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Corphius

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Posts posted by Corphius

  1. 19 minutes ago, blazemonger said:

    Can we stop wit the "WARP is unfair" already. Besides it implying you want acces to easy kills, while NQ works on proper counters and planet side combat, the safezones around planets stay in place and warp should have the endpoint in the safezone. Moving warp endpoints outside the safezones will not "fix PVP", it will just hand kills to those not willing to put in effort and/or find actual fights.

     

    The Warp exit point is not fixed, it depends on the incoming vector thus by slow boating to a ping before making the jump you land on a different endpoint. It's really not hard to make pings a reasonable distance and in a random spot from the departure point.

     

     

    Yes thank you, Warp is not unfair Warp is just simply warp and that is all it is.

  2. On 1/9/2021 at 8:44 AM, Daphne Jones said:

    Since the 0.23 nerf of AGG, everyone is putting up a 1000m tower to build a landing platform for their AGG ships. It's getting damned hard to fly at low altitude on Alioth because of all of the single voxel wide spikes that render right in front of you and kill you ship.

     

    I have a solution... let the AGG work all the way to ground.

     

    There really isn't any conceivable justification (in lore) for AGG magically not working under 1000m above an arbitrary reference altitude. How does the AGG know that it's OK to land on Thades and Feli but it insists on hovering above all other planets?

     

    Considering that AGG can land on those two planets, I doubt there's any compelling game design reason for this restriction either... it just makes the planet hairy - which JC said he didn't want.

     

    Please let AGG fly to the ground so I don't have to move my 1100m long runway up to 1200m altitude to have clear access to it. 

    I think that at a certain size ships shouldn't even be able to get into too low of an orbit because they should not be able to overcome the gravity well once they are at to low of an altitude. This would also provide the opportunity for people to open up ports and shipyards in orbit.

     

    Like in Starcitizen im fairly sure that a Bengal carrier can never come to the surface unless it crashes and it makes sense at a km length overall. What do you think?

  3. 19 hours ago, Deintus said:

    Playing a bit of "devil's advocate" here so take it for what it's worth.

     

    I will pull arbitrary numbers out my rear to try to illustrate my point, these numbers are obviously not factual, but to understand you, you are saying that an industrial player should make say 50k per hour of game play, but a pirate should earn 30k per the same hour?

     

    With that part I will disagree. An industry can be automated for an hour to make that 50k with the player free to craft, travel, mine. A pirate has to wait, watch, pay close attention, and risk life and ship for 30k. That system definitely pushes against pirates and penalizes them. If that is the point then I misunderstood your part about agreeing with the side of pirates. Most modern games try to balance a players virtual income with the amount of virtual work they do, so that no matter what path you choose, two players starting the game at the same time can be more or less even a month later. Only when a game design does not want a lot of players in a particular job will they do something like that. (*cough* schematics *cough)

     

    Now do *I* believe pirates should make as much as a law abiding citizen? No, I don't (Is that @XKentX I hear running down the forums to address that statement? lol) but that is based upon my own interpretation of the ads and roadmap of the game. The PVP was idealized between orgs/factions and not individuals. (or so it appears) Of course, to make for example, that blockade of Talemai work as I am sure they are trying, moving out the warp in safezones is a must. The pirates will end up benefiting in other places until a player police force could be established. (Don't worry, not holding my breath, funding a police force is way beyond the current state of the game.)

     

    I just think that a pirate shouldn't get in minutes what a miner spends hours making thats all. So yeah I may have worded my last post poorly. And I totally take that back if it actually takes a pirate hours of stalking and standing watch to catch some cargo ships. It just seems like right now there should be lots of opportunities with everyone having  to rely on mining for money. It would just suck to spend all that time for someone to steal it with less effort. Also it probably would help to know that I don't really mine or pirate im more or less just trying to get into the conversation lol.

  4. 3 hours ago, XKentX said:

    The problem is that the game not only doesn't provide motivation to fight anyone that can shoot back it ACTIVELY kicks you in the butt for doing it. (Doesn't matter who wins, both ships are screwed)

    On the other hand, killing that defenseless freighter is juicy. Pirate ? OK, I am a pirate who cares.

     

    Remove safezones all over outer planets or move the warp point out of the safe zone and here you go. Now you have a motivation to use force to occupy the orbit of the planet, blockade it and extort protection money. Fight others that want to do the same(and they bring guns too) etc. This creates drama, this creates content.

    I see what you are saying and am inclined to agree. I like the idea of moving the warp point and it seems fair. I also have to admit that there shouldn't be a safe zone anywhere at all because reality is just not safe. I think deterrents would work best like hefty consequences for being caught pirating. That may also lead to some sweet player made underground markets and things like that since a consequence could be banishment from the main colonies or somthing like that. I would think that the story would justify harsher punishments than you would expect in a game because a pirate in this case would be literally committing crimes against humanity. But yeah all in all I think piracy needs to work properly and not be impossible. And FYI its cool that you are a pirate, I would be one except im no good at it lol.

  5. On 1/13/2021 at 9:14 AM, Atmosph3rik said:

    You didn't explain why the financial wipe is needed though.

     

    How does emptying other peoples bank accounts improve your experience?

     

    I don't necessarily disagree with everything else you said, but it's hard to get past the wipe part, without any explanation at all for how it would improve the game for anyone besides yourself.

     

    Is it just about leveling the playing field?  Putting you closer to some sort of perceived "winning" of the game.

     

    Why does someone starting now deserve that fresh start, but not someone who starts a few months after your wipe?

     

    Or will you agree with them, 6 months after your wipe, when they are also calling for a wipe, because you have more money then them?

     

     

     

     

    I would say a wipe is very necessary especially if we want to grow the player base after launch because without a wipe we  would essentially break the lore and back story. for me I view launch day as the day that the ark ship actually arrives on Alioth and anything before that is just beta testing. personally I think it should all be wiped prior to launch. Its not like the beta testers won't have an advantage because they already know how to play the game. Look at it from the perspective of anyone who doesn't want to help beta test but buys the game at launch like most people will. The story says that we traveled for 10k years and just got here. Well if that is the case why is this place already built out with huge factories and such and lots of space and air traffic and huge strip mines scarring the land scape, not very immersive in my opinion.

  6. So I recently read a post about warp and how the pirates feel like its annoying because it makes it too easy to escape danger. First off I totally agree that there has to be a way for them to catch prey as this is their play style and what is fun for them. At the same time I would like to avoid gate camps like in eve that make it impossible for a solo guy to travel to certain places. How about some sort of mechanic that makes the emergence point random someplace within the target bodies sphere of gravitational influence making it so that pirates can't just sit in the only doorway to a particular point of interest forcing them to deploy in a way that they can cover a certain area where they expect to catch some prey. On the other side of that you could have ships coming out of warp release a high energy signal like a photon burst or somthing that the camping ships will see on sensors to allow them to take action and burn to intercept. This gives both sides an equal chance of completing their goals while making it fun and exciting for both sides. The picking up of the "signal burst" should also be effected by time lag proportional to the distance from the source and the speed it would take the  light to reach the observer. This would give the person coming out of warp a few seconds or tens of seconds depending on the distance to get on their best course and have a chance to escape while still leaving the attackers the chance to do what they do. I would like to see more emphasis on the use of sensors and radars in conjunction with the vast distances encountered in space because if I had a matte black hull and I was say 10k km away from you; you would have to rely on sensors because we simply can't see that far. While I understand the importance of piracy in a believable scif world I also think we need to consider the time investment. If it takes a guy hours to locate and mine a substantial amount of minerals to sell it should also take a guy hours to find and act on potential prey. Since its a game it should not be that easy for a pirate to make the money a industrialist makes in a shorter amount of time than the guy spent traveling and extracting the loot. Again I'm not against piracy I think it makes it more fun when I have to factor in those risks lets just make it more of a game of witts and tactics than a game of who has the most meta ship/fleet that can just sit in one spot and wait for people to shoot.

  7. On 1/12/2021 at 6:00 AM, XKentX said:

    You can say "thank you" to the folks that cried about XS cores balance. You now need L to have a chance. That what happens when devs adopt PVP to players that have no clue about it. Best design went from cube to sausage, repair unit still disabled so no fancy stuff in ships that see combat(no I will not copy/paste after every fight). 

    The beauty princesses with guns you see for sale are just beauty princesses nothing more.

     

    Me and my friend yesterday engaged another ship, each of us was in one-sitter (remote control + sitting in gunner seat). Don't know about the other guy, he didn't die. Ran to safe.

     

    Perfectly fine in hardcore MMO. (No, a game where flying from point A to point B takes 20 minutes and can take up to 3-4 hours cannot be considered casual). The only problem is that atm it is "Nothing" or "Almost nothing". You either lose your ship or you get it very screwed up + get another ship that is totally screwed up. If target has guns it is economically not profitable to engage and kill it in 95% of the cases due to losing repair count on your own ship elements.
    Exactly opposite of what people wanted. Any meaningful PVPer will avoid combat and only prey on transports as it's just not worth it to enter real combat whatever the outcome.

    So if we are thinking of this as a "hard-core" mmo as mentioned above, I tend to think about real world examples like defending your territory. Its not like we wouldn't use say a Carrier Battle Group to defend our stuff because it could take damage and be costly to repair. We would use it because our territory is valuable to us. As far as only attacking freighters; well that makes you a pirate which is to be expected in a game like this and is in my opinion a different type of pvp. Now fighting somthing with teeth would normally happen because of some larger reason like attacking or defending assets and territory. Of course there are those players that want to pvp for glory and the simple thrill of it and in that case it must be a price you are willing to pay and if not then just don't do it. I realize it's very difficult to have a game with real world concepts and such feel realistic and logical yet still be a game. In short if you want to play with weapons expect to take damage. So I think the thing is that this game seems to not be a game that encourages meaningless pvp. I mean in real life its not like you just go pick a fight with your f/a 18 or your Nimitz class carrier just because you want to use it. What do you guys think about how I am seeing this, and please keep in mind that I just now started getting into DU and probably don't have a full picture about the entire issue aside from what I hear the devs saying about the desired outcome for this Game universe. And also what do you mean by real combat? Because I can still get a concussion while sparring.

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