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ABlindPerson

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  1. Stated in the title "Acquisition Methods" and since I put it in the suggestion thread this should imply something about the subject matter needs to be addressed, in this case the quests that are completely unnecessary time sinks thanks to ol' RNG. IMO it makes sense to give players incentive to explore, but spending hours in the right spot and getting jack shit for my time pisses me off, the exact opposite of why I (and probably others) play games. The other XSTN-K's have clear-cut objectives and completion methods, and often lead you to where you need to be, Swoks and AI are a bit random but also give you a spawn every 8 into 9th warp you go without finding them. Exodus just takes too long, especially considering you have to then warp back, if you actually did this early game when you had little to no warp boosting it would be excruciating, and considering the end is just a system upgrade getting shit in your face it's a rather anti-climatic way to introduce people to the main quest line, followed by the groin punch of having to warp back lol. The Smuggler quest seems like some round-about trading system introduction, almost like a way to show the player the game has trading mechanics, no offense to anyone who enjoys that but I didn't get Avorion to play trade simulator, though this is a personal preference and the quest itself is straight forward and easy, just a time sink. MAD Science is just plain old fashioned RNG spawn coupled with requiring 4 of them, I see absolutely no game value in this method, all of my enjoyment ended after 2 hours of trying to find even 1. Also for the Radar, radar is a current era method of target tracking, not mass detection, Avorion takes place in space (which implies being far in the future) so a more sci-fiish sounding term seems more apt here, like, Sector Scan, or Deep Sector Scan...and having to wait for blips is annoying, they should always be visible as long as they are in your range. If the developer is so concerned with players reaching end-game too fast, add more artifacts to find or additional quests to the end part, like having to repair the 8 different emitters before you can activate them (maybe the aliens catch wind of the site and try to destroy it, maybe even when the player is there attempting to activate it?) the time sink quests as they are feel like nothing more than just that, time sinks, lack-luster, lazy forced slogs for the player to wade through. Oh right, the duping, not sure about MP servers but in SP you can dupe any turret or system upgrade by making a small easy to destroy, cheap to replace ship with a long iron grid "Arm" with a sheet of whatever material is needed to be placed on stuck on somewhere, stick a turret there or make the arm large enough to yield a second sys upgrade, smack an asteroid with the arm, pickup the dropped items (which stay in your inventory even after the arm gets destroyed) and now you have 2 of the turrets, rinse and repeat for as many as you want, can even do multiple at a time =/. kind of broken huh?
  2. After the first hundred hours just messing around, designing ships, collecting resources and ridding the galaxy of pirates/bandits I decided it was time to follow the main quest lines and get to the core.... That's where all the fun I was having ended. Operation Exodus is FAR too drawn out, and ends with a XSTN-K getting shit in your face, and to top it all off you then have to warp BACK in order to get on with your game, seriously? Smuggler quest...smuggle item (A) back to the same person way over here, just to start another quest in which you waste even more time playing trade simulator which ends with you doing the exact same smuggle quest AGAIN, seriously?.... MAD Science Energy Lab.....absolutely no quest to follow, no heads-up on where to go, randomly encountered quest enemies of which you need FOUR kills on...oh yeah, and the quest sectors can be bugged and enemies can despawn before you even see them.................. Seriously, at this point I'm just quitting, not doing this shit till it's changed or you give us alternative quests to obtain said artifacts, even Swoks III and A.I. guarantee an encounter after 8 warps (into the 9th sector) this RNG bullshit is outdated and unwanted and kills any enjoyment I was getting from the game, I don't even understand how nobody else has complained about this crap and it hasn't already been changed? Other Suggestions: While duping may be up to the person doing it, frankly you should just get rid of it. "Radar" is outdated, even the term, also, why do we see it in appearing/disappearing blips?(Space has nothing to do with naval/aircraft radar) why can't we simply see all detected sectors at once, constantly? Warping, calculation time scales with the distance of the warp, so why doesn't the cooldown and energy use? Shield Generators, instead of simply wrapping the ship in a 1~2 cell "Shield" cube why not give us actual shields in the form of a bubble/egg around our craft? you know, so it doesn't look silly? Building, it would be nice to get some sort of free-form building tool, like the ability to start with a line and directly impose angles or curves on it, then place it as an entire piece for more complex (or circular) building, currently even if i measure out 180d angles (which would take forever) the end result would still not be circular, some expansion on the building system would be nice, though it's already really good! Fighter and Turret building! a scaled down mini building mode for making our own fighters and turrets would be awesome!
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