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Raskolnikov
Nov 25, 2003

thx 4 the discord invite.

Raskolnikov fucked around with this message at 22:20 on Oct 5, 2017

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Raskolnikov
Nov 25, 2003

Harminoff posted:

Just tried it again and not getting horrible lag like I was. Not sure if they fixed it or if it's because nobody is on.

It's most likely a bit of both.

Raskolnikov
Nov 25, 2003

O.1.5 is looking less and less likely to be finished before the holiday. :ohdear:

Also bossa seems convinced pvp is all the content the late game needs and I hope someone with influence is discouraging this line of thought.

It's almost as bad as "procedural generation = infinite content!"

Raskolnikov
Nov 25, 2003

Turd Herder posted:

I can't believe they gave up on Deck Splash with a Publicity stunt that failed.

Krud • a month ago posted:

Not quite as catchy as National Lampoon's "Buy our magazine or we'll shoot this dog."


Also someone pointed out that their timing couldn't have been worse.

Raskolnikov
Nov 25, 2003

Patch 0.1.5 comes out this Monday 12-11.

https://www.worldsadrift.com/blog/0-1-5-coming-monday/

quote:

Hello all,

We’re pleased to announce that the issues delaying 0.1.5 were resolved earlier this week and the build has just been signed off by our QA team. That means we’re now able to put it live Monday!

0.1.5 involves a lot of improvements to the tech, as part of our ongoing efforts to improve the game’s overall stability. Included in this is our upgrade to Spatial version 10 from 8. This should provide significant improvements in server performance and sets the stage for future technical upgrades of the game systems. We also have upgraded the Unity game engine to version 5.6, which enables us, among others things, to begin implementing shinier VFX.

A very exciting feature included in 0.1.5 is some heavy duty metrics and analytics that will help us gather key data surrounding the client freeze issue, which will bring us that extra step closer to resolving it once and for all.

Everything the update contains, including various bug fixes, will be detailed more specifically in the patch notes on Monday.

Thanks for your patience with this one folks. Although these sort of delays can be expected to crop up during development, we know it sucks for everyone when they do, and we’re grateful for all the positive feedback and support the community shows us.

See you in the skies!

Raskolnikov fucked around with this message at 01:00 on Dec 10, 2017

Raskolnikov
Nov 25, 2003

0.1.5 is out, expect 0.1.6 (the world wipe) Mid Jan to February.

Bossa posted:

Hi all,

After churning through the technical guts of 0.1.5 for the past few weeks, we’re now able to put it live. It comes with several substantial under-the-hood upgrades, and some key tools that should help us track down the causes to the infamous client freeze. This update marks a crucial point in Worlds Adrift’s development, as it further provides a more solid foundation for which to build the game on.

As you know, 0.1.5 ended up presenting more and more challenges as we prepared it, with each resolved one revealing further issues. Due to the amount of time we had to spend fixing these, we won’t be able to get 0.1.6 out before Christmas.

It will still be in your hands soon, though! Our new schedule now has it coming early/mid January.

We know this isn’t ideal for a lot of players who are waiting on the world wipe, but it does mean that you’re safe from it over the holidays, and this is key because we need all able explorers to jump back into the game!

As mentioned, 0.1.5 comes with some heavy duty metrics and analytics that are being used to help track down the cause of the client freeze. In order for that to be used to its fullest, we need as many people playing as possible. The more data we get, the better an idea we’ll have of the issue.

So, don’t shy away from the game because of the wipe, just get stuck back into it. See December as a time to muck around, take bigger risks, and not to worry too much about your gains or losses.

If you need more incentive (and are a lover of the lore), 0.1.5 also comes with a lot more lore pieces to be found in the game. So get out there and explore!

Check out the full patch notes below - see you in the skies!


Closed Beta 0.1.5.1 Full Patch Notes

NEW FEATURES
SpatialOS upgraded to version 10. This is a fairly large change under the hood, and should provide significant improvements in server performance. Upgrading to SpatialOS 10 sets the stage for future technical upgrades of game systems.

Unity game engine upgraded to version 5.6.

Heavy duty metrics and analytics implemented to gather data for fixing the client freezing that happens when flying between islands.

The EasyAntiCheat implementation has been updated to be both more robust and more user-friendly. The splash screen is halfway through a facelift from its very rough placeholder version in 0.1.4.x, and the EAC installer is now less intrusive.

There are now a lot more pieces of ancient writing that players can collect and read to relive the stories of Foundation before the Breathing-in. And, of course, each one is a unique source of Knowledge when read!

NOTABLE BUGFIXES
A temporary workaround for various log-out issues has been implemented: characters despawn instantly upon logging out, instead of waiting for a timer. Ship logout timers are not affected. Proper character and ship logout timers will be implemented in a future patch.

Player names in the Character menu tab and the Character select screen should now always display the correct name.

Fixed some visual bugs on some ship parts, including the lamp and sail.

Fixed some audio bugs.

Fixed various UI and chat box issues.

Fixed the ability to shoot a character behind your player in certain situations.

Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/blog/wip-early-patch-notes-0-1-6/

quote:

Greetings Travellers!

As you may know, 0.1.5 proved to have more issues than we initially anticipated, but we’re here and we’re pushing 0.1.6 forward in about two weeks (exact date TBC, but we will give you a heads up a few days early!!), and about two weeks after that – 0.1.7! The anticipated wipe is still coming and will be one of a few to follow, however the reason behind the delay has mainly been due to the new world / island implementation taking incredibly long to export, making the devs step back and re-access the previously planned implementation approach.

“Currently the process to convert an island from the Island Creator to the main game is crazy lengthy. It has been our priority to improve this for future updates so that islands can be imported in smaller, more regular batches. Unfortunately prioritising this pipeline work has meant that 0.1.6 will not have new islands. However it does mean that in future once the big list of islands we currently have is re-exported, we wont need to have such long gaps between the world being updated!” – Tom (Mastermind behind Islands Creator)

To make up for the delay we’ve decided to release some early patch notes for 0.1.6. Even spiced it up with some gifs for you (’cause who doesn’t like those). But before we proceed with the patch notes, we would like to express our gratitude for your patience, contribution and involvement in making this game awesome!

*drumroll*

NEW FEATURES!!
Swivel guns have been added to the game! These deck-mounted shotguns are effective against players and creatures, and come as a full category of procedurally generated schematics with procedurally generated art (like cannons).

A branch of the Knowledge tree has been opened up for swivel guns.

Accounts are now allowed multiple characters, up to a maximum of three. Players are able to make these characters all on one region, or split across different regions. Your first character is still considered the primary character, and must have the name you reserved upon registering for a Worlds Adrift account.

Logging out without exiting the game now works, taking you back to the character select menu.

Tooltips now appear on the UI for new players, helping to explain the basic features of the game. This is an ongoing effort and will continue to be tweaked and added to.

Containers attached to ships are now locked by default on owned ships. Only the ship’s owners (players with a reviver on the ship) can access them. This lock is disabled when the container has been damaged sufficiently. Containers on unowned ships are not locked.

The schematics for some atlas core upgrades are now automatically learned by your character at certain Knowledge milestones. Players will find a new section of the Knowledge tree devoted to Atlas core upgrades. Drop rates and locations for the other atlas core upgrades have been adjusted.

Lots of new VFX added! Crafting and engines in particular have gotten big facelifts.


Jason, our Effects Master has been getting lot’s of exciting things designed such as impact animations, engines, propellers, fires, and so many MANY more!
This update is going to be seeing an upgrade to the engines and propellers, and the Blight is coming in 0.1.8 (Date TBC). Here are some smoke effects upcoming in 0.1.6:

Normal > Light Damage > Medium Damage > Completely BORKED

VFX_Engine_normal128.gif VFX_Engine_Damaged_L128.gif VFX_Engine_Damaged_LS128.gif VFX_Engine_Damaged_HS128.gif


Here are examples of the new engine bodies + various damage VFX:
engine04.gif engine05.gif engine07.gif
engine19.gif engine02.gif engine08.gif engine09.gif
engine10.gif engine12.gif engine18.gif engine11.gif
engine16.gif engine15.gif engine14.gif engine17.gif
Lots of new SFX added! Trees now correctly make a sound when they fall, and ships creak and groan when turning, among other goodies.
Characters will now roll out of a fall when hitting surfaces at certain angles and speeds.


NOTABLE BUGFIXES AND CHANGES!!!
Cannon shells now correctly damage and knock back players. Previously only a direct hit would affect the player.

Previously, unattached ship parts took no damage from physics collisions, only taking physics damage when they became part of a ship. As we continue to overhaul the physics damage system, this has been fixed – be aware that loose ship parts are much more fragile now! Take care when moving them around.

Unattached or detached ship panels colliding with a ship only receive physics forces, and do not cause any to the ship. This should resolve most cases of loose panels freaking out when caught in certain positions and destroying the rest of a ship.

Also as part of the physics collision damage system overhaul, players in the ragdoll state now take damage again. The physics calculation takes into consideration the part of your body at the collision point. Fear not, oldschool Alpha testers: the damage calculations are much more consistent than the first implementation back in the day.

Using the crew beacon now unregisters you from your reviver, and also drops your whole inventory – including your belt! Be careful.

A complete reimplementation of the UI and inventory has been performed. Lots of bugs have thus been fixed (items sometimes not being placeable in certain squares, rotating while taking clothing items off, goofiness in the schematics screen, ship frame editing UI not going away after exiting, etc.), but there might be some new issues. Please let us know if you find any. The Knowledge tree tab will be due for the same treatment in a future patch.

As part of the inventory rehaul, an exploit that allowed players to put items onto the (supposedly unusable) belt separator squares has been fixed.

Fixed an exploit that allowed rapid spamming of “E” to pick up multiple copies of the same atlas shard.

The hotbar and healthbar now show when mounted on an object (e.g., helm). No more guessing your health!

Crew members should now display their names when moused over. A future bugfix on the crew system will allow crew members to always display their names.

The tops of stormwalls and sandstorms now extend to an appropriate altitude. Players will no longer be able to fly above the visible part of these walls.

Procedurally generated cannons, engines, and wings have had their stats rebalanced. Notably, the minimum possible value for all stats has been returned to 5, regardless of rarity. In 0.1.4 and 0.1.5 the minimum values gradually increased with rarity, but the resulting lack of variety felt worse.

The rules for assigning art and names to procedural ship parts have been adjusted to allow certain rare combinations to happen more often.

Loot tables have been rebalanced.

Timers for objects sinking into the ground and deteriorating have been rebalanced.

The “chest” object players could craft and place on islands has had its art updated and its name changed to “makeshift storage.”

Extinguished campfires and empty makeshift storages should now be buried by lightning striking the island.

Switching to an item on your hotbar will always properly equip it now, even when swapping quickly between different items.

Salvaging and repairing have had their effective range reduced. No more chopping trees from 30 yards away!

Placing ship parts has a max range now as well.

Some optimisation has begun to make ship frames less computationally expensive on the client.

Fixed a server performance issue when too many players manned cannons.



OTHER FIXES AND TWEAKS!
A Closed Beta splash screen has been implemented.

Repairing a crafted object with a different quality from what was used to craft it will now update the quality of the resource in the object. It is now no longer possible to exploit the repair-salvage loop to infinitely convert low quality resources into higher quality resources.

Fixed an exploit that allowed players to apply rich text formatting to their chat messages.

Fixed an exploit where players could dupe items via the cannon ammo box. The consequence is that a gunner on the cannon will prevent a second player from opening the ammo box until the gunner releases the cannon. In the future the ability to use both parts of the cannon at the same time will be restored.

Fixed an issue where sometimes players couldn’t interact with their shipyards after relogging.

Fixed players not being able to remove certain ship parts if they were damaged.

Docking distance has been slightly increased.

Fixed an issue where items could be dragged behind the inventory.

Improved resolution scaling for some UI screens. This will require further work to be considered complete.

When editing ship frames, bloom and depth-of-field blur on the placeholder graphics have been disabled. Larger tweaks to the graphics will come in future updates.

Smoothed out placement rules for timed explosives and atlas lifters.

Torches and atlas lifters should no longer sometimes appear at the player’s feet when equipped.

Numerous audio bugs have been fixed.

Ailerons now correctly have collision.

Fixed some bugs with cooking and eating.

Some particle effects were not correctly destroying themselves after expiring, causing performance issues. This should no longer occur.

Banned players will now receive a clearer message when banned.

Grabbing the helm no longer triggers the respawn/teleportation SFX.

Fixed flags flipping their orientation when turned 180 degrees.

Fixed an issue with ambient occlusion.

Fixed incorrect icons for thuntomite steak, fuel, and the two Founders’ flags, among others.

The glider and backpack models have been resized on male characters to appear more proportionate.

Updated the golden Saborian giant head statue asset and changed its material to verdigris to better match the style of other Saborian art.

Saborian loot containers and chests have had their visuals updated.

The campfire and torch have had their art assets updated.

Minor visual tweaks to the crafting station, shipyard, helms, and other assets.

Updated moon textures.

Minor visual tweaks to the wind trails.


Stay tuned and may the winds be in your favour!


Love,
J

Raskolnikov
Nov 25, 2003

0.1.6 will have a knowledge wipe and schematic rebalance so fancy engines can be found again. Also everyone gets three characters so that's nice.

Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/blog/worlds-adrift-closed-beta-0-1-6-1-patch-notes/

quote:

It’s up. Welcome to the fresh newly wiped game.



NEW FEATURES


Swivel guns have been added to the game! These deck-mounted shotguns are effective against players and creatures, and come as a full category of procedurally generated schematics with procedurally generated art (like cannons).
A branch of the Knowledge tree has been opened up for swivel guns.
Accounts are now allowed multiple characters, up to a maximum of three. Players are able to make these characters all on one region, or split across different regions. Your first character is still considered the primary character, and must have the name you reserved upon registering for a Worlds Adrift account.
Logging out without exiting the game now works, taking you back to the character select menu.
Tooltips now appear on the UI for new players, helping to explain the basic features of the game. This is an ongoing effort and will continue to be tweaked and added to. Feedback on the new player experience is invaluable to us!
Containers attached to ships are now locked by default on owned ships. Only the ship’s owners (players with a reviver on the ship) can access them. This lock is disabled when the container has been damaged sufficiently. Containers on unowned ships are not locked.
The schematics for some atlas core upgrades are now automatically learned by your character at certain Knowledge milestones. Players will find a new section of the Knowledge tree devoted to Atlas core upgrades. Drop rates and locations for the other atlas core upgrades have been adjusted.
Lots of new VFX added! Crafting and engines in particular have gotten big facelifts.
Lots of new SFX added! Trees now correctly make a sound when they fall, for example.
Characters will now roll out of a fall when hitting surfaces at certain angles and speeds.


NOTABLE BUGFIXES AND CHANGES



Cannon shells now correctly damage and knock back players. Previously only a direct hit would affect the player.
Previously, unattached ship parts took no damage from physics collisions, only taking physics damage when they became part of a ship. As we continue to overhaul the physics damage system, this has been fixed – be aware that loose ship parts are much more fragile now! Take care when moving them around.
Unattached or detached ship panels colliding with a ship only receive physics forces, and do not cause any to the ship. This should resolve most cases of loose panels freaking out when caught in certain positions and destroying the rest of a ship.
Also as part of the physics collision damage system overhaul, players in the ragdoll state now take damage again. The physics calculation takes into consideration the part of your body at the collision point. Fear not, oldschool Alpha testers: the damage calculations are much more consistent than the first implementation back in the day.
Using the crew beacon now unregisters you from your reviver, and also drops your whole inventory – including your belt! Be careful.
A complete reimplementation of the UI and inventory has been performed. Lots of bugs have thus been fixed (items sometimes not being placeable in certain squares, rotating while taking clothing items off, goofiness in the schematics screen, ship frame editing UI not going away after exiting, etc.), but there might be some new issues. Please let us know if you find any. The Knowledge tree tab will be due for the same treatment in a future patch.
As part of the inventory rehaul, an exploit that allowed players to put items onto the belt separator squares has been fixed.
Fixed an exploit that allowed rapid spamming of “E” to pick up multiple copies of the same atlas shard.
The hotbar and healthbar now show even when the character is mounted on an object (e.g., helm). No more guessing your health!
Crew members should now display their names when moused over. A future bugfix on the crew system will allow crew members to always display their names.
The tops of stormwalls and sandstorms now extend to an appropriate altitude. Players will no longer be able to fly above the visible part of these walls.
Procedurally generated cannons, engines, and wings have had their stats rebalanced. Notably, the minimum possible value for all stats has been returned to 5, regardless of rarity. In 0.1.4 and 0.1.5 the minimum values gradually increased with rarity, but the resulting lack of variety felt worse.
The rules for assigning art and names to procedural ship parts have been adjusted to allow certain rare combinations to happen more often.
Loot tables have been rebalanced.
Timers for objects sinking into the ground and deteriorating have been rebalanced.
The “chest” object players could craft and place on islands has had its art updated and its name changed to “makeshift storage.”
Extinguished campfires and empty makeshift storages should now be buried by lightning striking the island.
Switching to an item on your hotbar will always properly equip it now, even when swapping quickly between different items.
Salvaging and repairing have had their effective range reduced. No more chopping trees (or salvaging someone’s engines) from 30 yards away!
Placing ship parts has a max range now as well.
Some optimisation has begun to make ship frames less computationally expensive on the client.
Fixed a server performance issue when too many players manned cannons.


OTHER FIXES AND TWEAKS



Repairing a crafted object with a different quality from what was used to craft it will now update the quality of the resource in the object. Thus it is no longer possible to exploit the repair-salvage loop to infinitely convert low quality resources into higher quality resources.
Fixed an exploit that allowed players to apply rich text formatting to their chat messages.
Fixed an exploit where players could dupe items via the cannon ammo box. The consequence is that a gunner on the cannon will prevent a second player from opening the ammo box until the gunner releases the cannon. In the future the ability to use both parts of the cannon at the same time will be restored.
Fixed an issue where sometimes players couldn’t interact with their shipyards after relogging.
Fixed players not being able to remove certain ship parts if they were damaged.
Docking distance has been slightly increased.
Improved resolution scaling for some UI screens. This will require further work to be considered complete.
When editing ship frames, bloom and depth-of-field blur on the placeholder graphics have been disabled. Larger tweaks to the graphics will come in future updates.
The grappling hook now calculates its trajectory from the arm rather than the center of the screen. This means sometimes the hook will not always hit the target at the center of the screen, instead being “intercepted” by an object in the way. Be careful!
Smoothed out placement rules for timed explosives and atlas lifters.
Torches and atlas lifters should no longer sometimes appear at the player’s feet when equipped.
Numerous audio bugs have been fixed.
Ailerons now correctly have collision.
Fixed some bugs with cooking and eating.
Some particle effects were not correctly destroying themselves after expiring, causing performance issues. This should no longer occur.
Grabbing the helm no longer triggers the respawn/teleportation SFX.
Updated the golden Saborian giant head statue asset and changed its material to verdigris to better match the style of other Saborian art.
Saborian loot containers and chests have had their visuals updated.
The campfire and torch have had their art assets updated, and their lighting adjusted to be warmer and softer.
Fixed flags flipping their orientation when turned 180 degrees.
Fixed incorrect icons for thuntomite steak, fuel, and the two Founders’ flags, among others.
The glider and backpack models have been resized on male characters to appear more proportionate.
Minor visual tweaks to the crafting station, shipyard, helms, and other 3D assets.
Fixed an issue with ambient occlusion.
Updated moon textures.
Minor visual tweaks to the wind trails.


See you in the skies!

Raskolnikov
Nov 25, 2003

other than the range nerf to all things salvage the 0.1.6.1 patch is very good. I am very happy with the changes.

Raskolnikov
Nov 25, 2003

Uncle Spriggly posted:

How close is this to full release? Are there a lot of features left for them to implement? I played about 6 months ago and the concept and movement is great, but there's still a lot to be desired.

Honestly I'd be shocked if they hit 1.0 before 2021.

Despite the beta tag this game is absolutely a paid alpha.

Raskolnikov
Nov 25, 2003

The game is still Alpha as heck in my opinion, but they are at least trying to communicate more: https://www.worldsadrift.com/blog/ they're doing a lot more weekly updates and so on

Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/patch-notes/108337/

Raskolnikov
Nov 25, 2003

forge posted:

New patch is out 17GB. New islands and all that poo poo and some upgrades to bubbles. Servers will be up at 1PM EST.

The new world is very cool and they keep improving things. I'd say it's 90% new islands so far with 10% being old retuning ones.

Raskolnikov
Nov 25, 2003

desudrive posted:

I've been interested in this for a while. Is there anything to work towards or is it mostly just "make your own adventure"-style sandbox shenanigans?

There are currently two major progression elements in the game: crossing environmental "walls" (wind, storm, and sand with the promise of more to come?) and a knowledge tree that locks you out of the best engines wings / parts, but it's mostly RNG based. You can get insanely lucky and roll a god stats item or you can curse your luck.

Basically it's still a big open sandbox more than a curated themepark type experience.

Raskolnikov
Nov 25, 2003

Turd Herder posted:

Did they keep the Butt Plug island?

I haven't seen it yet.

Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/forums/topic/we-are-sorry-and-we-promise-to-do-better/

Atreties WA Participant posted:

For the past few wipes, Vexus and I have been fairly soft on people. Our thought process was that since these past couple wipes have been fairly short, people would not have a ton of time to build back up or recover. As a result, we were more lenient with attacks, even leaving decent engine schematics for newer players and such, so they could progress more easily in the shorter wipe.

We realize now that this mentality was somewhat misguided, and we apologize. We have come to understand that these types of actions lead to posts like this and this and many others.

We believe that allowing soft mentalities like these to fester in this community will prevent this game from ever exploding in popularity and achieving its potential. Bossa has gone on record over and over that this is a PvP game, that PvE/safe zones or servers are impossible for WA, and that PvP is a core, integral part of the game as a result.

There are enormous gaming communities in games like Rust, Ark, Day Z, Conan Exiles and in those waiting for Crowfall and Camelot Unchained. These huge communities would absolutely love Worlds Adrift. It has the cutthroat, harsh gameplay and meaningful PvP that they crave. Hell, Sea of Thieves was even the #1 game on Twitch for multiple days and had millions of people interested, until they began to realize that there was no progression, that fights had no stakes, that there was no pain of loss or thrill of reward, that every ship was the same, and that islands were dull and nonmemorable.

Worlds Adrift solves so many of the problems these games have, like offline raiding, combat logging, uninteresting procedural worlds, boring resource gathering, boring travelling through the world… the list goes on. After playing Worlds Adrift, we can never go back to those other games. WA has forever ruined us by being so much better in almost every way.
If soft, “carebear” mentalities are allowed to fester and grow in Worlds Adrift, these mentalities would poison the well for the main potential audience that this game could draw from and eventually dominate. If these players do not hear about this game as an open PvP game, as a full loot MMO, as a game with meaningful combat, as a brutal and harsh game, and even as a game with a “toxic community”, then the game will never achieve its potential, never find its target audience, never explode and grow.

And so, I come to the ultimate point of this post: 0.1.9 marks the beginning of our Age of Brutality. We are done with mercy. We are done with leniency. We must do our part to purge the weak and soft mentalities from the game, for the good of its future. There are no more safe targets. There are no more “too low level” or “too nooby” of ships or players. We will be doing everything in our power to make sure the message comes through loud and clear what type of game Worlds Adrift is, and what type game it is not.

Pain of loss is an integral part of what makes this game great, and what makes players stick around for the long haul. So that is what we will provide… in droves.

Welcome to Worlds Adrift.

Brutal.

Raskolnikov
Nov 25, 2003

LegionAreI posted:

These are the same guys who cry and bitch when they don't have any "soft" people to kill right? After they drove them all out of the game?

exactly the same.

Raskolnikov
Nov 25, 2003

I like looking at islands. :shobon:

No but seriously, I have no idea why they're so scared to mix up their alpha game. It's not beta, they falsely pretended it was beta to secure funding (I think?) and now they're stuck running a live alpha.

They should be doing big bold changes to how the game is played at the very least. Agonizing over global chat vs SHOUTING IN ALL CAPS is not what you do at an alpha stage of game development.

Really, I adore this bad game for whatever reason but it's like there's a gas leak and their team leads are napping forever. Of course they say "once the networking issues are worked out... that's when the content will flow!"

But I doubt that sometimes. Either commit to the project or let it die? God, I don't know. I want them to commit and make something wonderful but their pace and communication up until very recently has been glacial. After 0.1.7 things have improved I just wonder if it will ever be enough to get to a proper 1.0.

Raskolnikov
Nov 25, 2003

NEW KIOKI REGION - Includes distinct loot table, new music, new Kioki-specific clothing, lore, and more.

Get your fashion adrift going on!

Lots of neat ideas on that roadmap. I can't wait to see them in game.

Raskolnikov
Nov 25, 2003

If awkward developer videos are your thing, they've been doing a ton more of this stuff:

https://www.youtube.com/watch?v=b8A6g-sYvq0

Raskolnikov
Nov 25, 2003

Cheap Shot posted:

so awkward, but also, at times, adorable. Man that dude DOES look like a beautiful pirate woman.

I have so many feels for that man's face.

Raskolnikov
Nov 25, 2003

After the roadmap post I am feeling much better about the game. It just might take another two years to get there.

Raskolnikov
Nov 25, 2003

I feel like they're jumping the gun again but what do you expect when they listen to all the hardcore rear end kissers on the unofficial discord.

There's a severe lack of features. This isn't beta. It's alpha. They haven't even added meaningful grouping yet (alliances) in a mmo game. After two years. Nor are there in game social options in anything but the most basic format.

But I guess that's beta?! I'd shoot for September and give this more time. Here we go anyways!

Raskolnikov
Nov 25, 2003

And more RNG Grind for everyone!

Raskolnikov
Nov 25, 2003

Two weeks remain until Early Access launch and they've updated and reshuffled the road map.

https://www.worldsadrift.com/roadmap/

Basic alliance stuff has been moved up, as well as territory control, engine overheat and ammo capacity. If they really stick to this roadmap the game is going to be something pretty different in six months.

Raskolnikov
Nov 25, 2003

Sometimes Bossa is, eccentric, and then there's a stunt like this:

https://www.worldsadrift.com/blog/the-launch-event-another-worlds-first-by-worlds-adrift/

quote:

So to celebrate the upcoming launch of Worlds Adrift into Early Access on May 17th (etch it on your hearts), we thought we’d do exactly that; launch Worlds Adrift. Lemme’ explain…



We’ve created a lifesize skyship (no, really!), which we plan to propel 150 feet into the air, above the Chelsea College of Arts, London, in what is perhaps the most literal understanding of the term ‘launch event’ ever! The ship will be decked out (pun always intended) with twenty fully-supported game stations, so that guests can experience Worlds Adrift in a way that brings to life the sense of awe, expanse and wonder for which it’s been celebrated.

I guess if you're going, bring a coat!

Raskolnikov
Nov 25, 2003

BurtLington posted:

Anyone else getting horrible Déjà-vu about this launch event and the Firefall gaming bus?
Not really, that seems way more like Star Citizen.

quote:

...there was a time when it would have seemed insane to suggest that if there was something wrong with Red 5, Kern — one of the company’s co-founders — was it.

After his dismissal the weekend before Chirstmas, Kern released a somewhat cryptic statement in which he called his time at Red 5 “my own Kobayashi Maru,” a reference to the fictional Star Trek training exercise that is designed to be impossible in order to test candidates’ response to a no-win situation. The implication seemed to be that Kern’s failure was inevitable, presumably because he was tasked with developing a game that couldn’t be successful.

But this weekend, an anonymous Red 5 employee took to Reddit to question Kern’s narrative, posting a lengthy diatribe that accuses Kern of a litany of mistakes and overreaches.

quote:

He would swoop in one afternoon and berate a series of features several teams had spent months on, declaring they begin again and LISTEN to what he told them to do. He’d be back in a few days to see if it was done. This crushed morale, and forced people into spontaneous, isolated crunch mode. He would shout and scream his perspectives. He would ignore anything that didn’t fit his immediate viewpoint – which was subject to sudden, violent changes. He would rage-email people in the small hours of the night, or on weekends.

He would spout bile and vitriol to the point where he gave some employees (mostly his production crew) access to a “safeword.” This was in case he was being particularly verbally abusive, someone could yell it out or email it to him and he would clam up. He had the misguided notion that he could write quality fiction, and would force feed it to members of the writing team. He’s fired people on the spot, berating and screaming at them publicly. He’s thrown temper tantrums AND objects around the office.

This sounds more Star Citizen thread worthy than Worlds Adrift.

Raskolnikov fucked around with this message at 20:56 on May 9, 2018

Raskolnikov
Nov 25, 2003

beep beep I'mma truck.

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Raskolnikov
Nov 25, 2003

forge posted:

can't wait until all the really fat people sit on one end and off balance it, then all the devs die and WA dies from publicity stupidity.

They're a UK company so finding enough tremendously fat fans will be a lot harder than if they were a US based company.

I like that they featured PvP more predominately so people don't get the wrong idea. This is a good thing. People are gonna get "griefed." If they went in expecting an idyllic Miyazaki inspired romp they'd be sorely mistaken.

edit2: they released more "what have we been working on" https://www.worldsadrift.com/captains-log/londonskies/

Raskolnikov fucked around with this message at 19:39 on May 11, 2018

Raskolnikov
Nov 25, 2003

Comrayn posted:

This looks like it could be kind of cool if it played like Sea of Thieves: airships but you have to build your own ships instead of just getting a free ship every time you spawn. The trailer looks pretty janky though.

The game still has lag/hitching issues that they're slowly resolving, but isn't that basically what this game is going to be as soon as they add in treasure stuff?

Raskolnikov
Nov 25, 2003

This is a pretty reassuring blog post. It looks like they're in it for the long haul.

https://www.worldsadrift.com/blog/may-17th-the-horizon/

quote:

May 17th date establishes a different pace of change for the game, one that will see our team more capable to deliver on the features that form our long roadmap. We have never had a larger or more competent team than we do now, setting the stage for what’s to come and a better game with every new update. This date is not a destination, but the start of a journey that will see us releasing long-awaited systems such as the revamped Alliances and its tools, territory control, in-island puzzles, better server boundary crossing (no more elastic bands on the ships!) and so on, and each one of these will inch the game further towards its vision.

Raskolnikov
Nov 25, 2003

New trailer! It's going to be in game eventually too which should help set the tone for new players.

https://www.youtube.com/watch?v=hPGpW5ZGfzw&t=1s

Raskolnikov
Nov 25, 2003


This is a fine video and I hope to see more.

Alliances are coming soon!

Raskolnikov
Nov 25, 2003

.

The roadmap gets updated every week or so, check it out if you haven't seen it lately:


https://www.worldsadrift.com/roadmap/

Raskolnikov fucked around with this message at 20:27 on Jun 28, 2018

Raskolnikov
Nov 25, 2003

sushibandit posted:

How in god's name do you get to the 5 databanks in the drat giant lighthouse in H7? Can't get in from the top, or the bottom, and the only window is barred. Google and youtube have nothing helpful either.

There's a crack near the top, you go in the side. You go around a chamber to a false treasure room with a big statue. Then go behind that statue, go all the way down, you've now gotten really angry as you scan the data nodes.

e: ps there's another big secret on that island but it's hidden on the side / underside of the voxel terrain itself and pretty handy if you need supplies.

Raskolnikov fucked around with this message at 03:54 on Jun 30, 2018

Raskolnikov
Nov 25, 2003

Once overheat goes in, I suspect it will be a pretty important stat. Spinup will still be absolute crap tho.

Raskolnikov
Nov 25, 2003

Platonicsolid posted:

Got killed by a ship of griefers in T2 trying to shake me down for fuel. I think I know why the population's dropping.

Do you think it's the art style or how the game is presented that made you think this was a big pve love fest? I'm pretty certain the open PVP and 100% loss mechanics informed me that this is a deceptively harsh game.

What would you have personally preferred was the outcome of this encounter?

I'm actually carry curious, so please let me know?

Raskolnikov
Nov 25, 2003

As your candidate for skylord I promise more manta murder

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Raskolnikov
Nov 25, 2003

Jackard posted:

From the sounds of things they dont really listen to player reps (we had two people in the CCC) let alone players.

E: our contribution was persuading them to get rid of the 24-hour cooldown on beacons
They do listen. Eventually. It's very annoying though.

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