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Wayleran

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Everything posted by Wayleran

  1. I've noticed that all the Xsotan events are bugged now. They won't spawn and if they do it's a single stationary ship that doesn't move.
  2. Update: I have an entire Modpack available with tons of balancing and difficulty mods. Check it out! -- Galaxy Modpack -- Thanks! - Wayleran
  3. Wayleran

    List of mods

    Can I please recommend that Fenrir's mods being listed as they are quite amazing. https://www.avorion.net/forum/index.php/topic,3942.0.html Especially [biB-T] Better Threats V1.1 which makes pirate and xsotan attacks much better as they are currently extremely easy even on insane difficulty. This adds a "threat level" of 1-100 and scales damage and size(hp) and even scales to the amount of players in the sector. So that ships can't be one-shot on insane with turret factory weapons. https://www.avorion.net/forum/index.php/topic,3936.0.html
  4. Awesome mod. Exactly what the combat needs...even MORE difficult than this IMHO but this helps a lot. The game was getting a little boring with combat and raiding and turret factories being so unbalanced atm. BTW 2 small typos to report: pirateattack.lua line 93 -and- alienattack.lua line 70 both show notifications that are a slightly grammatically incorrect and also have a ")" after the threat level where there is no "(" to accompany it. and "Scanner" should read "Scanners" plural. Hope that helps. Thanks again bud. :) "Scanner show a threat level of : %i.)" should read "Scanners show a threat level of %i." (I also removed the colon too for personal preference)
  5. Recently I raided a couple factions and destroyed some stations and went from a few million credits to literally BILLIONS! Combat is way too easy, insane is trivial... Shields are obviously OP still, combat is trivial... Turret factories are OP, making combat meaningless and trivial... Now the economy and trading which I loved is now totally trivialized by simply attacking 1 or 2 factions (pirate or otherwise) and selling goods at ridiculous prices. I honestly LOVE this game and am so impressed by all the efforts taken to make it so good. AND I realize it's early-access/beta, but please drastically change balance or at least make "normal" difficulty be 100% damage and higher levels 200%, 500%, 1000%...that would still not be enough but will give some challenge while we wait for release and hopefully more balance. "Insane" difficulty should feel "insane" and punishing not trivial after you get a little naonite shields going. It's just getting very discouraging because I really believe in this game and it's potential, but as it is now, it's beginning to just be boring. ...and P.S. to the "it's a sandbox game" and "they shouldn't ruin it for everyone" and "that'll just make it more 'grindy'" crowd.... That's why I'm asking for it only to be a DIFFICULTY scaling issue. If you want it easy and relaxed with no real challenge, put it on easy/normal, otherwise all of us who want to have to work to survive can use hard/insane. Thanks so much.
  6. Yeah thanks for the feedback and I hear some of those concerns and disagreements but I'd also definitely stress the fact that I'd want these things to be adjustable to the player's preferences. Even so far as adding 2 difficulty settings, one as it is for combat damage and another for "scarcity" or something. If all these things were imposed upon the players then I'd totally be against that but it would be the best of both worlds if we could select how'd we'd like to build the galaxy to our preferred playstyle. I also read the roadmap on the wiki just now and see some things such as shields and combat being addressed in the future.
  7. New to the game with about 145 hours in with a buddy and we both love it and are addicted. We're extremely happy with our FIRST ever "early access" game purchase thanks to @ZiggyD making the recommendation. One thing however I would love to see changed over time and nearer to release is that the game needs to be MUCH more challenging, not only in terms of AI DPS, but also in minor progression barriers so that you can't simply make a basic iron/titanium ship and skip right to the trinium stages. There's really no incentive to take your time in early game. I know this is a sandbox game but a little bit of progression mechanics would be wonderful in harder difficulties. Ideas for challenges as difficulty is increased are: Both resources AND crew should be vastly restricted and much more rare. For instance, you should only be allowed to find basic crewman in the outer rings with maybe the occasional "lucky hit" of a professional. And you should definitely NOT be able to find any officers in early stages nor should you be able to use untrained crewman as sergeants or lieutenants. This alone would restrict your build sizes and ship capabilities so that you would need to search out professionals in every new sector and find that "lucky hit" with your first sergeant. It would be a great addition to the fun of exploration in the game. Make untrained crewman nearly limitless but greatly reduce professionals. With possibly one or two max professionals found in each sector. Resources as difficulty is increased should also be less abundant making you have to actually stay in each stage of the game longer and find those valuable asteroids to increase your ship's capabilities to handle tougher areas. Make hyperspace jumps much smaller with increased difficulty I believe by default you should only be able to make a 1 sector jump. Then by adding upgrades and hyperspace core this should be very gradually increased making wormholes and gates much more useful then they are now. Hyperspace upgrades should start at around .5 sectors for grey/white items and increase to perhaps 4 sectors max with a high tier upgrade. Also the diminishing return on hyperspace cores is a great idea and should be even slightly higher if you chose a harder difficulty. Being able to jump 10 sectors should be a rare and wonderful thing for only the largest and most expensive ships. Combat is trivialized by simply and easily adding ridiculous shields As the game is now, even on very hard difficulty, you can simply make a massive ship with tons of HP and ridiculous shields very easily and early trivializing all combat. I would like to see this curtailed by the previous two examples. Making professional crewman and officers MUCH MUCH harder to attain would naturally restrict the player's capability to make enormous monstrosities which steamroll through all content with ease. Also shield generator blocks should suffer from heavy diminishing returns like hyperspace core blocks currently do. Make the cost of running a massive ship force the player into using "sector building" One final note is that crew cost isn't at all an impediment. Making millions of credits is relatively easy. If you want to have an enormous ship with massive HP and Shields and upgrades and turrets, etc... Then you should pretty much be forced to have an equally enormous "revenue stream" coming in from the use of stations and the new economy updates. Pretty much making the player also be involved in what I'd consider "sector building" where you essentially create and grow your own empty sectors and faction just to maintain your massive "war effort". I hope someone reads this and finds it useful and takes it as it's intended. As only a very friendly and positive suggestion to an already amazing game that's still in it's infancy. Thanks!
  8. I tried to turn off PlayertoPlayerDamage in server.ini but it doesn't seem to work.
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