Jump to content

Sir Charles

Global Moderator
  • Posts

    294
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Sir Charles

  1. Oh they try, but it's pretty hard to find people: Take myself for example. I wrote some pages, but then real life needed a lot of attention and I stopped playing the game. Updates dropped and as long as I have not started playing again I won't work on the Wiki either.
  2. Grüß dich ;) Well, I cant tell much about it as I have not beaten the Guardian again after the end-game-event was introduced, but depending on the diffictulty you are playing on this sounds to me like your ship is not strong enough tbh. This is obviously written under the assumption that what you experienced is in fact a feature of the game and not a bug/bad balancing. Well this sounds exactly like what I would have recommended tbh, 64k Omicron does not sound all that much to me, I have been over 100k Omicron with my flagship before even crossing the barrier when I played the last time (but that was a while ago, mabye turrets are weaker now?) The new damage type mechanics might help you to kill those Xsotan faster or make your own ship more tanky. From my experience it doesn't only depend on how big your ship is but on its firepower as well (They can't hit you if they are dead, right?). It can also help to equip a scanner upgrade to get a good imagination of which ships are the most dangerous foes and should thereby be taken out immediately. You could try to defeat them by rage-advantage using artillery-like weapons like Railguns, Rocket launchers or even canons. Another recommendation I could think of is to become allies with the factions around the core area so they can send reinforcements to help you out against those Xsotan if you call them with a beacon. If nothing helps, you could try to build a very fast and agile ship and use that to at least collect some stuff again...
  3. Some players try to update the Wiki, but as we all have real life and we are very few the progress is VERY slow. If you want to help, you are very welcome! If not, i request you to have patience with us and the devs ;) Edit: just to give you an idea, we are 5 "wiki-helpers" working on the wiki iirc, so yeah...
  4. Thanks for the answer, keep it up!
  5. This is an answer i got form the QnA in the Avorion Discord a while ago: I am confused now
  6. With this in addition to the introduction of boarding I wonder: Does this mean that factions will actually conquer territory in faction wars now? Like: A faction is attacking a sector and will board those stations, taking control of the sector and after that is done the gates will change owner as well so the sector has effectively been transfered from the territory of one faction to another ones? Or am I misunderstanding?
  7. Active sector limit is 5 per player on multiplayer severs. Any sector you have been in should be active for 5 minutes after you leave it and then be stored on disc. In singleplayer it is much higher (i have the number 500 in my mind, but that might be wrong memory). The choice of active sectors is made by a priority system that will consider how many ships and stations are in the sector as well as whether it is ships or stations in said sector. Such independently running sectors used to be safe from pirate and xsotan attacks because those used to be timer-based events that would follow the player, not his crafts. However this might have been changed by now, I can just tell it used to be like that. For sectors with no crafts from an active (currently logged in) player the behavior is different. Once a sector is loaded from disc the game will calculate changes to that sector (I think actually just to the goods stored in those stations to simulate that some trading and production has happened since you left) based on the time that has passed since your last visit. This creates the illusion that the sector has been "active" while you were elsewhere, which it has not been. In the last updates there was stated that factions will rebuild their stations and fleets now. I do not know how this is done by the game and I cannot give any formulas for the sectors that are loaded from disc either. Sorry to be of no help in that regard, but I think this will answer most of your question anyways. Have fun in the game! ;)
  8. Can't relate to this criticism at all... I get the feeling that you might have remebered how easy the game used to be and started of at a high difficulty right away? They changed difficulties a while ago, the high ones can be quite challenging now. This shouldnt take more than 3 to 5 hours (and it is fun as well): Step 1) Have a decent Naonite or Trinium ship with enough dps to beat the AI without trouble. Step 2) Get a little money, 3-5 Million will be more than enough. Step 3) Go back to Titanium area. Step 4) Find literally just a single freighter with a good amount of Mining Robots in there. Step 5) "Give me all of your cargo" Step 6) Find a smugglers hideout. Step 7) Wash clean as much as your credits allow and find any mine to sell them. DO NOT sell them to the smugglers, it would be a huge loss. Step 8 ) Repeat until you have sold every Robot Steo 9) Do it one more time. Step 10) Have 100 to 200 Million credits and be a very happy spaceship. It's really not that hard, or am I missing something? If you dont like piracy, you can even have your freighter buy and sell automatically with the Out-of-sector-simulation (just as you can have automated mining ships out there)...
  9. Finally someone who has time to answer us <3 This must be Avorion Christmas
  10. OH MY G O D Thank you! Thank you so much!
  11. Just sneaking in here a little. OP is not the only one who has stated these issues. The devs have stated multiple times that they do in fact read what is being written in the forums, but dont answer because of how time consuming it is. Its erverywhere, from past discussion threads over bugs and troubleshooting to suggestions. With that in mind, it seems pretty clear to me that they dont see this as something that keeps the game from release and thus want to focus on the things they think need fixing before release. (Meta will always be replaced by new meta btw) Once one has invested time and effort into a game and discussing topics with others it is relatable and understandable to be frustrated. But at the end of the day, it is the developer who has to get his vision of a project into reality. All of that aside, the original release date was Q3 2017 iirc, so yeah, its about time for a release if you ask me... Another reminder: Avorion is designed to be a singleplayer game (for now at least), which makes meta kind of irrelevant as there is no competition. Reality is different and hopefully mutliplayer will have uts very own issues fixed by time, but the game was never meant to be an MMO... On some of the topics: This is everywhere. I stated my oppinion at many places before, so I will keep this very short. -long range is cool -speed is cool --> AI needs fixing, not range and speed --> enemies were rebalanced, bosses were not, they need to be adjusted to the changed the game has gone through... --> manouverabillity should be nerfed on big ships, not speed (!) --> range damage fall off instead i f range decrease --> Multiplayer is a different topic, i see thw biggest issues with the missing (real) pvp, connection and stabillity and also that bigger is better meta that pisses me off Thank you for reading! :)
  12. Nice to have someone to respond to us :) Welcome to the forums!
  13. i think this would make it way more complicated, which is not a good thing. Good games usually have simple and uniform mechanics that still allow for a realisation of very complex visions (redstone in minecraft is a perfect example). I think the weapon system in Avorion should be similar: instead of making it more complicated, it should be easier and uniform in comparison to the other mechanics of the game. That means that, just as with fighters, you should be enabled to create blueprints of turrets you find and then be allowed to reproduce them in your ship. you could try to find good turrets or simply build them at a turret-factory and since optics are customizable already, the result should be pretty close to what you wanted.
  14. the easiest fix for this would be a rise in credit cost for all building components on ships that have a reconstruction token that makes up for the cost to buy one for the now larger ship... But if the devs do not intend to change it, it has to be considered a feature i guess ^^
  15. Once you have reached high standing with a faction, there should be a button to negotiate an alliance in the diplomacy menu. In my alliance, only the leader could negotiate alliances.
  16. Thx for the advice! I am not really familiar with iOS so I do appretieret the help a lot.
  17. Very nice „workaround“! You really thought „out of the box“ here :) Pretty sure I will use that
  18. I See your Point, Bit this does Not and to netter Game Balance. In fact , it does Support the Idea of „bigger is better“. Small Ships are affected by large turrets in a different way btw, you will notice if you put a huge cannon on a small ship, that it will not be helpful, but rather the opposite. Small ships are thus limited in the weaponry they can use by slots and by the weapon types (just try out the cannon example, you will se what I mean). They shouldn’t get additional disadvantages but rather more unique advantages like cloaking...
  19. Got changed in a recent Update: You Need a Mining Upgrade installed in Order to See them
  20. I am typing on the forums a lot while travelling and I use my phone for that... But since the last update............. that damn auto-correction scraps pretty much everything i write down... I guess that's not a good excuse for my terrible spelling in english... Can i get that old auto-correct from before the update back? Does someone have an idea?
  21. Welcome back! ;) and wow. That's a really cool looking ship!
  22. Very nice thoughts, TESL4! I support changes, it should feel more 'realistic' at the end of the day. Big ships having greater max speed is fine! But why are they more agile than small ones and even enabled to accelerate much faster? For more intel on the topic, I will just leave a link to another thread here, where this has been discussed before ;) https://www.avorion.net/forum/index.php/topic,5420.0.html
  23. Yo! Nice to See you back on the Forums! ;) I feel your pain, I miss it as well. But there is Hope: you can either Go back to an earlier Game version and get the neat old combat music from the Games files, of you can find it on YouTube. You can Even Implement them back into the Game, there are hints around the Forums on how to do that... Personally, I will replace the Guardians Track with the Grid After i beat him in my current playthrough. BTW if we are Talking about the music anyways, I can recommend the AI’s Soundtrack, which is my Favorite Track when it comes to the new music.
×
×
  • Create New...