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Musclethorpe

Alpha Tester
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Everything posted by Musclethorpe

  1. I didn't say less money, I said it wouldn't even be a contest. Meaning the comparison between the two will be completely imbalanced.
  2. My prediction, the mission system will fail at its primary purpose. The money to be made from it will pale in comparison to mining, as in no contest.
  3. This answers my question, thank you. In Elite: Dangerous, as you said you are the ship, so when you log out/alt-F4/disconnect your ship simply vanishes, saving you from the danger of losing any assets. As I am to understand, being purely P2P, E:D has no way to continue simulating any asset about the player. I cannot and will not go back to that type of play.
  4. Is it correct that they use a hybrid P2P connection infrastructure, not unlike Elite: Dangerous? I will not play another game where some one can just nope out of a fight by "pulling the plug".
  5. @NQ-Naunet be advised that since the most recent hotfix yesterday (that added repair units back in) after "successfully" creating the blueprint, a new message appears that states "Failed to create auto snapshot" once you leave build mode. Unknown if this compounds the issue, but I thought you should know. Edit: Perhaps disregard. This message appears to happen after leaving build mode in any case.
  6. I have made a ticket and hit @NQ three times in the support channel. Blueprint is "successfully created" but never appears in the inventory. This does not occur with my other ship which was purchased from a vendor post patch.
  7. There are always concession made for gameplay, no matter the game.
  8. The answer is using an ECU. When activated in space it will slow you to a stop when out of the seat and keep you there.
  9. No, as that defeats the whole purpose of having a skill tree that no one person can ever reasonably fill out. You'd just have people repsecing on cooldown to fill whatever role they want for that week/month.
  10. Cut the philosophical, bs. There are outliers that are a great distance from the norm, and this guy who never uses an industry machine, for anything, is one of them.
  11. I clearly gave two options. You are obviously an outlier.
  12. As I understand the explanation, when the player who sees your ship is assigned "ownership" of its movement, it takes on the reduced speed. Doubtful, as the "ownership" is likely still theirs until you hop back in the seat. Even then, I would imagine if said ownership changes immediate hands there is no change in speed. What was described, to me, sounds like the slowdown occurs when the ship goes from no ownership to some one getting assigned it. Again, only one person receives the ownership, and I would imagine if it changes hands from person to person you will not see a change. This is my interpretation. Did you have an active ECU? If so that will slow your ship to 0 when logged off...possibly even if no one is around, I am not sure. Otherwise, perhaps a bunch of difference people "saw" your ship briefly.
  13. This person is an extreme outlier, or not telling the entire truth. Outliers are generally removed from equations because they are extremes that in no way represent the vast majority. To not be aware of the patch means they do not have a single piece of industry machine, which is difficult to believe if trying to construct an L core ship. Possible, but hard to believe. Especially if they really only have 1-2 hours per day, which means all of that time is spent mining, or taking that ore to market/buy parts, when not building.
  14. 1) Solo has no bearing on the entrance barrier to PvP, if PvP is what you want do. You can complete the entire grind in open play and likely see very few people, and those that you do see are easy enough to avoid. 2) Arenas were dead on arrival, and continue to be. Even with the implementation of the in-game queue, it has made almost no difference. 3) I am not sure what you call PvP training, but if you are referring to fighting NPC's, it's not even close to combating an actual player. The occurrence of PvE heroes entering PvP and getting smashed to their own surprise is common. 4) Again, PvE content like CG's have no bearing on the hurdles faced gaining entrance to PvP, which was your original comment on having to work hard to get into PvP. Having been entrenched in the ED PvP community since its inception, and still a bit to this day, I can tell you there is significant PvE buy-in from PvPers that have nothing to do with anything you brought up in your last comment. First and foremost is the money grind; purchasing, and A-rating, a ship. Then comes the 4-week reputation grind (per special module, of which you need at least 3) in regards to Powerplay. After that is the unlocking of engineers, with the subsequent significant grind for materials of varying grades to apply the engineer's effects. If you aren't intimately familiar with all of these steps, even the descriptors I have used fall flat in face of the grind requires to be viable in PvP. Even through all of this the complaints of the PvP community are less than, if not just equal to, that of the PvE crowd. The PvP crowd in this game will be just fine, if based on anything, that this game will provide a PvP environment no other game has really offered thus far (if NQ pulls this off).
  15. If Elite: Dangerous is any sort of litmus test, this won't be the case. There are numerous PvE hoops one needs to jump through before one can be viable in PvP in that game, and I don't see anyone in that crowd making a peep about it.
  16. Yet you reversed noithing, and your implication was clear. Backpedal all you like. Then you use hyperbole because...you don't like my tone?
  17. Carebear talk if I've ever seen it, and I never said every PvEer was a carebear did I? Apprently you can't enjoy PvP without having some kind of mental deficiency according to people like you. Every PvPer is probably a ganker to you too, right?
  18. While not yet implemented, it is based around territory control. Everything up to is a means to this end. Regardless of the difficulty, these sand castles will be knocked over, and people will be upset that it was even possible.
  19. Having a game which is based around PvP, be it ship vs ship or territory vs territory, release the majority of that content in the late stages of development is a huge mistake. The game has already become infested with carebears who will lose their minds when their sandcastles get knocked over.
  20. I wouldn't call this "piracy" at all. Basically it's PvP with looting. Piracy would require me to have some tools to coerce cargo/money from people without having to kill them. As it stands I can barely text chat a threat to some one, and even if I could how would I get anything from them? This game has a LONG ways to go if we want real piracy. Disabling tools, a way to forcibly board ships and break containers without having to pew pew everything to bits first. You know, finesse type stuff.
  21. Handling talents are independent of your own once put down. The same way those handling talents wouldn't change if you had tokenized and sold a ship to some one. Once it's done, it's out of your hands.
  22. Not my idea, but allowing surrogates to perform all tasks and interactions at, at least, 50-75% skill efficiency would be a huge boon to group play. All a host would need is a pad, and the mates a pod, and you could staff a battleship in short order, or call aid to a tile under attack. As everyone would have access to such a feature, I can see no real downsides. Please discuss.
  23. That would be because they are back. Thanks for the quick fix NQ.
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