Everspace 2

Everspace 2 Dev Tracker




17 Dec

Comment

Originally posted by Lutzol

Any news? i cannot wait anymore :)


06 Dec

Comment

Very soon; mid-December! We've been optimizing it quite a bit, to ensure our community will be able to run it when it arrives.


23 Jun

Comment

Originally posted by dainebag

See I still feel a toggle boost like sprinting in an FPS would work well. You toggle it on but to stop it you just stop holding forwards. Fair points though mate.

I guess I was way too harsh and obviously the game had a great reception so borderline broken was an exaggeration. I apologise. Actually going to give the game another whirl in a moment.

Just know that I spoke the way I did because I’m probably overly passionate and was just disappointed more than anything. If the game was terrible I wouldn’t care and would have moved on. But it’s one of those games where nearly everything is perfect and just a couple of tweaks could elevate it to being something truly incredible.

I take back what I said. If you can fix those little things, and really give the player that responsive feedback where every mistake feels like their fault and every win feels earned, I will 100% consider buying the next game, as this is so damn close to being an unmissable experience.

...

Apology excepted and great to hear that we didn’t lose you, after all.

One last piece of advice, before you fall too much in love with Control Layout C: Later in the game, dodging hostile fire will be key, which is why we put strafe left/right and up/down on the left analog stick in the default layout (thrusting forward with the left bumper is probaly more comfortable, too). However, circle-strafing with Layout C will be borderline difficult, indeed. 😉

/Michael

Comment

Originally posted by dainebag

I appreciate the game and can see the hard work that has gone into the game. I won’t detract from that. I’m also not angry.

I’m more disappointed that this game is being held back from being amazing and instead is just “ok” because of its controls.

It’s right up my alley. I can maybe forgive the hold to boost. It’s terribly designed and is actually painful, but it’s not really needed that much. But the aiming on consoles is borderline broken and makes the game more frustrating than it needs to be. It is antithetical to the arcade style game you claim everspace to be. I love the layout C. Feels more akin to a first person shooter.

But the fact there is a huge deadzone and then when it finally does register, the reticle moves too fast and far even with sensitivity to 0.0, really detracts from what could be an amazing game. Surely you’ve noticed this when play testing?

Glad to hear that we are apparently not too far apart, so I’m happy to share a bit more context:

  1. Toggling Boost: We actually considered adding the option to toggle Boost, but we decided not to because not only has this been requested by less than 1% of our player base; most importantly, it would have led to even more frustration as toggling boost would have often made players run into battles with their pants down because of depleting their energy core more frequently – a “rookie mistake” that I could observe at dozens of game shows when watching unexperienced Everspace pilots dying like flies because of too much boosting; so, why not giving us the benefit of a doubt that we made the right call here?
  1. Borderline Broken controls on console: Again, a user rating of 4.5 stars on PlayStation is enough prove to us that absolute nothing in Everspace is borderline broken; however, I give you that: The controls in Everspace were initially optimiz...
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