The Community have to say...

Guest shared this feedback 9 months ago
Submitted

Hello Keen,


We as the steam community raising our voices HERE and NOW! after the latest updates wich locks many of passioned creatores out of their work. we as the community may use this as a last straw to speak up (many left allready) but they still have things to say.. so lets start


we as the steam community demand finally fixing the allready existing issues

we as the steam community demand not dropping dlcs into a fame wich is not finished yet

we demand to get the core of the game running, get the multiplayer fixed up

we demand to fix the issues with moving parts, we demand finally a nice ai and fixes in the audio system

we dont require dlcs on a broken base game nor did we require been locked out by a mostly unwanted crossplay.

WE STILL LIKE (or liked) TO PLAY SE - but why leaving the gem in the piece of Coal?

Voices heard over the years for bug fixes and getting the core game done echoed unheared!

bring back more support to steam (community is left alone there)

the support site needs beeing better optimised (many people dislike that)


So, the people may add things here they've seen unfinished! at least listen to us

Comments (31)

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i really recommend to have a deeper look into the steam forums - theres a lot of people are telling.

Honestly there negatives going its way but you may just read there. dont let us down

just dig thru.

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Hey Red.


This thread needed doing, and I now see it's relegated to 'submitted' status. I do not hold much hope though, since people have already done these months ago (like 7 plus) and the feedback remains 'submitted' with no reply from Keen.

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im still watching this - it may take some time for keen to react. maybe i shoulf push this a little

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I have loved playing Space Engineers since I brought it during the lockdown of 2020. The game helped me through a difficult time, During that time I have posted about 2 bugs that really annoyed me, both of those were posted on this forum. My own gun turrets shooting through the grids they are mounted on, often causing more harm then good by damaging all the corners of blocks or even disabling or destroying things like antenna or other turrets or anything else that happens to get in the way. A simple fix for this would be a "no friendly fire option" like what is already available for missiles. The custom appearance not functioning properly. If I were to set my appearance to use a specific look, it will revert to a default appearance randomly. Some of the cosmetic stuff is paid for, so having paid for content that does not function properly is very disappointing. There are many more issues out there, though these are the ones I tried to make known.


As mentioned by the post above, There are a lot of issues being raised on the Steam forums that the player community is mostly dealing with while developers themselves seem to be missing out on a lot. The community are the players. The players are the customers. Customers bring in money. I know it is impossible to please everyone at the same time. Bug fixing and "quality of life" fixes will help to make players happier and a happy customer is more then willing to keep paying for the things that make them happy.

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Survival gameplay is basically a joke, progression is awful. The progression feature where you need to build certain blocks to unlock other blocks should just get removed, it makes no sense.


Moving from no grid to small block survival basic to large block actual base (growing larger) would make more sense then blocking features.


Limiting certain ores to certain places is great way to motivate moving, but is done very poorly. Taking reactors and ions from earth like just makes it more difficult to move to space. Place handweavium on alien for gravity / mass e.g. Or move jumpdrive ore to space. Increase basic ores in earthlike, anything like that.


Ore distribution is bad, the big chunks work for asteroids but not for planets.


Ore detection range is basically unplayable! If passive scan all the time takes to much resources implement an active one time scan system.


Balance is completly off. Hydrogen rebalance was a big step in the right direction, but there are many more systems that need balancing.


Blocks are missing. The latest added armor blocks are great but still not enough for a game based in creativity. 1x4 slopes is a must! Small grid 1x1x1 merge block & connector is a must to create small printable attack drones or torpedos.


Weapons need rework. Range is a joke, no big grid canon. Make small 5x5x5 turrets available aus 1x1x1 big grid turrets. Make the 3x3x3 turret tower hold 4 gatlings.

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But maybe the single biggest and most important throwback is the max speed. 100m/s is just not enough, fixing everything preventing the cap to be raised should be absolute #1 priority.

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100m/s is for your safety. I have 1200m/s mod installed and if ship move more than 400m/s it will start to make very bad things like bouncing on metal spring.

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The point is that the physics engine is most likely able to handle higher speeds. TONS of other games do it. The fact it doesnt work here means they are doing something wrong that should be fixed. Its not 'for our safety'. Its 'to cover up crappy coding that other games didnt screw up on'.

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TONS of other games do it? What games? Name one.

Not start with NoManSky that game use camera tricks and teleport. :D

EmpyrionGalaticSurvival use also tricks. :)

Even in Half-life2 (Havoc physics same as SE) you cannot go more than speed of 3rd gear on jeep. If you make reverse exploid you will be blasted to air like in Cyberpunk 2077 :D :D


You are right on the other thing tho. They make cra**y code and now they have result.

Subgrids shake like hell if you use more than 2. Most noticeable on wheels as wheels ARE rotating 1 block subgrids.


Keen add "share inertia tensor" so you can somehow fly with ships that have rotating wings (SW X-Wing).


Today Handbrake is still bugged in way that wheels will start to rotate towards car body and if you release the "handbrake" car will blast upwards.

Messy coding i say. Fix Subgrids and then you can talk about speed.

14981d4431cfb38ba9acad54beaa3b97

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And remove scripts from experimental. And make the script editor more comfortable... it's horrible to write a script right now. And i'm not even talking about Syntax highlighting, just... some monospace font, doubleclick to select words..

And maybe cleanup and simplify the API. Breaking change before leaving experimental should be acceptable.

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Low priority: Atmosphere drag (But still more important than weather, crossplay or economy).


Concrete blocks (yes i know you dismissed them, but thats an bad decission), cheap high mass blocks, not deformable, maybe even non-airtight. If they absorb bullets and break with missiles, and bullets penetrate steel plates, you can actually make an cheep rock scissor paper system.

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If the game got to a state where it was 95% bug free, and that was ALL Keen did, I would be ecstatic. Bugs and performance issues are this game's most major illness. Fix the game, make the engine stable and less messy, and work with the community to achieve both. Space Engineers has an INCREDIBLY dedicated community, but Keen keeps angering them and damaging trust with them.

In all honesty, Keen needs to just give the game code to the community and let the players become the caretakers. Start a new game, find a new project to develop, and leave this old one in the hands of the people who love it most.

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I do not see any game managed by community to live long. Sorry.

You will need programers that understand keen code writing and SE engine.

Most important nobody will do stuff for free.

Many modders that was able to make game A+++ left as it is bugged and very limited what ca you do.


SE have problems in root system not in features that are missing.


You cannot build house if the base is build weak.

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Yeah this one is a bit huge, but anyway: make an competitive gamemode. People build huge combat ships, but in survival where you farmed countless hours to build something, you don't want to risk it in battle.


A (ranked?) deathmatch mode, where you can paste blueprints to certain pcu or cost in the first phase, and fight with survival rules in second phase, would be a much greater motivation to build efficiant battle ships than survival.

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Great parts of the GUI are very clumsy and could need heavy improvements, especially the inventory and grid block lists.


Sliders can be moved by 0,00001 steps where 0,1 steps would be enough, additional optional text fields to put exact values would be incredible usefull, ...


The GUI scaling is not responsive to put more info to the screen, it just sizes the GUI down as whole.

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And please please remove the stone collecting mechanism for hand drills, yeay it's cool, pretty neat, and really funny in the first few minutes, but it gets just annoying really quick, especially in zero gravity.

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Add an 2x1x1 hangar door that extracts to 6x1x1.

Add variations with different port placements off the small grid 3x3x3 conveyor.

Add variations with different port placements off the cockpits.

Add 3x3x3 large gyroscopes.


Remove sorters and introduce unified Cargo system where every storage can request / serve & push / accept items. (Means e.g.: storage from LCC can be directly set to request all iron ore in grid. Or oxygen gen can be set only produce on request, so one can have balance tanks that stay empty, until air lock vent is set to push).

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Keen

Fix your god damn game already

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and what i have to add: i f the basegame is done and dlcs are ready be released - dont take stuff out of those, when people allready bought them. that was the punch i had to take once and it wasnt a fair move after all

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I hate what Keen and Rosa have done. Four out of five games abandoned in an abject · appalling · abysmal · atrocious · awful · terrible state.

They ripped off those that bought into Medieval Engineers. They solicit help from people to delete, ban and malign any customer that expresses deep-seated anger toward Keen and Rosa in a way that Putin would admire.

For once in your self-centered, egotistical, selfish life Rosa, fix this game and create something that's half decent and free of bugs.

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You are a bad manager Mr. Rosa. You lie to people and abandon game development. When you abandoned Medieval Engineers, you showed that you do not give two hoots about the people who buy into your promises.

Space Engineers is devoid of anything interesting without the community efforts to create mods.

Fix Space Engineers properly.

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please ladies and gentlemen try to be polite (i can feel every one of you)

i am also upset about how the game went.

i hope also keen to understand whats going with the community and how upset people are.


take your time and a deep breath and vote up of you feel the rage getting aflame

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You are wrong. We have been slowly getting new features, but the most important thing has been optimization and bug fixing. Clang is mostly good, SE runs better than ever, and multiplayer is finally playable (not perfect, but playable). Soon there will be more feature updates, together with more bug fixing and optimization. DLcs help fund the continued development of the game and you don't even have to pay to get the feature, bug, and optimization updates. I don't understand where your anger comes from.

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No, we are not wrong.

The new features are pointless when the core of the game remains unfinished. Most keen no longer respond to issues on here but the most basic they can fix (you'll see those in the changelogs) and not even all those. The text padding bug has been around for over a year, yet they will not look into it.


The biggest problem which gives an error falsely claiming the users graphics card is overheating - this is marked as fixed when it isn't. Any new tickets on here are ignored, or incorrectly marked off.

There are many many more, and clang is NOT good. Just because it was better before, doesn't mean it's acceptable to have totally phantom forces affect builds in an engineering game.

DLCs are unjust, since the game was no released bug free, and they had more than enough money to add much asked for content and bug fixes before official release. The owner put 10 million into his other project GoodAi, which to date has generated nothing useful except some sample code.

As it has nothing to sustain itself, ask where the huge wage bill for GoodAI comes from? It's not unreasonable to say the sales from SE and DLC.

DLC is absoloute minimal effort as it uses workshop content. Transparant LCDs, the plants, the tables, and our updated content, things like the weather, the new blocks (which had been made, they just did the textures).

Worst of all they do very little QA on new updates, which is why it's getting MORE bug ridden not less.

And I see little optimisation. It was there in early access, but the game hasn't run much smoother since then and still has memory leaks and bloated worldfiles when doing anything with voxels.

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I agree with Luke.

KSH Developer abandon Steam to create this garbage can for issues.

I got game before planets and was very good but time show developer was unable to fix basic issues this game engine have and continue add blocks and copy Workshop content mods other people do.


As people say:

"If your house have bad base, you cannot add floors"


SE had many great Workshop modders that can make game A+++ visually but SE engine is overbugged and people lost interest as devs are unable fix something like subgrid microshake


Even today i can reproduce many bugs i found.

After many years SE game just make 3 steps mostly visual enhancment while other games done 200 steps forward.

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Not that everyone wanted to even bother creating an account on this third party site, but I've read reports some time ago of people who couldn't even create a working account due to a bug. IMO, this website represents a filtered down portion of the vocal minority.

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if you see it that way - then its fine - i respekt that

but what ive seen is another story. and so we are here

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Not sure I conveyed my point clearly; my point is that I believe that this support website has plenty of reason to have less participants than the steam community alone. Which might help explain why the steam thread is taking off higher than this support site topic.

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I may also want to add that I've been seeing people post their bugs in the steam forum as well (in the general section I may add) rather than this support site, Hinting that they might not even know about this site?


But that rambling aside, is that the same point as the point you were talking about?


Edit: and then I found that 'show all comments' button...

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i missread your first reply. sorry for that

the steam forums are rarely visited by the devs and so this whole thing needs to be closer to the devs. the one moderator sends reports to the devs but in this case on wont be enough.


so meet here half-way so to speak

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For me i have to say that last update make me stop using SE. And i have 2115 hours in this broken lego demo.

https://steamcommunity.com/sharedfiles/filedetails/?id=2392995852


During the years (2014-2021) i have not seen much improvement.

I received BAN few times by stand up and tell truth to their blind eyes.


Most of community made mods was added and ignore bugs that was claimed as "Fixed".

My PC can run Fallout 4 on MAX with all that game breaking mods but SE runs with 1 ship like i have i386.


1. You add planets people want OK but still subgrids (rotor/piston head, wheels) micro-shake like hell (CPU calculation for nothing).

2. You add economy as people want that feel of "actual game". Yet that blocks can be bugged just by 50 timer blocks running.

3. You add Weather that is mostly visual than functional and also annoying if you have same storm 5 times a day. (yes wind turbine is damaged YEY!).


Game HAD potential, if you implement more than just rotor and piston and have them "behave like real ones" NOT like some "ball on metal spring".


Many designs i had in mid i must forget as using subgrids is just troublemaker. :/

Programing blocks can overrun game logic and even turrets will not react to foe right in front of it.


Nice idea, but bad execution.

Without community made mods game is just train wreck...

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I've played Space Engineers since 2015. I am a veteran, and I've seen this game grow and change. I've fought players across multiple servers, and I've seen the many gamebreaking issues with this game, but I still play, and will continue to play for the foreseeable future. As it stands, all I want is some kind of weapons, PVP, and PVE updates. Give the players something to do, something to fight, or something to explore. Allow NPC's to have functional ships. Bring on some Workshop creators to add these mods to your game. Get the Weaponcore framework in, give us some new weapons, like Railguns, or heavy cannons. We are getting bored, and burnt out. We need some more stuff to do, some more stuff to explore, a reason to play. Take this into consideration, and please, fix the blueprint menu UI. Thank you.

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I strongly agree with the 'something to do' bit; I appreciate this is a sandbox and all, but if you have to manually insert all the things to do, it tends to be a bit shallow. Also, there is only so much one can expect from mods and modders.

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I played MP few times and friends was "Lol this game is broken". De-Sync issue IS horror.

I had dedi server and people F** up it just by adding "Automatic LCD Script" to their ships.


That game is overbuged

https://steamcommunity.com/sharedfiles/filedetails/?id=1684121318

https://steamcommunity.com/sharedfiles/filedetails/?id=1796048565


You must use landing gears or (Maglock surface mod) or Merge block for anything that moves with your platform/lift/elevator.

https://steamcommunity.com/sharedfiles/filedetails/?id=1813886852


Yes player weapons are just joke that even Doom Guy (doom 1993) be ashamed by WTF is that pew gun?


AI can be disabled just by having programing block running 5-10 scripts. Turrets will not react to anything.

Dogs/spiders are just joke spawning every 5min around player.


I be really happy if they fix bugs that claimed as "fixed" and add more options to player like rail block so i can build normnal trains not that uselles wheel thing they have at loading screen.


Tank tracks made by blocks eat too mutch CPU

Wheels act like conventional wheels with differential than all wheel drive.

https://support.keenswh.com/spaceengineers/pc/topic/make-wheels-real-all-wheel-drive

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As a sandbox game to build and design many wonderful things in and for space, this game is virtually peerless. But beyond building 'space legos' it is quite absent of content. Once you've built and designed your ships and stations there is almost nothing else to do. The game hits a brick wall. It's very disappointing, all these years later, that you are still able to build everything from a staircase to a faster-than-light-drive from basically a choice of 9 ores, and 22 components. That's it. The level of complexity/mechanics and therefore challenge involved in actually designing, organizing/solving/delegating, before collecting resources and then constructing, is wafer thin.

As a "survival game" - a strong selling point for Space Engineers - it is woeful. It falls behind every other title in this category. There isn't even food and water - a most rudimentary mechanic, and a must have for any survival game.

I don't want to have to download a hundred different mods to have a survival experience. These things vanilla has to provide. No excuses. They introduced the Trading system, a step in the right direction. I can make 100s of millions of credits buying and selling goods - but with little to no effort and zero challenge. And to what end? What is there to actually spend those credits on anyway? Nothing.

The Research feature is terribly lacking too. They needn't have bothered if 'research' constitutes merely the construction of a block to magically unlock another block. I know the game is a building sandbox, but that box is growing rapidly smaller and smaller and Space Engineers is falling behind other titles.


I would in the first instance take a one or two leaves out of Stationeers' book. That game is strong in survival, complexity and challenge. A different game yes, with different principles, and Space Engineers does do many wonderful things that Stationeers cannot do, but it could improve vastly by concentrating not on fluff but on the core basics of where this game needs to go, and needs to go ASAP, if it is to compete in the survival niche and continue to generate interest and thus downloads. Keen must first implement a major survival rework, beginning with Organics/food+water, then Power generation/connectivity/regulation, and then a massive overhaul of industry, production and construction that caters to immersion and realism. For example, new Ores (Aluminium, Copper, Titanium, Sulphur, Carbon etc), which require new machines to produce new alloys as you progress, and then more advanced alloys, which unlocks a whole new list of advanced components/recipes, needed for the most advanced end-game blocks. Etc. Basic stuff like that. And actual 'Research', not the current system which is based more on 'magic'.

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Punkatron I see you want something like "Empyrion Galatic Survival" have.

Adding something like hunger logick is already in SE, they just copy suit power logic code and add clang_cola instead powerpack consuming.


BUT First you must think of basics that SE have problems with.


Rotors/pistons/wheels == subgrids have big issue if you try use them in masses


Game will slow down just to have hangar full of ships that have rotors on them.

Any subgrid "microshake" even in "locked" state = that eats CPU power for nothing.

You will have no fun if you may use only 20 ships.

Economy eats a lot of CPU power you may use for ships


Another problem is that Programing blocks can easy F**up whole game logic. I had SE dedi server and people broke it just adding "automatic LCD" script to their ships.

Timer blocks are very basic and limited to what you expect from your creation. Try set rotor to speed 1 and angle 43 just by timers (you will use 360 timers for 1° angle step)

360 timers eat a lot of PCU = game simulation.


If they fix basics then we can move to more complex logic like immersion and realism.


"I don't want to have to download a hundred different mods to have a survival experience."

Without MODS game will have no planets and 80% of blocks you use.(Even simple armor shapes was mods)


This devs copy pasta mods to vanilla IF you make mod you want SE be then they will consider that as vanilla.

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first off - thank you all for your comments - still no reply from keen - only thing i got so far was an email from keen community manager. if needed i will pish that out to keen again

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Agree this game has so much Potential but the Half ass aproach ruins the enjoyment so much. Add a bare Minimum Survival mode then make excuses like "its a sandbox building game" why add it in then ? Do it right or dont put it in at all.

DLC that offers nothing to the game because it either Mods or Reskin. "But it helps them further develop the game" right then how does Terraria do it ? Years over years with tons of new things fixes content without ever taking a cent for it.

Dont missunderstand me i dont mind paying a few bucks for DLC to keep things going but i need to see real change. I ask myself what are you guys actually doing ? Ignoring the community while pretending to listen. Only looking in this Forum while the Majority is on steam. Do you want that peopel stop playing/Buying your games ?

So much old bugs in the game that are marked as fixed while that is clearly not the case. Not working Multiplayer and so on.

Just do the things Peopel want you to add water,more survival stuff like hunger thirst sleep, Npcs, more weapons maybe shields buildings and diffrent Ores on Planets so you actually have a reason to explore them. It could be so easy.

At the end i want to also to tell some of the good things about the Game. Its so unique the feeling is amazing building your own stuff and testing it. The Graphic style is stunning. The settings that allow to disable certain gameplay Features is also very good. Even though i am really frustrated right now not to long ago this game was my absolute favorite please start listening to us if you dont i guess i have to move on to other things.

PS: No native speaker so please excuse my Spelling and Grammar

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Game was running way better when they have basic low poly models instead today hi-poly ones that are very unoptimized as even LOD stages (level of detail) are mess if you build big ships or small city.

People want water. Yes i understand, Water mod exist but it is very heavy on CPU simulation.

Some SE modder must figure out better way of making water.


Game still have so many basic issues like "locked" piston head microshake meaning using 200 pistons == Game simulation will fall from 1.00 to 0.50.


They still not figure out how to deal with massive buids that have running 150x refinery blocks.


Adding more ore is easy to do. Workshop is full of that kind of mods.

Hunger is in SE named suit power. They just copy that code and add clang cola instead power pack to consume.

You will have another thing to worry on "empty planet" that spawn lame NPC as enemy every 5 min arround you.


If they fix basics (clang) and figure out how to manage huge ship builds with players then they can add logic like complex survival.


If your house base is built badly you cannot add floors

Base = physic and block logic.

Floors = complex survival

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I shouldnt have to add these Features as mods firstly mods are made from "amateurs " for free with limited acess to the game. Secondly modders dont have the time to make the best version of whatever they try to do because the base they are working with is absolutely fucked. Thirdly its just not there job to fix there game moders Love the game there mods should add little things that improve the game further not invent major things to make the game playable for more then 20 hours.

You are telling me basicly that they are to incompetent to make a good Game ? They cant fix things they cant "figure out" how to optimise stuff? Thats pretty Pathetic as you say there are still basic Game Features that dont work as they supposed to. This game is buyable since 23. Oktober 2013.

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Darth Invictus

I can say that some mods was made by industry pros and keen chnge almost nothing (only models to suit art-style of SE) just direct copy/pasta to vanilla.


"You are telling me basicly that they are to incompetent to make a good Game"

Come on they abandoned Medieval Engineers (SE copy) and Miner Wars (1st Version of SE engine)


"they cant "figure out" how to optimise stuff?"

Yes the game can be easy f**up by big builds or having 50 timers running un-sync.

they add new block "jukebox" (DLC) that is basically sound block with playlist feature.

Jukebox is bugged with realistic audio setting. You start the song with helmet on and when you open helmet sound is still muffled.


Sound block alone can crash the game if you kow how :D tested and works on recent ver.

At creator perspective that block is kinda useless as has setting "only for current sound" you cannot chage via timer blocks so for different sounds you must use more sound blocks == more PCU and ship is more bulky for nothing.


Game feels like KEEN not give any effort to make it better or the devs never play SE on non dev PC.

I have may experience with other games and SE == IS BROKEN.

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OOF is all i have to say to that

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Also I will be very happy if they limit use of "subgrids" by the way piston can rotate so i do NOT need use rotor.


Grid01Station-------------SubGrid01--------------------------SubGrid02

(Piston base) --- (Piston Head + Rotor BASE) --- (small rotor Head + smallBlock based arm)


So basically if i want to make "rotating platform" that not KILL my CPU i must use 3 subgrids and every subgrid must be merged by (merge block) to BASE (large blocks)


Problem is You Cannot merge small block with large blocks meaning the subgrid on rotor or hinge will microshake computing havock data just to stay at place shaking.


So many friends tell me that using rotor and pistons is useless in SE as it will kill Game simulations from 1.00 to 0.4

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microshaking... i know that well... appears on every grid with subgrids

C'MON KEEN! BREATH BACK SOME LIFE INTO THIS GEM ON A PLASTIC RING!

No Time For Clang von M.Red@TheCloud (soundcloud.com)

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Darth Invictus

They move Programing_block to "experimental" as that block can f** up AI of turrets == turrets will not react to foe/npc/player


People almost freeze my dedi server just using "Automatic LCD" script in their ships.

Timer_block can also destroy sim speed if you use them in loops and they are very limited to what you can do.

for complex logic you must use them like 50 timers and that is a LOT of PCU for some simple thng that can programing block do in 20 lines of code.

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SE is special no doubt about it - and i fuess we all want to keep that unique game alive - so i hope that keen mind the people

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I understand that you wanna make SE better. But problems need to be specify, for example that (we demand to fix the issues with moving parts, we demand finally a nice ai and fixes in the audio system) What exact broken? How to reproduce it and etc.

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Keen know exactly what needs to be fixed, but they won't do it. Why don't you look around on this very site, it's full of things which Keen won't fix.

You'll see a pattern where the support staff keep asking for information - assuming they bother to reply at all. Yet with any decent developer they have far less to go on to fix bugs. People have been sending worldfiles, crash logs, detailed descriptions...

And yet on different threads for what is clearly the same issues Keen constantly ignore or incorrectly mark them.

And they have endless posts in the feedback section, here, on steam, and via the incorrectly labelled 'developer' (whos just a moderator) from reports each week.

Personally, I've given up on this game and I'm now playing Valheim which reminds me of SE in the early days, but with far less bugs.

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and they know those bugs and errors well - everybody tells them

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Keen has been too busy selling us pointless cosmetic DLC's rather then trying to fix the game. Now they seem focused primarily on selling the game to console players...

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I just imagine the programmers working at Keen reading this and shaking their heads. Fully agreeing with everything we say. And crying inside because they're not ALLOWED to work on the important stuff and forced to do xbox migration crap and forced to steal workshop mods.

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I haven't played since December because the game has been the same broken mess. And what's with all the cosmetic dlc this is really not needed?? How about keen make the game better by innovating and introducing new gameplay mechanics, blocks, new planet technology, NPCs, and give us a purpose to play the game differently every other playthrough. We should not rely on mods most of the time and keen should step up and make the game interesting again. Besides building and looking for ore there is nothing to do in this game and there is no real sense of progression. You can role play in your head but the game is not really made for that. The so called factions are just programmed grids that are either peaceful or hostile and are not interesting at all. But the biggest problem is the lack of optimizations as some grids make the game lag to heck like seriously having a decent base and ship will make your game lag. Imagine having trade stations like NMS that actually serve a purpose and have npc's the ones here are poorly put together. Either you improve the game or this will game will be fall below to a one man project in starship evo.


So keen do you want to improve the game or just stick to "the feature is there so we don't care anymore" attitude.

Or just sell the franchise I'm sure you can pocket a lot of money out of a sell, and have passionate leaders who actually care about the game.

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Hey there? no reaction? no dev comment?

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Of course not they got your money. If some wake up other willing idiots are going to buy the "DLC". They gonna keep going this way. In the steam database you can see they have another planed for the upcoming "update"

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They're forced to do an update with each DLC just because SE doesnt HAVE REAL DLC TO BEGIN WITH. The update gives the dlc content to literally everyone. Otherwise you couldn't be on a server that used "DLC" or host a multiplayer game and other players with "DLC" build the new stuff.

"Purchasing DLC" on the other hand only sets a flag in your client. Any object whose build definition includes a "DLC" flag gets hidden from the build menu unless your client has that flag. Oddly enough you can edit the plain text object definition and remove the flag to re-enable it on local games.

Keen doesnt really have any other choice. Since their intentions from the start was "mass spam dlc for cash" if a client REALLY had to have dlc then no one could play with each other due to mix matched ownership and their feeble multiplayer community would die (and no more sales)

In fairness this is actually a better way to handle dlc for all involved. Its just not "down loadable content" any more. While Keen's intentions of treating SE as a cash cow is shìtty, this design choice still helps the players (unlike nearly all their other decisions ) so its not bad

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Away with shitty Crossplay