Nah, not at all man, I didn't intend it that way.MaxAstro wrote:I apologize for my assumptions.
The point about me talking about features ahead of time comes down to the realization I made in the past (and which I'm reminded of now) that no feature can live up to the combined expectation of players. This is true of whether the player in question is you, or whether it's me on another game. It actually happens to me a lot as a player with KSP as Squad is terrible at dropping vague "you're going to love this! It's going to be huge!" statements, then delivering a lump of coal in people's stockings in the end :)
By me talking about stuff like that ahead of time, especially in vague terms, it's essentially setting everyone up for disappointment. It's natural when confronted with vagaries to draw your own conclusions, and that will naturally be based at least somewhat on one's own desires only to be disappointed by the end result because it of course won't match those desires perfectly.
On my end that ends in disappointment as well as I of course can't live up to what other people wind up hoping for meaning the end result is greeted with less enthusiasm than I might expect upon release, and it's also disheartening to hear while you're working on something that the expectations for what it is are actually greater than what you're actually trying to achieve. I wind up feeling like I'm working on something nobody actually wants and that they will inevitably be disappointed with.
So, my bad entirely, not yours. Was just reminded of the cycle of disappointment that I learned to (mostly) avoid in the past. As you probably know, I don't like describing absolutely every detail ahead of time as that also spoils a lot of the fun of a new release, but I also have to keep in mind given that, that I should keep my mouth zipped on certain things that will inevitably raise expectations as well :)
Yup, I totally hear that. I don't love them either btw (I think I've even talked about that in the past), but as per usual with my features I'm always trying to look for the greatest bang for the buck. Revamping the mechanics entirely is just a little more work than I want to devote to them right now, and I think I've come up with some low "cost" solutions here that will make them much more interesting regardless.I still dislike the growth mechanic on mushrooms, but when you explain it that way I completely understand the point.
Actually, what I should be saying is: the next release is going to suck ass. Accept that now, and none of us will wind up disappointed ;)