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Two

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  1. It puts every client in the sector into an endless loop halting all game-play as soon as it starts shooting. The good thing is that it has an infinite cooldown till the next shot, so you can terminate the game and log back in after a minute or so. As much as I can tell the first shot did normal damage.
  2. My mate just created a railgun that erroneously had 0.05 fire rate instead of 0.5 as the tooltip showed. I made a fighter out of that, and it has -inf fire-rate. The weapon that was used to create the fighter:
  3. Das sind keine Waffen um Lasten zu bewegen sondern um anzugreifen. Man kann ein Schiff damit zwar kaum weg bewegen, aber dafür drehen, was den Effekt hat, dass die gegnerischen Türme ihren Fokus verlieren und vorübergehend nicht mehr angreifen können. Normale Waffen plus 1-2 passende "Schubser" machen einen einzelnen Gegner nahezu hilflos.
  4. Playing on the recent beta version I feel that insane really is insane. My 3 million shield ship gets some serious beating by even Ogonite level pirates, and Avorion level enemies are on my hull within seconds. The difficulty is definitely where it should be right now, at least on the higher levels. I also still skip everything till Xanion level, because for once there is no need to walk through the tiers, and then every tier below Avorion feels like a complete waste of time. I wish there was more incentive to actually play the tiers instead of skipping right to the highest level.
  5. Two

    Fighter feedback

    After thoroughly testing the new fighter updates I must say that I very much like most of the changes. Before fighters were basically useless except for mining, now they not only are useful, they are also fun and fairly balanced. The biggest plus for me is the fact that I can turn weapons into fighters. That not only allows me to tailor my fighters according to my needs, I am also happy if I find a new, powerful weapon despite the fact that my ship (in my case) doesn't use weapons at all. Creating a fighter at a station is pretty much straight forward and easy to understand, however the attributes of a fighter are somewhat confusing. - Size: there is no reason why you ever would not want to have this at 1. This makes it kind of a required attribute. I feel like size should be determined on other factors, like combining multiple weapons or increasing DPS. - Durability: This feels completely useless to me. Either a fighter does not get hit at all, or the 150 pts of durability won't make a difference either. I would rather have this stat give fighters additional evasion, like 2% per point. - Movability: I have absolutely no clue what this stat does. - Speed: This is one of the most important factors for fighters, as they have to be able to keep up with enemy ships, therefore it is required to max this at all cost. It feels kinda silly that there is a stat that you absolutely must max to make the fighter viable. I'd rather like to see fighters with a higher base speed (like 300 m/s) and have this stat go up to 1000 m/s, so you can put in a few points for the required ~500 m/s, or even more if you want really fast fighters for other but combat reasons. I also noticed that fighters do not return at their max speed, but at roughly half the speed, which leads to certain issues when trying to withdraw from combat. I don't think linking the amount of points to the weapon rarity is a good thing. Weapon damage already determines fighter damage, the additional points just make white fighters even more useless. I'd rather see roughly the same amount of points for all rarities (like 20 +1 per rarity), but more balanced stats that actually make me ponder how I should distribute the points. Building fighters works fine, however I really don't like the way it is done. Sacrificing a fighter to get a blueprint is ok, but why do I have to lock an entire squad to a fighter forever? Also why do my blueprints get destroyed with my ship? This essentially forces me to create up to 5 empty squads for the only purpose of having them produce fighters. And then I cannot produce just one, I always have to pay for the next one even if I don't even want to build it. The whole concept really feels like a placeholder. If I had to design production I would do it in the following way: - The first row of the fighter window is the production window with up to 5 slots for blueprints. - Dragging a fighter to any of these slots will create a new blueprint in the player's special blueprint inventory (which is kinda like a second inventory that survives death and additionally allows to delete unwanted blueprints). - Clicking on a production slot opens the blueprint inventory and allows me to choose any blueprint for production, including those that are already used elsewhere. - Below the production slot is a button that displays the amount of fighter to produce remaining, with a + and - button right and left from it to change that value. Clicking the center button will start/pause production, which will run until the desired amount is produced. - The production percentage is displayed by a circular overlay on top of the blueprint. - Once a fighter is produced, it is put in the squad with an equal fighter in the first slot, or - if none was found - a new squad is created with that fighter in the first slot. Aside from that I can manually create new squads or delete current, empty ones and drag/drop fighters as usual. - The icon for a squad is the icon of the fighter in the first slot (or the current one if empty) in both the production window and the game overlay. The time it takes to produce fighters is atm extremely high. While I agree that there has to be a trade-off vs regular weapons, having to wait ~10 in-game hours till an equivalent to 10 weapons have been produced for a ship is imo way too high. I would cut the time in half, which would still make the loss of a fighter painful, but not catastrophic as it is right now. Getting fighters to attack is rather tedious. I wish I had a keybind for "attack", "salvage/repair", "guard" and "return" that commands all fighters at once. I think ctrl-a for attack, ctrl-s for salvage/repair, ctrl-d for defend and ctr-r for return would do fine. Additionally I'd like fighters on attack to proceed to the next target of the same faction as the last attacker once they destroyed an enemy. Also defending fighters should stick to their current target and not switch every few seconds, as that greatly reduces the damage thanks to shield regeneration. I'd also wish that defending other targets would be possible, like alliance ships or friendly NPC units. Fighters are basically invincible with the current evasion system except in really tough fights. While this feels a bit odd, I think it is also fair considering the time it takes to create a new one, and the fact that turrets are never destroyed at all. I noticed that if you die you are immediately put into a fighter as your new ship. While this feels cool it also allows you to fly back to your ship, loot your belongings and - if you have the time - even create a salvage ship to pick up your remains, which feels like an unfair advantage over ships that do not use fighters. There is currently no incentive to use white rarity fighters over epic rarity fighters. While the white ones get created faster, they are also significantly less useful, and once you have a few fighters ready, the time spent waiting becomes almost irrelevant, since at one point you will have those fighters. The otherwise not very useful size attribute could be used here by making higher rarity fighters also bigger.
  6. There are enough money sinks in the game, they just don't work. For example you can build factories or mines for millions that they hardly will ever bring back in. Problem is: those only work when you are in the same system, which makes them entirely useless. You could also build ships to patrol or mine. Same problem however: they only work when you are in the same system, and to get them to jump with you, you'd have to upgrade them to the same jump level and then still they sometimes get lost.
  7. Two

    How do ships fly?

    Ok so we fly towards Z... good to know. ^^ And that bounding-box issue could explain why NPCs constantly try to destroy my stations.
  8. Really don't like the new inertia stabilizers. Not only do they destroy the fun of crashing your ship, they are also so overpowered that you just have to have them in your ship even though they are only available in iron. Also it teaches new players entirely wrong values. Before you had to learn how to steer a ship with newton-like mechanics and that flying isn't that easy, now you learn "Lol, put in this module, bro!"
  9. I agree with the OP that the end-game is far too easy right now, and I also agree with Koonschi that just buffing HP/DPS will not solve the problem for the reasons he mentioned. However: an occasional boss outside of stories would be a nice thing to have. Just have like a rare pirate event with a ship that scales 50x larger and you occasionally have some change to the otherwise boring fights.
  10. Trading in it's current form feels heavily overpowered. I started fresh on a few servers to try them and on each I made like 15 million in an hour with trading easily before I even left the start sectors. There is currently no jackpot feeling for me, because there are jackpots every few systems. Just check the trade upgrade for anything <-30%, buy it, sell it at the next station for >30%. A friend made 2 billion in one day doing that (and then was slightly annoyed by the use of an int32 in the wrong place ;) ). I strongly recommend to limit those buy and sell values to something between +/- 10% market value instead of the current +/- 50%.
  11. Two

    Performance

    There are currently several leaks in the game that require the server to restart frequently. @Koonschi recommend to let the server run in Valgrind for a while. It will tell you all the memory leaks that are going on and if compiled with debug information also where they happen.
  12. Two

    How do ships fly?

    I was just looking into the code to probably find a solution for ships constantly destroying docking ports, where I stumbled over this line of code: local dock = station.position:transformCoord(pos + dir * ship:getBoundingBox().size.z * 0.5) Now I am slightly puzzled about how ships do fly internally. This line calculates the stopping position for the ship by the Z-size of the bounding box, but I would imagine that ships move "forward" towards their X-axis (that's at least how the player ship works), so it should be the X-size of the bounding box, right? Is this a bug in the Avorion code or am I not getting this right?
  13. +1 I would so love such a feature. Can't tell how much time I wasted scanning through the sector map for that one factory I remembered visiting.
  14. Well we didn't knew what to expect behind the barrier, but the turrets you can build suggested that whatever is there has to be extremely dangerous. Turned out it wasn't. I can however find similar turrets to the ones you can build, but they are extremely rare. I have one Xanion railgun turret that I legitimately found outside the barrier with ~2500 dps. A few more of those and I would have been close to the damage of factory turrets as well.
  15. I was wondering if it is possible to change the player's drone (that ship you are put in at start/after death). I couldn't find anything in the Lua code so far.
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