, Performance hogs in Orange and show mods dependencies in shades of a single color.
A much less problem creating method for players and modders and your developers to approach the issue is to put "Allow Scripted mods" and "Allow Programmable Block Scripts" in their own settings area that is supported as being functional, but not as a "performance" issue. This means you still do whitelisting, and any other resources you'd give to support any other game system, but you make clear; enabling it can cause problems in your game and is enabled "at your own risk." Why go through all of the trouble of showing and hiding half of the UI, poorly, when you can group "Use at your own risk' settings in the existing UI structure? How does it even make sense to wrap all of these things into a hidden area when to change a setting that isn't performance impacting or buggy, requires hiding all of it? How does it make a lick of sense to have an immersion breaking big red box in game because I turned off toolshake?
I get that you have some irrational hate of a wall of options, but for a sandbox, that's really what we need. We want to be able to customize the game's rules if we don't have a lot of time and want to speed things up, or if we want to invest the time into adding complexity so that the "game" is geared toward strategy and thinking your way through resource problems. Believe it or not: some people think it's fun to figure out how to balance Solar availability with a single battery in a base and can spend several hours getting it to work. You can still break them into smaller groups and put them into their own smaller windows.
PBs are also the only way to provide certain automation because you rejected our calls for Boolean Logic Programmable Blocks in favor of the message: "SE can teach people to become software engineers, so nothing else can be considered."
I realize you fill many roles in a small business. The thing is we are generally smart people. We can tell when you have each hat on because when you are in engineer mode, you try to solve everything with code, and when you are in businessman mode you make business decisions that make no engineering sense. Personally I wish you'd spend more time in Gamer and Modder mode working with only the tools we have, and see how much sense any of this makes....
"Not recommended, cannot be controlled/solved:
I take issue with this. I was only a few hours in when I first started editing game files. If I hadn't had the ability to do so I would have never made it past 10 hours in SE.
(The use of "you" is directed at KSH/Marek from here on out.)
Pushing out mods, as well as this entire confusing, poorly planned and even more poorly executed "Experimental Mode" for whatever shortsighted justifications you may have decided in a fevered game performance and financial panic ritual dance about SE's release schedule, is analogous other games/brands trash talking and alienating their customers. You are forgetting where you came from.
If It wasn't for mods, this game would have probably died a silent death on Steam a few years ago or be sitting at <$9.99 at launch. Mods kept this game a float when you abandoned it. That's not a hyperbolic statement, either... We watched you go off on your GoodAI sabbatical and completely disappear for so long, that when you came back to stream with Xocliw, you couldn't even remember how to move around; using the same controls you personally created for character movement! ( yes, while some keys had been reassigned, those had not.)
Then you started confusing your team, acting as if you were a cloned imposter, by asking why the game was so complicated. You went on to say and that it should just have one generic "ore" and just make "components" because having 8(12?) was too complex. You literally had to be reminded by the dev who co-designed the ore/ingot/component system, how many hours you personally put into the design of how that system would work. Who forgets basics about a project like this?
When I watched that stream, I was so disappointed, because even back then I could see that this (generally speaking) is where we would end up over and over again. Experimental mode is another exploding dog. No one wants it. It gets in the way obtrusively. No one in the community was consulted as to how to explain it effectively or how to make it intuitive both to new and existing players. It's a confusing mess of unexplained change sets and qualifications that are not easily predictable in the UI. Why is turning off tool shake even an experimental option? What is more frustrating than anything is that it doesn't have to be this way, each and every time there are major changes.
I'm not sure the term sandbox applies to SE anymore if all of the options are hidden; when you can't bring tools and shovels into the sandbox to build a sandcastle. It's definitely not a game when all of the fun/immersive elements are removed so that they don't cause problems for what is probably best classified now as a Multi-User Newtonian Physics Simulation. Yes people wanted MP fixed, badly. What about the other basic things we've been asking for that are low hanging fruit? Like a dedicated hack tool so that we can capture O2/H2 tanks and take possession of them without losing all of the gas in the process? How many car thieves do you think carry angle grinders with them to hotwire and steal cars? How hard is it to go search howstuffworks before you add something in that makes no technical sense?
There are other approaches than what you've done with this. First would be to take a step back, count to ten, and run this stuff by your focus group/testers/people that don't get paid by you and aren't afraid to argue with you. You are stressing a whole lot of people out by releasing confusing, contradictory, incomplete, and obviously flawed policy. The game is supposed to be beta, your corporate structure and policy should not. You have PR people who are supposed to be the ones delivering information to to a world wide customer base in a clear and understandable manner. Why are you circumventing them and causing more drama?
If you could, step back you would see that:
"Mods" aren't the issue here because most mods don't cause problems to be solved. The majority of mods that can cause overall game degradation are already separated by whether or not they contain scripts. There is a workshop tag for those and you could also filter script mods out or just plain detect scripts in them and skip them if an "enable" setting isn't toggled. You could also look at the methods and interfaces people use that cause performance problems and create a list that would trigger a performance condition dynamically. You could profile them and dynamically send game logic hogs to keen for dynamic flagging in the mod list as known to cause performance issues. Color all mods older than X date in Red, Performance hogs in Orange and show mods dependencies in shades of a single color.
A much less problem creating method for players and modders and your developers to approach the issue is to put "Allow Scripted mods" and "Allow Programmable Block Scripts" in their own settings area that is supported as being functional, but not as a "performance" issue. This means you still do whitelisting, and any other resources you'd give to support any other game system, but you make clear; enabling it can cause problems in your game and is enabled "at your own risk." Why go through all of the trouble of showing and hiding half of the UI, poorly, when you can group "Use at your own risk' settings in the existing UI structure? How does it even make sense to wrap all of these things into a hidden area when to change a setting that isn't performance impacting or buggy, requires hiding all of it? How does it make a lick of sense to have an immersion breaking big red box in game because I turned off toolshake?
I get that you have some irrational hate of a wall of options, but for a sandbox, that's really what we need. We want to be able to customize the game's rules if we don't have a lot of time and want to speed things up, or if we want to invest the time into adding complexity so that the "game" is geared toward strategy and thinking your way through resource problems. Believe it or not: some people think it's fun to figure out how to balance Solar availability with a single battery in a base and can spend several hours getting it to work. You can still break them into smaller groups and put them into their own smaller windows.
PBs are also the only way to provide certain automation because you rejected our calls for Boolean Logic Programmable Blocks in favor of the message: "SE can teach people to become software engineers, so nothing else can be considered."
I realize you fill many roles in a small business. The thing is we are generally smart people. We can tell when you have each hat on because when you are in engineer mode, you try to solve everything with code, and when you are in businessman mode you make business decisions that make no engineering sense. Personally I wish you'd spend more time in Gamer and Modder mode working with only the tools we have, and see how much sense any of this makes....
Thanks for all the constructive feedback guys. We will continue to discuss this with the team and explore the options.
Thanks for all the constructive feedback guys. We will continue to discuss this with the team and explore the options.
I think keen has overlooked that one of the best ways to get join from a game like this is when we actually break the game. Sure this can be frustrating, but to some extent you need to support that game play too because new and interesting this happen. If you close the lid too tightly people will just go play Minecraft or Factorio instead as those are far more mature open world builders.
I think keen has overlooked that one of the best ways to get join from a game like this is when we actually break the game. Sure this can be frustrating, but to some extent you need to support that game play too because new and interesting this happen. If you close the lid too tightly people will just go play Minecraft or Factorio instead as those are far more mature open world builders.
It would be nice to get rid of the red 'Experimental Mode' warning in the top right corner of the screen that keeps appearing every ten seconds- likewise with performance issues warning that could put on the HUD as a small Exclamation mark, rather than annoying the heck out of everyone and ruining recordings...
It would be nice to get rid of the red 'Experimental Mode' warning in the top right corner of the screen that keeps appearing every ten seconds- likewise with performance issues warning that could put on the HUD as a small Exclamation mark, rather than annoying the heck out of everyone and ruining recordings...
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
"Experimental" should be renamed "Advanced" and treated as such.
"Experimental" should be renamed "Advanced" and treated as such.
Replies have been locked on this page!