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OndeTv

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  1. The general issue seems to be that the stat ranges on turrets are too large, which as a sideeffect also contributes to the problem that a higher tier (dropped) turret often times will not be better than a lower tier one. In this regard i think Koonschi should have a look at how most ARPGs manage item generation and stat ranges, because at the moment rarities have little meaning.
  2. I half expected something like that to happen tbh. And it would definetely be the obvious continuation of the storyline. I for one would love to know more about the xsotan, what they are, where they are from, what they want, why they behave like they behave etc. Some of it is already in the quest dialogs, some of it i may have missed as well. But in true "freelancer style", i crave more story and scripted events to keep the ball rolling :)
  3. It's funny, i was going to make the argument that the only reason my ship ended up being cube-ish (but not fully), was that you get less material back when deleting blocks than placing them. Suddenly it hit me that i didn't remember where i had this information from, so i quickly loaded up the game to test. 1x1x1 avorion block, 5 avorion used. The block deleted returned 5 avorion. 1x1x1 avorion block, 5 used, exit build mode. Reenter build mode, delete block, 5 avorion returned. In other words i've played my singleplayer game for just around 100 hours without realizing that i could indeed have rearranged everything on my ship without losing materials, instead of going for a somewhat modular design. Huh, baffling. I think what promoted this idea is habit. In most games when you destroy something you have built, you get less back than you used to make it. So what should the game have done to make me aware of this 1:1 relationship while building? Well, i think that if build mode had a way to "move and reshape blocks" rather than destroy and rebuild (yes i know you can copy paste), and move them to a "clipboard" area or just move them temporarily unattached to anything, then my ship would have ended up looking quite different. Sure, now that i'm thinking along these lines i could f ex had made some extrusion to which i would temporarily attach blocks, but one of the main points of argument in this thread has been human nature, and how we like to do everything the easy way when we can which is hard to argument against. In short, i think (pvp aside) that the solution for not promoting cubic designs really is just a matter of polishing the editor. Edit: Typos
  4. Update: Went back and to my surprise the guardian was at full shield again. However, each wormhole phase still drained its shields. Decided to stick to the sector and get it down. Took a long time but got it anyway along with the saviour achievement. Salvaged up as much as i could before it despawned (a mechanic that needs tweaks for sure btw). Killed off the last remaining stuff in the sector, and now moving back to the initial "resistance" sector to see if theres any storyline left to be had. Edit: The resistance outpost still has dialog as if i have not killed the guardian, so i assume this part is unfinished.
  5. Hmm... I'm at the same stage, except i haven't taken down the guardian fully yet. Instead of going to gather the factions for the grand alliance, i have been "farming" the xsotan ships coming from the wormholes just to get better turrets (not a fan of building turrets). Doing this the shield is almost gone at this point which i feel is a little bit strange. I would think that to get to the boss at all, you would need to finish that power diverter (almost got the parts to finish it), rather than "kill" the guardian by just doing wave after wave of xsotan ships. Perhaps koonschi can clarify if you are supposed to be able to beat it without the power diverter? Or if both methods should work? It seems a little odd, storywise.
  6. The game's ship generator works that way. It cannot produce meaningful-looking ships, instead they usually all look like a mess of blocks (except for cargo freighters). I'd say it's more of a station generator, in my opinion ;D I disagree on this. As an example, if you go to found a new ship and zip through the 3 current styles while cycling through a seed of 1-50 (or more if you wish), many of the generated ships look quite decent. If you then start to mess with scale and volume you get even more variety. Sure, there are some ship types that can look like a mess (but don't necessarily do), but i am pretty sure some of these are supposed to look messy anyway (f ex alien ships ;))
  7. Without having any knowledge of how Avorion is rendered internally, there is also the possibility that only visible surface blocks are considered, so the OPs question might not even apply directly. I have noticed that often when a large fleet of aliens warp in there can be a small delay. This could be the server (local or not) sending data to the client. It could also be the client going through the model to optimize what is rendered and what is ignored until any surface block reaches the destroy limit. It could be something completely different. So, assuming only surface blocks (rendered blocks) affect the limit, then say a HUGE cube could be 6 simple sides to render only, even though it might contain a million blocks on the inside, could be really fast to render. Another scenario could be say a 5000 block ship built in such a way that most blocks are visible all the time vs another 5000 block ship where half or more of the blocks are always hidden from view depending on the angle. Lastly there is as someone has mentioned already the question of a limit - compared to what? An old machine with dated hardware? A state of the art brand spanking new gaming machine? In other words, i don't think it will be easy to find a general block limit other than asking people what they have used so far with succes on their own systems. EDIT: Which i see you have just added to your question ;)
  8. Also parameters like efficiency, energy drain/s etc should be sortable. However, there are quite a few different parameters that players both could and would use, so the best approach would probably to have a dropdown with general options (f ex hull dps, shield dps etc), and an advanced button expanding a pane. The expanded pane could then have the general assortment of dropdowns, checkboxes, radio buttons and input fields that you would expect in any advanced search GUI.
  9. So, i picked up Avorion about a week ago, and i'm about ~75 hours in (singleplayer). I absolutely love the game, and it has SO much potential. As an old elite and freelancer fan (along with most survival and building games), this game could become the bees knees. That being said, something has been irking me ever since starting it. How do i easily select and place the turrets i own with the best dps? Now, your inventory (I->Inventory) has several sorting options, of which my favorite is [Damage]+[Material]. The reason for this is that this sorting _SEEMS_ to more or less order turrets by DPS which is ofcourse majorly useful since DPS is not a listed stat on weapons. Sure you could calculate it yourself with the listed stats, but this gets tiring very fast once you have, say, hundreds of turrets. Now, here's my issue: ----------------------------- I can't for the life of me find a way to select a turret from my inventory once i am in build mode. I can drag my selected turret(s) to the hotbar, but that does just that and nothing else. And build mode itself has no similar sorting options for turrets. So what i find myself doing over and over and over and over (insert repeats) is looking at the list in the inventory window, trying to remember a specific turrets icon and stats, and then go hunt for it in the build menu among maaaaaaany other turrets. And this gets tedious very very fast. I can't for the life of me understand why i can't select a turret from my inventory when in build mode, or if intentional, that the build mode itself does not have the same sorting options unless ofcourse i'm missing something completely. Now why don't i just go to a research station and "refine" all those turrets i can almost hear someone say? Well, sure i could do that, and i do every now and then. And while turrets are ordered a lot nicer in the research window, it's still somewhat unclear what produces the best result (f ex 5 of the exact same turrets or 5 of the same class and tier and so on and so forth). Also, i might want to save an amount of turrets for specific usages or future ships/stations/whatever, which leads to having a large amount of turrets anyway and as such the same search issues are present. When i've carefully searched through my turrets and placed what i believe to be my best f ex 14 armed turrets, then another issue arises after playing a little more. You get more turrets. But since the turrets you have equipped are not shown in the inventory and build list, theres only 2 ways (as i see it) to figure out if there are any upgrades among your new turrets or not: a) Unequip all turrets and redo the whole tedious process b) Try to calculate the dps, but that introduces another problem - you can't see which turrets youve picked up recently and which are "old" So, please, if anyone knows of a solution to these issues i would be grateful. It's early acces and there are a lot of minor issues (aiming being of when you reposition the camera f ex), but none that really detracts from my enjoyment of the game in its current state except this one. IF there is presently no solution i propose the following implementation changes: - Enable turrets to be placed from inventory in build mode or enable similar sorting options in build mode - Keep currently equipped turrets in inventory/buildmode but with a visible icon overlay showing it is currently equipped, and where it is equipped in the tooltip - Add icon overlay for newly aquired turrets (overlay disappearing could be made to disappear either on mouseover, timebased, encounter based, probably more good solutions) In hope of someone being able to solve my issue or just read through my wall of text and post feedback, OndeTv NB.: I did a lot of searching prior to this, and couldn't find any information solving or illuminating this issue, so forgive me if i missed it somewhere
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