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riess

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Posts posted by riess

  1. I've created ship requiring 2500 hands to crew. I've crewed it with 80 trained crewmen (around 30 mechanics and 50 engineers) and ordered it to clone and train generals/lieutenants/sargeants. It was suffering morale drop from lack of officers, but I could reset this drop by simply switching between this ship located in sector A and my other ship located in other sector.

  2. My internet provider is super crappy, so my internet connection tends to drop once in a while. My trick when this happens is to restart my router. This causes another attempt at connection which sometimes fixes it for me (don't ask).

     

    Today my internet dropped, making my machines go into "in network but internet is offline" state. I've neen watching netflix on other machine, so it took me a moment to catch that. Eventually I've restarted my router which disconnected my machines from network.

     

    Lo and behold, immediately I've got all symptoms of disconnection in the game: placing blocks in editor no longer worked, AI stuck in its courses and "you are disconnected" few moments later.

  3. Continuing from previous point, I was always somehow expecting to see mining/salvage fighters ordered to defend me do their thing on anything suitable within the range of my ship (like 7 kliks), and return to circle around me when nothing mineable is within that range.

     

    That way I could act as mothership, defending them, having them nearby without having to micro them to every bit that breaks off from whatever I was harvesting at time.

  4. Welcome to factory turrets - those can be real monsters when compared to what drops from enemies or goes for sale on equipment docks. My current ship is running 10 lasers, each doing 7400dmg/s at 8km range with minimal energy consumption. ;)

     

    There's an idea being thrown around that turret factories shouldn't produce original turrets, but instead allow player to produce copies of turret they have got from elsewhere, to give looting greater emphasis, as well as to make game combat more balanced.

  5. Even Q2 might be too optimistic as they have a giant back log of bug and unpolished mechanics reports that haven't received any formal attention yet but if they decide to no longer expand their schedule I hope that they will adress those issues over new content.

     

    This also my bet - sandbox games may look simple on outside, but there's a lot of things that need polishing and iterating on for game to really click for month-long playthroughs that are typical for the genra.

     

    Speaking of the bugs and quirks, I would love for Avorion crew to run publicbugtracker like what Mincraft guys are doing for community to see whats currently borked, whats in progress, and what wasn't reported yet.

     

    It could even be read-only, but it would be great thing to have imho.

     

    Personally, I would also kill for maintenance release sometime soon that wouldn't really add any big features for game, but, say, would redo weapon/turret factories generation to have more predictable progression. Or would add UI to see how your bank/resources balance has changed over last 48h of gameplay. Or would make hyperspace inhibitors don't inhibit me anymore now that I've fixed my standing. There's boatload of things like that that are begging for improving.

  6. I am starting to observe a trend here:

     

    After I pass the barrier, and move my attention to galactic core., eventually I will start experiencing the "singleplayer disconnections". The more time I'm spending there, the more frequent those disconnections become, eventually forcing me to withdraw to more stable regions of galaxy, where I can actually mine, build and do my things... but sadly pushing me away from end-game content, eventually making frustrated enough to just drop the game and restart with new galaxy after new large update gets released.

     

    I've been stuck in this cycle of playing, reaching the core, getting frustrated by game crashes in the core and finally  dropping the game for a while now - at least since Alliances update, when I've first started playing the game.

     

    Can others relate to my experience? Or maybe its just my system that's a fluke here?

     

     

     

     

  7. All right...

     

    Tesla probably can do that, since it deals like 5x the damage against shields.

     

    Thanks, I'll give it a try. Or perhaps I'll kill my inner min-maxer and willfully go for something weaker just for variety's sake ;)

     

     

    It's called arguing for my points. ... If I don't have a stance, then I don't participate.

     

    If every forum exchange is an argument for you, then this indeed explains the attitude you are bringing here.

     

     

    I'm sorry you do not realize you can actually do that.

     

    It's jabs like this that make discussion's participant come out as confrontational to others. Keep doing it and you become toxic to the community overall.

     

     

    The point is mostly to make people defend and reinforce the necessity and importance of suggestions they're making.

     

    The intention is noble one, but the package is a turn off. ;)

     

    People come to gaming communities to drop observations, ideas and experiences. Its extension of the fun they've had at game. If you make things dead serious, you will end everybody who's not alike quit. Basically, you will end with Infinity Battlescape's forums where same 5 people are hounding everybody else off for years because they will beat every point going against their vision of the game to the ground.

     

    People will sometimes propose things simply because they find them cool. Like me, because I loke cool weapon names in space games. Or like that guy next thread who proposed Stellaris galaxy map, because he found it cool looking.

     

     

    I'm not proving RPG features in other games - I'm proving that Avorion has none of those. Actually, evaluating Avorion as an RPG is the greatest red herring there is to find.

     

    People claim that Avorion has RPG features, not that it is. This is also why I've called it your original stance on the matter a false dichotomy. According to your argument so far a game can be either 100% RPG, or 0% RPG, with nothing inbetween. You are completely blind to concept of mixing genres and games having influences form other genres.

     

    And I've called your previous points red herring, because thats what they were. I've said "this looks similiar to elephant, it has long thunk, big ears and seems very large!" and you said "it's not elephant! Tapir also has large thunk, fennec also has large ears and whales are also large!". This way of deconstructing opponents argument into individual points, then arguing those points in isolation is not logically sound - and may be intepreted as sign of dishonest intent between other side's participation in discussion.

     

    The "objectively not" and "by definition" are just a rhetorical manouvers to give your opinion more credibility in the eyes of bystanders - they don't hold up to popular scrutiny.

     

    Whatever someone describes it is irrelevant - if there's no defined player character present, then it cannot be an RPG by definition.

     

    In Avorion your ship is a player defined character. In fact, I would argue that Avorion is also a game featuring player created character classes, and (in if player chooses so), a party RPG! Ships/characters manifest player's presence within the game world, they are heavily player-defined, they fight, loot, obtain magic trinkets improving their stats.

     

    I would also like to add that for many players sandbox games focused on player generated content are intrusively RPG'ish in their nature. Because so little is defined in world-burding sense, the players themselves start making up stories and playing out the roles within those.

     

     

    When you see a greater picture and understand what Avorion was designed to be and where it's being led across time, then you realize which suggestions drive it further along the concept.

     

    Let me answer to this with single quote from makers of one of failed software products of recent times:

     

    Unfortunately you’re not in the market you think you’re in – you’re in the market your users think you’re in.

     

    Its same for all computer software. It's why some games stay niche forever while other grow. Creators assuming "A" is sell-point, while players come for "B". Creators adapt and the core fanbase cries "treason!", or they stay faithful to the vision and core goes "you just don't understand what the game is about".

     

    I'll leave it up to you to think where you are on that spectrum.

  8. Again, the problem is not that you can't beat the Naonite laser that you've found.

     

    I've didn't find a laser. I've found factory. All my ships so far are mounting 10-20 lasers because nothing else tops that DMG per slot.

     

    There's no dichotomy here in the first place.

     

    Oh, but you acting to the contrary, taking 180 degree stance to everything that doesn't align with your points.

     

    Unless somebody agrees with you, you will make it your point to contest all parts of message you are replying to. You'll go as low as to argue semantics, and then argue for red herring just to make sure you've got last word or "right" . I've observed it there, and I've observed it other feedback threads you are participating in.

     

    The way you are arguing Avorion having RPG mechanics is meaningless to larger debate - a red herring. Bulk of people are describing this game the Space Diablo/Eve Offline. Even if you prove that characteristics of RPG are also present in other genres, that doesn't make logically sound counterpoint to Avorion mechanics overlapping with RPG genre.

  9. What is exact problem case for you to address with these limitations? As far as I can tell weapons has their corresponding brackets already. I've never encountered any issues with stats of weapons myself, which is why I'm asking.

     

    Depending on your luck, the turret factories can be total garbage. I've explored 1/4 of my current galaxy outside the barrier and entire barrier and I am yet to find turret factory beating that one Naonite laser I've found 3 hours into the game. I can't find any Ogo mining laser with effectiveness greater than 15% or salvaging laser better than 20%.

     

    By placing some bounds you will get more predictable RNG on turret factories.

     

     

    There's no reason to draw inspiration from other RPGs, because Avorion is not an RPG.

     

    This is false dichotomy.

     

    Also Avorion already implements mechanics from RPG games:

     

    - procedurally generated game world like in roguelikes

    - randomized loot with different classes of uniqueness

    - research stations are de-facto Horadric Cube/Gnome Chaos Machine

    - accessories enhancing certain stats of characters

     

     

    Like I've said, it will work just as well if you can find or research a Turret, then bring it to the Turret Factory and convert it into a Turret Blueprint.

     

    I don't really mind this either. Player could then mass produce looted turrets, researched turrets, or turrets from equipment docs.

  10. I have heard many people express that they want to be able to make fleets with all the same stats and same equipment.

    This desire among others comes because this is a Building Game not a full on RPG.

     

    /signed

     

    For me The Avorion is a sandbox for playing out my space battles/wars fantasies.  Before the Avo I was avid Minecraft player and X2/3 player (likely clocked around 1500 hours in X-universe games total).  I've tried to build ships in Space Engineers, but model of gathering minerals, keeping my dude alive and cobbling together a ship just didn't click for me. What Avorion does really good is that lowest common denominator is the spaceship, not an astronaut. The ships are characters. Drone is just your default/fallback microship.

     

    Randomization is okay, but I wouldn't mind some bounds being placed on it for sake of better playing exeperience. For example I would love to see turret factories guarantee certain stats scaled from the galaxy core, for example:

     

    - The iron cannon will never do less than 10km of range, but no more than 15

    - The Avorion cannon will never do less than 30km of range

     

    As well as some "makes sense" ones such as:

     

    - The laser will never increase energy consumption more than 800/s

     

    Likewise, if we want to take inspiration from other RPG, why not have item variants?

     

    - The Avenger Railgun - 1 shot every 5 seconds, high damage, high range

    - The Sentinel Railgun - 1 shot every 1.5 second, less damage and range

     

    Turret generator could then grab the mineral we are in -> pick turret type -> pick turret subtype -> randomize its stats within template

     

    Turret factories would randomize between types and subtypes, so Factory A has Avenger Railgun, Sentinel Cannon, Hedgehog Launcher and Factory B would have Sentinel Cannon, Pulverizer Laser and Something Mining Laser.

     

    As player you would get general idea what stats to expect from turrets bought at turret factories and equipment docks, but you would still have to search for turret factory that has that turret and subtype that you want for your build, because each turret factory would offer just random selection of turrets to build. Or perhaps turret factories themselves should specialize? Eg. "Launchers factory", "Cannons factory"?

     

    Sadly, this would take boatload of hours to get implemented. :C

  11. It looks to me that turret rebalance where different turrets now sacrifice different amount of slots has unintended effect of making use of overheating weapons much less attractive compared to chainguns in early game and lasers from midgame.

     

    This is something I like to call "time to feedback". Basically, when you are using lasers or chainguns, the feedback about those having an effect on enemy is immediate and continuous. This makes me feel like I'm really fighting back, especially when fighting more than single enemy, where my ship is constantly hammered by the negative feedback (the enemies are having a continuous effect on my ship).

     

    However, when i switch to cannons or railguns, I'm now continuously stuck waiting for my cannons to cool down, watching as my ship is non-stop hammered by the barrage of enemy ships attacking me. There is now negative feedback without positive feedback coming from my ship, which really frustrates me.

     

    Last upside of lasers is that those are eally great for fighting the stickships without having to sacrifice DPS for auto-aiming turrets.

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