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pinetemplar

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  1. I overall like the idea so it saddens me to se the game in such a state. It is not a simulator no it is an "arcade". It is just a bunch of annoying mechanics that hasn't changed from like 5 years ago last time i played. Mining. Distance from which you can mine is just a bad design decision. It is neither fun no simulator. It is so annoying to maneuver around every asteroid especially if ship is pretty big. Mining laser need way bigger range maybe around 2k will do the trick and mining will be fun and not this attempt to stop your ship at precise distance while it floats in all direction but the right one to mine 1k iron. Salvaging. It was my favorite staff to do. Kill a ship and then repurpose it for yourself. And now it has the same 0.75 range issue and it gives you like 1 iron and 1 credit from salvaging for 10 seconds. WHAT? Guys this is neither a simulator nor fun. WTH is this abomination? If you want to make a successful video game you HAVE to sell fun. And this is not it. Arbitrary turrets slots. Like i get it that it is an attempt to make you ship "more flexible" but it is actually more annoying. Let's say i have 3 weapons slots, 1 mining slot and 2 flex slots. Well now if i want to mine i have to delete some of my weapons and put in mining laser but if pirates show up now i have to go into building menu and do this shuffle again and AGAIN and AGAIN. Seriously now. Years of development. No QoL at all? What will happen if instead on flex slot system will just give you one of each? Will the world end? Or will we be able to just put one of each weapon types(and i consider salvaging lasers and mining laser separate weapon types), put them on different weapon groups and use them in their respected situations. Utility weapons don't have dps to affect fights anyway and you can lower them even more if that is a concern and increase their corresponding damage bonus. Docking. I get it this is a space game. BUT. Don't you think if we can build space ships from a rock in the middle of space we will not be able to adopt a Fedex? How hard is it to send a freaking shuttle from a station to a nearby ship to exchange goods? LOL. Seriously i need to dock my giant carrier to a station to trade? EVERYTIME? Just make interactions within like 5-10 kilometers range instant if you don't want to do it systemwide but this is pathetic the way it is done now. Runup to jump. I get it it is an attempt at simulator but never will AI give a dumb human a chance to screw this up so it will be a calculation and then you will press a button and AI will do the rest. And now if you don't get enough energy to jump but run up i was sitting in a system with my energy at 0 and not recovering because it was used by a hyperjump and i haven't jumped. Like ffs. Just make it one button after it is calculated. If my ship can jump just let me press a button and jump. All this fancy shmancy shit that sometimes doesn't even work is cool to do once or twice but if i have to do it every 2 minutes thanks but no thanks. Weapon range. This is a funny one. Why do ballistic weapons have range in VACUUM? And why AI can't aim them themselves? Todays aimbots are 100 times better then humans in aiming why do we have manually aim? Not to mention how strange weapon conversion works at close distance. Overall ship movement. I get it that ships should behave like that. But this feeling of sliding on your ass on ice all the time is not that great maybe just simply buffing thrusters can do the trick but it feels really weird right not how ships behave or maybe i just have to build a better ship. Just mine impression on this one. You have to make a decision devs. Do you want to make a game that a few hundreds of nerds will play or a good game that a lot of regular not space fanatics will enjoy. So far IMHO you are far from a second option but maybe you can change it if you are willing to make a conscious attempt at it. Good luck with the project.
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