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BaconofWar

Alpha Tester
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Posts posted by BaconofWar

  1. Bluntly based on the lore of the game no pirates would have made the trip. I mean they would send the best people from Earth if they had to send anyone and people whose sole ambition in life is to steal other peoples stuff just wouldn't have been allowed near the ark ships period. So lore-wise pirates based on the colonist sent to out should not exist. There's no lore to support them at all as all pirates would have been the first to get burned alive when Earth blew up or what not.

     

    Knowing humans and how they think I am pretty sure lore-wise Earth would have sent an existing government entity to help settle the colony and police it. Who else built all the markets - those government folks sent to run the colonies.

     

    Where PvP should exist is between Organizations which would have people actively supporting their beliefs in the direction the new colonies should go. So PvP should exist but only between Org members and only during Org sanctioned events mainly due to a FFA would bring the ire of the colony government and offending parties would be banned from the markets - easy enough, the offender's claims would be relinquished because humans like to take "bad guy's" things, and their rep would be at a point where if they showed up armed in colony space they'd be reacted to as a criminal threat.

     

    So lore-wise PvP should be an exception and not a FFA affair.  The current state of PvP is an offence against the current lore.

  2. 6 minutes ago, Thor Wotansen said:

    Okay, a few things.  Any game without risk will become boring once you get past the challenge of building a bunch of interesting ships and a big factory.  Since DU has no NPCs to shoot you in the far reaches of space, it relies on players to make the risk.  Thankfully, there are a few of us that have happily stepped up and provided some risk in a few places.  As to PVP being a poor sink for resources, nothing could be further from the truth.  A PVP ship is a purpose built ship with no concessions to doing anything but filling it's combat role.  Slapping some guns on a cargo ship does not make it a PVP ship, it makes it an expensive cargo ship that can shoot things that don't move.  Building a fleet is an expensive endeavor, one that will only get more expensive as the meta progresses.  Supplying ammo and fuel to a fleet is also quite expensive, military engines in particular are quite thirsty.  It's also not trivial to haul all the juicy loot back to your base, especially when you get those transport ships that someone has been filling with days worth of T3 mining.

    Uhm.. you just keep a scrap in your inventory, repair said ship's core, "collect" your ship and stick it in your pocket, and fly back to your base in your new ship....

    I don't see any "challenge" you speak of by ganking cargo ships and calling it "PvP". Might as well add NPCs since the challenge level will be the same or higher. PvP isn't needed at all in open space unless folks are compensating for something. The only challenging PvP is between two PvP ships and I doubt folks hitting cargo ships have anything around that will get them to attack another purpose built PvP ship.

     

    Ergo my suggestion is for NQ to establish a "war" system for orgs to claim and tax planet markets and only allow PvP for those flagged mutually.

  3. I don't know about you but I don't want to spend 2-3 weeks building an at most medium transport only to be ganked by someone who only specs PvP ships.  Yay, so you spent a month logging into the game to get your free credits and adjust your unattended talent tree. That shouldn't be a free ticket to gank everyone who actually puts effort and time into building something, and you know, actually plays the game to build their stuff vice camping out and buying a market fighter...

     

    Just saying. I'd be happy with a "New World" type PvP system where orgs can battle it out for control of planets during declared war periods. 

  4. I had my talent queue loaded up but didn't have everything and it topped out at 1300+ days. I did clean it up to a more manageable 66 days simply so I could toss in an occasional skill I need to improve sooner rather than 3-4 months later.

     

    But.... aside from the cores I don't think there is a lot of "catching up" talent wise people need to worry about. I mean even monetarily I don't think that will be an issue as I don't *think* there are NPC traders on the market and the current source of new currency comes from a daily login influx of 100k. I imagine that will get adjusted as currency will work like real world currency - only have value based on how much of it is actually out there.

  5. Oddly the off the rack blueprint I bought worked out of the box. Flies like poop, but worked out of the box. It was the cheap seat with a cargo box, wings, and 3 hoover pads. 

     

    However after picking up all the bits for the starter racer I can't re-assemble it from a blueprint.  no go. Same for the never built starter speeder blue print. My guess is when the ship is disassembled one of the bits gets internally renamed ergo no longer matches the original part and therefore is "missing" despite being the same functional part.

  6. Well here it is, another feedback thread...

     

    Core Mechanics

     

    - Mining tools destroy everything. Even surface nodes. So I am cautious about mining but on the plus side if I know I am not near any mineables I can just whip out the flattening tool and rapidly dig corridors a lot faster than I can with the mining tool.

     

    - Once I got building tools sorted  I could quickly put down decorative yet structural honeycombs. Hold left mouse to set width and height, release then set length, click left again to build it. Hold Alt to do the opposite.

     

    - Building up to make actual part of the game where you can make the smallest vehicles takes way too much time. Specifically the "pocket" building of various smaller components. 7 minutes or so to build enough "hydraulics" parts for an XS container (which becomes essential rather quickly) is a bit much. All in all the lower gear and "starter" parts shouldn't be overly time consuming to build. 

     

    Things I Don't Get

    - The XS assembly line only makes more XS assembly lines and XS atmo fuel tanks? Kind of useless. This pretty much made me realized issues with the overly fractalized nature of the building system. So let's start with the 6 size of cores. The various core sizes are great for dynamic and other moving objects however it doesn't make sense for the static core that most people will use for their second building project in DU - building a starter base. The starter static core should be what the Small core is or even the medium or better yet - XL. The first base should be something to allow people to build, explore the various assembly processes, and storage processes. As it stands now - no sooner did I get the xs core built I was already collecting resources to build the S static core.

     

    Which means tediously deconstructing my xs "stick" (optimal starter setup is a stick) to build out the floor space on the small static core which I know once I get a M static core I'll be tearing apart my base again. Unless I am missing something the whole base tear down to drop in a bigger core to have enough space to build enough "things" to build other things to build bigger things. This is where it would be nice to be able to just "drop" aka swap core sizes on the fly. 

     

    Of course a swap would be pointless as I can't simply reposition my bases "center". I literally have to drop of the new core, build out space or stick storage containers directly on it and slowly move all the bits and boxes and materials over from the "old" small base to the bigger "new" base I have to build from scratch. Which just means the only logical way to build for me is to guess at the size of static core I need, build all my bases as stick bases and sloppy amalgamations of production lines. Which means I'll spend time rebuilding vs building up my center of "power" or at least, where I know I can safely hang my hat.  

     

    There has to be a better way. 

     

    Current Growing Pains

    - Waiting for the last voxel action to complete - if ever...

    - Waiting for QOL features (like easier talent tree queue management)

    - Tutorial areas are just broke. I can't use a tutorial if all the items are floating above me because the building is missing.

    - A construct should be as easy to remove as it was to put down. If I one key drop a blueprinted construct I should be able to one key pick it back up. I know, kind of lazy but with small elements and potentially smaller "filler" voxels I just want to be able to undo what I do just as fast.

    - Not a lot of advanced activities are straight forward. The building menu should lead me to some way to edit LUA code but nope. 

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