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Cyka

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Everything posted by Cyka

  1. One of my favorite theme in game but it seems its not included :( the boss theme have been replaced by a new one.
  2. People keep dreaming an indie game is somehow going to be the next game that breaks through the AAA industry. Lets face reality here, it wont be, im very glad with game's current features but when you throw in "stood against test of time" "Long live forever" kind of hyperhole it is kinda laughable expectation from a 2 guy dev team.
  3. I dunno, suggestion section seems pretty dead so im posting here for some visibility. Tbh alot of stuff in this game seems broken right now because the economy doesnt have many credit sinks that helps player's convenience. I installed Rusty server's mods and is having a blast right now, those permanent mines cost a heck (800milion lmao) but gives alot of materials passively. Also since traders are finally fixed, i can build a factory without the pre-requisite which makes it another credit sink for turret materials. If we can fix insurance and make it actually matter then it should cost at least 250mil + for my current avorion ship, which makes periodic payments alot more attractive.
  4. To be honest the insurance valuation system is seriously broken right now, if it is fixed as intended and paid as intended then rebuild from shipyard wouldnt seem so OP then. My current ship has 4million avorion, 1million Xanion and 75 million credit to build with a few thousand elite crew. Together this will worth about 1.1 billion credits easily, yet how much does my money get back from insurance? 250 million, thats just pathetic, that doesnt even cover my materials. The ship's worth is vastly higher than what current insurance pay back can offer. Now if the pay back does scale properly, then rebuilding that ship should cost at least 1.1 billion credit and an hour from shipyards using the rebuilt from shipyard idea, and 1.1 billion credit is HECK alot to grind, so this doesnt seem to be too op then.
  5. A bit off topicky here but... How? I think insurances should be more specific. Insurance against asteroid collisions? Basic trader insurance against pirate ambushes? An insurance for your trade goods or system upgrades/turrets? But really, if were talking about insurance working as a real insurance would, then what kind of an insurance company would issue even the current kind of insurance if it's meant for a whole battleship? How profitable could that be would depend on factors the insurance company cannot possibly know. Will the player take the ship to endgame battles at sector 0,0 or just assign it to endless and safe defending duty in a friendly sector? Essentially insurance is the company and client betting against each other, so the conditions and chances in the bet would have to be considered somehow. And battleship insurance gets pretty unprofitable real fast ;D a gigantic military outpost cost around 50 million credit and 1 million resource to build, it will hold countless expensive commodies for sale, easily giving you 150 million per run, on top of a few max upgraded Noble mines which gives around 500k per cargo hauler. Factory chain is also good for that money too. It seems alot but it isnt if you maintaining multiple ship and factories.
  6. Nvm this works perfect, just have to click on the bugged ship then toggle invincibility, it seems the script is making the ship invincible for some reason.
  7. If shipyard can actually spend the money we got from insurance to actually rebuild our ship then i agree. But the purpose of insurance is exactly as it suggest. Right now materials trump credits because you cant spend credits to get adequate amount of materials from resource depots, which becomes obsolete late game when your carrier mining is mining 40k materials a minute and a single fighter cost more than what resource depot can offer. Just by giving money but no use to anything else fails the fundamental aspect that is insurance - to ensure player's investment is rewarded. When you pay just 50 million out of your late game 2 bil bank, your ship thats made of millions of material is worth at least 10x the money insurance pays you. In elite they make insurance expensive but worth it, not a noob trap, you'd be stupid to not fly without one, but it gives EVERYTHING BACK should you die, this would ensure PVP happens on occasions because players wont chicken out because they'd lose nearly everything and have to grind again, not to mention PVP isnt a big thing in the game anyway. I dont understand how is it a risk vs reward when you are purposely gimping the player with the insurance system, why should i bother to pay 50 mil when it is easier to just switch to a different server or start a new game when i wont get anything back if i die? i might as well spent that money on 2 miners who will get me those resources. Whats 200 million to me when you can do that in one trade run late game? but getting millions of material is another story... If you insist on somehow it only give us pure credit, make resource depot actually worth a while to purchase materials from, it'd be an excellent credit sink too, make shipyards cost only credits (but in large-amount) to build ships as an option, so we aren't so punished when we lose our ship. Remember, this is just ONE ship, ideally in a faction war you'd lose a few of those in a large battle, the current insurance system does not support that in any sense, nor is it functioning as "an insurance". If you need difficulty, gimping the player is not the way to go. You offer difficulty by making challenging and engaging enemies and giving player plenty of options to chose from, so gimping insurance is a bad way to balance the game. What this game needs is stronger enemies and endgame, where faction wars would definitely cost player a lot of investments and strategic thoughts, but not so punishing it makes the player want to give up from trying.
  8. PVP is just another mess, bottem line is PVP is basically griefing if you dont have a fair system on both sides, which we sadly dont have. Big salvagetable wreckages runs out, claimable asteriods are taken, the older players with their million material avorion ship camp 0.0 so good luck getting anything worthwhile to fight them. By comparison, 4 million avorion ship give you 4 million hull+shield, while 4million Xanion gives barely 2million.
  9. You can already send materials via mail from player to player, i don't see why cant they refund us all the materials to remake our ship. I mean elite dangerous is known for its grind but even that gives player EVERYTHING BACK including the modules, where as here your credit is worthless when you have to regrind materials AND find your ship again for those modules. Just send us all the stuff by mail and call it a day. I mean avorion is scarce sure but insurance company are from factions that shares a huge chunk of the galaxy, their resources would be near limitless if you want to go to lore about it. Make insurance worth it and expensive, but dont just give us credits because unless youre in a tiny iron ship or something, pass the 100k materials and is worthless.
  10. I know but im really really hoping something like this gets implimented, it would help to make the story and content just by itself with a single dynamic economy. Might be alot of work for dev, but it would also ensure the dev dont have to spend even more time on programming other contents, because it literally does it all by itself.
  11. Right now it feels really useless, you get some money back but late game materials are far more important. In Elite once insured you get everything back which is great even if you made a mistake, here it slaps you some money and you have to go back grinding all those materials for hours, you cant even use those money to buy your material back since resource tradeposts have such a low level of stock and does not respawn resources. I'd rather the insurance price be 4x as current and actually get all my materials back so i can rebuild my ship. It'd also make the regular payments a viable money sink.
  12. You're welcome. Hope you enjoy it. The changes to the size and strength of some encounters along with the increase to the hull sizes of some enemies should make a nice difference. I went a bit too hard on nerfing them after the last couple versions. But I think this may be better. And the economy mod, like it states, is TOTALLY new so I'd recommend trying that out and tell me what you think. Keep in mind that ONLY trading ships are impacted by this but they are pretty consistent now in terms of the amount you'll get from destroying them. If you decide to take the time to destroy an entire station you'll potentially get a lot of goods, but I don't think it's worth the time to do that and also I like to restrict my raiding to ONLY the trading ships and killing defenders. I'm not sure if you destroy a station/factory if it'll ever be rebuilt (I don't think so) so essentially you're slaughtering a "cash cow" of a trading route. LOL i think the economy mod at is current state is too much of a grind if you limiting ALL COMMODIES to have 10-50 trade every time. This would be good for trade posts but terrible for a fully upgraded mine. It'd be better if 10-50 is applied to tradeposts or higher end commdies ONLY and implement a big range on other commodities perhaps 50-2500. This way you still get a decent steady income with investments.
  13. This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch. Before update - you get 2300 Targeting system in one go - hundred millions profits. After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit. Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot. Oh, I just re-read your reply. I fear that exploit is not related to the amount of cargo dealt by the npcs, but the 2-way income problem present by using an alliance station, so it is still present. As I said before, I explained it better on the last lines of the 3 page of this post: http://www.avorion.net/forum/index.php/topic,4457.30.html Right sorry i accidently installed modpack that nerfed tradeposts alot. The alliance money loop is definitly a bug that needs a fix, but in terms of tradepost the dev can approach this in two ways - either make trade post actually cost money to buy stuff like any other non-base manufacturers or make trade post get a smaller increments of cargo like the galaxy economy balancing mod. Both ways would nerf it without killing the profitability of the station, the thing cost 25million after all. The rest like asteriod mines could use a boost in sales, i'd say a randomised number between 100-1500 for cargo haulers to sell your mine products would be great. Even at 1500 the income is only like a million and that chance is very low. Alliance in general is just broken atm, it really shouldnt be a seperate faction, everything should belong to the leader including rep/faction/items etc, we'd avoid this exploit loop then. BTW you can loop this with ANY alliance buildings that can transfer cargo, this includes military outposts, research stations, casinos etc etc.
  14. Building your own gate wouldnt be OP if the distance is capped and money spent scale to distance of gate like the NPC gates. Gate costs barely exists and no way matches the profit you get from mines/tradeposts/millitary outposts etc etc. Gate is mostly for convenience especially if you have a multi-sector production chain going.
  15. This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch. Before update - you get 2300 Targeting system in one go - hundred millions profits. After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit. Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot.
  16. I think perhaps these unique characteristics can be abit more obvious. A stronger identity to these materials would promote a diversity of choice. Also i find it very strange that only iron and Avorion offers inertia dampener, again limiting their choices. Right now avorion is way too good for what it offers, not to mention rift bypass ability.
  17. they didn't specify how asteroid spawn. please give detail because my mining ship said. there are no more asteroid. Large asteroid fields will respawn after a certain period of time. After your ship mines all the asteroids, you'll have to wait a bit, then when you go visit the sector again it might be regenerated with new resource asteroids and you can just tell your mining ship to mine again. Is been confirmed by the dev that asteriods do respawn, which is a relief. Nevertheless, the current asteriods cannot support a whole endgame fleet, which makes tinkering difficulties and multiplayer fairness very hard to accomplish. Making claimable asteriods and wreckages respawnable would easily solve this issue. The dev could also balance the asteriod density or amount of resources it posses, as currently it isnt as worthwhile as salvaging a station that has 7 million materials. I do not suggest nerf station resource count, because a sandbox game that ENCOURAGES freedom and possibilities should allow player to create at least a fleet of endgame ships, and wreckages with buffed asteriods will support that. If people complain game becoming easy, the dev should focus on balancing enemies, factions and more, but not by gimping the player's freedom. If someone want to make a death star they should be allowed to do so, if someone want to create a fleet of reapers they should have the tools to do so. It is up to dev to tinker the difficulties especially towards the centre and individual factions, case point - in starpoint gemini warlords the end game factions are yours to conquer but they have often triple the fleet power if not 10x of the final boss in main campaign, in sins of a solar empire your entire fleet can be wiped out if you arent careful even with a level 10 titan. Another thing i would like to address is that materials between each tier shouldnt be such an improvement that the previous tier is entirely obsolete. Currently once you got hold of avorion, the centre is literally all that matters because Avorion is better in pretty much all aspects compared to other materials. We really need an identity here for each material tiers so player dont feel like such a big galaxy is actually tiny because useful resources are all concentrated at one spot. For a galaxy with a million sectors, the dev need to encourage players to explore the outer rim as well as earlier sectors. This can be done by giving each tier of materials a stronger identity: e.g. Xanion is good at energy generation, Trinium is good with thrusters, Iron has best interia dampener etc. This if coupled with interesting rare events such as witnessing enemy captial ships or unknown alien fleets in the outer rim would encourage players to go back and forth between the core and rest of the galaxy, rather than limiting players to one spot.
  18. Now that our static economy system is finally getting the fix it needs, the galaxy seems abit more alive than before now, and im very glad the devs able to put out a hotfix on beta branch, so bravo to that. With that out of the way. Do you think it is possible for dev to tackle faction wars and diplomacy? Right now faction wars feels like an unproductive mess where one side completely annihilate another and then proceed to park their ship inside the now empty sector. It feels less organic that faction wars basically results in no change in the galaxy. As such i have proposed some form of faction takeover, where by the function of a script, next time player enter the empty sector will be gradually populated by the winning faction's factories. I think this feature would make faction wars abit more dynamic, and allow player to get involved in the conflict so they can have something out of it as well (say an important commodities factory). The subsequent improvements would likely involve faction diplomacy and the possibility of alliances. Coming from starpoint gemini warlord, i feel although their diplomacy is fairly simple, it might work wonder for a game like Avorion. More complex diplomacy can always come in the forms of DLC/expansions when the game is out, but something simple like basic agreements/alliances would be very welcome. Secondly. Although the galaxy is big enough for singleplayer, i feel it still struggles to support a full-ledge endgame fleet system. I have suggested respawning asteriods and respawning event sectors (scraps/claimable asteriods etc). This respawning feature is particularly important as it allows the dev to modify the current difficulties without heavily punishing the player. With enough resources to supply an entire end game fleet and keep them repaired, difficult battles can be done even with heavy losses. This gives the player a sense of challenge without the feeling of being too grindy. Several other 4X strategy games have done a similar thing such as Starpoint Gemini Warlords, Sins of a Solar empire (my favourite), Endless space 2 etc. Respawning resources is also very important for multiplayer, as currently the galaxy isn't enough to sustain 30 odds player for a month or so. I came into the server Prospercraft about a month into the server and found the centre of the galaxy nearly empty with all of its asteriod claimed and savage materials gone. When dreadnaughts starts to cost for millions of materials, it is very difficult for a new player to find that material to compete with older players who have hoarded all of this to themselves, this essentially makes the PVP a who comes first who wins scenario. And overall i just like the idea of galaxy being Alive, rather than slowly dying due to running out resources. Respawning feature doesnt have to be frequent, but i'll be very happy if is there, just enough to support the whole fleet building system.
  19. But why is that a problem its only logical? No it isnt, because a truelly alive universe would have factions completely taking over another AND building their own factories inside their new territories. This is a standard in any 4X space game or space sims. It doesnt punish the player by eliminating resources, but expanding the possibilities in strategy. If you cherish a certain commodities then theres an incentive to help that faction eliminating their competitors, there-by having more of that commodies factories built by the winning faction. Right now everything is wiped out and the ships just stuck in an empty sector with nothing to do, that is not realistic nor productive to the game or player. The problem with invincible fighters has already been address in huge detail so i wont bother explain too much. Bascially, right now you can have 50 fighters to annihilate an entire fleet, i dont think i can say more on that.....
  20. I agree, im very excited to get it. @Hellatze: I hope there will come a day you will stop being angry. A lot of your posts are nonconstructive... also in other topics. he is banned on the normal steam forum for your interest.
  21. who cares is a singleplayer game. The only thing they really need to fix as a priority right now is invincible fighters and destructive faction wars that clears entire sectors.
  22. it really isnt enough. Asteriods at max gives 100k a pop while those wreckages give millions easily. End game dreadnaughts need millions of ores to make and hundred-thousands to maintain, ESPECIALLY if the devs want to up the difficulty (which currently you can solo just by one ship lol). Giving respawning system across the board that includes wreckages, asteriods, events and what not ensures that a higher difficulty can be implanted smoothly (because you have the economy to support it) and make multiplayers far more fairer for new players. I mean it is pretty disheartening to see nearly all the asteriods taken and all wreckages gone at the centre when i started out later than some players, who just hoards everything. In PVP this is just an auto win for any older players because they can just harvest everything and exhaust resources for new players. Good luck farm your end game avorion ship in little mining ships...
  23. Like i have suggested, we need commdies have real impact both on player and the factions. End products such as jewelry/Body Armor/Accelerators etc. should make a real difference in faction strength. They should become modifiers to the current faction values, enabling stronger ships, more factory spawning, more ship spawning and better influence areas. Bugs like trading haulers must be fixed and the AI improved so the galaxy economy is constantly moving. It also eliminates massive buyouts or sellouts from the player because a moving economy will enable players to make decent money in millions but not enough to break the game, they have that option from building their own empire. A working economy also enables drastic increase in game difficulty since players can then afford to repair or replenish their fleets once a major battle took place. Currently this is outright impossible since most ships cost hundreds if not millions of materials and fleet costs billions while need millions just for the crew. A working economy that allows steady passive income while allowing player to expand or strategise via trade block would give player lots of options to take over other factions. Factions themselves should have a huge variety in difficulties with scaling towards the center. Some faction dreadnaughts and carriers should be harder than the final boss and a boss fight on their own, because taking over the galaxy is essentially the end game. This can be supported/sabotaged depending on how healthy their economies are running, giving piracy a massive boost in strategy value so players aren't just doing it for the money. On the other-hand, a strong faction with good economy should have couple dreadnaughts patroling the system so you have to bring your own fleet for raiding. Resources such as ore fields and wreckage must be capable of re-spawning to support endgame fleet battles, because your cost alone with 10vs10 fights will go up to millions of ores especially if you lost some ships. This dynamic economy of constant production-supply-sink chain will enable alot of strategy just by existing, so it is imperative that the dev can implant something like this.
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