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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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Kappenloch

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Nov 14, 2017
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Personally i just got epic eyerolls over this all 'fu, imma going to distant worlds!' bit.

Distant Worlds is a great game with some massive flaws. So is Star Ruler 2. So is Stellaris. It's the nature of the beast, and why weren't you playing those games *already*? Gaming's a cheap hobby, and anyone that can afford to game can afford to buy every good 4x on the market. There's only a handful of them after all.

I did enjoy both Stellaris and DW, I played them both regularly, but for very different reasons, Stellaris was quite good with roleplaying, flexible race-design and story-telling while DW has brilliant strategic and tactical warfare and the feeling of a true living galaxy. But now that one of Stellaris's few unique and defining features - one of the ONLY good reasons for playing it - is being removed I no longer see any reason to play Stellaris at all, or spend any more money on it. FTL choice was one of the few flexible, non-cosmetic changes that helped to truly define and differentiate your race. But not any more.

While its true that anyone can afford to buy multiple 4x space games, Many of them are simply so bad that they're not worth wasting time on, and sadly Stellaris has now fallen into that lower-than-mediocre category with its horrible "me too" forced hyperlanes. Sorry, but I have certain standards, they're not very high standards, but being forced to use railroad-tracks-in-space all the time is pretty much the final indignity for a space game which drops it below even my extremely modest standards.
 

rittstar

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are you serious? with the hyperlane compulsion? just that you have the opportunity to choose what you want is good. if i can't do warp games anymore... dudes ... you ruin the game for me. I haven't played a serious hyperline game yet. then I can also play endless space or such a nonsense.

I don't understand .... you take a group of players the choice to play the way you want ... the other group that likes hyperlanes ... they can already play as they want ... you annoy only one part of the players ... that does not make sense ...

I've written a mod that lets everyone start with slower "warp" to simulate a conventional STL Drives ... that's a fair start for me.
that you take one of the great features of the 3 drives from stellaris ... I just can not believe it ...
and i like and play that mod a lot.. do you think the upcoming removal can be beaten by a talented modder like you and revert all the upcoming bullshit?
 

rittstar

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Or mote stations shoulf be able to fit closer, smaller stations within the radii of larger to create interlocking zones of fire

like it was before, 2 or more patches back? dont remember, i think in April it was still a featue, in full service, i paid for :) oh well. i remember all those beautifull fortress flowers in important and valuable systems, where i create my own art of chokepoints, to defend my empire against any sort of FTL, where the enemy really need a doomstack, if my doomstack is somewhere sort of close range, where it still could need few months to get over there and take action, you know what i mean ;)

well, a good reader and someone who know the game very well, should clearly see that before the last changes happend, there was some degree of doing all the stuff they take away and bring it now back by also cutting other content for that purpose, weird? sure! absurd? absolutely! well thinked of? guess not!

well, someone on PDX decided this was not so good and then they make it the way how stations work actually -> worse ever, more than as release

so my predict is absolutely realistic, changing a core mechanic because we think its better? no, sir it wont work

i am sure, the upcoming changes with all these promises made to improve the game in question of strategy, tactical etc. and espicially handling doomstacks, will not have the result they promise now.. not even one

cant wait that they start the streams and WIZ show us how "good" his new system is.. maybe they dont make a stream this time, then everybody should be well allerted and take the finger from pre-order button, sure time will tell the truth and mybe the result is somewhat amazing.. but i honestly doubt it
 

Solkanar

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I don't like the changes.
Hyperlanes are very restrictive and lazy design. They have nothing to do with the feel of space exploration. Having three options of drives to choose from at the start made this game special and unique. Now you throw away the uniqueness.
I understand the logic of warfare and all with choke points...
I understand people who really like FTL.
I don't understand that the only solution you can come up with is the disabling of the other two drive systems. It feels sloppy and very lazy.

I used FTL and didn't like it at all. I swore then I would never use them again.
Now it makes me sad that I will never play Stellaris again after the next update.
 
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Hawklaser

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Oct 28, 2017
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Well... just read the dev diary on the doomstack changes... and don't like the direction this is going even more.

We go from a more open mode of travel with some choices, to restrictive hyperlanes that coulpled with the static defenses is going to lead to fortified chokepoints being the focus of combat. From single fleet doomstacks to multi-fleet doomstacks as still nothing of note released that actually sounds like would make dividing fleets across an empire a good idea. And with the disengagement mechanics, I don't think its going to change much beyond how many times one has to whack the mole. Sure you may not lose your whole fleet in a single fight, but going to lose fights faster due to forced early retreats, and kinda seems counter productive to the changes designed to allow the weaker side to inflict more losses on the other side.

So still unconvinced that the FTL removals were needed at all.
 

Scaleslizard1

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I have an idea for how to preserve the games asymmetrical FTL. Have a system where you place subspace bubble projectors in 4 systems arranged in a diamond shape. This will generate a bubble from which no ship regardless of FTL method can get through, ie. wormholes can't be formed in stars within the bubble and warp fields can't be maintained on enemy ships passing through the bubble and hyperspace can't be maintained. The only way to take down the bubble and access the systems protected by it is to attack and destroy one of the projectors stations in any of the 4 "corner" systems, thus allowing a strategic element of having to attack the projectors before moving on to the rest of the empire. Static defenses could be built in these systems to protect the generators. Devs please consider this a valid way to save the asymmetric FTL. And if this does work then I have one final suggestion; buff the warp drive as right now it's not competitive, this can be done by eliminating the warm-up time entirely, which makes it much faster and much more effective when coupled with the freedom of movement.

thank you sorry for the long post @Wiz
 

Shermanator

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I think the conversation on whether the FTL change is good or bad has been beaten to death. At this rate everyone who would have changed their minds already has, nobody is going to change their minds one way or the other anymore, at least not until the update comes out and people get to play it.

So all I will say now is that I think the modding community can and absolutely will come together and create a high quality Warp/free movement FTL mod that updates with every version of the game. That way people who feel that the FTL change is a deal breaker for them can be happy enough to keep playing. I bet enough people would use such a mod that they could still reliably play multiplayer.

I mean think about it, already, the devs for Star Trek: New Horizons, one of the largest mods, have said they will manage right? If they create a free movement FTL system for their mod, I'm sure they could also release it has a standalone mod, or at least share their knowledge with other modders who want free movement. And there has to be plenty of modders who don't like the new system, so I'm sure at least some of them will want to create FTL mods.

Despite being ok with the changes myself, I do think, due to the sizable group of people who just can't stand this change, that the devs should leave warp mechanics in at least so that they can be modded back in easier. Wiz has said they communicate with modders.
 
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Scaleslizard1

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I think the conversation on whether the FTL change is good or bad has been beaten to death. At this rate everyone who would have changed their minds already has, nobody is going to change their minds one way or the other anymore, at least not until the update comes out and people get to play it.

So all I will say now is that I think the modding community can and absolutely will come together and create a high quality Warp/free movement FTL mod that updates with every version of the game. That way people who feel that the FTL change is a deal breaker for them can be happy enough to keep playing. I bet enough people would use such a mod that they could still reliably play multiplayer.

I mean think about it, already, the devs for Star Trek: New Horizons, one of the largest mods, have said they will manage right? If they create a free movement FTL system for their mod, I'm sure they could also release it has a standalone mod, or at least share their knowledge with other modders who want free movement. And there has to be plenty of modders who don't like the new system, so I'm sure at least some of them will want to create FTL mods.

Despite being ok with the changes myself, I do think, due to the sizable group of people who just can't stand this change, that the devs should leave warp mechanics in at least so that they can be modded back in easier. Wiz has said they communicate with modders.
I would argue that more choices are a good thing and instead of removing it all together is not the best solution. this is why I proposed the solution above to keep the starbase system and most large changes of the update but allowing the game to keep all three forms of FTL
 

rastro

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I don't see how interdiction wouldn't work.....If an anti-warp bubbe is active, then a warping fleet is just pulled out to the system with the bubble. Hyperlanes were already detailed, and wormholes wouldn't be subjected to interdiction with their fixed wormhole generator network.....the disadvantage makes sense right out of a wormhole, though.....

I like the idea of the gateways, but the design makes it look like a contained black hole......not something I'd drive a ship into....
 

Scaleslizard1

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I don't see how interdiction wouldn't work.....If an anti-warp bubbe is active, then a warping fleet is just pulled out to the system with the bubble. Hyperlanes were already detailed, and wormholes wouldn't be subjected to interdiction with their fixed wormhole generator network.....the disadvantage makes sense right out of a wormhole, though.....

I like the idea of the gateways, but the design makes it look like a contained black hole......not something I'd drive a ship into....
If you are talking about my suggestion, the bubble would stop wormholes from forming in a system protected by the bubble, and it would prevent the activation of a warp drive when the destination is within the bubble. same goes for hyderdrive, instead of interdicting them mid-flight it mearly prevents the activation of a FTL drive when the destination is within the protective radius
 

Shermanator

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I would argue that more choices are a good thing and instead of removing it all together is not the best solution. this is why I proposed the solution above to keep the starbase system and most large changes of the update but allowing the game to keep all three forms of FTL
That has nothing to do with what I said. I am not making an argument for or against the change, instead, I am saying that the change is almost certainly inevitable and that at this point most people have already made up their minds on if they like it or not. So I am suggesting that it shouldn't be hard for modders to create a warp/free movement FTL mod for people who would otherwise stop playing Stellaris or not update past 1.8.3.

And I realize having to use mods isn't a perfect solution, but if you like Stellaris but can't stand hyperlanes, then I think using mods is preferable to never being able to update past 1.8.3.

Edit: in case there was confusion I wasn't replying to your post in my original one. I was replying to the discussion as a whole.
 

Scaleslizard1

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That has nothing to do with what I said. I am not making an argument for or against the change, instead, I am saying that the change is almost certainly inevitable and that at this point most people have already made up their minds on if they like it or not. So I am suggesting that it shouldn't be hard for modders to create a warp/free movement FTL mod for people who would otherwise stop playing Stellaris or not update past 1.8.3.

And I realize having to use mods isn't a perfect solution, but if you like Stellaris but can't stand hyperlanes, then I think using mods is preferable to never being able to update past 1.8.3.
Sorry I guess i misinterpreted your post.
 

Ahahala

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That has nothing to do with what I said. I am not making an argument for or against the change, instead, I am saying that the change is almost certainly inevitable and that at this point most people have already made up their minds on if they like it or not. So I am suggesting that it shouldn't be hard for modders to create a warp/free movement FTL mod for people who would otherwise stop playing Stellaris or not update past 1.8.3.

And I realize having to use mods isn't a perfect solution, but if you like Stellaris but can't stand hyperlanes, then I think using mods is preferable to never being able to update past 1.8.3.

Edit: in case there was confusion I wasn't replying to your post in my original one. I was replying to the discussion as a whole.

It may sound reasonable, but at the end it means surrender. It means submit, accept, shut up and don't bother devs with your complains and bad steam reviews.

Will not submit, will not accept, will not pay for that. I'd better make payment to modders who will correct big FTL misstake devs are making.
 

ISitOnGnomes

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It may sound reasonable, but at the end it means surrender. It means submit, accept, shut up and don't bother devs with your complains and bad steam reviews.

Will not submit, will not accept, will not pay for that. I'd better make payment to modders who will correct big FTL misstake devs are making.

No one is saying you need to surrender. They are only saying that fighting it here is just pissing in the wind. They have already made the decision to overhaul the game, and at this point I doubt anyone's opinions will change that. If, after actually playing in the new patch, you still think that these changes make the game worse, then you have every right, as well as a duty as a cutomer, to give the game a negative review.

As for paying them, you never have to do so again, if you choose not to. You can download a mod, for free, off the workshop to add back in the old FTL, or not. The choice is yours, but there's nothing wrong with only playing a modded version of a game, if that's what you enjoy about it.
 

Shermanator

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It may sound reasonable, but at the end it means surrender. It means submit, accept, shut up and don't bother devs with your complains and bad steam reviews.

Will not submit, will not accept, will not pay for that. I'd better make payment to modders who will correct big FTL misstake devs are making.
You can refuse to "submit and surrender" and continue to pointlessly post on the internet about your displeasure with the system, or you can download a mod.

Also, what the hell are you saying you won't pay for? You already bought the game, and they constantly release more free content, the game doesn't require you to keep paying money to play in the first place. I myself have only bought Utopia, 1 out of 4 of the dlc packs (counting Plantoids) released so far despite not having any major complaints about the direction of the game.

And I'm not sayin you have to like the changes either.... that's why I'm suggesting that FTL mods should be created and used. And whether you give Stellaris a bad steam review or not is irrelevant to my statement, there is no rule that says you have to stop playing a game that you review negatively on steam.

No one is saying you need to surrender. They are only saying that fighting it here is just pissing in the wind. They have already made the decision to overhaul the game, and at this point I doubt anyone's opinions will change that. If, after actually playing in the new patch, you still think that these changes make the game worse, then you have every right, as well as a duty as a cutomer, to give the game a negative review.

As for paying them, you never have to do so again, if you choose not to. You can download a mod, for free, off the workshop to add back in the old FTL, or not. The choice is yours, but there's nothing wrong with only playing a modded version of a game, if that's what you enjoy about it.
Yeah this comment pretty much says it all.
 

Kent_Lang

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It sounds like you devs are trying to make Stellaris more like EU4 in space. Almost every descision that you have announced in this diary toward FTL are very questionable.
1. How do you rationalize fortifications in space? The point of space is that you cannot build fortifications in space. In the open sea, there are no such thing as a lane which you must take. Imagine how much easier the attack on pearl harbor could have been if the americans knew the distinct direction where the japanese would come from and the japanese had to fight through all of the other islands before reaching pearl habor.
2. Forts in EU4 did not make the game significantly better or more fun than it was before. I genuinely do not understand your appeal with and fascination with fortifications and defensive warfare. I do not think it will add much to Stellaris being able to play as Space France.
3. Why allow fleets to withdraw from the FTL inhibitor they get locked into? If it can shut down a lane, why not put it on the lane that they came from? Even this thing is something that is hard rationalize and makes very little logical sense.
4. Hyperlanes are very boring and can very easily make you stuck somewhere with very little space to expand into in a spiral galaxy, forcing you to fight or submit to your neighbors which you only have 2 of to choose from.
5. With this change you are making this game too similar to your competitors. Why play Stellaris when it starts playing like Galactic Civilizations II and Aurora 4x? Both being very good and well designed games in all aspects, many which Stellaris cannot compete with and the latter being free on top of that?

If you implement this I will play with settings to give as many links as possible because you are making a huge mistake and should consider at least one or two of the points I brought up. This descision is just a textbook definition of a bad idea.
 

Ahahala

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They didn't remove them; they made them advanced tech.

You don't want to play with their toys, then don't. Just stop sniffling about it.

1. Nope, new advanced FTL tech are not even close to original.

2. Stop stutting my moth up. Always wondered about these strange people floating around and saying "Don't give any critic! You don't like - move along! Don't say a bad word" Actually - you move along - I'm free to express my opition. Even worse - I'm the cutomer and I WILL, just to remind devs and their marketing team, that this decision was a big misstake.

I doubt anyone's opinions will change that.

If all of us just submit and play mods - Devs will not change decision for sure. But if a sufficient share of customers will not update game - this will mean DLC falue even if it is profitable. So the only option is hold the line. Customer opinion is not about Lanchestr's Laws, it's about marginal utility and elasticity of demand, opinion of a few matters.

Also, what the hell are you saying you won't pay for

Yea, I've paid for it. I meant new DLC with all these changes.
 
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