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bane2571

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  1. If I had to sum up my feedback for 2.0 it would be the title. Don't get me wrong there are a lot of really good additions - the QOL focused changes are almost always excellent. I've been playing with a group of friends and when we first bough the game we logged over 100 hours in the first few weeks. We love Avorion. With both of those above points, many of the changes made with the 2.0 release have had the effect of making the game less fun. Here are some gripes that are universal across our 5 players: New mining system is either boring, useless or too much micromanagement - often all 3. Hyperpace jumping is tedious and there is no way to alleviate it. One player vehemently hates the range reductions. The progression system, especially the hard limits on the size of ships based on that system limits player choice in ways that feel unnecessary. The captain missions just generally seem to not be useful - rewards are kind of pointless for the risk of the ship being lost. We are playing Hardcore though so that might be us. We're having an issue with some AI ships where they boost away super fast. We can't catch them but they also don't really engage with us. Had Boss swoks run from my AI escort for 100KM with neither of them hurting the other - again, might be hardcore's fault here. These are pretty much the main "unfun" gripes we have at the moment.
  2. Just started playing the Beta changes on a multiplayer server and we're having trouble making sense of the change to the mining order. Why can't we just send a ship somewhere to mine any more? Is there even a point of building a reasonable ship for mining? What if I want to stop my miner mid order and have it do something else? That doesn't' seem possible now. This seems like a weird change that is a huge step backwards. Having ships just vanish is a weird choice for a game of putting ships on the map.
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