Alshain's post wasn't smug at all and is soundly reasoned. You appear to be the one who is being smug my guy. i cant wait for them to add multiplayer just so you can eat your smug words LOL. I'm not suggesting they are lying, I'm suggesting that, like the developers of KSP and Subnautica and many many more, they are being naive to think it can be added at the end. It's a lot of development effort for so little gain, and that's another reason developers abandon the idea of multiplayer in some games. Ultimately if it does get added, it's going to be one of those things where they spend a ton of development time on it and a few people will toy around with it for a while, maybe fly some planes together, people who like weapons mods might enjoy it, but most will just go back to their own single player game. This is something that can't be so easily solved, In fact I'd say it's impossible. You still have the time warp paradox which is going to severely limit your ability to create an enjoyable experience. You can add single player at the end.īut lets give them the benefit of the doubt and say multiplayer is coming. That's why you can't just add multiplayer at the end. Multiplayer is something you develop first, then to make single player you just create a multiplayer game that doesn't have access to the network. Multiplayer isn't something you develop in "parallel" either. It's on their roadmap but game developers often think they can just tack on multiplayer after they finish everything else and that's seldom the case.Īnd what exactly makes you think they are flat out lying about parallel development of multi-player, there have been many communications about them implementing Multi-player from the get go and every feature being set against multi-player development. This includes multiplayer and the addition of colonies, as shown in the image above.Originally posted by LoSBoL: Not likely ever. Meanwhile, the Kerbal Space Program 2 team has a roadmap laid out for the game that will see more features added to the sequel that were missing from the first. Simpson additionally noted there are "other improvements" the KSP2 team is "hoping to squeeze into Patch Two (one of which got checked in last night)", stating that "a few more big-ticket items will get added to the list in the coming days". Various CPU and GPU optimizations to improve performance.Updated parking garage collision (now possible to enter structures).Added "next" button to seizure warning screen.Fixed bug: vessels with no control deleted during save.Struts and fuel lines no longer broken after cloning subassembly in VAB.Gave click priority to planets rather than moons when zoomed out in Map view. Recovered Kerbals now return to VAB Kerbal Manager.Enabled switching between vehicles in atmospheric flight (within PhysX bubble).Fixed flamed-out engines not restarting properly.Fixed loss of vehicle on reference frame change when physicsless parts present.Simpson also shared a brief list of some of the fixes coming in Patch Two that have already been checked. "We are still pulling a couple of late-breaking improvements into that build," Simpson stated in a blogpost, before promising more information on Patch Two (such as its release date) once the KSP2 team has "got it in QA's hands". Kerbal Space Program 2 Early Access launch cinematic. Now, the KSP2 team is working on another patch, with creative director Nate Simpson noting that while it'll be "tough to beat the sheer number of fixes that went into Patch One", players can still expect "a few big ones" to arrive in Patch Two. This followed a rather rocky launch for the space-flight simulator, which saw a steep fall in player numbers soon after release, with many asking for refunds due to the game's buggy state. Kerbal Space Program 2, which released in early access in February, received its first (extensive) patch earlier this month. Intercept Games has shared an update on its second patch for Kerbal Space Program 2.
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