Reticule Research feedback (1.3.7.1)

garr890354839

Well-Known Member
Nov 1, 2019
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This, right here, is the crux of the issue! You're acting like TerraTech is a complete experience and all the updates are just extra gifts you've added out of the goodness of your hearts. Let's cut the crap: TerraTech is not finished! The 1.0 launch was just a formality to get approved for consoles. Oh, it resembles a game and you can indeed have fun with it, but the same can be said about rocks on the river bank, but you wouldn't charge money for those.
View attachment 30617
*cough* bull-crap *cough*

The updates are there to complete the experience, and bit-by-bit, that seems to be happening. It's when you hold some of those bits for ransom that gets me and others angry and/or disappointed.




True, the main focus of the video is game ownership and true, TT has no issues on that front. However, you've seemingly missed the part, where he makes a logical and imo accurate distinction between goods and services. Unless it's operating on a subscription modell, a game is always a good and never a service. Either live, on-going, or any other kind. Plus, you keep bringing up that 2-4 year time period as if to say "You guys had 2-4 year free ride. Pay up!" Under a perpetual licence, if a customer buys your game, you, the devs, have no right to ask for more money. Not after 2 years, not after 4 year and not after 20 years, capisci? The method of how you're asking is irrelevant!
Speaking of the business-model, it's obvious, why you're doing this: you can't get new players to buy your game, so you're resorting to sponging-off of the players, who are already on-board. In addition to being amoral, this modell is unsustainable! A player-base only has so much money they can give you, then, you're boned! The "triple A" industry will have to learn this soon enough, but a small indie studio, such as Payload will feel the crash a lot sooner and a lot harder when the bubble bursts.



So why didn't you guys tell us, huh? Why did you go the "Hello games" route and leave us hoping and speculating? There are whole threads dedicated to the upcoming factions! What, was that too subtle for you? And how can we know, you don't have cop-out methods for the other corps too? Like saying the Space Junkers a merchants and you will just redesign the trade stations. Or that, all the hostile techs in the game a hacked by Legion and you just re-write a few mission descriptions. If you actually do anything like this btw, you can kiss your players good-bye!
I didn't know that RR would be released until Discord had gone wild from the three images that said that... And, the images were a great (however subtle) way of releasing it. Of course, I don't care for what is going to be released because the road map is rather vague, unlike Forager which just came out with modding only 6 months late (which is NO GOOD).

If you don't like the devs asking for your money (because they have lives), then it would be wise not to speak out. Also, as for the other factions, they will have subtle ways of introducing them but they will become new factions in the future. For RR (the one that has been released), they even added 6 building blocks, which clues me into that RR will inevitably be released into the game. It is just a matter of time. I at least have patience.
 

Green4Gaming

Mindless Dominion Leader
Jan 18, 2019
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ok guys Im gonna buy more terratech things, skins are next (already got two copies, a phone case, r&d, soundtrack)
 
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Bazzietuk

Well-Known Member
Sep 7, 2019
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No one seems to have mentioned the broken mechanics in the game that are posted in the forums nearly on a daily basis. Wheel's not performing right, weight of blocks putting strain on even the most powerful sets preventing bigger builds and the (at times) terrible and quite frankly useless crafting system in the game. It's not exactly been made mandatory to craft anything in the game. Most things can be purchased from payload terminals or mission terminals or dropped by destroying tech in the game so there's not any real need to harvest or craft things.

These need addressing before adding new corporations to the game which will no doubt just end up breaking existing things and deliver bugs of their own.

Missions also need adding to the game for variety. Each corps missions are too samey or you end up with some that are at best avoided like the plague because of their requirements (the venture missions for one are not very well thought out especially the race missions or the jump to ramp ones or at times the flying ones due to the games flight mechanics).

Licenses also need more levels in the campaign mode, it's so easy to max each one then there's no incentive at all to continue the game really. Campaigns normally have an end to them or a goal to complete, this doesn't seem to be a thing in this game though you just keep going and going with no end possible. Have a final mission where you have to build a rocket or something to escape the planet (only to crash land on a new one and have to start over with money in the bank or something) at least that'll give an incentive to continue the campaign mode.

Definitely invest some time fixing the crafting system, like I pointed out it's not much use but some of us do like building bases up rather than just building vehicles. The storage pads animation seems to have been broken in an update so they materials fall off it if they're stacked on top of each other (the storage pads). Also the conveyor system bug calling more materials than needed or not routing right needs fixing them.
 

Bazzietuk

Well-Known Member
Sep 7, 2019
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Bug fixes are nice

but theres nothing wrong with adding new content.

I agree but shouldn't you fix flaws before adding new things that could break existing things or create new flaws of their own that are fixed first? It's like plastering over the cracks without fixing them in the first place, they'll just come back again and bite you in the backside over and over again. The crafting system has been broken since day one so surely that should get priority.
 
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HeX

TerraTech Modder Manager
Jul 4, 2018
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I agree but shouldn't you fix flaws before adding new things that could break existing things or create new flaws of their own that are fixed first? It's like plastering over the cracks without fixing them in the first place, they'll just come back again and bite you in the backside over and over again. The crafting system has been broken since day one so surely that should get priority.
It has been explained that fixing the crafting system would require them to start from scratch, which takes a lot more time.
 

Bazzietuk

Well-Known Member
Sep 7, 2019
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It has been explained that fixing the crafting system would require them to start from scratch, which takes a lot more time.
So the game will never work correctly or be fixed completely just new things to paste over the cracks. Doesn't seem like a wise decision to me to be honest and could put off a lot of potential customers and to be honest long term players eventually. Some people won't be willing to invest time and effort into a WIP game they'll never get to complete. If anything take the crafting system out completely and put it back at a later date when it's working as a DLC or something.
 
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HeX

TerraTech Modder Manager
Jul 4, 2018
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So the game will never work correctly or be fixed completely just new things to paste over the cracks. Doesn't seem like a wise decision to me to be honest and could put off a lot of potential customers and to be honest long term players eventually. Some people won't be willing to invest time and effort into a WIP game they'll never get to complete. If anything take the crafting system out completely and put it back at a later date when it's working as a DLC or something.
The crafting system is planned for a rework but it isn't that high on their priority list.
 

Zonko

Well-Known Member
Sep 20, 2019
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I want working AI.

Frankly, a mod that wiped out the component factories, would be good.
Just a modded fabricator block that used the raw materials for the recipe, without the stupid components.
So instead of a hard light drive: one orange, one blue crystal.
Put the components back in, once they have the system fixed.
Or don't.
 
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Bazzietuk

Well-Known Member
Sep 7, 2019
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Think Zonko may be onto something, the systems a bit too complex having to have fabricators and component factories plus refineries and scrappers etc. why not just have the fabricators that take the raw materials from the refineries and make the parts needed, do away with the fabricators completely. Could also do away with the scrappers as well to be honest and just use the refineries to break down the parts instead.

The conveyor belt system needs a complete overhaul though to do away with the need for the broken directors you can place, they don't sort components correctly, also the refineries stall if a refined brick hits their input which is a bit stupid really it should pass straight through. Change the storage pads so they don't show individual materials, show a silo instead slowly filling up or something, that'd cut down the CPU overhead that massive amounts of raw materials take up by rotating each one on the pads. More conveyor controls are needed so you can run two in parallel without them going in a circle.

Better control on angling the parts would also be useful, for instance using the arrow keys to change orientation of a block instead of clicking through each one until you get it right. One push to change the face then clicking to change the orientation within that face. Not sure if I'm making much sense to people on this one but in my mind I know what I mean :) LOL

Think maybe it'd make sense to fork off the development of the game so it can be designed from the ground up while others add content to the existing game which ultimately will be passed to the development one. That way the bugs can be fixed while the game is being added to. It could also then be made to patrons who want to pay to support the development fork of it with free access to future DLC at a level set beforehand. The higher the patron level the longer they get DLC for free, but add the option to increase your patron levels as well though.
 

the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Think Zonko may be onto something, the systems a bit too complex having to have fabricators and component factories plus refineries and scrappers etc. why not just have the fabricators that take the raw materials from the refineries and make the parts needed, do away with the fabricators completely. Could also do away with the scrappers as well to be honest and just use the refineries to break down the parts instead.

The conveyor belt system needs a complete overhaul though to do away with the need for the broken directors you can place, they don't sort components correctly, also the refineries stall if a refined brick hits their input which is a bit stupid really it should pass straight through. Change the storage pads so they don't show individual materials, show a silo instead slowly filling up or something, that'd cut down the CPU overhead that massive amounts of raw materials take up by rotating each one on the pads. More conveyor controls are needed so you can run two in parallel without them going in a circle.

Better control on angling the parts would also be useful, for instance using the arrow keys to change orientation of a block instead of clicking through each one until you get it right. One push to change the face then clicking to change the orientation within that face. Not sure if I'm making much sense to people on this one but in my mind I know what I mean :) LOL

Think maybe it'd make sense to fork off the development of the game so it can be designed from the ground up while others add content to the existing game which ultimately will be passed to the development one. That way the bugs can be fixed while the game is being added to. It could also then be made to patrons who want to pay to support the development fork of it with free access to future DLC at a level set beforehand. The higher the patron level the longer they get DLC for free, but add the option to increase your patron levels as well though.

Besides it being completely OT by now … I agree to the point that the basic stuff needs fixing and that new stuff should be limited for the sake of a stable game. But I think we're seeing that in the past few years of development. The Team at Payload did a great job on many things.

The partly broken Manufacturing is something that bothers many players for years, but quite a few accepted the challenge of living with it and working around it. As far as possible and as long as stuff works at all in the end. Engineering isn't when you put 3 pieces together that work flawlessly as intended. It's when you get down and solve a problem that you may haven't foreseen. That's the challenge I wouldn't like to give up - just so someone else doesn't see the years old bugs.
If you want a simplified crafting system: Add a Scrapper and a Receiver to a Delivery Cannon and maybe attach a Payload Terminal. Your base and heavily reduced crafting system is completely done. No need to deal at all with anything buggy if you don't want to.;)

Scrapping all that is manufacturing right now and reverting it to the most simple variant of earliest game versions may move it out of sight, yes. But would it actually change anything? Lets say the manufacturing as is would be taken out and gets a massive reduction overhaul, then there is work load in that. Branching off and making it available as extra content for paying users takes another big load of work. All that time is lost on forward development and the bugfixing we all would like to see.

So imho, just leave it as is for now and keep it at least running. I can wait and spin lore in my head about those old GSO blocks needing percussive maintenance once in a while :D

But in general, something I see fitting the lore is a Better Future Fabricator that doesn't need those GSO Component Factories to preproduce to make BF a bit more special… it's the Future after all. tonytony:cool:
 
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Nightblade Greyswandir

Nothing is good enough!
Feb 3, 2017
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Terraland
ngttadventures.blogspot.se
new menus in R&D are not visible before you hover the mouse over them in some parts of the map. check each teleport point and check menus on each to see missing links (so not really missing, just you have to hover the mouse over the place where they should be and they will appear)