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No QoL and no sense.


pinetemplar

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I overall like the idea so it saddens me to se the game in such a state. It is not a simulator no it is an "arcade". It is just a bunch of annoying mechanics that hasn't changed from like 5 years ago last time i played. 

 

Mining. Distance from which you can mine is just a bad design decision. It is neither fun no simulator. It is so annoying to maneuver around every asteroid especially if ship is pretty big. Mining laser need way bigger range maybe around 2k will do the trick and mining will be fun and not this attempt to stop your ship at precise distance while it floats in all direction but the right one to mine 1k iron.

 

Salvaging. It was my favorite staff to do. Kill a ship and then repurpose it for yourself. And now it has the same 0.75 range issue and it gives you like 1 iron and 1 credit from salvaging for 10 seconds. WHAT? Guys this is neither a simulator nor fun. WTH is this abomination? If you want to make a successful video game you HAVE to sell fun. And this is not it.

 

Arbitrary turrets slots. Like i get it that it is an attempt to make you ship "more flexible" but it is actually more annoying. Let's say i have 3 weapons slots, 1 mining slot and 2 flex slots. Well now if i want to mine i have to delete some of my weapons and put in mining laser but if pirates show up now i have to go into building menu and do this shuffle again and AGAIN and AGAIN. Seriously now. Years of development. No QoL at all? What will happen if instead on flex slot system will just give you one of each? Will the world end? Or will we be able to just put one of each weapon types(and i consider salvaging lasers and mining laser separate weapon types), put them on different weapon groups and use them in their respected situations. Utility weapons don't have dps to affect fights anyway and you can lower them even more if that is a concern and increase their corresponding damage bonus. 

 

Docking. I get it this is a space game. BUT. Don't you think if we can build space ships from a rock in the middle of space we will not be able to adopt a Fedex? How hard is it to send a freaking shuttle from a station to a nearby ship to exchange goods? LOL. Seriously i need to dock my giant carrier to a station to trade? EVERYTIME? Just make interactions within like 5-10 kilometers range instant if you don't want to do it systemwide but this is pathetic the way it is done now.

 

Runup to jump. I get it it is an attempt at simulator but never will AI give a dumb human a chance to screw this up so it will be a calculation and then you will press a button and AI will do the rest.  And now if you don't get enough energy to jump but run up i was sitting in a system with my energy at 0 and not recovering because it was used by a hyperjump and i haven't jumped. Like ffs. Just make it one button after it is calculated. If my ship can jump just let me press a button and jump. All this fancy shmancy shit that sometimes doesn't even work is cool to do once or twice but if i have to do it every 2 minutes thanks but no thanks.

 

Weapon range. This is a funny one. Why do ballistic weapons have range in VACUUM? And why AI can't aim them themselves? Todays aimbots are 100 times better then humans in aiming why do we have manually aim? Not to mention how strange weapon conversion works at close distance.

 

Overall ship movement. I get it that ships should behave like that. But this feeling of sliding on your ass on ice all the time is not that great maybe just simply buffing thrusters can do the trick but it feels really weird right not how ships behave or maybe i just have to build a better ship. Just mine impression on this one.

 

You have to make a decision devs. Do you want to make a game that a few hundreds of nerds will play or a good game that a lot of regular not space fanatics will enjoy. So far IMHO you are far from a second option but maybe you can change it if you are willing to make a conscious attempt at it. Good luck with the project.

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  • 7 months later...
On 12/9/2021 at 12:42 AM, pinetemplar said:

Mining. Distance from which you can mine is just a bad design decision. It is neither fun no simulator. It is so annoying to maneuver around every asteroid especially if ship is pretty big. Mining laser need way bigger range maybe around 2k will do the trick and mining will be fun and not this attempt to stop your ship at precise distance while it floats in all direction but the right one to mine 1k iron.

Salvaging. It was my favorite staff to do. Kill a ship and then repurpose it for yourself. And now it has the same 0.75 range issue and it gives you like 1 iron and 1 credit from salvaging for 10 seconds. WHAT? Guys this is neither a simulator nor fun. WTH is this abomination? If you want to make a successful video game you HAVE to sell fun. And this is not it.

Most early mining/salvaging 'weapons' have lower range limits.

By the time you're onto Naonite and/or Trinium/Xanion, a lot of them start generating with increased ranges (usually 1.5-2km on the longer-range ones), and you can manufacture your own from Turret factory blueprints, and increase the amounts of certain components to improve their range.

You shouldn't really be ABLE to have a large enough ship to be struggling to manoeuvre, but also lack Mining/Salvaging 'weapons' with 1km+ range on them.

Also, that sounds exactly like you're using Mining/Salvaging turrets, and not R-Mining/R-salvaging ones (see in-game encyclopedia entry on the 'Raw-' 'weapons').

On 12/9/2021 at 12:42 AM, pinetemplar said:

Arbitrary turrets slots. Like i get it that it is an attempt to make you ship "more flexible" but it is actually more annoying. Let's say i have 3 weapons slots, 1 mining slot and 2 flex slots. Well now if i want to mine i have to delete some of my weapons and put in mining laser but if pirates show up now i have to go into building menu and do this shuffle again and AGAIN and AGAIN. Seriously now. Years of development. No QoL at all? What will happen if instead on flex slot system will just give you one of each? Will the world end? Or will we be able to just put one of each weapon types(and i consider salvaging lasers and mining laser separate weapon types), put them on different weapon groups and use them in their respected situations. Utility weapons don't have dps to affect fights anyway and you can lower them even more if that is a concern and increase their corresponding damage bonus. 

Game checks turret slots when placing them, not when using them, to avoid exactly the kind of scenario you bring up; Having to 'hot-swap' weapons.
I'd very much like a more 'soft limit' of 'active vs inactive turrets', but I understand why it's a 'hard limit', and checked when placing turrets, not 'live'/when 'enabling/disabling'.

Also, they do work in combat, my current Xanion R-Disassembler's have something like 1300DPS, but no damage to shields is the 'handicap' (other than requiring manual use, as they won't 'autofire' on active ships, hostile or not).

Even 'defensive' turrets contribute, obviously far less on an 'equal footing', but it can still be noticeable.

On 12/9/2021 at 12:42 AM, pinetemplar said:

Docking. I get it this is a space game. BUT. Don't you think if we can build space ships from a rock in the middle of space we will not be able to adopt a Fedex? How hard is it to send a freaking shuttle from a station to a nearby ship to exchange goods? LOL. Seriously i need to dock my giant carrier to a station to trade? EVERYTIME? Just make interactions within like 5-10 kilometers range instant if you don't want to do it systemwide but this is pathetic the way it is done now.

Transporter Block & Software.
To quote myself;

Quote

You shouldn't really be ABLE to have a large enough ship to be struggling to manoeuvre, but also lack Mining/Salvaging 'weapons' with 1km+ range on them.

Most 'rare' Transporter Software gives you up to ~2km or so docking distance, more for higher quality levels.

On 12/9/2021 at 12:42 AM, pinetemplar said:

Runup to jump.

That, I'll admit, irritates me, but it's usually a minor inconvenience. Would certainly prefer 'equal capability'/to sit still while charging.

On 12/9/2021 at 12:42 AM, pinetemplar said:

Weapon range. This is a funny one. Why do ballistic weapons have range in VACUUM? And why AI can't aim them themselves? Todays aimbots are 100 times better then humans in aiming why do we have manually aim? Not to mention how strange weapon conversion works at close distance.

Probably a few I can think of, the main two being Resources (reducing unnecessary calculations/projectile tracking) and Balance (who picks an energy weapon, when you can just throw on a Railgun and boost out to 40+km and ping away until it dies?).

On 12/9/2021 at 12:42 AM, pinetemplar said:

Overall ship movement. I get it that ships should behave like that. But this feeling of sliding on your ass on ice all the time is not that great maybe just simply buffing thrusters can do the trick but it feels really weird right not how ships behave or maybe i just have to build a better ship. Just mine impression on this one.

Kind of a 'given' of space travel, honestly, other than some of the more 'arcade' space games.

Hell, even wrecks slowly grind to a halt, when they'd really just drift off into space otherwise.

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  • 2 weeks later...

Lasers:

I agree that the 0.75km range is a bit annoying. But room to improve later is also good. Making it 1 km for the newbie lasers would IMHO be a good compromise.

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Arbitrary turrets slots. Like i get it that it is an attempt to make you ship "more flexible" but it is actually more annoying. Let's say i have 3 weapons slots, 1 mining slot and 2 flex slots. Well now if i want to mine i have to delete some of my weapons and put in mining laser but if pirates show up now i have to go into building menu and do this shuffle again and AGAIN and AGAIN.

Oh, it gets better. Non-arbitrary turret control subsystems usually have lower energy needs, so you might want to change these as well. More shuffling.

My approach would be:

  • Turret control subsystems are always permanently installed or arbitrary (or both). That makes shuffling specialized systems around costly, because they get lost unless an equipment dock is near. It would be a matter for emergencies only, if you absolutely need the firepower.
  • You can place as many turrets as you want, but only those you have enough personnel and control slots for will work. You can switch off some via weapons groups, then others will use the slots. 
  • For mining and salvaging, only those turret slots and personnel you use at the moment will count against the limit. You cannot do both at the same time anyway. Example: You have two civilian slots on the ship, but two mining lasers and two salvaging lasers installed. You also have two personnel that can mine or salvage. Then you can mine one moment with two lasers,  the next moment salvage with two lasers.

Docking:

Lets add an autopilot command for docking at the currently selected facility. Captains can already dock at a resource depot by themselves, why not at other stations. Newbies who don't have a captain yet have to do it manually, like in Elite. It is one more goal to work towards.

Run up to jump:

I actually like this, partly because of the tactical implications. If you boost around in combat a lot, you might end up with low energy and unable to jump out. You have to choose one, just popping away in the middle of a fight does not work.

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You shouldn't really be ABLE to have a large enough ship to be struggling to manoeuvre, but also lack Mining/Salvaging 'weapons' with 1km+ range on them.

I disagree on principle. Consequently, my current game is Free Play with these limits removed. This is configurable.

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