Jump to content


  • Content Count

  • Joined

  • Last visited

About ExPLiCiT

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Agreed there should be some kind of diminishing returns as you add more components based on core size.
  2. I get it, these are game mechanics that are easily exploitable... however they are currently necessary in many situations to get around game breaking bugs also their exploits don't hurt other players in the game. How about spending some development time on something that actually improves the gameplay and makes the game more enjoyable instead? There are so many to pick from! Why not instead spend this development time making the market interface so we can actually filter all the columns? How about getting the power systems in place? How about getting the docking mechani
  3. It seems to me that something is wrong with the deposit generation on the moons. I have scanned dozens of tiles on the moons of Thades and Madis that are supposed to contain Petalite and have not found a people of it. I thought that the deposit regeneration was supposed to be designed so that it would be impossible to completely deplete a body of a certain ore?
  4. If they want the markets to be used more they need to make them more accessible. It really is as simple as that. I don't believe it has much at all to do with the complexity of crafting. Most people I talk to think its a PITA already. Why not add features for delivery of market items. Maybe some sub market where you can offer a certain delivery fee for items you would like delivered and allow someone to counter the offer. I know I would use it. There are few things in the game more frustrating then getting to work on a project and finding out you need to buy something then having t
  5. My biggest issue with this type of game play is that it is so easily rewarded and lacks no real means of retribution. In RL if you did something like this there would be all kinds of retribution which is the deterrent in doing it in the first place and therefore fosters the trust that allows our society to work for the most part. In this game you can virtually be someone else and then loose that identity so you never suffer any consequences of your actions. This is a flaw in game design IMHO. You should be able to trace who did this and so you can mark them in game somehow. Maybe
  6. I wouldn't have a big problem with the bots if they actually were limited to selling the stuff they bought instead of selling stuff out of thin air and deleting what they are buying. I think that is going to have a major overall negative impact to the game.
  7. There needs to be something that can be done to defend bases when you are offline or there is no reason to even build bases in a pvp zone because they will be easily destroyed and won't be worth the resources or effort to build. A ship can be moved to a safe zone when you log off, a base cannot. So what will the defense mechanism be if not some type of automated turret? Well this is where it needs to be well thought out. In Empyrion there are automated turrets and offline protection. The offline protection has a delay in engaging after logging off so that it can't be exploited by l
  8. Yes you can by making a completely automated factory. You need to have a single machine dedicated to a single part for every part that is made then funnel those parts into final containers that the assemblers will use to make components. I suppose you could extend that to having an assembler for every component in the game but thats not practical.
  9. Ultimately it's the determination of the game designer on whether its an exploit or not, not the players. I will reserve my judgement to see what they do to players that are reported after the announcement. https://en.m.wikipedia.org/wiki/Video_game_exploit In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers.
  10. So you are turning a whataboutism to an allornothingism?
  11. IMO the docking mechanic works so much better in Empyrion. They should just copy that and be done with it.
  12. looks like it was removed from the game... what did you craft it in?
  13. I think some of these ships are dated and doubt they would even fly properly currently.
  14. There are some really good points and perspectives here. Keeping in mind that this is new territory and the overall design of the universe is key to an enjoyable experience for everyone I would like to state a few things I have observed and learned from previous games that follow along some of the same concepts as this game. The game that this reminds me the most of is Empyrion Galactic Survival. Empyrion had, and still has, some very similar challenges to its overall design. Some design challenges I think they solved pretty well, others not so well.
  • Create New...