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Seawing

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  1. Like
    Seawing reacted to EternalDreamer in Take over and protect Alien Tiles as PvE content!   
    For some random ideas for PvE content! Taking over Alien tiles and protecting them! No monetary taxes. Just defend against aliens to maintain the tile. Or get alien PvE drops to maintain the anti-alien field!
     
    Don't have to worry as much for balancing if it's PvE!
  2. Like
    Seawing got a reaction from NQ-Nyota in Thank you for the keybinds!   
    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!
  3. Like
    Seawing got a reaction from decom70 in 1.4 Feedback post   
    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?
  4. Like
    Seawing reacted to Honvik in 1.4 Feedback post   
    FeedBack
     
    Missions dont give enough reward for cost currently.  Ammo/Fuel/Voxels the cost outweighs the time/effort to do the action.  You can do afk hauling missions which has little risk for greater reward.  Plus Safezone hauling missions as well.  Radar is too small to promote PvP conflict thus PvE missions need adjustment for reward.
     
    Bugs encountered.  Ported 10000's SU but  stuck and mission stuck.  Mission ended and ship and 2 out of 3 ported back.  1 stuck 1000's away lol
     
    Mobs warp too you there for you cannot vent or active gameplay.  it is more standing still shooting mobs (escalating).  Using bigger voxels mean greater cost and deplatiing ammo.  Mobs need to move like ships, chances to vent to engage etc.
     
    KT limit could it scale? 2KT is nothing.  Couldnt use some pretty ships in PvE and really wanted to test a flagship out even if it is for 9m reward for a bit of fun
     
    Thats it for now
     
     
  5. Like
    Seawing reacted to Koffye in 1.4 Feedback post   
    Great update for the keybindings.
    -I can cycle through enemies, identify and "engage target" with all weapons and that with shortcuts. Nice
    - The NPCs are an easy kind with no movement/pathfinding, but still lays a foundation for more pve combat in the future. More pf that please
  6. Like
    Seawing got a reaction from Atmosph3rik in 1.4 Feedback post   
    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?
  7. Like
    Seawing got a reaction from Yoarii in 1.4 Feedback post   
    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?
  8. Like
    Seawing got a reaction from Emptiness in Let's talk DU quits   
    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.
  9. Like
    Seawing got a reaction from Hiturn in Let's talk DU quits   
    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.
  10. Like
    Seawing got a reaction from NQ-Naunet in Let's talk DU quits   
    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.
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