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DoubleBotch

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Posts posted by DoubleBotch

  1. Thank You Guys! 
      I've wanted any part of this game to sink my teeth into and this at least provides some engagement. Keep up the good work. I believe that your game and potential of the technology you've developed to support it are game changers. Looking forward to seeing what emerges from all this potential. 

    Thanks, 
    DB

  2. I also have to say that I would like skill of the players to be the determining factor in combat. I've played EVE and it does become disheartening to feel that you've flown equally as well as the other pilot only to be defeated due to their character having existed long enough to train skills higher than yours. 

    I'm not sure where that leaves us concerning large ships with AI controlled weaponry. I think a large part of the success of such a ship will ultimately rest with it's designer. The pilot must learn to wield the weapon but there's a big difference between wielding a butter knife and a longsword no matter how skilled you are. 

  3. Neat idea. I liked the information that was provided in Elite however it was a pain to look at the screen sometimes. I think a side hud, when enabled would be a better fit. There should be a limit to how far the scanners work. For instance if I jump into a new star system should i be able to see everything at once or would i have to travel a few AU to discover whats here. I would prefer to have a blip to say there is something here but your scanners are to limited to see what it is.  Where do you draw the line to the range and the information. To much can be over whelming to little can be frustrating.

    I think that level of customization would totally be in line with the spirit of the game and opens up another market for players. We could sell blueprints for huds that could be mapped onto ships. 

     

    Your new ship comes with a standard HUD that is either generated by the game or designed by the ship designers. Then other players can customize and offer their improvements to the market. 

  4. I've just started exploring the devblog but I very much want to learn more about the factory side of things. 

    Will the owner of the factory have to provide all of the material and be present for the factory to run?

    Or will there be some mechanism where customers can drop all of the required materials into a hopper, submit payment and pop out a construct?

    Perhaps this steps on the toes of the blueprint market and that's where the action will be?

     

  5. I'm coming in a little late on this one. But I do have some feedback.

    I agree with the thinking behind this decision and have played in the Eve economy.

    My only piece of feedback would be to somehow ensure that the in game PLEX/tokens remain attainable to new players.

    As far as I know EVE does not modify the PLEX market at all and this does make it hard to get the ball rolling on playing for free.

    Perhaps subsidize a percentage of the PLEX/token purchase price during the trial period so that new players enjoyment of the game isn't subsumed by the prospect of grinding out the full PLEX/token price.

    Basically, ensure that there is room for a good work/fun balance during a new player's start up phase. I met many new Eve pilots who felt the game became more job than fun because the PLEX wall they had to climb was just too high as a new player.

    Maybe this can be conditionally implemented dependent upon the market value of the PLEX/token compared to the average earning rate of trial players.

    I'm sure this could scale in a way that would balance the need for new players overall against the need for new paying players. 

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