Empyrion - Galactic Survival

Empyrion - Galactic Survival

Empyrion - Galactic Survival: Workshop
Enrich your gameplay experience with blueprints from the Empyrion workshop: browse great collections of community created vessels and bases, try new and uncommon designs - or upload your own projects!
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New forum section just for Reforged Eden(2)
What would Empyrion be today without RE 2/RE 1?
Everyone is welcome to answer this question for themselves, but one thing is certain - this scenario, created by Ravien_ff and Vermillion, has now become an indispensable and extremely popular part of the game.

... At this point, I would also like to personally and sincerely thank Ravien_ff, Vermillion, and all the quiet gems in the background who have blessed us with their diligence, enthusiasm, and tremendous expertise - thank you! ...

RE1/RE2 have inspired many creators to create their own excellent scenarios, as well as the developers themselves.

But accordingly, RE2 questions frequently flood the general forum section, and topics constantly have to be moved to the workshop section - very annoying for moderators and all those who have already given up trying to explain the difference.
However, 'Workshop' is responsible for ALL things in the Workshop and has now become too small for RE2.

Therefore, I think it's about time to give RE2 its own dedicated section.

My name suggestion: 'Workshop Reforged Eden' :2019love:
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Showing 1-8 of 8 comments
I'm familiar with the 'official' board, but I've also spent thousands of hours with the game and various scenarios.
The relevant link, however, leads via the scenario's wordshop page, and there you have to search for 'Dissusions'.

But what can you do about the fact that topics about Reforged Eden generally have to be locked and moved, EVEN THOUGH the 'official' version is available?

Beginners, in particular, usually don't know that this section even exists and just post in general terms.
The sheer number of RE posts in the vanilla section has increased significantly and regularly leads to confusion because RE has features that vanilla doesn't.

Therefore, an immediately visible subsection in the forum menu would certainly be helpful.
The link you provided could be the first pinned post.
An additional subforum for players to ignore will not solve anyone's problem. It'd just disperse the knowledge base that much more. Everyone who clicks subscribe on a workshop item page has already been at the correct place to ask questions about it.

What the community can do about people asking workshop content-specific questions in the wrong places is to stop evangelizing at any and every new player they come across into playing RE2 before they can even tell a multitool from a veggieburger. Yes, I understand that you've been taught by crummy AAA developers to treat any vanilla game as a half-finished semi-broken overpriced piece of crap. They have inadvertently trained you into this prejudice. You're going to have to work through it yourself. Otherwise, people are going to continue to have egg on their faces when they claim vanilla mining turrets are broken because they aren't shooting at asteroids automatically, or the bugged constructors don't list a salvage core template.
If you subscribed to the Scenario you should be very aware of its Workshop page. And every time the Scenario launches it tells you in the loading pages to go there with any problems. Oh crap sorry, I was expecting people to read. :steamfacepalm:
@HurtfulPlayer97
At least someone read it :) So it's not pointless crap!
You're absolutely right. If you're attentive enough, there are plenty of information texts, links, and tireless tips from users.
As @TBB correctly points out, if you have problems, you should first do proper research yourself, perhaps even try using the search function without the necro. But humans often think very differently. You could also hold a sausage in front of a dog and say: "Good chorizo. If you don't gobble up this juicy, delicious-smelling sausage now, you'll get three of them later." When it comes to feelings and automation, only clear structures help.

The sausage here is the general forum, and the better sausage is the workshop area.
But a direct link to Ravien_ff's workshop page or the 'real' 3 Sausages RE2 forum can only be reached indirectly. We can observe the results of this day in and day out.
Website design can address such problems. But apparently, there's no one at Eleon who cares about this. Or why do the pointless 'Announcements' and 'Trade' subforums still exist?

I think a pinned entry with the link you provided, at least in the workshop sub, would be useful to reduce the problem.

------

@The Big Brzezinski:
One-sided perspectives and denigration aren't really my thing - sorry.
You do describe some interesting topics, but it would be much more pleasant if you could do it without insults and discrimination.
The thing about the 'lousy developers' who unknowingly fed me something is a gross misinterpretation on your part.

I don't view vanilla scenarios and user scenarios differently, but primarily based on concrete and verifiable bugs, design qualities, and consistency.

Regarding your terms:
# half-finished: It's certainly not about how unfinished a game is, but rather how much fun playing it is in its current state. How many entertaining videos of players jogging on bikes are there?
We're not in the realm of applications here.

# broken: If a game is truly broken, it's unplayable - anything else falls under the category of 'unfinished'.

# overpriced:
1) Firstly, this is a fairly relative term, which is about how much you pay and how much you get in return - extremely subjective.

2) Secondly, it's about objective business calculations. Unless you're an indie developer who might be doing this part-time or living off bags of chips until their big breakthrough, salaries, royalties, licenses, marketing, and various other costs have to be paid.
In Europe, for example, for a 30-hour week, this averages out to an average of €30,000-50,000 per year per person. For the US, you can easily double that.
A single lead artist or senior programmer churns out a significant amount of chips month after month - usually for years.
This naturally drives up the absolutely necessary product price. Only those willing to mercilessly exploit others can complain about this.

The only solution to this would probably be a world of infinite cheese balls and no money.

3) Greed: We probably agree on this point.
In my opinion, this is fundamentally one of the worst traits in humans and animals – certainly not only in the gaming industry.

It's essentially about the percentage markup a company applies.
Experienced companies today, however, always operate just at or above the limit of what is tolerable, or rather, what people are willing to pay. This is constantly and very closely monitored and adjusted if necessary.
Exceptions such as 'Factorio', whose developers ignore the market and any sales/promotions, only confirm the rule.
The question is: What happens when all production costs have long been recouped and only the market determines the price?
The freeware and open source concepts are certainly opposing forces here.

However, considering the usually quite rapid price drop after release, formerly overpriced games are quickly offered at reasonable prices – thus, the term 'overpriced' is only temporarily valid.

# Junk: There are artists who create beautiful art from junk. And there are also bunglers who turn beautiful things into junk – also a very subjective assessment.

But neither the bold interpretation of other people's ideas nor the original versus user worlds are the issue here.
Your beautiful examples with veggie burgers and mining turrets describe the root of the problem very well.
Important differences between vanilla and RE2 are regularly confused in the general forum, causing confusion and additional work for the moderator.
For me and other experienced players, this isn't a problem, but this isn't about veterans.
Last edited by Begebum; 30 Jul @ 5:29am
If people don't post in the Workshop discussions sub forum https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/?appid=383120 then they aren't going to post in a Reforged Eden 2 sub forum either.
Last edited by ravien_ff; 30 Jul @ 5:38am
@ravien_ff:
I'm not so sure about that. I'd bet some people would use a direct link, if only because more RE2 experience is concentrated there.
Unfortunately, it's also a fact that those concerned here have to take several steps to get to that exact link.

What happens in practice?
#1 First, go to the EGS discussion and you'll immediately land in 'General'.
#2 A quick glance at the index shows where the most activity is. The other sections mean nothing to me.
2a) There are those who don't know the difference or think it's perfectly normal to post here and say to themselves: "Uh-huh - there's the 'Create New Topic' button."

2b) Those who are aware that they're playing a workshop scenario and who properly switch to the sub-workshop.
Although this is the place for all workshop-related matters, that's already great. But is there a direct pinned link to the 3 Sausages RE2 discussion? - No!
The smart RE2 player still needs to take the following steps:
1) Go to the World Shop and find the right RE2 scenario.
2) Scroll down on the correct page to click on the link for RE2 discussions. Everything is attractively and neatly done here.
3) However, if you don't want to do this every time, you now have to copy the link and put it on your desktop as a shortcut.
There are a lot of people who don't even know how easy it is.

The only thing I could think of would be the aforementioned immediately visible index entry. A pinned and locked entry would probably actually be the best way to direct some people to the RE2 discussion.
They already have a link to the workshop scenario page they subscribed to in the first place.
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