Everspace 2

Everspace 2 Dev Tracker




13 Apr

Comment

Originally posted by Jerry_from_Japan

At the end of the day the question remains: why did the puzzles have to make up such a large part of the content when you knew from feedback going on years that it was a lot of player's least favorite thing to do in the game? That's where I get confused. Did it just become "too big to fail" , you guys were at a point of no return with it and it had to be the volume/quantity it is?

You want to appeal to players who enjoy looter shooters and games like Diablo,etc, but in hardly any of those games do you get met with the absolute emergency brake on the gameplay loop because youre busy looking for one last key or part of a puzzle in order to finish something up.

Some clarity: You're speaking on the topic still as though years of feedback were provided while we ignored it, so let's be very clear on this front: Early access was about 2 years total. We had multiple large updates that added or wildly changed core aspects of the game, because of further implementation of our core vision as well as the feedback to aid its development. We aimed to make a lot of handcrafted environments - landing at a little over 100 - and utilized a lot of healthy level design to help guide players from one point of interest to another. The expectation from the get-go isn't that players will do everything, but rather be pleasantly surprised when they stumble upon a secret that rewards them across an expansive game.

An observation: It sounds like you expect the game to be Diablo-only, but in space. This was never our aim, nor ever preached from us. Yes, there are aspects of Diablo, and Destiny - which we have stated - but there are also more aspects of F...

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Comment

Originally posted by Jerry_from_Japan

The problem is this feedback is nothing new. This has been brought up CONTINUALLY to Eric and Rockfish over the last 2-3 years probably just about every week on their streams and posted CONTINUALLY in forums throughout the same time span. And it just continually got shrugged off. It's not the time commitment that is the issue. Its that its NOT FUN and a huge momentum derailment of the game looking in every nook and cranny for the last part of the puzzle.

"If you don't like 'em, you don't have to do most of 'em! Goodness gravy!"

But they are such a big part of the game that if you dont do them, a huge chunk of the reward content goes away. Most importantly mainframe expansions. Something that important shouldn't be tied to something that mundane to do.

You're not wrong that the type of feedback isn't anything new, but the game has changed quite considerably over the years. Location secrets and challenges saw a world of adjustments across development because of this feedback. In fact, we doubled back on all secrets in our homestretch before launch, and made some tweaks and adjustments even then.

We received two types of feedback on this front, and we have had some rude, vocal users about this topic. We're not going to pretend that we can please everyone, nor that we can make every single secret super fun, engaging, and unique. But we're going to do our best, utilizing the feedback from our playerbase to get things to a better place.

Regarding the reward content: I can see your reasoning, and this was also something we adjusted over time because of feedback as well. We iterated on the attributes and how the Mainframe Expansions adjusted them accordingly. Our goal was to make little boosts to the player ...

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Comment

Originally posted by polloloco81

The frustration is also compounded with the crappy UI. If you fly the ship that has the special ability of summoning drones to fight with you, your HUD now shows icons for your drones with is totally unnecessary, then also showing 30 icons for salvage you can pick up to repair your drones. Why????

To be fair, the drone salvage is almost completely hidden from view so long as all your drones are active and at full health. Regardless, your point is taken.

Comment

Originally posted by Lucy_der_Antichrist

u/Giraffasaur_ regarding the geampass situation.
Is there an Update to the state of it?
On gamepass, there is version 0.11.33163.0 what would the full release Version be?
More importantly what are the Differences between theses Versions...less than 1% apart, but in what regards?
Patchstates? Quests? Loot? Dialouges? Cinematics? Story? Balancing?

tldr: is the difference between full releae and the gamepass release just technical or in content as well?

I know the wait is painful but I don't have more info to report yet, sorry! I do think we're close however, as the good news is no snags in certification have come up. I will make a new Reddit post when the update goes live.

The upcoming adjustments are almost entirely technical, with at least one placeholder (which is mostly complete even in the current version) that gets updated too. Nothing affects gameplay or save conditions.

Comment

Hey guys, thanks for the feedback. Your opinions are very much validated in here, and we're keeping an eye on how players are enjoying (or in this case, not enjoying) the varying aspects of EVERSPACE 2.

Some quick clarity: EVERSPACE 2 very much puts emphasis on space combat, but we also utilize open world exploration as well. It seems there's a disconnect here, like the game is supposed to be either one or the other, and can't be both...

Exploration in the game is definitely meant to have the player intentionally look around the handcrafted environments, instead of just a follow-the-dots mission design. Still, there are points of interests around varying environments to aid in this, some more obvious than others.

100% completing core areas should require the player to take time into this endeavor; it should not be a one-and-done routine that takes mere seconds. However, it also shouldn't slam a player's head against the wall for hours on end either. I ...

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12 Apr


11 Apr


10 Apr

Comment

Originally posted by KenDen86

Sadly, I cannot play the GamePass version due to DX12 crashing after 15ish minutes. The Steam demo, which the option is greyed out but set to DX11 is working fine.
I have uninstalled, re-installed and verified many times, but the render option is greyed out and stuck on DX12.
So unfortunately, I am having to miss out fully.

Dang, I'm sorry to hear this. This may be related to all the plugins breaking for the WinGDK. We've been trying to find some workarounds but to no avail at this time. Our friends at EngineSoft may need to rework them directly, and if/when they do, we will be pushing a hotfix asap.

Comment

Originally posted by Specific_Farm_6456

whats the built of the 99% version? is it: 0.11.33...?

will the 1.0 version have a working HDR implementation and working Dlss 2 or maybe even dlss 3?

The HDR experimental technology isn't something we can wholly develop further from our end; it is dependent on the user's system and settings. We have implemented it fully for UE4's capabilities, though we have seen it come up short for certain users.

Otherwise, all plugins are broken on WinGDK based on our development for XBox Seris S|X, which includes DLSS. Our friends from EngineSoft needed to rework them, but as soon as we are able to we will push a hotfix.

That said, we have no plans to include DLSS 3 at this time.


09 Apr