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Imp0815

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  1. Thanks for the feedback! I didn't mean to imply that if you die it's just "gone." More of a system whereby you weren't GUARANTEED to get it back without a little work. How much fun would it be if an enemy combatant killed you, and was able to pickup your "death chest" or whatever you want ot call it? If he stayed in that sector you could always go back and kill him to get your stuff back, or (even better) if he left the system you'd get a blip on your map so that you could track him down. To me that would be a nifty little mechanic right there. As for the salvaging comments, I've seen a few people say something like "it's not overpowered, but I haven't tried it." I'm not sure those two statements work very well together. I get that PvE combat is still the best way to gain just about everything (credits, equipment, reputation, etc.), but salvage yards in my experience have been a really easy way to get TONS of quality equipment at a VERY low risk. Keep in mind I play at the higher difficulty levels (because I don't like my games to be cakewalks), but I think my point is a valid one. I'll play around with it some more today and see if you guys can change my mind :D Love the fighter suggestion! It totally depends how and where you die how difficult it will be to get your stuff back, even now. When you die in the middle of an alien swarm and you did not have a big bank of resources it will be nearly impossible to get your stuff back immediately and it will be a gigantic set back in progression. Having a NPC persistent keep your stuff until someone tracks him down will be difficult when the 100 player server comes. Also what happens when an other NPC or player caches him? will your stuff chnage owner and you have to track some else down? And when that person or NPC dies and you get your stuff back from him will it be his or your stuff? The Dropping mechanic seems fine by me now. Well to be fair there should obviously an timer when your loot comes free loot or just disappears. Boiling down my statement about the salvaging mechanic to two sentences seems daring! I tried it two times in Iron and Titan Tier sectors, i did not drop many Modules or Turrets and i did not got many resources for the money i spent. And I got Interrupted many times by pirate and Xeno attacks and could not use my licens to full extend. Salvaging and shooting wrecks is one of the underwhelming features right now because of the stuff you get in the low tier sectors. I got more loot with shooting living enemy's and even more money with trading. Trading, when done right, can give you hundred of millions in no time and a risk reward factor that salvaging can't reach regardless how many modules you farm. With the money from Trading i can buy as many high tier modules as there are and as i want. Also the loot from wrecks and enemy scales as they scale, at least that's the feeling i got after farming them in a Xanion Tier sector i got 3 reds and round about 5 to 8 Yellow Tiered modules in 30 minutes. And i did not shoot up many wrecks. And it feels right to me because these guys really pack a punch and eat many shots before going down. How long and how many scrapyards did you farm and where? Reputation is way easier to gain, you just buy and sell resources all the time with your trade money its like buying influence. You don't even need to change the sector, just buy all iron and immediately sell it all again and then buy it again and so on and so on... One thing that maybe the case is that maybe the higher difficult also highers your drop chance of higher tiered modules. Because we play on Normal and i only saw 5 red upgrades, 1 Purple Turret and 3 Purple Alien artifacts(which i all bought with my trade money 8) ) in 50h game play. But i don't know this for sure.
  2. Dear Sikareus, I've read your whole post and i have concerns regarding your major suggestions. The minor ones are OK in my eye's but jump gate prizes are irrelevant because you cant use them anyways when you reach a certain size with your ship. I think the game and its success would suffer if you increase the amount of grind and punishment it contains and alienate a big part of the customers. Loosing your most valuable items on death would be an unbearable setback. Turrets and modules are the essence of your ship tier. Loosing them permanently by not getting back to your death location in time or otherwise, is like loosing your levels+gear in a RPG. This should definitely not implemented as default only as a "hardcore" Setting. Shooting wrecks seems like a little exploit but in the long run i made way more money by trading. Also thus the loot is totally random and most modules are not very useful or just worse than the modules you already got, its not very effective. I've never used a salvaging license to shoot wrecks because most of them just got not many function block so they drop less loot anyways you really need to farm these scrapyards a lot to make descend money. I got way more modules by shooting aliens in Xanion-tiered sectors. Also the scrapyards aren't a "Save-Space" (lol) faction wars, aliens and pirates are coming there all the time. But yes toning down the drop rate of wreckage's and boosting the on death drops of enemy's would be a sensible balance step. The License cost is already tied to your faction rep i believe. Computing Cores are ridicules. I need to put a cube HALF the size of my current ship to gain one subsystem. The module system is controversial, and yes i'm annoyed that i change 90% of my modules when i jump,fight,mine every time. But it would be more annoying when i want to change them that i have to go to a shipyard to do so. The module system may need a change but its difficult. Some people want to play one ship only (And i think most people do so) and these people will run into sad compromises when it comes to stricter module system. People with multiple ships will not have this problem. I still have no good idea how to design it that it work for both kind of players but i will write it down if i have one. The mining system is fine as it is. The range of your turrets depends on their stats i saw mining turrets with 2-3km range depending on the factory bonus. That Asteroids with ore in them looks shiny is totally fine, it is a good visual indicator for new players and a nice mix between complexity and accessibility. I find it more annoying that i have to click on them to be sure i found a titan one and not an iron one again from a 5km distance. The mining modules are also nice, you can already see what Ore type is near by the different colored indicators and the range also depends on the modules stats/rarity, also the annoying clicking is not necessary anymore. A specialist Mining module that boost range/efficiency/dmg is a nice idea i support. I agree i also never use the Velocity Modules for the exact same reasons. The turrets caps are to low in my opinion. I've read that the maximum turret amount is 100. But i can barely reach 30 with 8 Slots. And building my ship bigger only to get more slots collides with my design. The whole game has this kind of problem, people with no creative requirements to them self just build a gigantic cube and get mad slots and stats in no time. But you know i'm fine with that i think this game should not focus on PVP anyways because the PVP gameplay would be dominated by gigantic death cubes. That would be a sad picture indeed. To wrap this up i think the game would not improve by setting the difficulty higher and adding more ways to stretch the game lengthen by adding unnecessary tasks you have to to. The game would more flourish when you add even more features that allow more player freedom and creativity. Because that's the reason we are all here to get a Sandbox game with Player freedom. Not a challenge to get grey hairs and broken keyboards. PS. Thanks for including my "Fighter Idea" it would pretty exciting if they would consider my approach in some way.
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