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zerofg

Alpha Tester
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Posts posted by zerofg

  1. This is great news! 

     

    BUT (that's a big but) I think the game is not ready for this change yet, it is imperative that the basic player missions are done before shifting to this very specialized economy.

    You touched it in during the live, but we need at least cargo mission (logistics in general) to make this change possible.

    Without it only the orgs large enough to have both the factory and the logistics fleet could afford to run a factory.

    It will also allow solo players and smaller orgs to engage in an activity other than mining and reselling.

     

    An other way to do cargo mission is to allow players to place buy and sell order from/to any container/dispenser you own (maybe a special type of container or container hub?).

    This is almost the same as cargo mission, except the person doing the delivery have to own the cargo, instead of just moving someone else's property.

     

    Finally I know this will create many challenges and open many exploits, but you should really consider opening the market API, at least in-game with LUA.

    And of course once the players missions are live, open this API too.

     

    Best wishes, merry Christmas and everything in between.

     

    PS: You should to allow players to "DIY" smaller parts and ships, in the name of convenience and even realism.

    Just like you said in the live stream, you could build your own car (some people even built their own plane).

    I understand that a player should not be able to build a massive space station or a capital ship, but I think that everything up to "M" size would be OK (with some exception of course, maybe not anti-gravity generator M).

     

    PPS: Expect to lose a lot of player next week, between this change and the release of an other game (which name starts with Cyber and ends with Punk and is suffixed by a year)

     

    PPPS: I may sound mostly negative in my comments, but please understand I mean no harm, I just like to provide some subjective feedback on what I think needs to change, meaning I'm totally on board with everything else. Keep doing what you are doing.

  2. I am really torn appart about this one.

    One one hand I think it's a good change to add more consequences to bad driving and PvP, but on the other hand I think it will cause the ships to be designed even more toward utility than looks.

    This will discourage the use of decorative elements and exposure of parts to the outside.
    All the ships going outside of the safe zone will quickly become iron boxes since it's the most effective way of protecting elements.

     

    I think only the functional elements should be affected by this change.

    Also I hope the really expensive elements (Anti-Grav for exemple) will have a decent number of repairs.

     

    EDIT: however the changes about PvP radar and weapons limitation are amazing.

  3. I 100% agree with these changes, that are necessary to make the world more believable and add consequences to messing up at high speed.

    However I am concerned about 2 bug that would make these change extremely problematic currently :

    1) When in a ship travelling at fast speed but not in a seat, the elements have the tendency to flicker or even disappear.

    When the pilot seat disappear due to this bug, you can no longer take back control of your ship, so the only way to stop is to log off.

    2) When jumping out of an Anti-Grav ship (anti-grav ON, ship immobile, above 1000m), the anti-grav sometime decide to stop working and the ship falls.

    This bug seems a bit random, maybe linked to the presence of other players nearby.

    Since my anti-grav ship is not meant to go bellow 1000m and have no way to climb back on it's own, my only way to get it back up is the use of the maneuver tool.

    Due to this bug I systematically force-respawn to "freeze" my ship before jumping off.

     

    So until both of these issues are addressed I think these changes must be postponed.

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