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How much of an impact do we have with ONI development?


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I don't mean this at all disrespectful, and I am not trying to make this sound negative in the least.  I have seen two types of dev teams in the EA phase.  The ones that are super involved with their community and responding to community feedback, and others that take the stance of "while the community does have some impact on the final product with features and balances, the primary purpose of this phase is to identify bugs."

I tend to get overly enthusiastic about providing feedback, and I was just curious if Kei was more of the former or the latter.

Thank you :)

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The goal of this Alpha testing phase IS to identify bugs, but don't worry, although not all devs are active, they read everything around the forums. They not only listen to balance suggestions, but also to ideas of items, structures, mobs and features for the game, that sometimes happen to get added.

Klei cares a lot about their community, and they allow us to help shape the game with them :)

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4 minutes ago, ImDaMisterL said:

. They not only listen to balance suggestions, but also to ideas of items, structures, mobs and features for the game, that sometimes happen to get added.

Klei cares a lot about their community, and they allow us to help shape the game with them :)

1

I just joined the forum.And followed a lot of ONI's news. And that's exactly the feeling I got from the streams I and information we got.

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15 minutes ago, ImDaMisterL said:

The goal of this Alpha testing phase IS to identify bugs, but don't worry, although not all devs are active, they read everything around the forums. They not only listen to balance suggestions, but also to ideas of items, structures, mobs and features for the game, that sometimes happen to get added.

Klei cares a lot about their community, and they allow us to help shape the game with them :)

I understand and agree with the fact that the primary purpose upon initial early release is to identify bugs, but I'm not savy enough to identify something unless it's super obvious, and I tend to enjoy giving feedback on things like features/balance/etc.  Main purpose of the question was to see if it was worthwhile to provide both types of feedback :)

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I mean just to vent it's already useful to spam the forums :p 

i think ideas or balance changes would have to be either highly plebiscitef, or very good (respond to a current lack in the game, is not super hard to implement, doesn't render everything else useless... ) 

the question is : how much the game is subject to changes. Are mechanics going to be subject to change if sugestions come by ? For exemple for now there doesn't seem to be concerns for electric wires output capacity. A single wire can transfer as much watts as it wants, you could have 10 coal generator and no problem outputting the power by a single wire. Are the devs willing to change that if some people suggest enough fun machines and gameplay around that? 

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2 minutes ago, DNsingbanana said:

the question is : how much the game is subject to changes. Are mechanics going to be subject to change if sugestions come by ? For exemple for now there doesn't seem to be concerns for electric wires output capacity. A single wire can transfer as much watts as it wants, you could have 10 coal generator and no problem outputting the power by a single wire. Are the devs willing to change that if some people suggest enough fun machines and gameplay around that? 

If enough people in the forums suggest it, then there's a chance. I mean, the community made it so SW became an add-on instead of a stand-alone (even though that was more of a demand than a suggestion... :P)

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3 hours ago, DNsingbanana said:

the question is : how much the game is subject to changes. Are mechanics going to be subject to change if sugestions come by ? For exemple for now there doesn't seem to be concerns for electric wires output capacity. A single wire can transfer as much watts as it wants, you could have 10 coal generator and no problem outputting the power by a single wire. Are the devs willing to change that if some people suggest enough fun machines and gameplay around that? 

There could be different qualities of wire that use different materials to make. At the start, the wires could use a mix of metals, which are easier to make, and later on, you can make better wires that have to be researched, such as copper wires that can only be crafted using copper ore, which transfers more power. The only comparison I can make at the moment is in Don't Starve, at the beginning you store your food in chests, but later, you would store food in ice boxes.

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10 minutes ago, sparktonONI said:

There could be different qualities of wire that use different materials to make. At the start, the wires could use a mix of metals, which are easier to make, and later on, you can make better wires that have to be researched, such as copper wires that can only be crafted using copper ore, which transfers more power. The only comparison I can make at the moment is in Don't Starve, at the beginning you store your food in chests, but later, you would store food in ice boxes.

I wad thinking about that, also if we get to refine materials we can like refine raw copper, costing time, to then get higher quality copper with better output. 

Also we could have things like laser power transmitter (taken directly from fortresscraft evolved i know :p) to transfer over long distances. 

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Id rather they not take to much attention to the communities demands, because for most games when the community gets involved especially if the game is challenging, the community tends to dumb the game down to the point where the game is no longer a challenge and just a any other day game.

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7 hours ago, Spider2430 said:

Id rather they not take to much attention to the communities demands, because for most games when the community gets involved especially if the game is challenging, the community tends to dumb the game down to the point where the game is no longer a challenge and just a any other day game.

Klei won't make that kind of mistake. They have already had great success with the early access of Invisible, Inc and Don't Starve.

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16 hours ago, ImDaMisterL said:

The goal of this Alpha testing phase IS to identify bugs, but don't worry, although not all devs are active, they read everything around the forums.

One way to make it easier for the dev team to act on your feedback is to write helpful, brief, and high-quality bug reports. For example, here's Mozilla guidelines on how to write a good bug report for them.

When writing up a bug, bear in mind that a developer is going to have to make that same bug happen on their desktop so that they can figure out what went wrong, and make sure that the bug goes away after they fix it. So clear steps for reproducing the bug are really important.

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Most likely, just like don't starve. They already have the design in mind, we'll test it and if they like our input on something they may or may not tweak it. Ultimately unlike most early access titles, we have very little influence on their original design goals and that's one reason why I trust Klei. They actually know what they want to build and they let us peek inside and help balance some of their ideas, but ultimately their original idea always stay in tact.

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