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Everything posted by HangerHangar

  1. I agree completely. Historical experience with the PvP crowd indicates you should be absolutely trolled for this, if they were remotely present.
  2. Wow you know the game has alienated the PvP base when a “carebear” complains about not knowing PvP mechanics, and ends up only kinda bashed on the forums.
  3. NQ is amazing. They didn’t test this at all and it could have easily gone anywhich way because of it. Surprisingly wasn’t an item duplication bug this time around.
  4. Would keeping blueprints even happen? Even an inexperienced MMO player would know to buy up low end bps for sale below market prices on world reset.
  5. Considering people are complaining about running out of tiles, I’m assuming NQ has officially announced that they aren’t doing multiple systems anymore or even the most devoted to the game don’t have faith we’re ever getting multiple systems.
  6. steam has gotten a lot better about this, and offline works in offline now. used to be that Steam was in a constant war against offline mode. Disabling all work arounds as we came up with them(for keeping Steam in offline). But now as long as you don’t try to go online it’ll stay offline. (felt that as a Navy Nuke. Even EvE didn’t get the long skill queue till I retired).
  7. this game does have pretty realistic combat, assuming you ignore how short of range it is. Baseline humans are just not good enough for anything except giving “future orders” in space combat. they really should do something about the approachability, or ease of access. Their competitor Starbase lets you get away with tossing a gun and some ammo at a newbie and letting them be essentially a turret, salvaging party, or boarding party. No skills to train over the course of weeks/months, the ability to forgo investing in a whole ship of you want, and the GUI is pretty much just First Person Shooter (compared to gunner seat, or messing with pilot widgets).
  8. They really need to pick the brains of the Boundless devs. Or at least look at how they prioritized updates after release. that game doesn’t even have a sub, and they couldn’t even convince players to maintain upkeep on land that just needed leaves as a tax (exactly like Minecraft tree leaves). The devs also suffered hard enough to players refusing to ever return after land was reclaimed/advancement lost, that one of their first major updates was returning stuff to inventory on failure of paying upkeep.
  9. One of the first updates that Boundless had was shoving inactive players houses/similar into inventory. The devs probably regret to this day not having that on release, considering how impossible it is to get old players back after they realize that their advancement is gone.
  10. Wow this game never fails to impress, at how suicidal it is. It’s more surprising that there’s anyone left to be angry, instead of just observers like myself.
  11. They are probably an extinction class event. every planet in this system has had a relativistic weapon tossed at it, or has been salted some other way. And we’re here because earth had a black hole tossed at it.
  12. If you were the CEO, would you want your name tied to an MMO that died during lockdowns.
  13. Starbase ended up banning their item duper’s and fixing it in a couple of days. Wasn’t even around long enough for it to be a pervasive mindset of “the favored” got so far ahead with dev blessed dupes. the devs reactions here of “we aren’t worried about a few hundred/thousand extra of something” is like the most absurd MMOs dev response I’ve ever seen. It’s absurd that an item dupe stays around long enough for a rollback to be impossible, and for the mainstream community to know about it (your social hardcore/competitive type will always find out, but normal players finding out is silly). (Honestly full server rollbacks are rarely needed in other games).
  14. Starbase is telling this game “I’ll drink your milkshake”. There’s only so many people that are interested in space building games, that have the disadvantages of an MMO, aren’t free, and are Early Access. already has mining from ships, a far more balanced PvP v. PvE system, and PvP is outstanding compared to this game. (Also only two crashes in 60 hours).
  15. Honestly the only thing this game does better for me is the simpler ship building mechanics compared to Starbase. You can just put any random thing on your ship, in the way it’s supposed to logically work. For it to just work. At least before schematics you could just straight up experiment around and have your first ship up and running, before someone in Starbase has even figured out how to link their first test Thrusters/several types of flight computers/controls together. This game is so massively flawed in how it’s using gating mechanics. Want to PvP you’re stuck behind a real time skill queue. Want to craft you’re stuck behind a schematic wall. Want to mine you’re stuck behind a grind wall of bringing tiny loads to market, to earn your first serious ship. compared to Starbase the first time PvP can be put on a tripod or play marine to try boarding (got my first PvP kill in Starbase last night playing marine, and some ok loot with a warp core). Want to mine you just need to earn your first 100k to buy a Worker Ant through either the terrible Laborer free ship or a couple of mini games that teach you how to take apart ships fast/mine faster. Want to build a ship, well lol go watch a couple of hours of tutorials (not good, but it’s meaty content at least). honestly this game killed itself with schematics, and Starbase is going to ensure the nails stay in the coffin.
  16. It exists in hopes that the artificial limitation would make planet->space shuttles a viable niche. Also making stations into a viable hangar niche as well, for layovers between ship types. And if players don’t it means that players will have to choose between being target practice (a sitting duck, a fish in a barrel, or similar) in one of the two (atmosphere/space), after atmospheric combat is implemented. ———— doubtful that this game will get numbers back up to support that. especially considering people have other games to choose from, that don’t rely on telling players to “be vulnerable” and “you have no choice”.
  17. Lots of the combat skills are buggy to down right negative. There was a point where fire rate bonuses, made you fire slower (maybe still is).
  18. was kind of already on the boarder for quitting. Then the schematics nerf put me squarely in the quit square, after I realized it wasn’t worth the clicks to reenable industry, or the wasted time to get schematics (along with the clicks to get old piloting skills back). Certainly got my moneys worth from gameplay alone, and the post schematic drama was fun to watch. if the game survives long enough to finally get to multiple systems, and some kind of random Wormhole mechanic I’ll be back. Always did love EVEs WH system, mostly because high permeabity in boarders is the most interesting type of PvP/PvE to me (along with limiting PvP scale). going to be interesting watching this game and Starbase compete for being the MMO space building game. Mostly checking in here to see how the devs handle it, and if there’s amusing drama over it.
  19. You can ask Boundless how well repossession of leaving players "advancement” went for it. It did not go well, and the first major update they had ended up sending everything to a phantom inventory for inactivity. Materials in that game was probably a little less grindy as well. Even had the same concept of being a mining and gathering game.
  20. These are not minor bugs. These are bugs that should be caught during fundamental testing of systems. They are bugs that are expected to happen, and universally do happen in untested games regardless of genre/type of game. You release an MMO into an "unwiping" release of any kind without testing for the expected types of item duplication/authority/movement bugs that have been happening since MUDs in the 1990s/earlier. (It's like the developers decided to not learn lessons from their peers). When a character swap states that could invalidate an action (IE: putting stuff in a linked container... After a respawn or login puts you out of range of said container), you check and test that those actions are properly invalidated. "What happens to X after death" will be one of the first things a tester/exploiter will ask.
  21. The item teleportation was embarrassingly simple. just needed to kill your cockpit on a ship without a spawner, Or log out on a ship that someone else would then move outside of link range. After you’ve done this if your remote container was active anything bought from the market would be dumped into that remote container, no matter how far away it was. (You really didn’t think those massive immovable oversized container “ships” under markets, were part of normal gameplay did you?) That’s something that means the team never bothered to get any professional testing or overburdened devs that were never allowed to test. Since it’s incredibly important to look for massive bugs between players states (swapping servers, log out/in, enter/leave combat, mobile/not state, trade state, respawn states, and similar), since it’s something players will eventually find and abuse very profitable ways.
  22. Probably still focus on current cost cutting measures related to data access/transfer. Kill schematics or make non-schematics printed things have a hefty waste requirement. kill the new skill requirements for accessing simple machines. Right now industry is the most engaging thing in the game, that players are likely to try themselves. find something for weekly discussions, in response to competitors like Starbase that tend to have multiple YouTube/blogs/steam-news releases in a week.
  23. Yeah it’s all exit strategy with Starbase releasing next month. though they’re not going to be able find any buyers/leasees for their software stack. Even the original devs can’t keep massive numbers of item duplication and access violation bugs out of their own game. Likewise they aren’t really using authoritative servers (which would be a selling point compared to SB) considering how many times I’ve seen other’s walking on air/in ground because they’ve had a different cache version. And their stack is absurdly resource hungry even after an hour on Thadis you’re still going to sit at 5MB/S transfer, where most publishers will essentially demand 100KB/S or so for a typical area.
  24. Under current design it will be the “last to be cleaned up” location, if they ever get around to removing inactive account’s property/materials.
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