(07-30-2017, 01:09 PM)Tænì Wrote: It would be extremely helpful if Treewyrm turned over even the incomplete stuff. It would likely get in.
For now I'd suggest to implement what was already complete and what you had for years. If you're looking for incomplete stuff try finishing nomad_base01 which has functional and animated docking ports but needs an outer shell modeled, make a proper interior system from the assets already there while making more in that style to fill in the gaps. Functional framework content is there to be used, you just got to use it. Look at the models, mix and match them if you need more variety in assets. You've got all the power as it is, always had, plus the docs I wrote to do effects stuff and some insight into model structure, all that even without unfinished models in my backup archives. But even complete stuff remains unused in any functional capacity, so what is there to say about incomplete ones or more of experimental kind.
@Treewyrm
One of the rare walls of text that I've actually read. It would be a very nice system, but even if it was finished, I don't think that players would respect your work as much as was the time and effort you invested into it, which could have been used for a less ambitious and more realistic project. The general player population, those who keep Disco alive, prefer shooting the God out of each other on a massive scale over eye candy. Like Texasburg. Or Californiaville. Oh wait, the latter is not a thing yet...
Of course, what matters is balance. You wouldn't watch the Game of Thrones if it didn't look pretty. But you wouldn't watch it either if it was only pretty, but without its elaborate, dynamic and tense plot. I think that Discovery is very pretty and I kudos the devs for that, but I also think that its looks have been greatly improved on account of the story. There is a disbalance. Originally I started playing this game because of its good story (and because I wanted to rmb to shjote, ofc ). My advice to the devs is to carefully measure the difficulty of projects they undertake, and dedicate a little more attention to the storyline, which is becoming slightly stale -- while the looks of everything and the complete PvP balance have changed a lot, and for the better.
There is a saying that would fit well here: don't judge a person by their clothes.
@Thunderer I should have played Dota 2 all day long or whatever else instead then. /s /jk But all in all everyone has their own view of what should be, I had mine too. People may not know what they want until they see it, and it might be wrong to assume all they want is more of what they have already. So to me it was always interesting to push the boundaries. Screw balance and go nuts I say, make 'uge and then 'uuuuger! Effects and 10X Michael Bay.
(07-30-2017, 05:59 PM)Thunderer Wrote: Well, it hasn't worked much better than playing Dota would, has it?
Sure has. Something is better than nothing, yay! Not to mention other nifty findings along the way. But I do enjoy having a lot more time (and free of any disco drama) since quitting.
You had the potential for much more, though. Drama is the player's way to say, very loudly, that there is something wrong enough to cause drama. But developers only develop what is fun for them, because development is just another way to play Disco. Disco is being treated like a piece of art, crafted for its makers, not like a product, crafted for its consumers -- and art has much less consumers than products do. Thus, if the devs were paid, they would treat it like a product, and there would be less reasons for the consumers to drama about.
Unfortunately we can't pay devs, even with donations, as that would bring a whole new set of legal problems. We can't, right?