![]() Nearly every game out there has limits, even sandbox type games. With an in-development game, we get to see a lot more than one would normally when playing a game. I can only assume that the same thing would happen for the inventory queue. With the queue cap, it was made pretty clear that a number was picked that seemed to work well, and it would be adjusted as needed. Almost immediately after both of these changes were announced, people came out against them. In A15, a scaling inventory cap was added. It was determined that this happened most often when there were many items in the queue, so a limit was implemented to prevent the queue from crashing. 3 builds ago (the second to last A14 build) a crafting queue limit was added, as multiple issues had been reported over the previous few Alphas of crafting queues simply not working. I am having a hard time understanding where this concern is coming from. Lately I have been seeing more comments like above that mods are an “excuse” for the developers. Want to address these two comments, as they touch upon a sentiment that has come up elsewhere on the Discourse, in the website comments, Steam, etc. I will second that I’d rather prefer the game not rely on mods to eliminate or raise such limits when those limits are impacting players’ enjoyment of the game. Agree with me or disagree with me, on this issue, but I’m worried again and have to say something. Radiant listened back then and it was really for the best. I just feel I must speak out, just as I did when Radiant was first considering Steam Early Access and the game was not ready for that. Personally, I think that sort of hand-holding is inappropriate with alpha testers who know they’re playing an unfinished game. If you can’t do better without prohibitive expense in coding time, and you’ve optimized these systems to the very best they’ll ever be, I’ll trust you guys, but the arbitrary stopping of players from reaching those limits in a number of different systems now is a troubling trend and I’m forced to wonder if you’re giving up too soon, or jumping ahead of yourselves in release-candidate-type restrictions of the game for the “average player” you’re trying to “message”. I know better than most around here that code can only be optimized so much. I’m just concerned that it seems Radiant is heading in the direction of restricting players from doing more with these artificial limits, moddable or not, in order to hide the game’s limitations rather than fix them. When I heard that Alpha 15 was going to be a performance update, my assumption was that the game would be better optimized so that players could do more. Shouldn’t there be feedback from the Game Master, rather than arbitrary coded limits? If a player is hoarding stuff and not building anything, shouldn’t that be cause for giant monster hordes stealing that hoard by force, rather than the game just not letting you take that risk? That has always been my expectation, based on statements going back all the way to the Kickstarter, and reinforced since. I’m also a little trepidatious at the thought of devs dictating their game expectations in what was always described as a sort of sandbox game, where one can choose to play as one likes and pick objectives for themselves. It would seem to me that more testing is needed, now and well into the rest of the alpha process, before such limits “need” to be imposed. I get what you’re saying, but again I’d ask, why now? Why during the alphas? Shouldn’t players be pushing the game to its limits, and reporting those limits to devs? Don’t you benefit more from players doing weird and unexpected things instead of putting up artificial walls? Let’s not forget, when the game gets to its “1.0” release, the average player’s computer will be more powerful than it is today.
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