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Cyka

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Everything posted by Cyka

  1. Is this intended? as if the resource station isn't useless enough, i deposited some materials and a few hours later they all resetted to 0, no chance for other players to buy them!
  2. since this game have 1 year development, and take too long to update. i have pessimistic point of few. I'm curious how long you think it should take to develop a proper game. I do get some of his perspectives. We are 7 months until release and theres still bugs that has been going on FOR A YEAR that hasnt been fixed. Stuck cargo ships, weird AI relations, broken AI, duplicating ship wrecks etc etc. It is getting disheartening. Not to mention the features they plan to implement
  3. Is not just that, it seems they are just outright broken in way too many aspects: Stuck at dock, cant dock for whatever reason. Stuck moving at midway to dock, like you reported. Stuck firing traction beam, the one they use to enter/leave the dock, i've seen a traction beam ACROSS HALF OF THE ENTIRE SECTOR. Stuck at asteriods, destroying asteriods does nothing. Stuck and just outright broken AI, removing docks and re-enabling them does nothing, only way to make next trader comes is to destroy the dead AI trader.
  4. When i have 4 ships or so to patrol my sectors (since fighters are banned on my server), all of them sometimes completely stop even after given the patrol command, they will stop responding to anything and stop moving. Also, the patrolling ships have trouble to fire their weapons even though i have put weapons all around them, their ship small and nimble. Instead they just spins around while being destroyed by enemies. I thought this might be due to recoil but when i fly the ship that was spinning and then fire the weapons, i never had recoil issues.
  5. The point is you should have enough sustains to maintain an entire fleet. This isn't elite where you just fly one ship, you have the ability to fly AN ENTIRE ARMADA, that includes couple destroyers, carriers and what not at least! You dont quit when you kill the final boss, theres an entire galaxy to conquer. Even flying a single ship is too cost worthy. Why are you limiting player's imagination creative or otherwise? all mine-craft's mega structures for example are all doable because of a slow re-spawning feature, why cant this one? Isn't it also a challenge and achievement to build something thought to be too large for survival? It is also incredibly unfair for any new players in multiplayer missing out on all that resources without a spawning feature. This could be as simulated as one sector at a time when you enter them again. Stressing that to make the game sustainable and fair. Is it too much to ask this as AN OPTION rather than stationary? Which space game (ESPECIALLY sandboxes) don't have some sort of re-spawning features? And how is maintenance low if you have 26 ships, each requires thousands of materials and millions of credits just for repair? Regards to difficulty though, thats another topic entirely, though i wouldn't mind some sort of scaling late game. But difficulty shouldn't be artificial by severely gimping the player. And even currently in multiplayer, those who comes first will have a ridiculously easier time to find the materials necessary to build a ship capable of solo final boss without breaking a sweat compared to new players.
  6. What we really need right now is for alien spawning frequency to drop to 1 hour to 2 hours and make them an actual event, an actual threat. Right now they are just constant pests to be exterminated and doesnt drop anything good, not interesting to fight with and stack with pirate spawning back to back to wriggle down whatever you have or npcs have. Make them have factories and what not and make our actions have an impact.
  7. Even that wont help, because unlike Asteriods which already has a respawning mod, wreckages do not. Ship/Station graveyards remain the largest ore income BY FAR with millions of deposits enabling players to complete their end game ship. However, if they are depleted, which can be quickly in a few months at 35 people (propsercraft in my case), new players will have a very hard time to upgrade their ship to the mid or end game, where material costs exponentially increases. Not to mention the maintenance required. AND THIS IS JUST ONE SHIP. In a game where player can theoretically create a sector sized ships, this really isn't acceptable and limits your imagination. if put it into a perspective, an example endgame ship with 4 million shield base that can withstand the bombardment of wormhole guardian constantly (on hard) will cost 4 MILLION AVORION. The cheapest is still 1 million respective material but then you start having sustain issues at boss fights, or limited abilities. Again, this might not seem a big issue in single player, but multiplayer resources can run out rather fast. Can you also imagine in PVP how unfair it would be? I imagined i could own a fleet reasonability well, but how can i do that when i have to constantly pay for 100k+ material for a fleet when they as much as getting a scratches on them? I guess one way to fix this on top of respawning wreckages would be making mining actually worth while. There is absolutely no reason (bar iron) to go for a 100k material mine, and mine it for 30 minutes when you can get millions from wreckages in 10.
  8. Good luck getting the first 25 million. With cargo haulers broken out of this world, good luck getting any items to your trade station. Also an exploit IS NOT a valid excuse of how broken the current economy is.
  9. First of all, excellent job with the game, there are already many features available and i think this game has great potential. I also really like how similar to minecraft this is in that you can build your own. However, there are major problems currently with this game, and i hope devs can address them before the final release, one of them being trading. Trading is absolutely broken right now with factories constantly empty, stuck haulers and the galaxy as a whole feels dead, nothing ever happens, and change only occurs through faction wars which results in empty spaces. Nothing feels progressing, and things are stagnating as a whole. Fixing the cargo hauler bug would be an excellent way to make the game feels abit more alive and im sure the devs are already working hard on that one. However, i noticed that several trade items actually dont have a "consumer" - that is something that buys them, examples include jewlery, force generator, liquor etc. In addition to this problem, many end products such as body armor are not use up. Together they make the galaxy trading system actually finite, because eventually the stocks of these end products will be full, and no further trading or produce can occur. Once this happens, the galaxy starts to die. I think the way to fix this problem is to actually make stations that accept these end produces, e.g. military outposts to regularly restock and reset their storage to continue the supply line. In doing so you are making the entire factory and trading system constantly moving, so you will never get a fully stocked situation where player cant sell to make money, nor player buying all the stocks and make billions in minutes. By making the trading system dynamic, you are ensuring that factories are constantly running, and stocks remain a relatively moderate amount. Players can still make millions, but to make billions they will actually have to engage some empire building, and that makes the game far more interesting. Theres another feature i'd like to suggest: how about making these end products such as drills or body armors actually used by something? So consumption and supply is constantly going on to support a lively galaxy. Example: Body armors now make stations that don't have crews to sell restock their population, Body armor together with a bunch of other commodities now allows factions to spawn additional ships, additional cargo haulers and even stations if the desired amount is reached. Jewelers provide to stations such as Casino and make them able to supply money for gambling features that you might be planning. Foods are regular consumed to generate population, which in turn facilitates the generation of ships for AI faction war. Turret factories when having enough material will make advanced weaponry for the ships that spawned from the system. This system would make the faction system even more complex: want a faction to win a war? supply to them exclusively. want a faction to lose a war? raid their cargo will exhaust their supply. Additional suggestions: 1. It would also be great if devs can make winning factions actually take over a sector, and with the resources acquired from trading/economy, build more stations. This does not have to happen in real time, could be simulated to reduce the load. But never the less a feature like this would make sure the galaxy feels truly changing. 2. Make trading posts always slightly more expensive to buy and less profitable to sell compared to factories in the X surrounding sector, and make them regularly restock randomized items instead of a crude 500k profit limit. They are trade posts after all, they are to make profits the same as you. 3. Make factions actually formidable, perhaps a chance to spawn super ships (high hp/shield comparable to bosses) if the faction is fully supplied with commodities. This could create a goal of an end game for players - to conquer the galaxy. TL:DR A dynamic system that makes all the current end products being consumed by AI factions to make a variety of ships, supplies, or even stations. With this dynamic system, people without empires or home-base will make money easily without being over the top, people who build empires will shape the very foundation of the galaxy.
  10. No thanks. The last thing this game needs it to turn into an elite grinderious clone. There are plenty of credit sinks if you actually bother with them, like the 400 million body armor factories with all the maintenance. Fix the trading first, and if you like it hard then theres aways mods, or keep it at insane difficulties only. Dont ruin it for everyone else, especially how collosal of a failure trade is now after some vocal people complained. I want to build an empire, if i cant there are other games for that.
  11. I play multiplayers exclusively, so until the trade haulers are finally fixed, im just gonna brood over all the stuck cargo haulers in my sectors and dead trade zones everywhere on the map.
  12. Yeah that is a major issue. Also it makes multiplayer sometimes unbearable due to whoever comes first holds all the materials, and when player get to the centre they find most avorion rich wreckage empty and desolated. Respawning would keep the universe alive.
  13. I understand people always say is a million sector big but the thing is, actual quality resources are far lower than that. Between empty fields, dead asteriod fields, or enemy ambushes the number gets lowered down so dramatically, that the amount of available resources to players are actually relatively lower. Take hidden mass for example, yestorday i must've searched over hundreds of hidden masses and only found 20 or so valuable stuff with claimable asteriods or wreckages that nets huge yield in ore. This is about 50:1 ratio, then you minus the empty spaces and sectors owned by other factions, this number gets lower and lower as you calculate. Now, even if this total number of available resources is like 20k in actuality, that is still a lot for singleplayers. But, the problem comes with multiplayer servers where 35 people all consuming this available net of stuff, making early asteriod field non-existent and late game Avorions scarce. Any new player who joining this server will find themselves incredibly resource staved and kept stumpling on already explored, now dead sectors. Now, you can always say there are infinite spawning enemies, but the quality and quantity of their salvageable ores are far lower than big wreckage you can find. With end game ships costing millions of credits and ores to produce, sustainability in obtainable resources may become a necessity for a fair environment in multiplayer. I understand that respawning system may produce a dramatic toll on the game's stability, but there are already mods currently that allow respawning asteriods. Making a respawning system that runs very slow (Say 10 days per respawn in real life game time) will keep the systems alive without setting the server on fire. I really hope the dev can implant this AT LEAST as an option, to give people a sense of sustainability. This will also somewhat keeps the game refreshing even if you are in an older world.
  14. They just get stuck no matter what, whether i build my dock long or shot, make my station bigger or smaller, nudge the hauler, exit the sector then come back, none of this works, the hauler only moves if i delete my dock then rebuild it, but even then the next hauler comes and immediately gets stuck.
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