QoL Feedback/Pseudo-Review for Endless Sky #9840
Replies: 8 comments 9 replies
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You have a lot of comments there, and as one of those authors that pester you now and then, thank you for providing feedback! I can't type as much as I would like due to being stuck on mobile right now, but I will comment that yes, there is a way to buy into cargo. You can do it via the checkbox on the bottom left. The right combination of those will but stuff into cargo as you wish. |
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The "Rotate flagship in HUD" setting (under Preferences>Settings>HUD) makes the little flagship in the health/shield meter face the same direction as your actual flagship, if that helps. |
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Now, where was that broken record... ah, there it is: "Endless Sky is not designed to be balanced around fleet play." I'd welcome some of these changes. The remote ship priority would be a nice little tweak for if you have to deal with fleets, and getting your ships to slow down would also be helpful. Of course, the gather around flagship command might help with that, as might holding down J or using shift+J when jumping. Gather together also sounds cool, but I feel like it could be a headache when working with a large fleet. Escorts that save you could be a neat feature, but it would be nice to have a solid lore reason for them, too. As for the others, they would certainly make capturing easier. But the capture grind is already OP. Having your quarry blown up by your escorts/an author ship/another enemy helps keep some level of skill, strategy, and focus in what would otherwise literally be "sit in a system for an hour then spam a button for fifteen seconds." See #8073, #3920, and other such issues.
I agree, this would be nice to have.
Yes to all of these, please. AI improvements are definitely a big thing that ES needs.
See #3898
See #7774
I think raids do this? Other fleets, though, are meant to be just ships that you caught unawares. They aren't after you, you're after them. Maybe it would be good to have retribution fleets that go after you when you're totally OP and attacking a specific faction?
It sounds to me like the fines are doing their job. That said, this could be a useful change.
I 100% agree.
Good choice of words, since the interstellar parking lot that you can park your ships in isn't actually tied to any planet :). That said, I would support this change as well.
Radar jammers also suck, unless there's been recent changes I haven't caught. If we're making them use power, then they should also be much stronger.
So all the species in the galaxy are expected to agree on what kind of symbols to use on their missiles, now? I like the current way where you have to be exposed to something's flavour text in order to fully understand it.
The point of the high fuel cost for a jump drive is that it isn't unequivocally better than a hyperdrive. You should have to use more fuel, because there's the potential for so much more capability. Lorewise, the function of the hyperdrive is so different than that of the jump drive that's it's amazing they even use the same kind of fuel. The way the jump drive works, it should maybe use a different amount of fuel depending on distance, but not on whether there's a hyperspace link or not.
The classic answer to this one is that eventually the entirety of human space will be blanketed with ways to start the FW/Republic/Syndicate/Pirate campaign. Of course, the Republic and Pirate campaigns are still very much works in progress, and I don't think the Syndicate campaign has been started yet. That means that for now you can start the main plot in about a quarter of human space. It would be great to provide pointers (and there are some small hints), but I don't see any big changes happening here anytime soon.
I agree with this; it's why I spend far more time doing content creation for ES than I do actually playing the game.
The lack of an obvious upgrade path is intentional. It is designed to make you branch out and enjoy the game rather than grinding for the perfect ship. That said, the Bactrian is almost absurdly hard to obtain, which has been discussed before in #7826, along with other issues. I personally find that the plot to get the Bactrian is more fun than having the ship, and that your brand-new City Ship license is a nice trophy. I won't offer spoilers, but keep doing missions in human space for long enough (and don't decline anything that isn't obviously an illegal cargo mission) and you should get it eventually.
I believe there are several plugins that allow you to do this. You can also store captured outfits on a planet for later.
It wasn't. It is true that the storylines are often hard to discover, but they might be easier to find if you aren't focused on grinding.
There are one or two Easter eggs you can pick up for visiting specific planets, etc., but it would be nice to have some of the other rewards you mentioned.
Said feature does already exist. Uncheck the option to "show outfits in cargo" and you can by outfits to put into your cargo. It's perfectly logical, and by no means something that shouldn't have been reworked several years ago (sarcasm). |
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There's a PR to allow holding fire on your escorts, and about exploration you indeed havent found all species yet, and/or have not done a specific path of the main campaign. Yes as a noob you're a bit forced towards big fleet and I dont like it, but one can disengage very easily from any situation with the right outfit/ship. |
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I agree with a lot of what was said. This person seems very inciteful. I hope all devs read this, then re-read it, and pay attention to what is being said. I feel these view points represent what most, if not all, new players feel. I think the developers have designed the game around they way they think we should play it, which is logical. However, the problem is that they give players so much free will, very few actually play it as intended. Example: "Endless Sky is not designed to be balanced around fleet play." but I bet almost every new player thinks they need to, and almost always do, acquire a huge fleet. It isn't until you replay, that you start to figure out that solo or even tiny fleet is fun. Unlike, loads of other games there is very little guidance from the Developers in game, and what guidance there is very easily missed. Yes, there are lots of documents scattered around the net, that describe the canon and lore of ES, but there should be more info in game. Maybe, James can teach us a few more things before he leaves. Or maybe we could go back and see him if we need more guidance. He's just retired, not dead. |
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Something else comes to mind. I get the whole concept of needing a vision for the game. People rarely accomplish anything without a plan. There seems to be a recurring theme revolving around balance. Balance is great and necessary in almost every game made. The issue here is that because players have so much free will, even to the point of editing files and creating "god mode" ships, that true balance, as intended by the devs, very quickly becomes skewed. As stated, the game is balanced based on how devs envision the game should be played. I want to point out that there is a different kind of balance that needs to be considered. It's the balance between what is intended and what happens in reality. Some players choose to play as intended (solo ship) , others prefer a scorched earth, god mode approach. But focusing balance based solely on one playing style create issues, and IMO doesn't quite fit in with the impressive amount of free will a player has in this game. I'm really not sure how to address what I'm talking about, but I'm sure others will have ideas. |
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If it's not designed around fleet play then fleets should be rare in the wild, difficult to acquire or capped at a certain number? If you can only own a certain number of ships above a certain size then having fighters might make more sense, or maybe it's total tonnage? One Bactrian or three/four Firebirds? The game can be limited to get the behavior that the designers think would be most rewarding. |
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@bene-dictator Or just relax a little on the focus of balancing around solo play. Allow a few changes that help support fleet play. Ultimately the player will choose the options that suit there play style best. You know a lot of good ideas that would support fleet style have been shut down because they don't fit the image. But lets be honest, there are far too many players that want a little fleet support to keep ignoring it. |
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I've been playing endless sky for a while, I find it quite relaxing, and I wanted to 'sound-off' on possible Quality of Life (QoL) improvements. I was going to submit this as a single feature request on the GitHub bug page, but I understand requests should be one issue per item, and I didn't want to flood your GitHub requests page with loads of individual items akin to spam, so I've summarised here instead.
Please note this is probably a "hit and run" review thread, as I'm not worried if these proposals are accepted or rejected, I just wanted to 'review' endless sky (as the in-game 'author' ships keep suggesting : ) ). I've tried to group it by rough category.
Large fleets QoL
AI QoL
Landing QoL
Performance Tweaks
Review
The most enjoyable aspects about Endless Sky is the ability to turn up in a random star system and see something completely unique or different there. For example, jumping into one star system, there's a black hole. Another, a powerful space alien. Another, an abandoned, mysterious space station. I think this sort of exploration variety is Endless Sky's strength which it isn't currently utilising to full. I find star systems that are generic or similar to previous ones to be less fun overall because they feel a bit 'same-y'.
The more moderately fun aspects are the ship customisations and novel technologies and tools. I don't think Endless Sky should seek to maintain a strict balance, given the main opponents are AI (AI aren't going to complain if it's unfair). Broken, overpowered, quirky alien weapon systems are fun, especially when you use it to beat a superior opponent.
The tedium for Endless Sky comes in the form of aspects of 'grinding' gameplay. For example, endlessly ferrying resources back and forth between planets to make trivial amounts of money, or trying to set up a starship capture loop (especially if you're trying to farm a piece of alien tech - Korath cooling systems, I'm looking at you - that you can't seem to buy anywhere). Capturing your first jump drive is exciting, as it is a novel technology initially, but once you've captured your 20th because you're painfully and slowly upgrading every ship in your fleet by capturing them one at a time, it becomes a tedious grind.
I have tried to use one ship solo to 'explore' to try to 'bypass' the grind, but many mid-tier areas are very noob unfriendly. For example, exploring Korath space will get even a heavy warship with decent Korath upgrades quickly massacred, and fuel often runs out quickly, making trips seem tedious and slow. Whilst I am aware fuel pods are a thing, if your ship is fully kitted out for battle, there's rarely room for barely one or two extra pods. Fuel pods taking up outfit space has always bothered me, as a pod implies it is external, rather than internal, however I don't know what would be the ideal balancing solution for this.
There also doesn't seem to be a natural, intuitive or obvious upgrade path. For example, once one captures a Hai shieldbeetle, there's almost no need for a Bacterin (and there seems to be no hints on how to acquire the government licence for one anyway). It is easier to capture a Hai shieldbeetle than jump through the hoops for a government licence for what seems to be a weaker Bacterin.
Outfitting and standardising ships in a fleet is also painfully tedious. Many outfitters with key components are on far, opposing ends, which coupled with the limited fuel and constant pit stops, making back-and-forth time consuming and unfun. For example, say you wanted to upgrade a ship to have Helium cooling with a Hai battery and an atomic engine, you have to go bottom left, middle-left, then to the middle-point of Hai space. If you haven't got a jump drive this will take even longer. I often find myself using one ship (which cannot make use of cargo space) with a jump drive to 'ferry' components for 20 other ships, and I don't feel like this is intended gameplay.
It is forced on the player, however, as to be able to get anywhere, you need a min-maxed ship/fleet given the hostilities and almost immediate destruction if you don't, which undercuts the exploration aspect.
Maybe this could be solved if a player had a dedicated, centralised spaceport that could 'replicate' (and then sell) obtained/captured technologies. So instead of having to travel back to Hai space every time, I can visit this dedicated manufacturer. Instead of having to manually board hundreds (yes, hundreds) of Korath ships to salvage a hodgesplodge of parts where half my fleet haven't got jump drives, and the other half lack Korath cooling, I can just buy these parts. Still feels kinda min-max-y.
Endless Sky also strongly incentivises 'save-scumming'. I imagine this may be by design, given the auto-saves, however it means there's almost no risk. If I lose a ship, I can just keep (re)loading until I don't, creating a risk-adverse environment. I've asked myself under what circumstances would the developers expect me to intentionally lose a ship? And I cannot think of any besides recently captured ships (whose value isn't high enough to warrant a reset, E.G. fighters).
What benefit would I be gaining in risking the loss of a ship when I can just re-load? Bearing in mind the time costs in salvaging and upgrading parts for a ship is the biggest factor for aversion, and not the money cost of the ship itself. Sure, my medium warship might be worth 3 million when resold, but it probably contained captured Korath tech, large Hai parts, and a jump drive too, that I can re-use in a bigger ship.
A minor annoyance are alien species who cannot be communicated with, with no explanation on how to 'progress' or develop with any of them (perhaps one mission is to acquire a universal translator, and you have to acquire language samples for each race to be able to understand them? Maybe this already exists. I wouldn't know as the questline is difficult to discover.)
I feel like Endless Sky has the potential to be really fun, and it is still finding its feet. Currently I use the grinding as a means to relax. I don't think the min-max grindset is what was intended.
Perhaps unique items (recoverable!) ought to be rewarded for completing missions (that cannot simply be captured)? Maybe the player ought receive something for playing the game 'fair' (actually letting their escorts die and not keep reloading saves)? Maybe the player ought to receive rewards for numbers of planets visited (and not simply a tally of how many they've visited)?
I don't quite know what it is missing, as it's hard to say, given 'fun' is a nebulous concept, and my definition of fun might not be the same as others.
I hope the developers don't take the criticisms personally. I like the game, I feel like there is more potential to it than 'space numbers go up'. Anyway, I'm going to go into hiding now from the angry mob now and go off to manually ferry some more Hai boulder reactors (please add a feature to be able to put purchased outfits into the cargo hold rather than on the ship - or if it already exists, make it more prominent on the UI, thanks).
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