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Sir Charles

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Posts posted by Sir Charles

  1. Super, dass in Richtung Community-Management bald mehr zu erwarten sein wird!

    Wir sehen schließlich, dass unsere Beiträge gelesen werden, aber manchmal wünscht man sich einfach eine Antwort...

     

    Weiter so! Avorion ist eines der Besten Spiele, die ich je spielen durfte!

  2. That is false. I have multiple friends that bought the game because i play a lot and they dont stop playing because its hard. They stop because its not there type of game. Dev made this game normal paced with painful dying but with everything around to make it possible. Lots of player these days are seeking over fast paced games and when dying nothing happen cause loosing things desperate them and quit. Only one of my friend still play with me and he just love mining and even more now with the new mechanic!! Game is more complicated but we all love it more that way since it put to use things that are there and no one use. It add also a feeling that the game is not empty and with lots of possibilities.

     

    Mate.

    Think about what you say.

    I know these people. In real life. They told me.

    And it is not about one or two, but about seven different people who I got to buy this game and who had it refunded on Steam because they found it too complicated.

    Don't say "That is false" when someone tells you what he has experienced.

     

    The game has different issues, you named some. That's ok as long as it is early acess. But a missing (good) tutorial for the games mechanics and a (yet) beginner unfriendly game experience are not helpfull for this game to grow. When you look around what I wrote in the forums, you will see that I recognize many other problems as well.

    I just wanted to make clear that the start in this game is already complicated and should be simplified (not by mechanics, but by tutorials).

    When it comes to the usefullness of solar panels, I am 100% with you.

     

  3. Hey there,

     

    just another inspiration for the devs I want to throw in here:

    Once you defeat the guardian, the game becomes a little... ...empty? I guess that word fits it best. I would love to see some "end game" mechanics in the future, that gives you something to do after beating the boss (I know the roadmap and the idea of legendary bosses, but I am thinking of something that will allow you to play about forever if you want to).

    This is somewhat inspired by Diablo and other games that have a system of 'rifts' or other stuff that gives you a challenge after finishing the game.

     

    My idea:

    After killing the guardian, new quests become aviable, that give you sectors where e. g. an ivasion of aliens from the xsotan galaxy is taking place (This would require the 'The xsotan were just fleeing from a greater thread' storyline, but there are other story options that would suit this as well).

    E. g. when you enter the sector a wormhole opens an very strong ships appear (mabye you can set a 'thread level' when accepting the quest). By that i mean something like 'a big fleet of unknown ships has appeared', but with the smallest of them being guardian level (for example).

    Also special envoironmental conditions like dense fog or mine fields (I know those are planned from the roadmap) would be nice.

     

    But this is up the devs in the end, now the more important part: Rewards.

    I would like to see something like a gamble system, where you set a specific amount e. g. of ressources which you loose when you loose but get back multiplied when being succesfull.

    Or you could set a piece of gear, that would be rerolled after the mission is completed, with a chance of being enhanced even more than the normal limits set by the game.

    Or you could upgrade the rarity of a turret, with a guaranteed increase of stats...

     

    There are many options aviable, in the end all that matters is that we get something to do in the end game phase of the game, but without completely destoying the balance in multiplayer.

     

     

    The second part of the suggestion is about PvP. It would be nice if there was some kind of "Arena mode" where players can search for a "match". I imagine some kind of station that has for example a special gate next to it, where you can 'register'. When people find each other, they can fly through the special gate or do something else and fight against each other in a specific "Arena sector" (Mabye there could be special envoironmental conditions there as well?), where they fight each other. This sector would of course need to be protected from other players or simply be newly generated for the fight and deleted afterwards.

    When using this arena system, none of the players should loose their ship nor items, and mabye there should even be the option to 'clone' your opponents ship to make it balanced even for early game players that just want to have some fun.

    In my imagination, these arena fights would be purely for playfun and offer no reward, if they would tho, I would recommend something purely cosmetic like new colours for the winner.

    Another, not as 'pretty' option to switch to the PvP sector would be its creation outside of the galxaxy and a cloned ship in there, so the players can switch to the sector and battle there.

  4. Just don't make it too complicated please! I know several players who quit the game after testing it for one or two hours because they were overwhelmed by the mechanics. That is a shame! Avorion is just such a nice game and it shouldn't keep players away because of being too complicated.

    The "hardmode" thing Cepheni said seemes like a good solution to me, but the game definitely has more urgent issues at the moment.

  5. 5-release the block size limit, this restricts the block to 0.50, but it would be nice to be able to lower it more to make more details on the ship without it being reset to the default block size

     

    It's not an elegant solution at all, but do you know you can scale down premade stuctures of 0.5 block size even further? That might help you a little.

  6. Everyone can of course have their own opinion, I find the different ideas on pulse cannons especially interesting. But at one point I need to contradict:

     

    Railgun: [...] Penetration mechanic MUST NOT multiply DPS.

     

    Railguns are designed as an anti-capital weapon. The multiplication of damage makes them specifically great against big targets. If the mechanic is OP, their overall damage should be nerfed, instead of the removal of something that makes them unique.

  7. Hi! First of all, thx for all those amaising updates!

     

    I want to talk about balancing some more the weapons as i think there is still a big flaw. For every weapons i will first say what is their problems and then what its purpose is in the game.

     

    I agree.

     

    Chaingun: I think its the most balanced weapon and does exactly what it should do. Slow projectile and short range but good DPS. Powerful in close range. NEXT!

    Laser: Like chainguns, lasers are pretty much balanced. Instant long range shooting but takes energy and DPS is medium. Good for anything close to long range. Follow me on the next line

     

    I agree, even tho I feel like there could be more difference between Chainguns and bolters.

     

    Laser: Like chainguns, lasers are pretty much balanced. Instant long range shooting but takes energy and DPS is medium. Good for anything close to long range. Follow me on the next line

     

    I would agree, but: We want some MOTHA FUCKIN BEAM CANNONS in this game. There should be coaxial lasers with super high range, damage, energy consumption and mabye a charge time that we can use to obliterate things an feel cool!

     

    CANNON: I hate how much they are bad and how much i want them. They need to have more punch and a faster projectile. I understand the projectile speed is the same as the chaingun so you can combo them but it dont work that way. A cannon should also make a more satisfying sound than: "ffiiioooouuut". Damage should be boosted by at least 60% or AOE (Area Of Effect) should be added. Projectile speed should be arround 100%+ more to achieve long range shot. At the moment a cannon is: Bad dps/dpm, overheat for more fun, 30km of fun range that takes like 15 sec to achieve... Fffiiooooouuuutt!

     

    I would love to see the AoE-thing you suggested, also travel speed should be a little higher... and something like a camera block to aim properly would be nice as well.

     

    Pulse: Why... I kinda guess its op vs other players that dont cover their main components but thats it. Other than that its decorative. Useless. Using it vs npc is like using a water bubble gun. Damage should get boosted OR it should have same stats as a chaingun but with overheat. Shooting 80% of the time through shield is ok but not at the cost of 90% of the DPS of "other" weapons. 75-95% chance ignoring shields,  super low DPS, short range. ps: personal taste... They look great!

     

    [glow=red,2,300]This shitty trash weapon![/glow] I would love to use it, but it is so bad!

    Give it some Ion-cannonish function, make engine boosting (the spacebar thing) and hyperspace jumping impossible for let's say 2 to 5 seconds after being hit by this thing and it would be super great!

     

    Launcher: Those are... Special. Its the worst but yet the best. Why super slow projectile combo with 30km range? The guy is not even in the same galaxy anymore! It also overheat and dont do that much damage too! *Slap on my cheek* When made or a ?rarer?  rarity combined with seeker!! Now you might have something! Maybe. When you finally one that is good with seeking missile, i feel like its more for support that DPSing. Overheat is long to cool for not so much damage. Cooling should be 30% less || Damage should pack more push.  + When not seeking, missile speed should be 200% faster. (2250m/s) Super slow projectile (750m/s), medium DPS but overheat so DPM is bad, super long range but 30km at 750m/s is 40 SECONDS! Even 7.5km is 10 sec! At the end of the day, SOME can have seeking missile and can give a good push in you enemy face.

     

    I love using (seeking) launchers, the damage is not too bad and the seeking function is great if combined with big range. Honestly i think these have one weak point which makes about every launcher i pick up completely useless.

    Remove non-seeking launchers from the game please! Nobody uses them! Their only use is selling them.

     

    BOLTER: *Face palm* Why isnt it same as the plasma? Why its always cheap? The bolter is the plasma but for hull instead of shield and its the complete opposite. It never cost a lot to make (plasma is always millions), its dps to hull is ok (but has overheat so DPM is sheet(plasma dont)), tho it have mid/long range. Its damage should be 40% more with a 50% less cooling time. Having bolter feel like you never shoot and when it does, it dont feel like its powerful for that short time.

     

    As said previously, I really dont recognize the difference between chainguns and bolters while playing. Of course they are different in terms of numbers, but I does not feel like that when I use both of them in game.  That might be the case because I am not using bolters only on my ship, but why would anyone do that? Also it might be like this due to the fact that there are better weapon types aviable when you would actually feel the difference (=when shields become a thing).

     

    Railgun: Now THAT is a ship destroyer! It is so well thought. Instant super long range shooting and deal lots of damage if not extreme damage due to penetrating shot. Say it has 9 block of penetration with 10,000dmg then its going to do 10k on shield but landing good shot that will travel trough 9 blocks will do 90k damage BUT! If it touch an armored hull it will stop the shot.

     

    Don't get me wrong. I love railguns! But mabye they should be coaxial weapons only. I feel like this would suit them better, but its just a personal oppinion.

     

     

     

    Now about flack: Try them out mate, those are great!

     

    Force turrets: These need to be more powerfull in early game stages and get a lot more range. Image a tesla ship that could pull enemies in or a ship that shoots asteroids towards your enemies! With such changes these guys might be usefull. At the moment I keep being disappointed everytime I try them out again.

     

    Repair turrets: Those are great, BUT: repair fighters need to be able to target their mothership (At least when I tried it out the last time, i didnt work and I was really disappointed!

     

    Point laser: Uhm... Useless? It looks different from a pdc but does the same. It has the same use, but yeah... I only use it for cosmetic reasons.

     

     

     

    These are my thoughts, I hope it is helpfull to inspire the devs to something great! :)

     

  8. Is a world restart needed when switching over to the beta branch from live branch to experience the changes in this patch?

     

    No. But guess you wont find the new asteroids in previously generated sectors. At least I found none, untill i explored some more...

  9. This is looking really good. I am curious how this will affect the mining-salvaging-balance!

    The additional changes sound great, thank you for considering my suggestion for a fleet-balance (at least i think i was helpfull cause it sounds similar to my suggestion). I love how this game is getting more and more shape with every update in giant steps.

    Great work!

     

    PS: I am very curious about the new soundtrack, I loved the old one, but fresh wind is always good (i guess?). What I heard so far sounds nice at least and the music change related to the sector you are in makes a good addition!

  10. Lol I never even had that idea to build anti torpedoe fighters. Why not just put some pdcs on your ship and save the production capacities for something useful?

     

    As far as I know, pdc fighters will simply behave like any other fighter, attacking enemy ships and stuff... when it comes to the pdc dmg, this makes them completely useless.

    But mabye the „defend“ option is around for fighters by now? Can somebody tell?

  11. Oh I just noticed you are the guy who had the "stuck traders" issue as well. Did you make sure your game is on the right version by now? The up-to-date-version of the game is 0.20.5 if I am not mistaken

     

    Da unten hab ich dir nochmal hingeschmiert wie es aussehen sollte. Falls da alles in Ordnung ist, check nochmal ob du vielleicht eine Beta angemeldet hast. Falls das alles nicht hilft, versuch mal "Auf Fehler überprüfen". Falls das auch nicht hilft, neu installieren!

    Sollte all das nicht helfen, dann gib Koonshi über einen Thread im Bug-Bereich bescheid, das ist dann definitiv nicht normal.

  12. Google translator did a good job there!

     

    According to this post the feature you describe should be in the game already...

    Ok I took a look ingame. Everything works as promised in the post liked above!

    When you click on a sector, you are displayed the ships in there. Click on a ship to give it orders and order it to move around the galaxy by simply right clicking on the sector you want it to go like in any RTS.

     

    Gemäß des oben verlinkten Posts sollte das eigentlich schon im Spiel sein, auch auf der Stable Branch...

    Ok ich habs mir angesehen. Alles funzt wie im verlinkten Post beschrieben!

    Wenn du einen Sektor anklickst, kannst du die Schiffe dort ihrerseits anklicken und dann befehligen. Einen Sektorwechsel ordnest du einfach mit einem Rechtsklick an wie in jedem RTS.

  13. You wrote that clearly and I like the idea of having slots like that, Sir Charles! At first, I thought each captain would have a different price and you wouldn't know which captain in your fleet is charging more. I just need to play the game a bit more to really get an idea for what sounds truly right, so I shouldn't continue on this topic, haha.

     

    Nah mate, make sure to leave your ideas here! We need a variety of ideas to be helpfull, so mabye we can at least inspire the devs to something great! :D

  14. I am sorry to make so many posts, I should have been more clear from begin on

     

    I haven't had many ships, but I know that if I did want a few dozen, then a price of 12 million per hour per ship would be extremely difficult to keep up with. You'd need to find many good trade routes. I've read that some of these forum users have many dozens of ships. I think one guy has 80 stations in one of his galaxies.

     

    Having so many wages for the captains sounds like it might become confusing for a player. Something like having the first captain being inexpensive and the rest at the new 75k is good enough, right?

     

    What even happens when a player goes bankrupt and in debt?

     

     

    Hm, i think i really didnt express what i wanted to. I will explain again.

    Those who have played Warframe might know what i want because there is a similar system where you purchase slots for your Warframes and Weapons. To say it in other words: With my idea every player would have a "ship inventory" and the slots you purchase are "inventory slots".

    [glow=red,2,300]

    1. The whole system of ships, building, crew, morale, payment etc etc etc will stay as it is right now with my suggestion. There will just be an additional handicap that will make it impossible to create fleets in early game and make having a fleet something you actually have to work for.[/glow]

     

    2. When you start playing in a new galaxy or on a server,  you havea slot count of 1. This means that he is allowed to have (build, fly, operate) only a single ship. If you were to found a new ship, the game would not allow you and tell you to purchase more slots.

     

    3. Whenever you want to, you can visit a friendly factions headquarters (or any other place the devs choose) and purchase more slots there (I suggested that the first slot you purchase aka your second slot will cost you 12,5k credits and then the price doubles with every additional slot, but that is just my idea).

     

    4. For each slot you own, you are allowed to have 1 ship. Slots would be one-time purchases and of course you could just go ahead and buy 4 slots at once (which would cost you 362,5k with my system). You would then be allowed to have 5 different ships at the same time.

     

    5. Obviously the system is just a modell, changes in any direction that fit the playstyle of the majority of players better can easily be made, e. g. that you start with 2 slots or that prices quadrupple with each purchase or even lower basic prizes per slot. My main motivation for this idea was that Koonshi said he wants to implement a system that makes fleets a middle to late game feature. My idea would allow that, but would not restrict fleets to a certain tech level and would also not destroy early game (cause the 37,5k credits needed to have 3 ships at a time can be obtained by just claiming and selling a single asteroid). When it comes to stations, I would have them not even take a slot, because they are expensive enough by themselves to not be build in early game.

     

    I hope I made clear what I want this time, cause I would love this to be a discussion about actual solutions and not a series of missunderstandings.  ;)

  15. That would kill empire building altogether even more :'( !

     

    I cannot follow here. Why would this affect empire building?

     

    If we assume 12,5k for the first slot, then the 10th slot will be 6.4 Million credits. The total of these 10  slots will then have cost me roughly 12.8 Million credits...

    Let’s say we give it a cap at slot 11, at 12.8 Million credits per slot. That means a single trade run (which will take me about 20 minutes) with the cargo ship I am running at the moment will still give me enough money to purchase about 10 slots. I mean how many ships do you guys have in general? I have Personal never had more than 20, which would, assuming the 12.8 Million cap, have cost me about 260 Million credits. Clearly this is a lot, but if you build an empire, you should be easily able to have it.

     

    Or are you concerned about stations? I would say those should not even need slots as they are expensive enough to not be build in early game... but if even if they would take a slot (or multiple slots?)... ... who cares? :D  :P

     

    Another possible variation could be a flat price per slot or a much lower cap (e.g. at 100k), but personally I think that would make it way too easy.

     

    Don’t get me wrong. I don’t want to be the guy who tells you „how things really are“, I simply don’t get why you are concerned.

  16. Hey! Nice to see a new face on the forums! :D

     

    [glow=blue,2,300]Mabye consider renaming this thread to make it a general collection of ideas?[/glow]

     

    I appreciate your thoughts on this problem, but i dont feel like it is the right approach. I like to have 2 to 3 ships in early game: A miner, my main ship and another kind of escort/backup ship, which your idea would make impossible to have.

     

     

    [glow=red,2,300]So after a bit of thinking i came to another idea:[/glow]

     

    - Each player has a number of slots in the game. He would start with 1 slot, which would mean he could have one ship at a time

     

    -At a specific location (mabye factions headquarters? those are pretty useless at the moment...) he could purchase more slots, with the prices increasing with every slot bought (mabye with a cap at some point where it doesnt get more expensive? Or mabye not to control the ship count in multiplayer?)

     

    -mabye an idea for the price ratio is they double everytime you buy one? e. g. first slot 12,5k, second one 25k, third one 50k, fourth one 100k i guess you get what i want...

     

    With a system like that, players who want fleets could work towards them, why players who concentrate on single ships would have the advantage in terms of money (at least in early game...)

  17. [glow=red,2,300]At first I want to make something clear: I appreciate your thoughts and the work you put in your post, because I can clearly see that what you want is a better playing experience. I red your entire post and thought about it, this is in no way a hate comment or something like that, I am just trying to express my opinion - and that in short[/glow].

     

    Now about the actual topic: I don’t like your idea at all. The very essence of it is limitation and one of the amazing features that make Avorion different from other space games is the fact that there are few limitations.

    Balancing is clearly an issue, but it should not be solved by limits (or at least only by few limits only) but the introduction of certain advantages for smaller crafts. E. g. if the devs introduce cloaking, it should scale its energy and resource cost with the ships size exponentially, making it impossible for big ships. Also turning speed and acceleration (but not max speed and mabye also not braking) should be much worse for big ships and also much better than now for small ones.

    These are just some suggestions for balancing, please don’t just limit everything. An op battleship is an op battleship that’s ok.

     

    What this game really needs in my opinion is world settings, where various parameters of galaxy and player could be changed, e.g. faction density or max block counts for ships...

     

     

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