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Seawing

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Everything posted by Seawing

  1. My experience with the combat gameplay has improved immensely with the addition of the keybinds for Select target/Identify/Engage/Reload All! It is a vast improvement in fun and flow of the combat experience for me! keybinds for shield resistance adjustments and venting would round out the list!
  2. Thoughts after about 10+ attempted PvE missions: Maintenance unit repair times feel long, especially if you're using voxels to tank during vent cycles, it's a 1hr downtime to use the MU after each mission or an involved copy/paste of a spare ship's voxel shell that sometimes breaks voxelwork. It would be nice if there was an option for MU's that only repaired honeycomb and was doable in much shorter turnaround times. Payouts aren't profitable when compared against hauling missions, after accounting for the cost of fuel, ammo, and downtime from repairs. Bumping the xs mission payout by around 50-150k would feel more worth pursuing.
  3. I'm not under illusions about DU's situation. It's simply feedback, narrowly focused on a major impediment to the fun of the new system they just spent significant resources on building.
  4. Edit: Hallelujah! Keybinds for Identify and Engage are in 1.4.2! Core PvE feedback: Clicking on widgets for almost all combat actions is fun-destroyingly painful! Keybinds for the following actions would go a really reaaaalllly long way to a combat experience that has flow: 1. Identify selected target now present in 1.4.2 2. Engage selected target now present in 1.4.2 3. Reload All 4. Vent 5. Cycle Shield Resistance Presets If I could click a target's icon around me with the reticle, and from there out interact with it solely by keybind it would at least put us on par with tab target MMOs There is potential for fun here, but the current method solidly, solidly blocks it. This one point must be addressed in order for the combat to retain appeal and players. Other PvE feedback: Enemy killcount to complete the Very Easy mission feels high for the time alotted. Reducing the # of kills required by about 30% would feel better, or an extra 5 minutes on completion Being killed by running out of time feels harsh, an automatic portal out would be better. Players already expend fuel/ammo and sustain damage, simply leaving the mission without payout is punishment enough imo. Enemies should not spawn and fire on the player the very instant they enter their construct seat. Perhaps the intention was to feel like you were being ambushed? However if so this is not communicated to the player. A 30 second countdown to the arrival of the first wave would be good. Ressurrection node selection logic needs to be looked at, as currently a rez node on a carrier at the mission entry point has not been where I've been sent on death. Rather all the way back to Alioth?
  5. Hi all, Idea box will not let me make a thread there for whatever reason, so this goes here for now I guess! PROBLEM: There are player run stores everywhere with dispensers, yet I have no idea if they have what I am looking for, how far away they are, or if their price is competitive. The result? I basically never visit a player part store. POTENTIAL SOLUTION: Add an option to Dispensers for them to report their stock, price and location to the market interface so that they come up in search results. I guarantee that if I see a player run store is open 40km from me and market 6 is .7SU away, I will happily go buy from the player store, if only I could see that they were there.
  6. It's nice to see a new high speed builder entering the scene😃
  7. At least for me, if I imagine DU as it is today, but singleplayer solo, all reason to log in completely goes away. It then feels like KSP but with less deep flight and building(in terms of functional elements, not voxel) mechanics, and that's something that KSP just does better.
  8. Hi All, I'm inactive enough now on DU to probably qualify as a soft-Quit, though I occasionally peek back (like now) to see if any new big things have dropped. Here's why I moved on: It is easy to find an org. This DU has done well. However beyond making the initial connection to a group, I found that things to do with said group were scarce- and not engaging enough to be a draw that could pull me back night after night like other MMOs. The most fun I had in DU came from two things. One was selling BPs of my ship designs to strangers via the Support chat, and offering engine tune-ups via my engine handling talents (this was heavily limited by the nature of needing access to build mode on the subject construct, however). The other was flying rescue missions to the at-one-time-abundant number of crashed pilots with busted up ships. That was fulfilling and also, VERY SOCIAL (I can't stress this part enough). 100% of my fun content from this game had its origins in the Support chat channel. Because that's where these 'Emergent missions' would pop up. Anyways. I remain interested in the project and I can see myself playing regularly again if there was just more social gameplay possible. Things like being able to apply upgrades to other people's constructs at the cost of some material, so that running an upgrade shop becomes a completely viable activity on its own. Basically more mechanics that let players positively interact for tangible in-game benefits. TLDR: Fun: Flight, Atmo + Space is pretty good. B+/A- (some issues with the atmo flight model behaving incorrectly with small bank angles, but otherwise good) Ship Design, fun, would be better with more constraints (cross-section affecting drag is a good one, need more like it) B+ Not Fun: Player-Player interactivity (positive AND negative) F Critical issue. This is why the game is dying.
  9. It would be interesting if there was some mechanic in place to force specialization. Something like, "you are allowed to specialize into 2 types of element production and handling buffs at a given time. You may transfer to another specialization on a semi-lengthy cooldown." So hypothetically a player could have the skill points to do everything, but would become time-gated without collaboration, driving the convenience economy of just paying someone else to do the thing. And then, perhaps every 1 real calendar year, the player's account would gain another specialization slot as a loyalty perk, up to a certain max (still below being able to do ALL skills simultaneously).
  10. If the lift is not needed for level flight, the airfoil will not produce lift. Airfoils in DU have some funkiness about their implementation. They act more similarly to engines in that their 'Thrust' (the lift) can be changed without changing airspeed or angle of attack. They don't behave strictly in accordance with the relevant physics, particularly in the case of level flight. So if your construct has wings capable of generating 100kN of lift, and weight is only pulling down at 25kN, the game will sometimes just delegate all of the lift responsibility to a single airfoil and basically run with the other one 'off'. Wings also do not create any torques around the CG, and all force they apply, is considered to act directly through the CG. You can have constructs with wings only on one side and they will not experience a roll imbalance. It is definitely still in a very primitive state at the moment.
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