Icarus

Icarus Dev Tracker




18 Feb


17 Feb


16 Feb

Comment

Originally posted by drumstix42

Note that I was not talking about the team being slow, I was specifically talking about the deep mine drillers. They they mine very slowly. I edited my comment to reflect this.

I appreciate your response. I'm looking forward to a lot of the changes that are coming out on the newest experimental branch this week.

I will say however that it's been a bummer that it's taken as long as it has to address things like seeing in a cave. The torch slot will be a big help. But up to now players have been resorting to using Low shadow settings. Things like this that are such core gameplay components of the game, and are where my frustration towards play testing manifests.

Absolutely sorry about that - Reddit is being very bizzare for me right now and creating multiple posts when I edited it. I've tried to edit it acknowledging that I completely got 50% of my post entirely wrong.

Really sorry about that! Loving all the discussion and good ideas here though.

Comment

Originally posted by thedeanhall

I have learned (at great pain) that you cannot balance a game by yo'yo'ing it. You make very cautious changes.

We are very aware of the balance issues and in many cases we might agree with the existence of a problem. But a short term focus is not always the best; sometimes the better solution for balance issues is to take out or change a mechanic entirely.

That also doesn't mean that we don't balance it in the meantime, but that does mean we have to design the changes, develop them, and test them.

I know it can be very frustraiting - but remember games are made by people! Things take time. I certainly wholeheartedly disagree that:

  • things are not playtested
  • the team is laughably slow

We even put together a team (myself included) who worked through the holidays.

I totally agree we have a lot more balance work to do - but I absolutely disagree that the team isn't committed and working extremely hard to fix bugs, add...

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(tripple post!)

Comment

Originally posted by aaspider

Sorry to hear you are disheartened sometimes but in this instance I think you misunderstood. The OP was referring to the drill being slow, not the team.

You’re totally right, I got that wrong and will include an edit at the top indicating I was wrong


15 Feb

Comment

Originally posted by drumstix42

Their sense of balance makes you think they don't play test anything at all.

The purpose of these and the rate that they return were heavily discussed in the experimental version of this update and the only outcome it led to was a decreased amount of components it takes to craft them.

Not that they can't or won't tweak them in the future, but currently they're laughably slow for how short most of the missions are.

(double post)


14 Feb

Comment

Originally posted by BigKid1973

Thank you very much for your answer.

House keeping could be done by whiping inactive prospects after 14 days or even 30 days. Or prospects could be moved to a kind of backup storage after a certain time of inactivity. So this can't be the real reason - or if it is - it's a lame one... sorry to say that...

And no - the timer is NO finite time limit IN GAME - it's in your real life only. You set a 7 days reallife time limit. Some people can afford to play 100 hours in that time (no way that's finite). Others not even 10 hours. Probably 5 hours. That's too finite. And not fair. And not balanced (how could it - 100 vs 5 ?)

If you consider it a key game mechanic its both unbalanceable and badly balanced for 99% of humanity.

Again: (Almost) No one is asking for NO timer. People are asking for it to PAUSE when you are not playing - and then adjusted to be actually finite and matching the mission.

I'm no streamer or influencer so you will most proba...

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There’s a lot to unpick but I think you might have missed what I’m explaining. I’m not saying the options that you propose are bad or good. I’m just pointing out why it’s not straightforward to make changes like this.

While people meme a bit “why don’t they test”. We test things extensively at enormous cost. System changes have to be designed, built, tested, modelled, and then released. All our cost modelling and everything was based on a very different way of working.

Does this mean what you are suggesting is impossible? Not at all. And we absolutely have been making changes to how all this works, such as splitting out the difficulties etc… and we will be continuing to do so.

But these things take time, often much more than you might expect from the outside. I totally understand the passion and frustration, I’m just trying to provide some context as to why what might seem trivial (or even stupid!) can actually be not straightforward at all.

Comment

As another commenter noted, the entire games systems were built around finite time limits. Both from a design as well as systems perspective.

For instance, the state of a prospect is held on our server infrastructure, so that any member of that prospect can resume it. It would be a non trivial change for us to retain that forever.

We adapted to provide options for what became outposts before the game released, and we are continuing to adapt and explore. But as with many things in game development, what may seem like it would be trivial to change can actually be very complex and difficult.


13 Feb


12 Feb

Comment
    sknightly on Steam Forums - Thread - Direct
Originally posted by Philmorbowls: Fix Me! 6th try and again had to fail the mission. Worm pops up 3-10 times then just never comes back. Thinking this has been about a month now (give or take) Fix issues, dont add anything new.

We're working on a fix for this for you.

It's been a really a weird, inconsistent bug. As you can see in this thread, many other people don't have issues, or inconsistent things like logging in again or restarting can resolve it. That's also meant that our devs couldn't reproduce the bug to find and fix it, despite testing and playing the mission many times over the last few weeks. So, we're going to add a workaround that should fix it. Keep an eye on the next 1-2 weekly update patch notes for a fix.