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Lord_Greyscale

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  1. Actually, no. Most of the "this belongs to another" loot is stuff you just got done blasting out of a pirate you slew, or a Xostan. (or a more normal faction that you simply have a murderboner for) The stuff from a player's exploded ship being locked to that player? Sure! Keep that shit locked for 4 or 5 days even. Hell, lock the wreck too. (Sometimes I don't feel like playing for days after I die, though mostly it's just that my job is exhausting) The problem is, the shit I should be able to claim from I pirate I solo-killed, but can't because the game decided to award the loot from MY KILL to some peon who is both offline, and on the literal other side of the galaxy? That's the bullshit that needs to be removed. Now, a pirate/xostan/whatever, that I and another player actually worked together to kill? Yeah, some of that is his/hers allright, but the game seems to reserve more of it for the player that is not actively salvaging the wreck. That's more bullshit that needs to be removed.
  2. Yes, there is a very simple way this can be changed. {snark}Close the ruddy template window, then start deleting stuff.{/snark} If the window ain't open, you can't affect stuff in it. Now, I will agree that this is exactly the sort of interface bug that should have both been: A: caught much sooner B: killed a day or so after it was caught C: Never existed in the first place, as "most" of the courses in programming include at least one on how to isolate input to a single window as part of their GUI section. (and, how to determine what window is actually active)
  3. Okay, first, I'm obviously not one of the two Devs, so take most of what I say for what it is, one player's opinion. I not only agree, I'll escalate to "so obvious that a noseless blind-man could both see and smell how obvious they are", as most other "voxel-based space games" have encountered and solved a startling majority of these same problems. This one is a killer for anyone limited to "older" hardware, and is something that most games with abusing such particles put in as early as the inital concept testing. (among other reasons, it allso helps prevent photo-sensitive seizures) As an example, I'm running a laptop with a "mere" Nvidia 610M card, and the sheer number of particles from jumping will auto-crash the game every time. Meanwhile, if I simply stay in a single sector, there's basically nothing the game will do that could crash the game, so the particles are clearly the problem. I've heard that Koonshi is intending to do something about that, and that "most" of the people who allso complain about it would like a simple keyboard button for it. The same problem for transferring crew to a newly-founded station/salvaged shipwreck, but without the work-around of dumping them into space. There needs to be either modifier buttons to alter the amount transferred per click: CTRL, ALT, SHIFT, these buttons are practically IDEAL for this sort of thing, even just CTRL=5, ALT=25, SHIFT=100 would do it. OR: Sliders & input-boxes, like there are when Hiring crew, and Buying/Selling cargo. OR: Both, because why not. Oddly, most games seem to forget to allow TAB to do this, even though it is an industry standard among the Operating Systems the games run on. There's a few other windows where this should work (cargo Buy/sell leaps to my mind) but it doesn't do it there either. I second the desire for it, but fear that it will never happen. Quite, this is needed, we shouldn't be required to throw them away (if you didn't know, drag the fighter off the fighter squad screen, this "destroys" the fighter, but leaves the pilot) The general work-around here is to simply use a salvaging laser on the stash once you've opened it, as they never re-spawn, and never re-fill. These all anger me more than they should, I've nearly PM'd Koonschi with foul invective a few times over them. Sub-points: {2} Template Material Type allso re-sets, and has caused me quite a few rage-quits due to forgetting that it does so, and building a massive Iron extension onto an otherwise excellent ship made of Trinium/Xanion/Ogonite. (better to quit the game in a rage, than to hurl my only computer through a wall as I often did to defective console controllers) {4} It used to be much worse, as prior to an update in February, you could find wormholes leading into/out of the core on a fairly regular basis. Any galaxy generated prior to that update will still generate those wormholes, and they completely defeated the purpose of the Xostan Artifacts, and the Rift-Ring around the core. {6} Much the same problem with Fighters, the "new squadron" button shoves itself beyond my reach after about 8 squads, and so even though I should be able to carry 90+ fighters, I'm actually limited to about 40. {7} Extremely irritating, involving far, far, far too much guesswork on the part of players, and co-incides with a point you made on one of your other threads, about {paraphrasing}"too much math being foisted off onto the player" {8} A direct consequence of Koonschi only coding the Criminality, Detection, and Punishment half of a "smuggler" playstyle, instead of coding the vastly more important half first. There isn't even a way to tell what products a given faction finds "illegal" or "dangerous" in-game. The usual battlecry of "check the wiki" is being soundly ignored, as A: the player should-not-be-required to check an out-of-game resource to learn basic facts used within the game. and B: The wiki is often wrong, as it is entirely player-updated, and most players would rather play the game than tack additional information to a wiki that no-one uses because so much of it is wrong. {9} You mean will ram you if you're in anything larger than a 1x1x1 cube, and will likely do so even then. That's how terrible their "docking" script is. Do you mean their actual hostility towards you (with them currently in-sector) or the countdown timer to the next wave? Because both of those re-set, even though they clearly shouldn't, and I've occasionally abused the timer re-set for my own gain. ... Wow, that is broken beyond belief. I'll need to start doing that, untill it gets patched away.
  4. Part of the problem with Hangars is that they really do work "better" with one single gargantuan hangar than with lots of little ones. All sufficiently exposed hangars can launch/recall fighters, so long as there is a hangar large-enough to store them somewhere on the ship. EX: I built my own carrier to have one truly colossal hangar in the center of my ship, which is not in any way exposed to space.(that hangar cannot launch/recover fighters, but oh boy does it store 'em) It does, however, have dozens of hangars so small they could only store a single size 1 fighter, which are exposed to space. The giga-hangar in the middle allows me to store, and launch, 90+ size 5 fighters, even though the hangars they're actually launching from couldn't do so. (and even though the User Interface on a "mere" 1366x768 screen won't let me launch more than 40, due to being unable to click the "new squadron" button, as it has shifted itself off-screen)
  5. Because there isn't any such code. Koonschi hasn't coded that in yet, nor has he coded in the option to simply "buy" a bigger factory. All player-made factories/farms are thus "small" factories/farms. Before you ask, yes, he is aware of it, and will get around to it sometime soon-ish.
  6. I dunno about you, but the "random" pirates on the attack timer (every 5, 10, 15 min) aren't completely random. They are a faction, with territory and everything (they even own warp-gates). You simply haven't found their territory yet. I should know, I've wiped out a few of the smaller pirate empires, and the "random" pirates started being from a different (but still nearby) pirate faction. I get it, you want a hard-coded enemy other than the Xostan. What you aren't getting is that the Xostan are the bandit enemy you seem to want. They don't hold territory: Have you ever found a Xostan station that wasn't a breeder? No! Because they don't have anything but people/avorion farms. They're hostile to everything for the slightest and flimsiest of reasons: you fired one bullet, on the other end of the sector, and in a direction such that it could never possibly hit the Xostan. (and don't give me that old spiel about bullets in space, that clearly isn't true within Avorion.) Or, you were mining an asteroid when the Xostan popped-in. Auto-hostile Xostan. Getting physically close enough will set them off sometimes too! Compare that with every other faction ever: They hold territory, and can even lose it: As ownership is defined by "he who has the most stations in a sector", once a faction loses all stations, they lose the sector. (yes, even the warp-gates count) Non-Xostan Factions have over a dozen station types: (I'm not building that list here, ignore the "size" categories and it is still over a dozen Non-Xostan factions won't flip their shit simply because you were mining, or shooting pirates. (they care if and only if your "stray" shots actually hit them, OR if you were salvaging in a scrapyard sector without a liscense) In conclusion, "Xostan" is Avorionese for "bandit"
  7. I like this suggestion, and had been wondering why the rotation-locker didn't allready do this. If it was only ever intended for seeker launchers, then it shouldn't be available at all material levels (as the launcher weapons don't begin appearing untill well into Xanion, unless you find a lucky turret factory)
  8. @wm46 : Correct, Copy-paste retains the coloration of the original blocks, it is basically useless for painting purposes. Allso, I want it to *stay that way*, I paste whole starships, and I'd have to kill someone if it ate my paint scheme.
  9. Oh wow, I actually met one of those. (it was a military station too)
  10. In addition to what Blaine has said, our ships in Avorion lack Crumple Zones. Sure, on a car they don't do all that much to keep it from being a write-off, but they do a whole heck of a lot to make sure parts of it survive. (the people in it, from a crash perspective, are basically part of it) On a spaceship, you'd need basically entire rooms to act as "enough" of a crumple-zone to prevent the ship from being totaled. (In Real-Life, water tankage may work for this, but possibly just an empty room instead)
  11. True, we don't have in-game stats of that sort. That alone does tend to keep that type away.
  12. ... I'm guessing you haven't been playing ay of the PVP-only games released these last few years, they've all been going exactly opposite of what you claim. As an example, World of Tanks used to have classes that were actually balanced. Then the inevitable happened, the Hardcore PVPers bawwed and whined at the devs, and a plethora of nerfs and buffs happened, and it got to be impossible to actually hurt the hardcore pvpers, and the majority of the players left. The Developers of nearly any game where PVP is allowed to occur, tend towards balance. The Players DON'T. The PVPers gravitate directly towards the least-balanced aspects/characters/strategies. Anything and everything that isn't explicitly patched out, they do to gain an infinitesmal "edge" against the other PVPers, and anyone who hasn't been PVPing the entire time, is "free xp". Look at the original Smash Brothers. Look at Tekken. (literally, any of them) Look at StreetFighter, and BlazBlue, and SoulCaliber. Look at League of Legends, and DoTA, and even StarCraft. All of them have some manner of exploit, that all the "good" (read, hardcore+ranked_battle_leader) PVPers are abusing literally every battle they think they can get away with it. (World of Tanks is particularly bad on this front, the devs encourage mod use, except in "tournament" play. Guess what the most popular mod is? an aimbot. guess how the devs pick tourney players? by stats. Kills vs deaths being the most important stat.) Now, a GOOD developer, will actually keep track of what exploits occur, and will remove the from the code. A BAD developer, will make it easier to perform the exploit. (I'm looking at you, Smash Brothers 2, making Fox's exploit bull**** from the first game into an actual move, and even more powerfull too.) A truly horrendous developer, will simply nerf the snot out of anything the PVPers claim need nerfing. (naturally, anything that could possibly hurt their precious stats gets the nerf, usually followed by a swift demotion to "utterly useless, why is this still in the game?") Let's use an example from within Avorion. PVPers that don't have morals, they use Railguns to the exclusion of all other weapons. Why? because railguns are bugged such that they do full penetrative damage to the Ship HP, even if blocked by armor. Now, the typical PVPer response whenever a player mentions the horribly broken nature of the weapon, is to cry that "it's not broken, you just suck" or the battlecry of the jackass: "git gud noob". I'm genuinely surprised that sort of thing hasn't been seen all that often on these forums. (the steam forums for Avorion has a fairly high incidence of it, usually followed by a mod Deleting it.) Hell, going back to Every game with PVP ever: Advanced PVPers eventually get bored of actually fighting one another, (because it's hard to advance their stats vs an evenly matched opponent) and descend upon the only player type that developers should be giving a damn about more than any other: the New Player. Guess what this joyous fest of beating on the newbie so he decides "this game is garbage" and leaves forever is called? Seal clubbing. Because it is exactly as easy as going forth and killing a baby seal with a club to the skull. There's nothing the New Player can do to prevent his imminent demise. Meanwhile, the PVPer has just improved his stats. Another kill for him! The only games you don't see this sort of behavior in, are the games where the PVPers are segregated away from everyone else. They can murder the crap out of each other, and eventually a player can decide "I want me somma that" and banish themselves to the land of PVP. Why does this happen? Mostly because Developers quit caring, and allow it to happen.
  13. Aye, on my way back to where I'd been when I started, I tripped over Boss Swoks III, which was great as I hadn't found him yet, and really, really annoying, as I wasn't really ready for him. Ended up ramming him to death.
  14. Did I say a word about them being able to "deal with" the Boss escorts? Hell no. (in point of fact, I explicitly said "distraction") Literally all my escorts have are some piddly-ass chainguns (Naonite, as a whole lot of them dropped), and enough shields to keep one of the boss escorts busy for about 5 minutes. They literally can't kill one of the boss escorts, even if all of mine shoot the same one. But, as the AI is very much a case of "is player in gun-range? No? turn and shoot this irritant next to us" my fleet massively distracts the enemy, allowing me to use what weapons I have built (I have shitty, shitty luck with turret factories, and with the parts for them) to pick them off one at a time.
  15. You haven't hit the end-boss yet, have you? He summons friends. Lots of them. Yes, one lone, dedicated human can kill it, but it takes a while or a very specific build. (ramming, FTW) Meanwhile, with a fleet, that's multiple targets for the enemies to shoot at (distractions, HO!), meaning you can go around in a weaker ship, picking off the enemies (practically) one at a time, and not get swarmed doing it. Bottom line: Fleets are there to distract the enemies when they're swarming you, so you can keep calm and murder a ****er, without all 12 of his angry friends trying to gang-bang you.
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