Jump to content

Fra119

Member
  • Posts

    259
  • Joined

  • Last visited

Posts posted by Fra119

  1. 56 minutes ago, IndigaterJones said:

    Thank you for the replies.  I was thinking along the lines of size, inertia vs impact damage.  You've confirmed that.  Disappointing that the voxels don't absorb more damage.  Hopefully this is down the line.

     

    If voxels were absorbing damage you'd have to rebuild your ship everytime you crash, are you sure you're ok with that? :V

  2. Remember that NQ still has to release energy management. If they are not stupid they'll use it to balance this mess.

    For instance L weapons might drain a lot of energy, so much that you can no longer make your L ship as agile as a fighter, sure you'll hit hard but good luck chasing an hauler who only need to feed engines.

     

    Also the idea of giving smaller cores exclusive elements is good, it helps creating roles.

  3. 7 hours ago, Yamamoto said:

    Maybe some people can share their own feedback but from what I've heard, the game does not run very well on AMD CPUs right now as single core performance + clock speed seems to matter more than the number of cores. I believe this is the biggest bottleneck in your system right now. 

     

    I have slower network speed and don't have any issues, even after 0.24, which is apparently causing high network load for some people. 

     

    Obviously it's not worth it to upgrade your PC for this game only. Depending on where you live it might be viable to use some cloud gaming service such as Shadow PC (I am not 100% sure if the game can run through Shadow PC at the moment though)

     

    Unfortunately, these are all the suggestions I can give. It's important also to note that the game is being actively developed (for now) and performance should improve over time. I think it's worth it at least to have a character that has a lot of queued up talents for training, if you decide to play in the future.

     

     

    Mh I'm on a 5600x (nvme, 1070 and 32gb ram) and it runs almost fine. I say "almost" because on average I'm around 70/80 fps, down to ~15 when flying in atmo with my M hauler. That's why I'm begging for bigger airfoils/engines, it's the amount of atmospheric elements needed to fly that kills my framerate.

  4. 5 hours ago, Lethys said:

    Its the opppsite really atm. I can easily enter bases with my "slow" Internet because all the stuff hasnt loaded yet. Just gotta be fast enough and bam, you're in their base and just wait for stuff to load

    And then... what? You're stuck in someone else's base :v

     

  5. 6 hours ago, Daphne Jones said:

    You don't find mines - you dig them lol. The scanner takes practice, but those of us who have that practice can find a node of the specific ore we want in just a couple of minutes.

    Unless you're looking for the tiny leftover from someone who doesn't have enough OCD to clear the entire node :v

  6. Lighting is definitely weird.

    Long lights act as spotlights, they project a cone of light and have no diffuse, so they illuminate what's in front of them but anything else stays dark (if you place them on a roof the roof itself remains dark, walls as well).

    Vertical light on the other hand project a spherical light, which is handy, but it goes through anything so you'll end up with light going everywhere (different floors, out of the base, etc).

     

  7. Well they are not meant to be used for long periods, I believe their spot it's in the small window where both space and atmos are weak due to the transition between atmospheric and space flight.

    You're likely gonna use them for, I dunno, 20 seconds, it make sense, probably xD

    Also 18mn is like 10L atmos (without talents ofc), it's a lot.

  8. 7 minutes ago, FrigoPorco said:

    and that's ok.....Minecraft was the most popular game ever made for a reason....it gives people an unlimited creativity playground....I'm surprised EA isn't working on a voxel game. 

    And that reason are (were actually) mods, sure it was cool when it came out but I wouldn't have poured thousand of hours into it if it wasn't for the brilliant work of modders.

  9. Solo here. 

    Decided to stay solo for 2 reason: first one the group I was playing with in Minecraft/rust/SE didn't wanted to pay a sub for a beta. Second one is that can't keep up anymore with group activities due to limited time, had a bad experience with wow classic where I couldn't really join my friends in raids etc. Tried doing everything by myself and honestly it's working (although it's extremely slow).

  10. For atmo PvP I'd like to see some diversity, I don't want the meta to be only giant flying fortress, sure those deserve a spot, but fighter too, bombers too, ground vehicles (tanks, aa, artillery) too.

    For that to happen they should turn on obstruction for every element so that you can't hide everything inside a gold cube, this is atmo, not space, losing wings or brakes or a pulsar does matter, should matter, a lot.

  11. I was specifically looking for something that would last, I'm pretty used to sandboxes, usually you start a new game, enjoy it for a couple weeks until you have everything, quit and then come back after a few months. In the process of looking for something different/new I found this, it was still in alpha tho, once beta started I decided to give it a shot and as I'm not a teenager/student anymore I found that despite its immaturity it has the perfect pace for me.

  12. 34 minutes ago, Daphne Jones said:

    First, just to address a slightly off topic point from the OP, as a hauler in the Empire, I'm just barely aware that the military can be hired as escorts - it's not well advertised. The one thing I do know about it it that it's more expensive than the most valuable cargo I've ever hauled (which was more gold the the ship I had at the time could safely carry.)

     

    Back on point, NPCs and PVE combat have huge game-play advantages over PVP.

     

    1. It's not necessary for one player's game to be ruined for another to have fun. (PVP can be arranged so that everyone has fun, but in open PVP, it can't be guaranteed and usually fails on this point.)
    2. NPCs are always available.
    3. NPC's capabilities can easily scale to match the player's capability. This makes for a fun and challenging fight. (PVP doesn't scale, so having a fun and challenging fight - outside an arena - is a random, rare occurrence.
    4. NPC's are probably the most common money faucet in most games. If the economy needs more money, just dumbing down the pirates a bit so they lose more often (and allowing their wallets to be looted) will do it. On the other side, if you need to curb inflation, make the pirates a bit tougher (and let them partially loot the players they kill).

    While giving the NPCs a base and having them actually flying around hunting players is the dream (specifically, it's Chris Roberts' dream and Star Citizen is actively working on do this), it's extraordinarily expensive in terms of game resources... and just having NPCs spawn where they're needed based on RNG, gives just as good game-play, maybe better, and is relatively cheap.

     

    Why is the RNG better? Full NPC pirate simulation will just end up guarding the same pipes the PVP players are in (which I admit I would find amusing, since they will presumably attack the PVPers too). RNG spawn will spawn in position to attack the hauler whether or not in the pipe. As long as this is balanced (scaled) so the hauler wins or can avoid most of the time, it's good game play. Non-combat ship operators want an exciting risk, but don't want to be fighting a superior enemy on every run.

     

    While we're putting NPC pirates in game, let's add NPC haulers and miners too. Those are also good money faucets when that is needed. They should be armed and/or have NPC escorts. (NPC miners probably should not actually mine - depletes game resources and expensive to implement - but should have some ore for looting.)

     

    To be clear - this is brainstorming. I'm aware that DU's design is fundamentally unable to implement NPCs easily and this is all a long ways off even if it ever becomes possible.

    In the early days of Space Engineers there were NPC ships spanning from simple probes to big haulers and military freighters (dunno if they're still a thing tho) they would just spawn, travel in a straight line for a few minutes and then despawn.

    Clearly was not as good as pirates & co, but it was something and it helped break the monotony of mine-build-mine-build.

    Later with planets they added pirates with drones etc.

    We could start from there, it's not this hard.

  13. 19 minutes ago, joaocordeiro said:

    For the lone player or the small org this means the end of warp.

     

    That implies that pirates are guarding the warp exits 24/7, while you only need a window of a few minutes to pass. It's basically the same argument you used against the possibility of a safe station :v

     

    Also if you're on an hauler you just need to reach atmosphere and you're basically safe as long as PvP meta pushes for space-only ships.

  14. 1 minute ago, joaocordeiro said:

    Im still waiting for the XL atmo engine and the XL hover

    And L wings plz :P

     

    Btw if that XL container is as big as 8 L containers it should holds as much as 8L while being less heavy, can't check for specs atm but it make sense imho, that's how it works for all other elements.

×
×
  • Create New...