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Showing content with the highest reputation on 09/19/21 in all areas

  1. Summary: I have read and understood the background behind the change of the v1.0 orders and I kindly decline the benefits it brings in favour of having the v1.0 orders back. We have different reasons why we want to have it back, not in exchange for the current map commands but in addition to them! This vote however is not about the background but about the very desire to have it back. Boxelware cares for our reasons. Write yours in the comments if you want 😃 My reason: The old orders are kind of the hire an employee for a special task kind of thing that I dont need to remind of their job. The new missions are similar but have differences compared to the old system. A german saying is "The devil lies in the details". To me the old orders simply feel more immersive. It is like a taste that I like more over another so no argument can change my opinion. Currently the new mission require the player to have an eye on each captained ship to collect ressources and restart their missions as the management part of those new missions. Removing the need to restart and collect ressources would not change anything for me.lets look into a textbased gameplay vs realtime simulation comparisson. In the game command and conquer the harvesters work on their own basicly. Simplified I can tell them to stop harvest or harvest at another location and it is all being simulated. In a textbased game you would give the order "harvest" and receive ressources once the order is completed. The result is the same but the actions are completly different from one another. This is what I imagine when I compare the old orders with the new missions. I know I know saying that the new missions is like a textbased gameplay action is extremly simplified it still is comparable isnt it? Edit: Manually changing the game to version 1.3.8 or mods are hardly an alternative. If we choose and older version most new mods will not be supported for it and we will never have the benefits of any other updates made by you. Using mods themselves to get the orders back takes the guarantee of them working properly, we thankfully have a mod as a temporary solution already but some players reported issues with the mod. Here is a detailed explanation by the developers for the background why the changes happened:
    2 points
  2. Kind of similar to another suggestion, but rather than or in addition to including a new command to retrieve loot, how about including it in the current commands? Attack enemy / patrol could include logic so that once their target / all enemies are dead, they swoop back around and pick up any eligible loot prior to ending / returning to the command. Salvage could natively also include loot collection of eligible pieces. (As of current, it seems like a ship set to salvage will only collect loot that is dropped as a part of the salvaging process and will ignore anything that dropped as a part of the process that created the salvage in the first place.)
    1 point
  3. Yes, this really needs another pass. Especially with the introduction of 2.0 captain commands and their very trusting use of sheet dps, these kinds of disparities make for weird dynamics with weapons you keep "just for simulation," weapons you actually use, and weapons that look good and you just throw away. And good luck to anyone who isn't completely nerding out on the specifics and just equipping the thing at the top of dps/slot sort. Another piece to add to this: it looks like energy recharge on a weapon does *not* factor into listed DPS, while heat cooldown *does.* Given how a lot of energy-based weapons end up with long recharge cycles, this makes for a horrible disparity between listed and observed DPS. Worst example of this is burst-fire plasma guns, which will often do less than 25% of their listed damage over fire cycles.
    1 point
  4. Yes please devs at least add an option for those who want the looping back. I know there is a mod to enable it but don't like using any and they disable achievements.
    1 point
  5. FWIW, the new command system ruins the game for me. I know there is a mod to fix what you broke, but when you combine that with the new strange "force the player to grind" silliness and the fact that I feel like I'm waiting to be able to jump way more in 2.0 than I did before 2.0, and I don't really understand why you decided to make a fun game way less fun. 😞
    1 point
  6. @Furyofthestars hit on everything perfectly. The biggest complaint I see, and one I agree with, is that the new system is just, click button -> Captain "poofs" ship away into magical space and comes back X minutes later -> Repeat. It encourages MORE afk mining when you can just click a button and wait. At least with the old system there was preparation involved - building the ship correctly, scouting the sector, building escort ships for protection. After work is done, the player is rewarded with a steady income. Too easy? Make it more work, like Fury said. Enemies attack the sector and threaten your ships, perhaps in increasing amounts based on threat level / protection level of escort ships. Resource spawn rates could degrade over time... I'm starting to repeat Fury's excellent post, so I'll stop there. Also agree with his point about mods - when updates break it, and they will - we might see our orders need to be redone all across the in-game galaxy, or have to wait for a mod update. At least make it a checkbox option to bring it back so those of us without any friends that play solo can choose which system we use. The number of complaints about this new system in the Steam forums is pretty staggering. For those unaware, the mod that brings back 1.X queued orders/looping is this one. It's currently the most popular non-ship mod on the entire Avorion workshop in the last 3 months, the 3rd most popular in the last 6 months, and the 17th most popular (still on the front page) in the last year. As of this post, Avorion 2.0 beta was released a little over one month ago. Hint hint. Nudge nudge.
    1 point
  7. I just wanted to share my reasons for disliking the new system (B). I don't expect it to make any difference at this point, especially with everything written above, but I wanted to put it out there anyway. I'd say 90% of my issues are immersion related. It's a lot less immersive to me having the ship "disappeared" off some where for most of its time. I know you all added the feature where it pops in here and there to put on a little show, but for me, it doesn't help (almost makes it worse, actually. Almost). I noticed you mentioned (a couple of times) getting the player to put more thought into their ship design as a benefit to B. I'm actually finding the opposite? I mean, unless you put in an obscene amount of checks (which I absolutely do not expect you all to do), these ships that we send out on these missions only need to check a few boxes in stats, not actual design. Ships that would be horrible for actual "real space" operations could actually excel in these new missions. There's nothing really stopping someone from just slapping a bunch of huge blocks together for the stats and not caring about actually protecting any of it (go so far as to purposely design a ship "inside out"). Turrets can be placed in really bad positions (even internally), yet will work just as well as one where everything is placed optimally. It doesn't even need to be able to maneuver or accelerate well. Sure, if the ship gets ambushed that might be a problem, but if you stack the stats well enough (with escorts), and use good enough captains, the chances will be low enough to make it worthwhile. More so if you're not playing with perma-destruction. (Again, I do not expect you all to find solutions for these with this system. It would over complicate things sooo bad.) Now, yes, I know. In the old system, provided you stayed out of the sector(s), your ship was 100% safe (provided it didn't trigger the "too weak" conditions). I, personally, feel like this could've been solved with allowing events to happen (less frequently) in systems that contained player/alliance ships/stations, regardless if a player was physically present. Stats of the present ships/stations in these sectors could've been taken into account just as now to determine the chances of these attacks. We no longer really have to scout and clear sectors to prep them for our mining ships, or visually check out a sector to see if it's even worth it. Sure, scouting the sectors can boost the output of the new missions, but it's not necessary. I know it isn't, but this does give off the feeling of being similar to the way a "mobile game" does things. You know how many mobile games I own? 1 - Baldur's Gate. While I don't PvP, I do know that if I did, not being able to find another player's ships because they're off in simulation would be frustrating and immersion breaking. I know this game isn't balanced for PvP, but this just seems like one more thing on the pile. I know looping/afk was brought up as a reason for ditching the old system. I feel like there were a few ways available to combat this (while obviously sticking with the old system). I seem to recall at least twice you all decreased the sector respawn timer. Increasing this again, maybe even having the timer increase with each subsequent respawn within X time (then allowing this to decay back down after Y time) would force a player to spread out more. Putting limits to the number of times a loop will execute. Including other factors that would decrease the ship's mining yield (delays in targeting a new asteroid to mine, limiting if a ship will boost or by how much to move from one to the next, etc) which could've all been boosted back up with decent captains. Introducing other mechanics that actually make it prohibitive to keep looping the same tasks endlessly (one suggestion I remember seeing was reworking morale to have an actual use beyond "do you have enough crew space". If morale could decay over time while performing commands that would decrease ship performance, then provide a couple of mechanics for bringing it back up (either through inactivity (cancel the commands and let it naturally regen), or by having it "visit" certain station types (habitat, casinos)(while this one could still be looped, it'd still force the ship to take a break from its actual task)). Yes, that last one would've been complex. Would it have been as complex as designing a whole new system? Don't know. And really, at this point, considering the new system already exists, I don't expect you all to do that. I know the complexity of the old code was brought up. Would a rewrite have helped? Would it have been as or more complex than designing a whole new system? Don't know. Again, the new system already exists, so.... Final thing was performance. I get this. I really do. Other than leaving the old system in the game, as was, with an optional toggle during game creation or in the server.ini file (allowing server admins to say "nope, this server can't handle that"), I don't have an answer for you. I am glad that you left it able to be modded back in, but forcing this onto the modding community also makes me a little sad. I mean, this now depends on the interest, skill, and "longevity" of the modders to keep this viable. As an example, some of the best modders that I'm aware of for this game actually seem to have no interest in modding these back in. Hopefully modding these back in works well enough and stays supported for a long time, cause I feel like I'd lose interest in the game super quick if they didn't. Ultimately, obviously it's your all's decision and I get that you're a small team and you had to do what you thought was best. I'm not in your all's position, so I obviously can't say that what I'm thinking would've necessarily have been better or even worked. And I certainly don't expect anything now that you've already got a new system in place. But it still makes me really sad losing the old system. I do thank you, though, both in creating the game in the first place and for supporting it as you have.
    1 point
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