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2 minutes ago, Saturnus said:

I can't see why anyone would want to play the game at all at the moment.

I want, even when i am not "completely" happy with the path ONI takes.
When the Klei fairy would grant you three wishes/changes for ONI, what would you do?
I ask because your part of experimenting and testing is what i like to do too, even when i am way more casual then you.

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2 minutes ago, Oozinator said:

I was thinking "no one at Klei must be playing/pretesting ONI, before patch is released"..
^^

Well, remember the occupation tweaks?

If we backlash enough, Klei will make adjustments accordingly.

Spoiler

and by accordingly I mean they'll back-pedal so hard, and then improve on it in the shadows, then re-implement it down the road. :wilson_ecstatic:

 

49 minutes ago, Saturnus said:

Why would they? They have us to do the tedious and hard work of actually testing it. Well, had really, I can't see why anyone would want to play the game at all at the moment.

Image result for discord :eyes:

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5 hours ago, w3amd said:

For one question that seemed valid. You would use a professional type version of Bugzilla or Mantis Bug Tracker. No professional company tracks bugs in a forum, ever. This is a good example of what happens when you do so. To complete the example of QA, ask any dev here how many open bugs there are. They don't have count and I realize they haven't been given the proper tools and ONI could be game of the year. But they will fail if they don't get their ducks in order.

OK, let me fix your statement: No professional company tracks bugs from "PRODUCTION GRADE" software on a forum.  This is NOT production grade. This build is a PREVIEW with an  Alpha release.  The game does not exist as a production release yet.  They let us play it, certainly, but it is nowhere near its final completed form.

The forums are how the development team gets feedback from the players they have allowed to access their incomplete software.  Clearly, you do not agree with this method, so my suggestion would be to come back AFTER they have completed the game and turned it into production software.  

Now, as for the bugs on the bug tracker forum that "have not been addressed in 7 months."  I've spent some time reading them over the past seven months and here's what I've found:  A good number are operator error.  For example, the "dupes starving when food is available" bug is NOT a bug. The player turned off the foods that were available, making the dupes ignore them.  It had nothing to do with problems in the code; the problem existed between keyboard and chair.  Another good number of the bugs listed are repeats of others that have been addressed.  Finally, there are a number of bugs that aren't in their current development scope and will probably be addressed later.  They're not worried about them at present, because it doesn't prevent experimental game play.  An example would be the drip bug.  There's not a big need to address it currently.

 

1 hour ago, watermelen671 said:

Most of the bugs in the bug tracker typically fall under 4 categories:

  1. Well documented and fixed in the next release
  2. Extremely vague/poorly documented bugs. Just saying what the bug is. No save file, no output log, no real steps to reproduce, nothing.
      Reveal hidden contents

    (Screenshots help, people!)

  3. Duplicate Bugs (Look in the bug reports how many algae terrarium bugs there are, invisible dupes, etc. Basically people all flock and post bugs without checking to see if it's already been reported
  4. Bugs that cannot be replicated. (It's pretty self-explanatory)
  Reveal hidden contents

Disclaimer:  I'm not saying that's ALWAYS the case, rather that's just how it is MOST of the time.

Put down yer torches and pitchforks people, Christ on a cracker. :wilson_ecstatic:

 

You forgot 5. Bugs that are user error.  A bridge connected backwards or disabled food in the consumables.

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My three wishes to the klei fairy.

1. No more drip cooling bug

2. Higher temp range on buildings and sensors

3. The third ...damn...It's now 5min and I can't think of a good one...oh yeah..No.. damn..maybe, ah...5 more minutes have past...oh yeah...My 10minutes of my life back:D...but I would take more materials as well. I want steel and ceramics, uranium, orichalcum, mythril, adamandium, maybe some Dragon scales if they are available 

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4 minutes ago, Yoma_Nosme said:

3. The third ...damn...It's now 5min and I can't think of a good one...oh yeah..No.. damn..maybe, ah...5 more minutes have past...oh yeah...My 10minutes of my life back:D...but I would take more materials as well. I want steel and ceramics, uranium, orichalcum, mythril, adamandium, maybe some Dragon scales if they are available 

My wishes:

Easier steam turbines

Nuclear power

Duplicant DNA editing

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My main wishes would be:

  1. Make detailed update/hotfix notes. No more ninja updates, no matter how small or trivial.
  2. Remove excessive RNG from the game. Maps should have a guarantee of getting at least one metal and regular volcano. There should be at least one water geyser of any type (not steam fumaroles). Geyser output RNG should be eliminated completely (the overall output remains the same but dormancy, eruption time, and output could vary). Seed drops chance removed and replaced by fixed number of harvests. Egg type chance removed and replaced by conditions, food temperature, and time.
  3. Rooms and room restrictions and bonuses removed. Replaced by fixed range for industrial equipment, range for stations, etc

There's several more but those are the main ones right now.

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21 minutes ago, chemie said:

Plus give back the old map size.

The world has been 256x384 since the game was made public. Not sure what you want them to change it to.
The distance of both Bottom biome and OilPockets biome could use change from 2 and 3 to 1 and 2 though.
 

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1) Fix drip cooling bug

2) Automation of critter production

3) Fleshed out Tech tree  (I know this is in the works at sometime, its just too easy to research everything.  Higher lvl techs should require access to related materials rather than dirt & water.  exo suites should require plastic. etc.

-6x6

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1 hour ago, SixbySix said:

1) Fix drip cooling bug

2) Automation of critter production

3) Fleshed out Tech tree  (I know this is in the works at sometime, its just too easy to research everything.  Higher lvl techs should require access to related materials rather than dirt & water.  exo suites should require plastic. etc.

-6x6

I would only want them to fix drip cooling if they also implemented Heat of Fusion, Heat of Vaporization, and the Ideal Gas Law so I could properly manipulate enthalpy to cool my base. When you bust a block open to vacuum and the gas flooding into the area doesn't change temperature it's a bit odd.

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4 hours ago, Risu said:

The world has been 256x384 since the game was made public. Not sure what you want them to change it to.
The distance of both Bottom biome and OilPockets biome could use change from 2 and 3 to 1 and 2 though.

Having played since Agriculture, the map size has shrunk 1 time since then.  I want to say it was Oil Update.  The map used to be both wider and taller.

That said, there is a lot of wasted space at both the top of the map, as well as below the bottom of the Oil Biome at the bottom.  Large areas of Neutronium above, and large chambers of Magma that is, mostly, 100% encased in large amounts of Neutroneum below.  Some of the magma pockets are accessible, most are not.

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3 hours ago, MidnightSteam said:

The long pause is caused by autosaving.

Sure but 2MB to an SSD that seems very long....

4 hours ago, Oozinator said:

I am 98% sure that mapsize was shrinked, while we encountered FPS problems..

Yup.  Part of the "optimization" pass they made.

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1 hour ago, PhailRaptor said:

Having played since Agriculture, the map size has shrunk 1 time since then.  I want to say it was Oil Update.  The map used to be both wider and taller.

Here's what an old map used to look like, but transplanted into in a new save. Tried getting the save to run itself but the game REALLY hated that.
Sure looks like the world was smaller back in February 2017. Note the zone borders for the modern save I replaced.

20180425214837_1.thumb.jpg.3164217ffbd3282f1aaf19b9194e723d.jpg
 

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3 hours ago, PhailRaptor said:

Having played since Agriculture, the map size has shrunk 1 time since then.  I want to say it was Oil Update.  The map used to be both wider and taller.

That said, there is a lot of wasted space at both the top of the map, as well as below the bottom of the Oil Biome at the bottom.  Large areas of Neutronium above, and large chambers of Magma that is, mostly, 100% encased in large amounts of Neutroneum below.  Some of the magma pockets are accessible, most are not.

I use debug mode to replace all that inner Neutronium with Obsidian, I think its dumb to have all these resources on my map sucking up cpu power that is completely inaccessible.

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19 hours ago, Saturnus said:

Make detailed update/hotfix notes. No more ninja updates, no matter how small or trivial.

https://forums.kleientertainment.com/game-updates/oni-alpha/

:wilson_goodjob:

BTW, they DO tend to add all of the bug fixes that were made when the upgrade drops, for example:

Spoiler

Change List:
Features

  • Added Rancher and Senior Rancher roles
  • Ranchers can Wrangle some creatures to catch them without traps
  • Ranch Station allows Ranchers to tend to creatures
  • Added Creature Pen room type
  • Creature Relocator made in to a lower-tier building
  • Creatures now eat to replenish their calories and will die if they starve
  • Wild creatures can be "tamed" via tending to increase output
  • Creatures no longer convert food to poop 1:1
  • Creatures have a "Happiness" meter that Ranchers can improve by tending
  • Creatures have a "Fertility" meter that increases when they are happy
  • Happy creatures lay eggs (Hatch, Puft, Slickster, Shine Bug)
  • Omellette recipe
  • New Incubator building for egg hatching
  • Animal Feeder building for delivering food to your livestock
  • New geyser types added to worldgen, producing a variety of gasses, liquids, and molten solids at different temperatures
  • Tenured Scientists can study geysers to determine their eruption and dormancy periods
  • Duplicant Errand Priorities can now be controlled at a base-wide level
  • Errands screen replaced with Priorities screen
  • Added the Database, where you can view detailed information on just about any thing in the game
  • Names and concepts that appear in Pink Text are now clickable and go to the Database
  • "Hint" messages now have an option to not show again

Fixes and Upgrades

  • Cleaning toilet ignores building assignment, so it works in the medbay
  • Repairning ignores building assignment
  • Elements will correctly not sublimate in containers that forbid it
  • Thermal Switch max temperature increased to 300
  • Eating at the table plays sound effects
  • Fixed power consumption amounts in Reports to be accurate
  • Moved Berry Sludge recipe to the end of the list
  • Added missing hat/hair images
  • Fix a crash that could occur when an object was destroyed
  • Flatulence no longer affects Dupes in exosuits
  • Fix a crash that could occur when ore was melting
  • Fixed {Item} showing in duplicant statuses
  • Improved wording of "Errands X could perform here" hovercard
  • Fix a crash in Utility Network when shutting down the game
  • debug_enable.txt can now be in either the Data directory or the root game directory
  • Re-ordered build menu to account for categories being unlocked by tech
  • Jobs screen uses space more efficiently
  • Solid Conveyor no longer sealed, so elements can melt/sublimate
  • Decrease the storage size of deoxydizers and terrariums
  • Pathfinding improvements
  • Improved Calorie calculation performance
  • Filled in many missing building descriptions
  • Medical pills will stack
  • Improve disease transfer performance
  • Sand/Snow fall at the end of worldgen instead of on the first frame of the game, improving startup time and preventing accidental hatch deaths
  • Temperature transfer performance improvements
  • Gas/Liquid transfer performance improvements
  • Fix Assignment screen not showing assigned dupes
  • Listbox widgets now scroll properly when the UI is scaled
  • Auto Sweeper can move ore even if it's not accessible by a duplicant
  • Outhouse cleaning no longer emergency priority after a save/load
  • No longer show icons for pickupables marked for Sweep once they're picked up
  • Prevent solids melting into mesh tiles
  • Ensure little heart shows up in Jobs screen when it's supposed to
  • Gopher lists Athletics as a relevant attribute
  • Pending roles save/load correctly
  • Give Hauling dupes experience for all fetches
  • Updated Conveyor boxes
  • Change Death notification sound
  • Uncultured dupes can't have an Art interest
  • Duplicants will auto-empty farm fertilizer of the wrong kinds when plants are planted
  • Fix bug where two different gasses could trade mass
  • Fix a crash that could occur when tending to plants
  • Improve performance of the Jobs screen
  • The Kg display on storages rounds down so it doesn't look full when it's not
  • Duplicants take their hats off before going to sleep
  • Fix crash that could occur when a fabricator/refinery had an order cancelled
  • Fix crash that could occur if an ore chunk tried absorbing a zero mass ore chunk
  • Improve performance of the Priorities screen
  • Fix crash involving Auto Sweepers
  • Improve performance of Auto Sweepers
  • Fixed crash if you have a dupe selected while they are storing an item
  • Buildings turned off by logic are now non-operational rather than non-functional
  • Ensure all workable buildings provide job experience
  • Temp Shift Plates are now selectable
  • Tuneup stations are now logic controllable
  • Loaded dupes will get newly-added roles added to their resume if appropriate
  • Farmer's Touch effect shows the correct bonus
  • Tuneup errands are now the correct chore type and can be properly controlled by Errands/Priorities
  • Farm Station sound effects added
  • Fix crash in Farm Station/Power Control Station
  • Algae habitats will save/load correctly
  • Dead duplicants will no longer master jobs
  • Comfy Bed once again gives Comfy bonus to stamina
  • Fix crash when the game tried to calculate room boundaries
  • Fix crash when loading a save file with a constructable in a tile
  • Fix a crash if you have a duplicant selected and they are placed in a memorial
  • Removed some tooltips from Unemployed
  • Upgraded Font rendering middleware
  • Fix crash when assigning clothing to a Dupe in a barracks
  • Adjust zoom effect for sounds
  • Fix for initial dupe and creature temperatures being 0
  • Duplicants will no longer randomly drop ore back on to the ground
  • Existing geysers deprecated, replaced with new randomly-rolled geysers
  • Ore can no longer fall so fast it goes through tiles
  • Massive rewrite of creature logic to allow developing more complicated lifecycles and wild/tame behaviours
  • AI performance improvements
  • Door sound effects get quieter when there's a lot of them
  • Fixed fetching for the Farm/Power stations being the wrong Errand type
  • Adjusted massage table priority
  • "Infinity" is now localizable
  • Medical Bed is now always high priority
  • Pufts now show as a disease source in the disease overlay
  • Clarified "Awaiting Specialist" strings
  • Fixed issue where objects with state machines wouldn't load correctly into storage
  • Fix appearance of Assignables in the details screen
  • Added UI images for all game objects for display in the codex
  • Added auto-priority checkbox to the Jobs screen
  • Hook up missing tooltips on Equipment panels
  • Jobs button is disabled until you build the Job Board
  • Column titles in the Priorities screen will show which errands are affected by that column
  • New artwork for all geysers
  • Added "About" section to duplicant info panel
  • Rename "Details" tab to "Properties" on the info panel
  • Fix crash when selecting editable text boxes
  • Phasing out original geysers, they will continue to exist in current saves, but new worlds will get the new geysers
  • Improve performance of duplicants finding ore to deliver
  • Expose a number of hard-coded strings for localization
  • Non-integer amounts can be delivered to storages, allowing storages to actually be filled to the top
  • Creatures are now generally referred to as Critters
  • Adjusted ordering of buttons in the top menu
  • Database button is smaller and fuchsia-er than the other buttons
  • Incapacitated Duplicants will auto-assign to a med bed
  • Duplicants should end up in the correct state after being fully healed
  • Force Crash moved to a less accident-prone key
  • Geysers are now abyssalite so that they don't instantly cool/boil the elements they are emitting
  • Improved performance of the build menu
  • Improved performance of the material selection list in the build menu
  • Improved the performance of listing/refreshing save files
  • Prevent mass loss around vacuum
  • General spellchecking
  • Auto Sweeper can no longer transfer through mesh and airflow tiles
  • Fix visual layering for Auto Sweeper
  • Shift the built-in priorities for many errand types to improve job clumping
  • Adjusted creature poop rates and efficiency
  • New geyser set pieces added to worldgen
  • Hatches no longer eat liquids or gasses
  • Updated main menu title card and background animation for Ranching Upgrade Mark I
  • New icon for "Follow Cam"
  • Improved performance of Job Mastery checking
  • Creature Delivery is now prioritizable
  • Refinery fetches are now the correct errand type
  • Many errand types have had their internal sorting "flattened", resulting in better chore grouping
  • Advanced Priority Mode added to enable better chore grouping in large bases
  • Added new columns to the Priority screen for more Duplicant control
  • Fetching irrigation water is now a Farming fetch
  • Fix for many actions not happening when off-screen
  • Suit Locker is prioritizable
  • Fix for the info screen title text not showing when using translation fonts
  • Consumables screen food no longer shrinks on mouseover
  • Priority tool renamed to Sub-Priority
  • Added button to open Priorities screen on the Sub-Priority tool and number strips
  • Added a tutorial diagram to the Sub-Priority tool
  • Ores can no longer sublimate or change state while a duplicant is carrying them
  • Medical Cot will auto unassign if it becomes disabled or unusable
  • Added Job Station sound effects
  • Adjusted Hatch movement rules so they can hop past low ceilings
  • Reformatted Reports screen for readability
  • Reports screen row toggle buttons are now properly clickable
  • Increased Puft and Slickster consumption rates
  • Fix Steam Turbine from destroying mass
  • Steam Turbine shows in the Energy Info screen
  • Steam Turbine status items are more accurate
  • Lowered temperature requirements for the Steam Turbine
  • Fixed ingredient formatting for Refineries and Fabricators
  • Disease "Death" timer now resets if the Duplicant receives treatment
  • Slime Lung death time decreased from 10 to 8
  • Liquids added to a solid cell will try to be added to a nearby non-solid cell. Prevents mass deletion when destroying pipes in tiles
  • Wheezeworts no longer destroy gasses

Changes Since Last Preview Hotfix

  • Updated in-game Early Access artwork
  • Priorities screen once again shows disabled errand groups as disable
  • Power Transformers no longer report "no power" if there are charged batteries providing them power
  • Added icons for many objects in the Database
  • Adjusted Wrangle effects
  • Fixed the word "misc" appearing in many places in the UI
  • Hydrogen generator no longer has a blocked storage when it contains a microchip. This allows it to keep running while it's getting a tuneup
  • Fixed a crash when deconstructing a flower pot with a Wheezewort in it
  • Geysers now show their output temperature and disease output
  • Slickster and Puft will successfully poop when offscreen
  • Fix the Database link "hand" cursor not showing up in some situations
  • Allow opening the Load menu even if the first save file is corrupted
  • Duplicants no longer "share" toilet progress if one is interrupted
  • Toilets no longer flush to create waste and germs, unless the dupe actually successfully empties their bladder
  • Fix the suit locker thinking it has O2 when it does not

 

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I think the best question is why anyone who is not really into the idea of testing out very rough, unfinished stuff, would ever touch the previews?  I mean have you played the "stable" version of the game?  There's small bugs all over the place (which is to be expected with early access).  What would you expect to find in the even less stable version of the game?

I'm quite happy to stick with the stable build.  I'm fine dealing with the small bugs here and there and am happy to see others are excited to help test and make the game better for people like me.  But if you're not willing to do that....then sit back, read the forums/watch some youtube vids if you want to see what's new, and enjoy the fact that in a week, you're going to have a better-tested, patched multiple times version of it.

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5 hours ago, sybrwookie said:

I'm quite happy to stick with the stable build.  I'm fine dealing with the small bugs here and there and am happy to see others are excited to help test and make the game better for people like me.  But if you're not willing to do that....then sit back, read the forums/watch some youtube vids if you want to see what's new, and enjoy the fact that in a week, you're going to have a better-tested, patched multiple times version of it.

Very true, very true.

I also enjoy it. Every change comes with a challenge, I started my new map since ranching mark I upgrade and I havent found any source of water, I've converted pretty much half the polluted water in my map to clean water. Have found two useless steam fumaroles, 2 useless chlorine vents, one cool gas vent submerged into oil which requiere a lot a set up for only being active 28 cycles....

I would change only 2 things in ONI at the moment, 1 being the randomness of useless geysers, which prior to ranching was already hard even with a steady supply of hot water. (I speak like a not hardcore but fan of survival games and ONI).
2. Which is almost a long strech, but find a way to upgrade old maps and elements into new upgrades. Specially since ranching, and tubular made huge changes into the map which rendered unplayable. It will happend in ranching mark II, since there will be no new wild creatures like those fishies and dracks in my map. Which would be a shame to start over.

I can endure bugs and glitches,  I just play for fun and every two weeks I get excited for new stuff.

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On 4/26/2018 at 11:01 AM, PhailRaptor said:

Having played since Agriculture, the map size has shrunk 1 time since then.  I want to say it was Oil Update.  The map used to be both wider and taller.

That said, there is a lot of wasted space at both the top of the map, as well as below the bottom of the Oil Biome at the bottom.  Large areas of Neutronium above, and large chambers of Magma that is, mostly, 100% encased in large amounts of Neutroneum below.  Some of the magma pockets are accessible, most are not.

i suspect a little less magma zones at the bottom might be good, to give us more 'functional' map.

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i don't get it and day to day my headache gets worse from that topic.

Why the heck do you play an alpha game if you can't stand bugs, lags, fps problems etc etc etc ? And if you don't like to be the QA department that paid to do the job a bigger company would have people for? If you don't like that stuff, stay away from all early access/alph/beta games and wait for full release AND the following bug fixes (and don't preorder games).

Get used to it... more and more game companies use player as QA department. It's cheaper and as long as enough buy it and do it, they will. Even full price titel like CoD XY, Assasin Creed XY, FIFA XY are more or less tested in public... after the full price was paid ^^

 

And bug tracking in a forum is normal. At least what player see. No company in their right mind would let players on their internal bug tracker.... in forum bugs can be presorted and checked before they find their way into the bug tracker. No, letting player fill out Mantis (who the hell uses that crap?) tickets as an external bug tracker is also not the best idea.

 

btw... 30 years software dev doesn't say much... game dev is (specially if you already let player play it... ) total different to some software you sell at one point or is only used in companies...

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57 minutes ago, Ringkeeper said:

Why the heck do you play an alpha game if you can't stand bugs, lags, fps problems etc etc etc ? And if you don't like to be the QA department that paid to do the job a bigger company would have people for? If you don't like that stuff, stay away from all early access/alph/beta games and wait for full release AND the following bug fixes (and don't preorder games).

They have the same right to share their mind, like you, but you don't have any right to judge someone, who is complaining.

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