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Hetrovono

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Hetrovono last won the day on October 20 2021

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  1. I approved of both ideas, however, Space Termites, are the superior lore option.
  2. Yay! I've finally made it through the barrier, I've mined all the ogonite and avorion I could stomach and I'm going to take on something really scary. Pew pew pew, death destruction and loss of lesser ships ensues. Boom big loot piƱata, oh look at that rail gun!!! Lots of damage lots of Fire rate, penetration and all that good stuff and I love rail guns and I want more of these. *queue sad trombone* Tech Level 52? Awesome I can put one of these on one ship and I'll occasionally use it for when I want to just shoot something far away but I cannot rely on it for any real DPS. Little pop up, Hey there explorer we see you have a Tech Level 52 turret, would you like more? Just plop down a Turret factory next to that nice big pile of wreckage and get to work bring us all the components and we'll pump these puppies out for you like crazy! Oh thanks helpful popup I didn't think of that. Yeah... and neither did anyone on the DEV team, I'm here to rebuff the suggestion that the challenge of endgame should stay in the disparity of Level 50 turrets to the power of level 52s that bosses can drop. It's not the ideal situation you think it is, it is completely disheartening to people who love your game enough to plough through hours and hours build reputation up get allies build extra ships and finally get through your end game content only to be given fools gold. If that player cannot extend their playtime and enjoyment by replicating the new found joy in higher level guns then they're simply going to stop playing. I speak from experience on this, I've played Destiny, WoW, The Division 1 & 2, a few other games, and once the Carrot or the Chase is gone then you have less and less players. Most games increase the chase by upping levels or adding new tricks, Avorion is more or less bottlenecked, so you have to work with what you have, and what you have is an RNG chase, that once it fulfills someone's dreams they could create more power for themselves. But you didn't find it applicable to let them do that? From my experience in other games it seems like you don't want players to stay past a certain point. But if I'm wrong and you want them to stay, I would highly advise changing the Turret Factories in the 4 Most center Galaxy Zones become capable of churning out Blueprints for Level 52 turrets. <<< This also adds that "Challenge" you're so hungry to saddle people with, defending a Center 4 zone from all the invasions will be a task in and of itself, way harder than Mr. Big Scary. This will make people more inclined to get those 52s to drop until they get one they like, and it will keep them engaged long past getting them to drop well into getting ships decked out with them to further invest in their fleets and get more 52s and so on and so forth. This is a good carrot for Avorion, and if the argument against it is "challenge" go talk to anyone who has played for over 500 hours, there isn't much challenge in the center, there is just a lack of investment opportunities. We need more, and this could be that carrot to keep us chasing and playing. Thanks and I look forward to the discussion.
  3. This is 100% something they need to consider, and realistically I think they need a side by side system. IF I want a fleet to go accomplish something, then cool I set up the fleet and send them on their way. If I just need Miner 1 to go get me some iron I can loop that forever, both work, both are good and both make the game great, but limiting to one or the other is not ideal. I think they should bring them back but I don't want the new stuff gone either.
  4. I 100% support this suggestion, And Honestly I don't think it even needs to cost that much, credits after a point become infinite, you don't need to hurt new galaxies or new players by making this a really expensive thing. They will need a new one one they are comfortable in a new Ore area anyways. The movement of the players would make the high cost punishing to people who just want to avoid your problem while they go about their business in a brand new area only to move on in a day or two. So thanks for the suggestion and I do agree it is needed but cost doesn't need to be erroneously high. Punishes too much for just QOL. Thanks.
  5. Would totally be down for this long as balance stays, maybe limit what you can build to your status with a faction just like buying is? Wouldn't be able to build a Gold with a faction to which you are not Excellent with. so on and so forth.
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