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Palad1n

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Everything posted by Palad1n

  1. 100% fresh install of Avorion. NO mods of any kind. This is for version 2.0 Every new game I make, I cannot "dock" with any station. It shows I am docked, but when I try to buy / transfer crew to my ship, it tells me I have to be docked. Still no fix in site and this was reported months ago. Seems there is just more and more bugs with 2.0 and working through error logs is a mess. NO, I will not go to another sector to see if I can somehow make it work that way, I shouldn't have to and expect the game to work as intended on something as simple as this. Perhaps 2.0 is not for me.
  2. It is nice to see a developer respond, and something to look forward to. That said, there are a lot of us who have been providing the same quality feedback talking about many of these same issues for years. The devs have had time to do real balancing, as this was brought up more than a year ago, but it feels like they hurried up through other things they wanted to put into the game and slap "released" on it when, lets be honest devs, this game is far from "release" candidate state. It's nice that your working on fixing bugs, and "considering" things that many in this community has been asking you to address, with videos, with factual information showing you the core issues of these balance issues... for years! So Sue, pretty please with a few extra cherries on top, discuss the possibility with your dev team to open up with some transparency on the developers thoughts regarding these major and frankly put, game breaking inconsistencies and balance issues specifically with weapons that we have been providing proof of for years, and how you plan to actually address it. Honestly this should be #1 priority followed by #2 - MP stability and cleaning up the code.
  3. Independent Turrets should not be receiving any damage reduction. It honestly doesn't make sense. Why would there be any penalty for essentially allowing the computer / AI to target the weapon for you? IRL - we have technology that auto tracks targets, and guess what, those weapon system do the same amount of damage regardless of who or what is aiming. With this space game, technology would already be at that level and required to track and aim at targets. It would be nice to see how this system works and instead of players / servers having to go and download mods to turn off these penalties, it should be integrated into the base game.
  4. A big part of the issue though, is that most times you enter a sector that is filled with pirates, they are already instantly firing on you as you load in, especially spamming torpedoes / missiles, thus forcing the player to burst away under speed so they can have a moment to assess. Yes, the game is very unbalanced and becomes boring fast due to many of these already well thought out posts. I think the community has been trying to get this across to the devs for years but they seem to keep going in the complete opposite direction. I am honestly really surprised that there is still a 50% damage nerf for weapons that can "auto target" which again, makes zero sense, especially when we have no way to select multiple targets and designate weapon groups to those targets.
  5. Current stable build, yes, lasers are practically worthless along with many other weapons for mid game play and especially end game. Currently end game consists of Rail guns and Cannons (all on burst fire) once you find those silly high RNG rolls from a turret factory. My last play through with my gaming community lasted a week playing on hardest difficulty, as we were building cannons that could burst 6-7 shots for 350k-500k each shot. Same for rail guns. Was able to make some Tesla cannons that did around 500k burst damage, but vs stations or PvP when dealing with shields that hit 25-30k+, they weren't very effective at all. What we found silly was that we could spam missles and only needed 1 to get through that temp dropped the target's shields for several seconds, enough time to get massive alpha strike hits with burst fire cannons / rail guns. Lasers were a complete joke and no one used them, not even early game because they simply lack and form of real damage. Anytime we found energy weapons that had the auto target feature, it was a hard pass due to the current silly game mechanics that magically nerf your damage 50% which again, makes zero sense and thus, I always use mods that take this out.
  6. If the game design were to change from a race to the center, and go completely opposite in which players are strongly encouraged to explore mid and outer sectors, make it more of an open galaxy type of game play, there would be more replayability. I am not the only person who feels this way, as the few good gaming groups I play with all say the same thing every time we try and set up a server for Avorion, which is, it becomes very boring, very fast due to major imbalances which we, the community, have been saying for years now. The economy is a complete mess when the RNG system for creating super weapons exist. IE: see my post under the economy update for details, but in a nutshell, I can amass 1B+ within the first few days by simply finding the most over powered RNG rolled weapon stats at turret factories, build 100 of the same weapon, then sell them all to any equipment dock for huge profits. There is zero need to do any actual "trading" of any goods as a result. This is all while playing at max difficulty to boot! The game has a lot of potential, and I honestly believe the current design choice of racing to the center was a huge mistake, especially with how badly balanced weapons and economy are. Most weapons are completely useless. IE: in my last several play throughs, I never once used lasers because their damage output was so low compared to early game burst cannons, burst bolters, etc. I don't understand the logic or reasoning for ever making stone blocks a thing in this game either. Myself and many others greatly despise the look of stone ships, just to deal with lightning weapons. (usually a big stone block just to deal with 1 annoying boss with bad design elements) - not to also mention, it doesn't fit sci-fi lore of any kind or make any sense... I mean, stone instead of ship hull?? o.O Why not instead make new system enhancements for shields that give resistance to these type of attacks, or an enhancement that polarizes hull plating to lower the damage or resist a portion of it instead?? Blocks don't really ever fall off ships from damage, not when you have structural integrity blocks placed around to encompass all blocks, so you essentially just "blow up" for silly reasons, especially when collision damage is turned on, yet most servers I ever see hosting this game rarely ever turn on full collision damage or make the game easy mode already. It's a real shame when all my friends from several gaming communities all say these same things and get bored with Avorion quickly for the same reasons, and it's a shame the devs don't seem to take our feedback seriously, especially when we say they have a potentially great game, but they need to take a big step back and re-evaluate the direction they are taking it, especially after painting themselves in a corner with this "rush to the center" game play which gives zero reason or incentive to explore the rest of the galaxy. Sadly, there doesn't seem to be much active activity any more on these forums as I look through the many threads and find only a small handful of responses to any of them over the past year =( A lot of "looky loo's" but little interaction.
  7. I have to be 100% honest, these changes are frankly, meaningless. If you want to rework the entire game economy, then maybe it would work... maybe. The root issue is that within 1st day, I can amass 100m+ with little effort by simply ramping up faction rep grinding pirates, selling big asteroids in surrounding sectors, and then finding the best RNG turret station and build a cannon or rail gun with high absurd stats (IE: Burst fire 5-7 shots each doing 70k - 150k+) and selling for huge profits at any equipment dock. There is currently ZERO need to ever do any form of real trading in this game. The private server I was just on lasted maybe a week, as by the time I hit the outer core and got into the inner core, I was at 3-4B (Billion) credits and bought resources for my ship needs. Strongly suggest that in order to re-balance the economy, the devs take a hard look at how the RNG and weapon damage scaling works first.
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