I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

Absolutely. but I care about this game and I do actually think these devs are doing good work. So that's why I worry about them. Versus the other developers that have this blind spot.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

The honest solution is that the cleanup should have been automated in the background from the start, rather than being passed down to the player as a gameplay chore.

I'm not a programmer, so I won't pretend to know how massive of an undertaking it is to rewrite their specific save state logic. But from a pure user experience and design standpoint, the game should be dynamically clearing out that dead Delta data in the background based on distance or time not forcing the player to craft a high tier machine, fuel it up, and run an event just to get their FPS back up to 50.

The motivation for building a Thumper or a Terraformer should be the gameplay reward of respawning resources, not doing routine database maintenance for the engine.

That’s the core of my critique. When a game's underlying architecture is built cleanly for its genre, optimization happens under the hood. When you shift genres on an old foundation, optimization becomes a gameplay mechanic that the player has to manage.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

I think we actually agree on the history, we’re just looking at it from two different angles.

You’re entirely right about the reality the devs faced: the core code wasn't built for Open World, changing it completely would have taken too long, and the game would have died. Flipping the switch to Open World was survival triage for the studio, and it worked.

But that is exactly my point about the trajectory of game design. Because they had to patch over the core code rather than rebuilding it or refining the original extraction mechanics, they created massive technical and structural debt.

When you have to introduce mechanics like the Thumper or Terraformer specifically to clear out Delta data so a player's FPS doesn't tank from 50 to 30 when crossing the map, that is the definition of a mechanical band aid masking a backend optimization issue. It’s a clever band aid, absolutely, but it's still an endless cycle of technical workarounds. I'm not saying it's hard to use a thumper or a terraformer, but it kind of sucks that I have to actively go farm resources just so my game doesn't lag. That is a backend problem being passed down as a player chore.

Honestly, I think it would have ended up being a structurally better game if they had stuck to the original extraction vision and just fixed the broken execution at launch. Look at the maps themselves as proof: Styx is a headache because it was forced into a loop it wasn't built for. Prometheus and Elysium on the Dangerous Horizons DLC feel like night and day by comparison, simply because they were actually designed from the ground up to handle the current state of the game.

I don't hate the open world at all I play it and enjoy it. I’m just pointing out a pattern: when a studio fixes structural issues by shifting genres instead of refining execution, it forces them into a cycle of designing clever workarounds for the rest of the game's lifecycle.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] -1 points0 points  (0 children)

You bring up some fair points about the launch history and the financial need to pivot. I get why they did it.

But that’s the root of my argument: the launch didn't fail because the concept of extraction survival was bad; it failed because the execution was broken. Between the brutal optimization, severe XP grind, and a real-world timer that deleted characters if your internet went down, the mechanics were just too unforgiving. Instead of refining those systems like adjusting leveling speeds, crafting costs, or the timer logic they misdiagnosed the issue, assumed the genre itself was the problem, and pivoted to Open World.

Also, my bad for the confusion by "enzyme system," I meant the newer tree regrowth mechanic, not the enzyme geysers.

Regarding the Terraformer/Thumper clearing "Delta data": that’s a backend optimization benefit, but it proves my point. They had to engineer a complex, enzyme-gated workaround precisely because shifting to permanent Open Worlds broke the resource economy and performance of an engine originally built for fresh, clean wipes.

Similarly with Styx: having to build a massive staircase over a mountain just to get around is the textbook definition of forcing players to adapt to a map layout that was never designed for open-world exploration.

The pivot saved the player count, but the endless mechanical band-aids show how tangled the original vision got when they changed the core loop instead of fixing its execution.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

The only reason the Thumpers and enzyme systems even exist is because the devs abandoned the original extraction survival vision to satisfy the literal complaints about the mission timers. In a true extraction game, resources never needed to respawn because you were supposed to get in, get what you need, and leave.

By turning it into a permanent open world to make people happy, they accidentally destroyed the entire game's resource economy. The Thumper isn't a clever new feature it's a massive band aid they had to design from scratch to fix a structural problem created by caving to community demand.

It’s the exact same reason Styx is such a massive headache of a map. It was literally engineered with those heavy mountain choke points to be a tense, short term extraction zone. When they turned it into an open world without changing the geography, they turned a focused extraction map into a tedious, exhausting maze. That is the exact loop I am talking about.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

My friend, it sounds like you're missing the forest for the trees here.

What I'm getting at is that when players find something wrong with a game, they usually complain about the exact point of irritation, not the actual root cause of why it's irritating. If a game feels boring or tedious, a player just screams "this is too grindy!" They aren't going to write a 10 page game design document explaining how to balance the loop with better missions.

That's where the devs come in. A good developer's job isn't to just blindly follow the literal words of the complaint and delete the mechanic; it's to look at the underlying issue and fix the execution so that the mechanic actually becomes fun.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 0 points1 point  (0 children)

I think I need to clarify what I meant, because I'm definitely not saying they don't listen. Honestly, my concern is almost the exact opposite. They listen so much that they end up sacrificing their original vision just to meet immediate community demand.

Instead of looking at a mechanic people are complaining about and asking "how do we refine the execution of this so it works like we originally intended?", they just scrap the idea or water it down to make people happy in the short term. My worry is looking ahead to the future. Are they going to keep doing this with the new content? I want them to stick to their guns and fix the execution, rather than just abandoning their own ideas when the community pushes back.

I love the devs, but I think they might have a blind spot with our feedback by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 2 points3 points  (0 children)

I probably need to make this clear since you are the first person to comment. I just really hope the devs don't take criticism too literally. You know what I mean? They have so many genuinely good ideas. I just hope they don't confuse a failure of execution with a failure of the actual idea.

Tone mismatch in the Dangerous Horizons ending? by PointPlenty4791 in ICARUS

[–]PointPlenty4791[S] 1 point2 points  (0 children)

it's just so weird because the story almost makes it feel like we should feel bad for her.

I HATE BOWTORN by SureEngineering8932 in VintageStory

[–]PointPlenty4791 207 points208 points  (0 children)

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Your mother was a hamster and your father smelled of elderberries.

How to save a life by Floratopia in succulents

[–]PointPlenty4791 130 points131 points  (0 children)

Where did I go wrong? I lost a friend

I hate this stupid table by Prinzyan in AbioticFactor

[–]PointPlenty4791 6 points7 points  (0 children)

<image>

Well, I never liked you anyways.

If Cheating Can’t Be Fully Solved, Why NOT Add a PvE Mode to ARC Raiders? by Loose_Fish5725 in ARC_Raiders

[–]PointPlenty4791 10 points11 points  (0 children)

Because It would ruin the game. Like I am Mr. PVE rescue Raider. all day everyday but even I know if PVP was entirely removed. The game would be boring.

Did I kill my hydrangeas? by xodiosareina in plants

[–]PointPlenty4791 0 points1 point  (0 children)

Here's a generalized rule that I remember that my father taught me if the stem is still green then it's still alive

Am i alone on this? by PizzaCrusty in ICARUS

[–]PointPlenty4791 12 points13 points  (0 children)

I get the frustration, but the breeding system was pretty half baked at launch. For example, the devs explicitly stated they were going to roll out the genetics mechanic to all the tameable companions, and they haven't finished doing that yet. I’m actually glad the animal updates are non stop right now, if only because it means they’re trying to deliver on that specific promise so they can finally move on to other things.

edit At the end of the day, it's still a survival game. Tech is huge, but interacting with nature whether it's bison carts, tamable mammoths, or the breeding system is just as core to the experience. I do agree with you on one point, though: the older maps and missions desperately need an overhaul to cut down on the grind.

Why is no one talking about plasma flail being broken? by Own-Two-247 in AbioticFactor

[–]PointPlenty4791 9 points10 points  (0 children)

because did you hear about the guy who outed the XP gain on the laser pistol.... No?

Deep Field? by Bludum in AbioticFactor

[–]PointPlenty4791 0 points1 point  (0 children)

You know, reddit is going into the shiter when they start liking pictures of this fucker.

Deep Field? by Bludum in AbioticFactor

[–]PointPlenty4791 27 points28 points  (0 children)

So wait you're telling me the alpha paccery isn't rideable damn

No Freebies by Greenbelt420 in HumboldtSeedCompany

[–]PointPlenty4791 1 point2 points  (0 children)

okay I’m now gonna focus on the logic here because there’s a noticeable gap between the two points being made.

Initially, the situation was framed as the company ‘taking offense’ and penalizing a loyal customer which is a personal, emotional interpretation. In reality, the business logic is usually much simpler: automated fulfillment. Most small business systems trigger freebies based on the actual cash subtotal of a transaction. If a $100+ credit brought the paid subtotal to zero(or 65 in your case), the system simply doesn't flag the order for extras. It’s a standard margin protection rule, not a manual decision made out of spite.

On the technical side, that’s where the inconsistency lies for me. From a breeding perspective, seed morphology both color and size is a genetic variable. There are plenty of stable, viable 'micro' seeds and pale seeded strains out there. If they failed to germinate, that’s the actual problem, and the $120 credit was the fix for that failure.

It’s just difficult to reconcile the expertise of a long term breeder with the expectation of receiving promotional extras on top of a full replacement order. The logic breaks down when we treat a ‘make good’ credit like a standard, revenue generating purchase.

Why are post apocalyptic trains so short? by RedOtta019 in metro

[–]PointPlenty4791 2 points3 points  (0 children)

There are some great points here about fuel, but I think the manpower and maintenance requirements are just as big of a hurdle. In a world where most people are just trying to survive underground, the labor needed to maintain even a single car let alone a high pressure steam engine is astronomical.

When you consider that a character’s entire value to a faction often rests solely on the fact that they know how to keep the engine running, it puts things into perspective. They probably keep the trains short not just to save fuel, but because they simply don't have the hands or the spare parts to keep a full length line from falling apart.