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Musclethorpe

Alpha Tester
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Everything posted by Musclethorpe

  1. Oh please. That would be a first, and a welcome one at that. Every other game of this ilk, except perhaps Eve, has been dominated by the PvE-centric ideals.
  2. This is a PvP oriented game. Stay in the safe zone provided, which still allows you to build wealth enough to simply buy higher tier ore/equipment, or move on to another game.
  3. Can you not just use your jetpack to get from parent to child?
  4. The sizes are likely quite intentional as a soft limiting factor on how many can fit, or in the case of shield generators, what they can reasonably fit on.
  5. Where are you getting this "no fix" ideation? We have a repair skill, and supporting repair talents, all of which can take place during combat. It's a perfectly reasonable gameplay limitation to not be able to potentially change the entire configuration of the ship while in the middle of a firefight. Elements generally have three "lives" before they are beyond repair. There is absolutely no reason to have said element replaced while fighting. Like many games that have PvP, once the battle begins you are locked in on changing your loadout.
  6. 1) The ISS is moving in a single direction at a constant velocity. For all intents and purposes it is motionless relative to its passengers, as they are moving with it. Speed is irrelevant here. What is relevant is that a space ship in combat is going to be dynamically changing both speed and direction of travel quite frequently. 2) As you stated, they are doing repairs. We have a repair system in DU, and it is even augmented by talents. I will say this yet again, repairing during a battle is all well and good, and was one of the unique aspects that drew me to DU PvP. Going into build mode and making potentially large alterations to the ship during actual combat is not so good.
  7. This is an irrelevant observation as the "open face" model is not likely the final. Repair work is just fine, and most assuredly adds to the unique DU PvP experience. However, being able to completely remove and replace entire elements like engines, wings, weapons, and circuitry is completely over the top. Sure, lets have those spare parts on board in the event that the battle has left the ship crippled beyond standard repair, but we are digressing here. The main point is that is just one aspect of the silliness that can occur while in build mode during the battle. It should be eliminated completely during combat (pvp timer), which still allows for repair crews to handle their business.
  8. The radar talents don't even apply to the atmospheric variety, but the real answer is likely because there is no ground combat yet so it's being completely ignored in leu of space stuffs.
  9. Build mode while in combat allows for all kinds of unintended silliness, not to mention effortless maneuvering around the outside of a ship in motion with practically no consequences. Furthermore it extends time-to-kill, which they were trying to reduce, and finally in the spirit of all things sci-fi completely "unrealistic" when it comes to the essence of space combat fantasy.
  10. Yeah, no. You should not be able to remove an entire engine during battle and replace it with a new one. Repairing on the fly is just fine, but your "skilled engineer" should be put to use after the battle (PvP timer) has expired.
  11. Remove the ability to go into build mode while the PvP timer is active. There is no legitimate reason why players should be doing this during a battle. You've added your jetpack feature, now make people use it and all the pitfalls that come with being outside of a ship while it's in motion.
  12. So yeah, bump. Anyone got any information on this?
  13. I say the more hitpoints (honeycomb) you have, the less shield strength, and vice versa. This way you aren't pigeon-holed into still having a lot of armor underneath said shields, and would hopefully bring a bit of balance to ship design.
  14. Unbelievable complaint. I have never, and will never, concern myself with anyone that has 10 accounts, much less 20. Let them no-life away.
  15. Going to be completely honest here, this does absolutely nothing for me when considering so many core gameplay issues are either broken or completely missing altogether. I realize the art team behind this and the features development team likely share very little overlap, but teasing something like this is tone-deaf all the same. I *want* to play this game, but there is hardly anything of substance to do outside of mining and building. I'm sitting here starving for engaging gameplay loops and they're saying, "Hey look at how we color coded engines! Pretty neat, huh?"
  16. They don't "repair" anything, they only replace. They replace voxels and elements alike, destroying the damaged ones in the process. Absolutely no scrap is involved in the process, and you must have the honeycomb and elements in its storage container for it to perform its task.
  17. For those of you who are unclear on this, the "Repair Unit" doesn't repair a damn thing. All it does is replace. Meaning it will trash/destroy any damaged element and replace it with a fresh one that is in its inventory container. The same goes for voxels. Absolutely no scrap is involved, so no actual repairs, despite its name.
  18. Not quite sure if this is sarcasm, because such a unit technically does exist, but for some reason it works nothing like that.
  19. B is going to happen, minus the "getting it together, admitting mistakes, and rollbacks". I'm calling it right now that the direction of the game is going to change to a more realistic one, removing/altering some of the promised core features as they were presented. This includes territory warfare, AvA, and the PvP overhaul.
  20. We need gameplay. The most social MMO I ever played (Everquest 1) was as social as it was because the gameplay required players to depend on each other. Group play was all but a necessity. Soloing was possible, but wildly inefficient compared to working as a team. Granted that game was the epitome of PvE, the same principles can be applied to this one. The primary problem is that we have nothing to do but mine to build, and use said constructs to mine more. There is no reason to build cities when said buildings are nothing but aesthetic eye candy that serve no functional purpose. In short, more social tools are meaningless without engaging loops to get people playing in the first place.
  21. No, the fact that this is the only viable gameplay loop is absolutely a problem.
  22. No it likely won't, as per the CEO himself. It was lauded from the very beginning of the beta that there was very likely not going to be a wipe. Why this would be the case is a foreign concept for me in the world of betas, but this is what we were told. At release what we will probably see is the introduction of a fresh new star system, which will act as a soft wipe as we will all likely be enticed to migrate there.
  23. This is a foolish idea, as people would just camp outside the markets. If you want people in PvP space, what you need to do is put something out there of high value that is randomly generated, as to make camping unviable. My suggestion for starters, was to have high value salvageable shipwrecks all throughout PvP space. This gives real reason to slow-boat in those areas, plus gives PvPers an additional reason to patrol out there.
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