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OrionSteed

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  1. I'm glad there's finally an announcement. It's definitely not unexpected, Hellen Keller could have seen the full wipe coming based on the information that wasn't put out about it. I appreciate getting some skill points back, as that's the most valuable thing imo. I certainly won't be playing until after "release", absolutely zero point, so I hope you can release very soon.
  2. This new system is cumbersome, tedious, inefficient, and "not fun". It's absolutely gut wrenching how bad industry is wrecked. It's also very expensive if you can't sell your products chaining up the schematic tree to make an element. This is so, so bad. I just want to throw in the towel, but not sure if my corp will come back. If they wipe and take all the skill points with...there ...literally is no point to play.
  3. Yes, it's evident to me that PvP will be the lifeblood that saves this game. I'm not a PvP player per se, but I fully support PvP players and any changes that help that playstyle. I've said that there has to be a point to it all, and although rudimentary, Athena is on the right path to creating more content. It has a ripple effect with everyone else. More goods will be sold (fuel, warp cells, engines, other elements, etc. etc.), more point to mine ore, ore prices rise and that creates its own opportunities. They always talk about sink and faucets, without destruction or decay, there is no sink. Keep it coming!
  4. I've been saying this forever too. I think the hope was PvP was the sink for parts, but it hasn't panned out (yet). If you're an industrial player, you have to be creative to keep busy. (Btw I seen one of your ships on Teoma a couple days ago =)) Karl something...
  5. This is a great post. Name calling doesn't get anyone anywhere. It alienates people from voicing their opinion in the future too. I see this from all sides, as this is really boiling down to a architectural design issue. The dirty secret is that the industrial, shop type players *need* PvP players in the game. What's the point of producing all that stuff with ore if there's no destruction of said parts? In the end, you just get a bottle neck of parts with no destruction / decay. The builder types need ore too, but really aren't fighters lol, so they can get mad when they're ganked. They're flying in PvP space, so the complaints illicit a response from the PvP'ers and yadda yadda yadda, arguing. I do hope that NQ does a major overhaul of the PvP mechanic. I want to see PvP succeed and be fun for that play style in the worst way. It's the life blood of a game where they have such robust industry like this one. Last year this time I was flying to other planets praying I got my hands on some T3 or T4 ore, as scanning was boring as h. You wanted gold nuggets? Good luck...Asteroid mining has been so much better imo. It's kind of a surprise which ore you're going to get, it's fun to go out with friends and mine them once you've scouted them and discovering them for your corp has been enjoyable too. I would rather have this system, even in the chance you could get ganked, 100 times over than this time last year. It is absolutely an improvement over what was. And OP, I'm not attacking your opinion, just stating mine. You do raise valid points in your post.
  6. At first I thought it was homage to all the 4:20 friendlies around Freeport, but...I agree it needs to be toned down a bit.
  7. I LOVE asteroid mining. I've mined ores I never had access to before because of it. If they didn't have asteroid mining, I'd have very little to do. There are what I feel tactics to it all which I won't delve into here, but you should be able to mitigate attacks. If you can develop a asteroid mining strategy, you'd see that it's a million times better than MU's...I only use MU's for Tier 1 ore now. I hope they don't change a thing.
  8. I'm not a PvP type, but for this game to thrive, it NEEDS PvP. The only PvP based game I've involved myself in and played was Dark Age of Camelot many moons ago lol. There, I feel they had the perfect system. "Realm" based combat where the side you fought for gained bonuses if you held one of the three realm relics. Going after these relics was an arduous task, and if you succeeded, you were king of the hill. Forts lost in a realm territory weakened the fort with the relic. It encouraged PvP fights on a daily basis, because even if you weren't strong enough to take the big enchilada, a smaller group could still take a lesser fort to weaken the big one and help the realm. Why not put some middle ground in this game with something fantastic to take back to your faction where they enjoy bonuses of some type? Right now there's no focus to PvP. It's completely random to run into someone. Maybe they have something in mind when atmo and territory pvp comes out soon, but without some game mechanic encouraging it, I feel that there's no point. Give the PvP'ers something worthy of bringing their guns to battle instead of unarmed haulers. Spice it up a bit!
  9. I agree with this. The reason you see these huge ships with ridiculous engine amounts and all these hidden wings is that the elements that are in place don't have adequate thrust and lift if you're building for any type of weight. Sure, you can train skills up, but not one affects weight. Speed, lift ratio is the closest. Even then it takes overkill to move large KT loads. Not my idea, but I read someone on these boards suggested tiered wing types like engines with better lift qualities and I support that. And why are we forced with wing / aileron looking elements? This is a space sim lol, why not some other kind of tech that provides lift and looks better? I recently designed my first ship and I think I had to stack like 26 small wings at one point? It's just a 1KT ish cargo ship. I experimented with all kinds of M / S / wing & Aileron set ups and I couldn't get the high altitude lift I was happy with until I started stacking. I'm all for changes. Give the flight elements more power please.
  10. Thank you for listening to your community NQ The 100 personal (with skills) for me is fantastic. I think I have 13 or so now and am getting by so that's great. The org core changes are also good. Again, thank you for listening and being flexible. I'm sure other issues will come out as it deploys and you can adjust. Can you clarify one thing though, let's say an org wants to "lease" a core in its pool to a player, to run a shop, or anything like that, can it be accomplished through RDMS like it is now?
  11. To help out with the MU changes, maybe the TU comes with a build core, not a part of the core limit, where you're free to build a elevated structure for them? That way it would be tied to the TU, which you're already paying taxes on.
  12. I agree with this premise. They don't want element stacking, but the only reason we stack the wings is so we can get the lift needed to fly the weight around. We don't want to put that many wings / stabs / aileron's on.
  13. I live in Freeport operated by TTC on Teoma. For folks in player built "cities", this is just soul crushing. Do you know how much work and maintenance it takes to maintain these? There are other "cities" spread throughout the system. You don't want it to get abused, but maybe allow a super legate of these larger orgs more cores for city functions? You'd probably have to get a little creative on the rules for it, but you have all these tools and game architecture to build, then you just want to hinder creation? I don't understand.
  14. SWG folks, remember when NGE killed that game? This core decision would be the same. Please don't do it NQ....
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