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OrionSteed

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  1. I'm heavily involved at Aegis, and seed it with some things. I have pretty good sales and there are quite a few structures around it. Flying into the area is hairy as it's a blob of radar hits and you have to really watch your path. But yeah, if you haven't checked it out, you should fly out there. Very strategic area in general (exactly between all current safe zone planets). Lots of buy orders for T1 right now, so check it out!
  2. I utilized this, but I agree it needed to go. They won't, but I actually wish they'd bring back ground mining (I know they won't for obvious reasons...). Some kind of mechanic that would let us DIG ON TILES (not over saturated safe zone asteroid mining) for T1 & T2 ore. Mining units for T3 thru T5 ore. What if you're just starting out a year from now? All of the tiles are claimed and you have zero shot to get any tiles of substance. Forced to asteroid mine where there is heavy pressure. That's not good game design. People will be trying this out at different times and need to feel they have a fair shot.
  3. I've said this since Beta - people only stack the "atmo lift" elements, because they have to. If higher tier aileron type elements that provided more lift were introduced, it would solve those types of issues. It would also give the industrialists something else to make.
  4. I just feel sorry for the new Steam players they're working so hard to get. It's torture.
  5. Sink / faucet. Significant faucet was T1 Bot orders. Sink is schematics / taxes. The faucet is depleting, the sink will only be a little (less schematics), but taxes still remain for the ore, which are significant for those who have miner capital into the hexes. We're also in major build mode due to the state of the game, so that plays a factor as well.
  6. This probably deserves another thread but a huge QoL improvement would be 10k nodes in asteroids. Right now they're around 4 to 6 or so. Would be awesome if we didn't have to mine and scan, mine and scan, rinse and repeat so much. This process = time.
  7. After taking over from the old regime, I truly feel in my heart of hearts that the current Dev team is doing all they can to improve everything with the staff they have. We have seen incremental improvements and good changes. I tip my hat for trying and the progress that's been made since I started. That being said, my concerns (also as a beta tester) are as follows: (Caveat - Everyone plays differently and these are my personal thoughts only. I may be wrong on my analysis, which I admit ahead of time. Also, I'm not a mission runner. I don't find mission running enjoyable. I've heard it's a good money maker, but it's not what I'm interested in and not what I do.) Mining - The safe zone asteroids are treated like meat to piranhas. They will be mined out completely within hours, even the T1. You have to discover them in that stage to have a chance, and even then there are 6 to 8 ships on them when you're about to land. Flying out there only for it to be empty is a huge waste of time and not fun. With the territory mining so dang expensive to maintain, this is really hard for new players to overcome. My recommendation is to have even more ore than there is now on these safe zone roids. I get that the higher tier ores you have to venture into the pvp zone or buy it, and that's fine - not asking that to be changed. Those roids are actually amazing. Open the T1 and T2 up a bit in the safe zone. More ore please. Ore Consumption - This will probably be highly debated but to run a standard factory, it takes so much ore! I don't have a complicated set up and I spend over 85% of my time just mining to break even. It's not fun and that's not what I want to do all the time. If that's the game play loop for this game, it's dead, and I'm serious. Now you say "join an org" . I'm already in an amazing one and I contribute to the mining best I can, and take what I can when it allows. If it weren't for this group sharing, I'm not sure where I'd be. If this could be scaled a little bit to provide more product for less ore, I think it'd be a step in the right direction. If you don't believe me on this, just pay attention to the help and general chat in game. Economy - I understand why you went to the schematic system you have now. However, the fact of the matter is with the economy the way it is, the price of schem's to what you can make and sell is just gross. Remember that we want to keep new players, not drive them away. I often see elements on the market that are just breaking even on schem cost. No profit for ore. You're using these fees for schematics and territories to slow everything down, but what's really happening is a grind that's not fun. The player is under an extreme amount of pressure to make money...just to get by! Not profit. My recommendation is to scale back the fees for both schems and territories by a large margin. If you need to increase time, do that, but the quanta sink is egregious. I played in beta. I knew "how things worked'. I "recruited" a player, and spent several days and hundreds of text messages just to explain him very basic things that the tutorials didn't explain. He played demo twice but still hasn't went to live yet. I can't convey how behind a non-beta player is just to figure things out. The learning curve is real. Content - We need more than mining and missions. I'd like to see you work within the constraints of what you have to create some more content. There's a fine balance between fun and grind. Right now the grind is egregious. I just feel like the ore I work so hard to get vaporizes within hours. I could be creating / building / et al but the ore is being used so fast. PvP - How fun is PvP really? Camping pvp asteroids helps no one in the long run. It's not a great game play model. Plus you have players sitting at the asteroid, then deploying just a core and guns when a miner comes into range. I can't believe this is what you envisioned for "PvP". This is shallow and probably not intended anyways. The alien cores were a good first step, but there could be more. Could there possibly be hot spots that would draw pvp players, with rewards for a winner? Ship elements perhaps that showed a declared pvp'er where this hotspot was, and best man wins the prize? Rare ore, rare weapons, etc? Many of my org mates and I sit around and talk about how we want this game to succeed. If you add a few more pieces with actual content, you will be successful, I have no doubt of that. We need to see a little more balance and content though, imo.
  8. This game is such a huge time sink, and I feel long term it's debilitating for the game base. If I want to pvp zone asteroid mine, I have to set aside 5 to 8 hours depending on the distance. I know because the game is so new after release, warp supply chains aren't there, which is fine. I'd like to see the scale of all core types max speed double (at least). Bump up the engines and brakes to scale as well. It just takes too dang long to get where you need to go, especially longer the distance.
  9. I do like asteroids in that you have T3+ ore readily available to you, which you did NOT in ground beta mining. I mean, you did but it wasn't as plentiful as it is now. I do miss the old ground mining system for T1 & T2. So incredibly easy to get, but due to the reasoning for pulling it, we'll never get it back again. Ever. And that's sad.
  10. It takes 6 to 8 hours to fly there and back, but I mine pvp asteroids. I won't explain my tactics here, but there are tactics to avoid being killed. They're never sure proof, but risk can be mitigated. You do NOT want to disenfranchise the PvP'ers. They are the ONLY real sink of elements in the game, with crashing ships coming in next. If industrialists can just create and create and create with no element sink, it's a lost cause and play style. Second, it's ok to buy ore. You don't have to mine everything. I know it's expensive. Put that cost back into your parts if you have to.
  11. I haven't delved very far, but one small thing that bugs me are lights. Lights are uncommon (Long light, S - L), and the schematics are expensive for what you get, how much you produce. I think cost on a long light is like 4700 per (not counting ore - not playing rn, just going off memory)? To me that's dumb. I'm sure there's other examples. Probably down the road when people are richer, it won't be a thing, but I wish some elements would have more common sense. Especially lower tier items that aren't game balance changing.
  12. I think it'd be awesome to have a PvP arena or battleground area near one of the busier Alioth markets. For a very nominal amount, you could rent a basic ship with basic combat elements and have at it. In my head, I see an instanced situation where it starts and ends on a certain time period. It'd give the "newbies" something else to do. Make it achievement based. The player run races were so popular, I think something like this could be too. As the game goes on, for it to be *really* successful, you're going to need more content. Reintroducing planets that were in Beta won't cut it.
  13. 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.
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