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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
2017_11_02_2.png


FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
2017_11_02_1.png


Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
2017_11_02_4.png


Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
2017_11_02_8.png


Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
2017_11_02_3.png

2017_11_02_5.png


That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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Hype

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Where on earth are you getting "a large portion"? let me introduce you to the big scary world out there

  • Stellaris sold over 200,000 copies in it's first 24 hours of the original games launch, whilst no public information, Steam data indicates there's over 1.4m unique users who have played the game at some point.
  • When someone stops using a service (that is, something that continues to generate revenue, which stellaris does via DLC), it is called Churning. Out of that 1.4m (probably more) people that have purchased the game at some point, some will already have churned, be it due to lost interest, having 'finished' the game, or simply moved onto other things or not have time to anymore
  • Out of that 1.4m people, there's probably only 1-2% that are registered on Paradoxs forums (hi everyone!), those that make a lot of fuss about changes (either ranting about how great or how terrible they are) are what is called a 'vocal minority'
  • In all honesty, a large chunk of people that actively play Stellaris have never been on this forum and have never read a dev-blog about the game, they'll be surprised when this patch eventually hits and either like the changes or not
  • The people, such as you posting on here about how terrible this change is are a super-minority, and also, for a thread with 132 pages at my time of writing, lets divide that by 10 and say... there's probably only a dozen people in this whole thread going on significantly about how much they hate this change (Feel free to count and prove me wrong)

At the end of the day, you're judging something you have very little information about, which is in-flux mid-development with nothing more than a sneak-peak of the direction they are going, yes, the direction is definitely only 1 type of FTL, but how that eventually shapes up may be very, very different than the blog and video just released.

Please, amongst all else remember and understand one thing, whilst Paradox is a company out there to make a profit, a significant number of employees in the gaming industry are in that industry because gaming is a passion, you don't tend to work for a studio on a video game you don't have a vested interest in, their reasons, justifications and ideas behind these changes are all being made in the best interest of the game and at some point in the past, those ideas and justifications produced the game that you are very clearly so very passionate about. Have some faith and some trust in them, that, whilst this change may be shocking for you, it might, just, possibly be a good change and you may even like it when it's all done, finished and live.

Judging by the 'respectfully disagrees' there are at least 223 people who have seen this thread and disagree with the changes. Still a minority, as you've pointed out but I feel that's a fairly significant portion of the player base compared to responses in other dev diaries. The 3 separate FTL travel types was one of the big things that made Stellaris unique when it was shown off before the game came out in dev diary #4. This does pre-date Wiz as game directory though.

I honestly do think this will make the game better if for no other reason than Paradox won't put enough resources into the game to make all travel types work. That said I completly understand and sympathize with the people who are upset with this change.
 

Hype

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This unfortunately makes you part of a very small minority of the 1.4m+ people that have purchased the game, a very small, vocal minority.

I think you're confused. I like the proposed changes. I'm just willing to see things from other peoples point of view. If the other FTL types were something I really cared about I'd be extremely pissed off right now too.
 

Celasni

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Sorry but that is the first Dev note that i absolute hate, Space Lanes in every space game so far make movements tedious and time consuming and Stellaris isnt much different in this. Space Lanes already getting the worst end of the stick when it comes to starting positions. Have a big Monster,Pirat,FA or whatever you cant beat in the first couple of years just means restart already.
 

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I honestly do think this will make the game better if for no other reason than Paradox won't put enough resources into the game to make all travel types work. That said I completly understand and sympathize with the people who are upset with this change.
I think you hit the nail on the head here for both sides. Those disliking the status-quo, by my read, see it as strengthening the game by focusing. Those liking the status-quo see this as abandoning fundamental elements for nothing more than making Paradox's job easier (which isn't a great selling point).

But, fundamentally, what Paradox has told us here is they'd rather take the knight off the chessboard because of it's odd movement rules than learn how to use the knight in game. And that then opens up questions about how will features fair in a similar situation?

If the only tool is a hedge trimmer the garden isn't going to fair well.

[edit: fixed some grammar]
 
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LambTaco

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I am not sure you are addressing my entire post. Just set the sliders to max lanes and it will be almost impossible to make chokes. You can explore in any direction, just now you can see the connections (although I do hope as some have said hyperlanes will be initially invisible). Correct me if i'm wrong, but even with warp you couldn't jump past other empires with closed borders efficiently? If you're a Fanatic Pacifist, you're going to need to make use of diplomacy to keep borders open. That is what you need to do regardless of ethics if you want to explore everything as a pacifist. There are ways to do as you say, but you have to do them for 3 different FTL's and then balance them. Wiz has said that was not practical, and I am sure he has a good idea of his manpower/financial capacity for these updates. Maybe Paradox should hire more people and go at it with all 3 FTL, then we wait another year for other updates, but for me personally I am already amenable to these change and the FTL system desperately needed an overhaul to address other areas of the game. I respect your position, but I am placing my faith in the devs to make this work.

Unless they have as many connections as top level warp it's not the same. And wormhole stations are still gone.
Anyway, I'm not even one of the people asking to keep all three FTLs, I just want the one we keep to not be hyperdrives. I'm actually on board with everything they've revealed so far, except hyperdrive only. And I tried hyperlane only and hated it.
Hyperlanes do nothing to improve diplomacy by themselves and any diplo changes that do come with the update willl likely be irrelevant to or necessary because of the hyperlane switch.
I'm sure it will be better than just the game we have now on hyperlane only. But I'm also pretty sure it will be worse (at least for me) than if they do everything as they are planning but went warp only

Exactly. The devs already anticipated this response from the minority of people who would be complaining. Kicking and screaming does nothing. The devs are sorry for people who are disappointed. But beyond that they don't really "care". They genuinely think this is best for the game in the long run. It must have took A LOT of resolve to make a decision like this. They're not going to abort because 25% of people hate the idea. Keep in mind with more dev diaries, more and more of those people will come to terms with this change.

Its either plea for the devs to make warp capabilities still hidden in the game, but have mods be able to enable it. Or your ride ends here. Just keep playing 1.8.3 and don't buy anymore expansions.

Just because the devs anticipated criticism and some people are criticising in a hyperbolic or whiny way, that doesn't invalidate all criticisms. And aside from saying, "trust us, this is for the best," the devs have done little to assuage our concerns.
 

HAL.9000.1

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A bit of statistical commentary. If the ratings were in the 25/5 range, then there could be a relatively wide confidence interval as to the actual population result. But at 850/220, the interval is starting to narrow up quite rapidly, and unless you can prove some sample bias, that's likely to be close to the result you would get if you interviewed every single person who is currently playing Stellaris. I mean, why would people who don't come to the forums feel any differently about the issue than the people who do? Or more precisely, why would they be more inclined to love the fact that they are going to wake up one morning, find that their casual game is no longer compatible with the current build, and then discover, on starting a new game, that they can't play warp anymore? The odds are that they will split close to what we are seeing now, i.e. 80/20, or possibly swing more towards the negative because it will be an inconvenience to figure out an entirely new style of play and they aren't willing to put that much effort into the game. I don't know what the total number of buyers of the latest content pack or two actually is, but I'm guessing 20% of the total probably represents some significant krone/quatloos/euros. Enough that a group manager will notice.
 

Nippleworthy

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And the answer cannot be..."but we made the game better, even if we lost 20% of our customers -- those guys just didn't understand our vision!"

How can they lose a customer who has already paid? Do you mean that these customers may not buy a new dlc? Well that's up to them. I do not see any problem at all regarding game changes. If some people don't like the changes, they can play it the old way as long as they like.

(Anyway, I hope that Star Trek New Horizons can continue to work. It's awesome.)
 
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Tasma

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133 pages.... Wow... ok .... Personally i never played an Hyperlanes Game - i hate Hyperlanes - i can provide Savegames and logs. So after that Change/Patch Stellaris won`t be the Game anymore which i loved to play. I played around 600 hours so far and expected much more to come but with that... yeah bye Stellaris - iam not asking for Money back due to that changes ... it would be nice if there is an option for that.... but you will miss an person which will buy future content. So good bye dear Community
 

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Whilst the three different types of starting FTL gave Stellaris some of it's charm, the changes are probably for the best in order to improve wars.

People who really hate the changes to FTL travel should just play on an old patch.
 

HAL.9000.1

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How can they lose a customer who has already paid? Do you mean that these customers may not buy a new dlc? Well that's up to them. I do not see any problem at all regarding game changes. If some people don't like the changes, they can play it the old way as long as they like.

Who buys content packs other than "customers who have already paid"? Almost the entire revenue stream from this game probably comes from those add-on sales, not continuing sales of the original product. From comments I have read in the annual and quarterly reports, the "tail" on sales of a product is generally not that long...people grativate to the new thing that is coming along. So if you reduce your active users by 20%, you aren't making them up with new sales. Wiz and his team need, really need, the sales from content packs to support their continued employment. A 20% drop in those will be...not good.

DLC's, or free updates, are a service that PDX offers to entice more customers into the revenue stream overall, but when their updates start removing features and losing customers, they are also losing referral sales and recommendations (again, probably in that 20% range). The downstream revenue implications for that therefore track with the general statistical trend established thus far.
 

ORCACommander

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How can they lose a customer who has already paid? Do you mean that these customers may not buy a new dlc? Well that's up to them. I do not see any problem at all regarding game changes. If some people don't like the changes, they can play it the old way as long as they like.
The threat is not just that we will stop buying DLC updates for stellaris (which ultimately decides if stellaris keeps receiving funding or not) its that we may also decide to not buy anything from PDX. They are burning customer retention with this. To quote the end of a video rant about electronic art's business practices: In a world where money speaks, Silence is terrifying.
 

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Where on earth are you getting "a large portion"? let me introduce you to the big scary world out there

  • Stellaris sold over 200,000 copies in it's first 24 hours of the original games launch, whilst no public information, Steam data indicates there's over 1.4m unique users who have played the game at some point.
  • When someone stops using a service (that is, something that continues to generate revenue, which stellaris does via DLC), it is called Churning. Out of that 1.4m (probably more) people that have purchased the game at some point, some will already have churned, be it due to lost interest, having 'finished' the game, or simply moved onto other things or not have time to anymore
  • Out of that 1.4m people, there's probably only 1-2% that are registered on Paradoxs forums (hi everyone!), those that make a lot of fuss about changes (either ranting about how great or how terrible they are) are what is called a 'vocal minority'
  • In all honesty, a large chunk of people that actively play Stellaris have never been on this forum and have never read a dev-blog about the game, they'll be surprised when this patch eventually hits and either like the changes or not
  • The people, such as you posting on here about how terrible this change is are a super-minority, and also, for a thread with 132 pages at my time of writing, lets divide that by 10 and say... there's probably only a dozen people in this whole thread going on significantly about how much they hate this change (Feel free to count and prove me wrong)

At the end of the day, you're judging something you have very little information about, which is in-flux mid-development with nothing more than a sneak-peak of the direction they are going, yes, the direction is definitely only 1 type of FTL, but how that eventually shapes up may be very, very different than the blog and video just released.

Please, amongst all else remember and understand one thing, whilst Paradox is a company out there to make a profit, a significant number of employees in the gaming industry are in that industry because gaming is a passion, you don't tend to work for a studio on a video game you don't have a vested interest in, their reasons, justifications and ideas behind these changes are all being made in the best interest of the game and at some point in the past, those ideas and justifications produced the game that you are very clearly so very passionate about. Have some faith and some trust in them, that, whilst this change may be shocking for you, it might, just, possibly be a good change and you may even like it when it's all done, finished and live.

In the end, numbers dont lie:
  • clear.png
    Agree x 811
  • clear.png
    Respectfully Disagree x 225
  • clear.png
    Helpful x 62
80% of people who have read about the change, liked it.

Vocal minorities are that, minorities, just screaming very loudly to make them look more influential than they are, while the happy users, that are majority, have long left this thread, probably just enyoing the game right now, waiting for the one next week.
 

brifbates

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Yeah, I hear what you are saying. I just wish those issues would be addressed, better fleet actions would lead to more defense actions etc. Honestly I feel after Wiz played Moo2 he pined for the 4x days of wonder as a kid and by darn it they only had space lanes, they liked it, they loved it! heh. It is 2017 let's have some designs for the future, not building backwards into the past. If we want retro, we can head over to GoG and fire up some old games no problem : )

News flash:

MoO 2 had open warp with range limitations and scattered wormholes, the change to hyper-lanes was just one of the reasons MoO 3 crashed and burned from the start...

In the end, numbers dont lie:
  • clear.png
    Agree x 811
  • clear.png
    Respectfully Disagree x 225
  • clear.png
    Helpful x 62
80% of people who have read about the change, liked it.

You are 1) bad at math and 2) assuming everyone could be bothered to click the little icons who read the op
 

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Judging by the 'respectfully disagrees' there are at least 223 people who have seen this thread and disagree with the changes. Still a minority, as you've pointed out but I feel that's a fairly significant portion of the player base compared to responses in other dev diaries. The 3 separate FTL travel types was one of the big things that made Stellaris unique when it was shown off before the game came out in dev diary #4. This does pre-date Wiz as game directory though.

I honestly do think this will make the game better if for no other reason than Paradox won't put enough resources into the game to make all travel types work. That said I completly understand and sympathize with the people who are upset with this change.

There is no change in the long, tortured, history of change that hasn't upset a portion (large or small) of those affected. Nothing Wiz has announced in the past or will announce in the future will please everybody.

This is my first grand strategy game. I've played some 4X titles in the past, like the Total War series, but mostly am at home with a gamepad in my hand and a cheesy JRPG. I wanted to build a space empire and chose Stellaris because of the cool stories I'd hear and read about (and because Endless Space 2 confused me), and I care not about how many different types of FTL there are in game.

Except to say, I actually do rather hate hyperlanes...

...But, I'm completely on board with these changes. I accept Wiz's courteous and thorough explanation and am looking forward to the improvements when they arrive. These chaps and lassies built a game that I loved enough to sink 200 hours into so far, and I don't see any reason to stop trusting them.
 

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Given that a major recurring complaint about the game has been the war system and doomstacks, it's a bit weird how when the devs try to adress this complaint people complain. It's like they want the dev's to fix the war system with two arms tied behind their backs.
 

Kreliann

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News flash:

MoO 2 had open warp with range limitations and scattered wormholes, the change to hyper-lanes was just one of the reasons MoO 3 crashed and burned from the start...



You are 1) bad at math and 2) assuming everyone could be bothered to click the little icons who read the op
I think the reason was FAR from being that, it was much more about being half way done, and being a glorified spreadsheet.
 

brifbates

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Given that a major recurring complaint about the game has been the war system and doomstacks, it's a bit weird how when the devs try to adress this complaint people complain. It's like they want the dev's to fix the war system with two arms tied behind their backs.

Forcing choke points that will require doomstacks to crack is a strange way to get rid of a problem with doomstacks...
 

Chreees

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Ignoring a minority is never a good idea. Especially when you are a large company with lots of money to lose.

So they should ignore the majority instead.

Regardless nobody is being ignored by the devs, and they are trying to do this correctly. It looks like they have spent a lot of time thinking through these changes and how to appease the people who aren't happy with the changes.
 
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