Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The new knocked prone 'feature' is maybe the best example of the train wreck of development roadmap this game must have. Again, it makes perfect sense that you'd fall down when a major ship impact takes place. The problem is that the NPC ships are still completely broken and they constantly kamikaze themselves into the station or derelicts. What could possibly motivate someone to add a new feature that showcases a game-breaking bug over and over?
I really like this game and suffering through the bugs has been barely tolerable because of the core mechanics being so satisfying but this new beta update seems to move entirely in the wrong direction. This game doesn't need new features, it needs basic bug fixes. It needs superfluous things stripped away to improve performance.
The knocked prone thing is a bit annoying, true. I just had to deal with that because a derelict drifted in range of K-Leg and there is no mechanism to remove it (e.g., it just blowing up hitting the asteroid, a hauler coming in and removing it, etc.). It would be nice if there could be some added logic that prioritizes one of the haulers to come in, grab a derelict that's too close to the asteroid and then jet it either out of the area or at least 50 km away from the asteroid.
I work my character to the bone...they don't get empowered. :p
The auto nav doesn't work under a certain range, and time skip doesn't apply to work. Bravo !
Please remember that this is an early test release and isn't even on the main game branch yet, these issues (although some have been around for a long time) are going to pop up, its our job as people willing to "put up with bugs" to find these bugs and get them reported so that they can eventually get fixed, and in some cases, as with the sleep bug right now, help find symptoms of the cause. Ultimately, the bugs will persist at the very least until the update gets pushed to the main branch.
Right now it takes (very rough estimate from a few hours last night) a in game day or two to solo fix up the starting ship which while yes a bit tedious IRL seems realistic enough with the right tools. Although we'll see if I'm still happy about that when I've got more than three hours in ahahah
Man, the grind is real when it comes to fixing up any ship at this point, but truthfully if you wanna be realistic, it would take literal days to do some of the repairs that need to be done on the starter ship or the used ships from the kiosk. I Honestly don't mind at all really. If we could get time dilation to stop bugging out the game, it really wouldn't be half as bad.
But! First we need to be able to set "target repair level treshold" to "repair orders". So I would be able to select whole ship/area to repair, but only to certian level, like for example to 5% (at least those options 10, 20, 25, 33, 50, 75, 90, 100).
So my crew would repair firstly "holes" and very broken parts, and stop repairing them over 5% and go to the next one.
For solo players it would be hard, but otherwise, what is purpose of option to have crew on the ship?