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Aug 11th, 2023
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  1. To our dear players:
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  3. It is obvious at this point in time that the game remains far from what we talked about during the pre-release period, what we told the youtubers at the media event the game was going to be, and what we've been mentioning in almost every dev blog. Though what occurred in those times leading to the cancellation of the full release and the switch to EA is a topic under NDA, it is true that it severely affected both out development of the game and its projected development into the future. We find ourselves at a point where our goals have shifted further and further, into time-frames we are apprehensive of letting the community know about just yet. Whilst our goals and the roadmap remain the same, we hope you'll be able to accompany us into this new stage of KSP2 development, which our [best/worse] estimates project into 20XX. We are committed to continue our work in the game until the time 1.0 arrives, but it is vital that you recognize and accept that we're just now beginning to diagram features which, by our previously announced timings, should be far ahead than where they are currently if we take into account that the game began development when Take Two Interactive first announced its start almost 6 years ago. If you plan to continue your support, it is also a reality you must face, that we will not be re-developing the physics engine, or other simulator aspects of our game, and what we have now is what shall remain for the life of the product. If such a thing was ever going to happen originally, we can't say, as that also falls under NDA.
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  5. That same obstacle is why we can't publicize details of items further ahead in the roadmap, as they're barely at the start of their existence and nothing is set in stone. Whilst we have ideas of what we want to do, considering the progress on the heat system, it is also obvious that other systems aren't even on paper yet. Regarding the progress of said features, we want to make it clear that our current speed is the best we can offer, and at no point do we plan to go faster [contrary to what Dakota promised in the forums], releasing hopefully a single roadmap item per year, along with many more medium and small bugfix updates. Whilst we know we mentioned tasks being parallel, it was clear for you that such a statement is in direct contradiction to our more recent statements of how we moved developers around for the heat system.
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  7. Considering the community's response, we will now be opening public experimentals, so that those willing to access a cruder version of the product can do so, and in turn help our QA team and the work being done in the internal bugtracker. Hopefully, your grain of sand in this matter shall also allow us to reduce the number of instances of regression bugs and oversights that have gone into every bugfix update. We wanted to pride ourselves on presenting a performant and professional product, but it is clear we've been unable to fill those boots. On the other hand, we'll make it clear that the public version of the bugtracker, based on the subforum, will not be receiving public progress tracking at any point.
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  9. Finally, we've decided to refresh the current moderation body both on the forums and Discord, and are campaign to re-fill those positions with new volunteers. We will also be transitioning to a clear, public set of rules that allows a metaforum to discuss and clarify moderator actions. Reports will also be getting a rework, where the reporting user shall get a response on whether the report was acted on or not, and why. This should allow a more transparent moderation of our platforms, and a more tension-free approach from the community, going from what's essentially walking a minefield where they don't know when or why a mod will act, to walking a clearly demarcated queue line, where the limits and punishments for breaking them are clear and consistent.
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