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Post by Cory Trese on Aug 10, 2018 2:30:16 GMT -5
Very interesting ideas. We will keep collecting feedback and suggestions from players on how to improve.
The Kickstarter Alpha Test was critical in outlining the direction the game was going to go, and Early Access players really helped us shape it.
Thanks for the feedback
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Post by Cory Trese on Aug 10, 2018 2:29:00 GMT -5
Is the fix for this in Update #91? It's not in the release notes but I don't know if that includes all fixes. Fixed a few releases ago, noted in the notes.
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Post by Cory Trese on Aug 9, 2018 23:48:41 GMT -5
Yeah, a few people have asked for this one occasionally. We put a lot of emphasis on trying to implement features that users ask for, especially when they are popular requests.
The game needs a fair bit of wall time to calculate the entire galaxy's moves while you are sailing. The game isn't wasting time, just running an even set of simulator threads while you sail. Many maps have hundreds of AI agents each taking a turn while you move.
The "fast combat" request is much more popular, and probably more doable given the architecture of the game. Combat is design right now to have an even pacing and be visually smooth. Removing all the animations is something we have on our list and a feature for a future roadmap.
I'm not sure how it lines up with the RPS review's primary gripe, which was combat auto-resolution. I'm not sure we can get them both done in a reasonable timeframe so we'll have to keep listening to the community and watching people play to try to figure out which is a better fit for our players.
Thank you very much for buying the game. That will help us continue to fund improvements, more artwork, music and game play elements. We have years of updates ahead of us, and are looking forward to future updates where all of these features are available.
-Cory
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Post by Cory Trese on Aug 9, 2018 14:28:59 GMT -5
Happy days. Thank you for all your support, this community makes working on these games fun.
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Post by Cory Trese on Aug 9, 2018 14:28:18 GMT -5
Dual Quad Core 2.4Ghz with 12GB RAM
I close Chrome to do builds of STF, because if I don't I get OutOfMemory crashes.
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Post by Cory Trese on Aug 9, 2018 14:27:12 GMT -5
Makes sense. He lost 10 Fortitude to the Pox, and dropped an appropriate number of HP as a result.
Ticket #3874 STF - Bug - Trait Fortitude Loss & HP Max
I'll try to get this one fixed soon.
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Post by Cory Trese on Aug 9, 2018 14:25:51 GMT -5
Thanks Mint, fixed for next!
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Post by Cory Trese on Aug 9, 2018 11:01:39 GMT -5
Trying to figure out the specs, it looks like HP made more than a dozen different models they sold as g7.
This might be an issue with the wrong card, or wrong drivers, taking over when the game is fullscreen.
A lot of the g7 configurations I could find have hybrid or discrete cards. Those usually kick in when a game goes fullscreen, possibly it is not recognizing or is mis-configured for that mode.
If you post more details about the specific build and hardware, I may be able to figure out more.
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Post by Cory Trese on Aug 8, 2018 18:02:09 GMT -5
That just protects people from getting out of the story accidentally. The Arbiter mission is programmed into the player's starting state, and if they ignore it it will proceed without them.
This is by design.
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Post by Cory Trese on Aug 8, 2018 17:58:42 GMT -5
It far exceeded our expectations, to be honest. I expected we would peak around 300 concurrent players. Honestly there were many hours this weekend I could not believe what I was seeing. When we hit 1000 players I was jumping around the room yelling incoherently.
We have had a lot of players who bought during Early Access return to play. The concurrent numbers reflect that.
I think there was a population of fans of the genre that purchased on sales or during EA launch that didn't really play until now.
I am buying a new computer. We've been putting that off for a while, this one was made in 2010. I will be happy to have a hardware refresh.
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Post by Cory Trese on Aug 8, 2018 17:56:02 GMT -5
Ticket #3873
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Post by Cory Trese on Aug 8, 2018 17:54:45 GMT -5
Sorry to hear you were struggling. We will keep monitoring player success rates with all ship sizes. Hopefully you'll find a play-style that you do enjoy and that works for you. Good luck!
As we continue to expand the wiki and guide sections, I will keep an eye out for opportunities to build a specific small ship guide.
Thanks for the feedback!
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Post by Cory Trese on Aug 8, 2018 12:18:51 GMT -5
This seems to be driven by that confused user on Discord who keeps mixing up cards, card decks, stats and card rolls.
I think they're just spreading confusion, we should do our best to try to help other users avoid that line of thinking.
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Post by Cory Trese on Aug 7, 2018 16:00:02 GMT -5
I tried to explain it on Discord but I don't think it worked. You seem very sure of your definitions, so I won't argue.
I have added improving the wiki for other players to the list. You also might be able to get a better explanation of how risk/reward play out in the mini-games relative to deck, draw, card and card dice. I obviously wasn't up to the task.
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Post by Cory Trese on Aug 7, 2018 11:40:10 GMT -5
Sorry for the trouble. This isn't something that we'll be able to fix. OpenGL support is required, any any bugs in a particular OpenGL implementation will be exhibited by Star Traders: Frontiers, and any other OpenGL applications running on that machine.
Some drivers issues can be fixed with a GPU reset or a machine reboot when they crop up. Thanks for playing, sorry for the problems. I wish there was something that we could do but sadly in this case, we literally cannot fix anything because the broken part is way outside game.
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