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1. Your right, and had you played longer you'd also come to find those random drops are limited per day. You can only get 10 ship hulls parts, 50 module parts, and I believe 50 tech per day. (Tech is the worst grind so noone knows for sure.) In addition the drop rates for these slow as you near the daily cap. You get tons of them at first, but towards the end they get VERY rare. I do understand why the devs did this though, it's to prevent a no-lifer from being overpowered compared to everyone else too quickly. But it does put a HARD CAP on how long you can play each day.
2. Thats actually not something you have to worry about. It just appears that way at first. While yes someone can mine the same rock you are thus splitting the resources between you, resources are infinite, and you can just move to the next rock or randomly generated sector. Also there is no way to steal the drops from enemies, those are generated for each player, so there is no reason to not team up to for combat. I too thought people were stealing my stuff when they tagged enemies, but each player have unthievable loot drops.
3. Completely agree with you there, it's extremely limited and there is only one upgrade for it adding two slots to the command center.
If the game is balanced around being community-cooperative, does it matter if someone is OP?
> While yes someone can mine the same rock you are thus splitting the resources between you, resources are infinite, and you can just move to the next rock or randomly generated sector.
Sure, you can go somewhere else, but if the game takes off, I imagine it will only get more crowded! :)
Also, rare item drop chance adds pressure to race to tag enemies, so you don't miss out on a drop chance, and the same is true for explorative mining (by that I mean mining until you know what resource, if any, is there, and then moving on, since that gives you a tech drop chance).
1. Actually they are talking about have pvp added in terms of corp/vs/corp. In which case yes, it would. Also the plan is to scale events so large numbers of player participate to achieve something, if one guy can do it all, kind of ruins it. By limiting progress that won't happen. I get where your coming from, I too want to play it for as long as I want to. I've finished my daily caps in 4 hours today and now can't play till tomorrow. I think the idea is to also sell progression sadly, it is a F2P game for pc and mobile. But I don't know if this is the final plan or not.
2. Can't argue with you there, would make sense if the devs allow you to enter private sectors for just you and corpmates as an option. Then there is no fighting over them. Future sectors however are supposed to be MUCH harder with enemies invading and trying to kill you constantly, not just passive enemies, (Or so I'm told.) so you won't be able to do those solo.
3. I ran around with 3 other people today tagging enemies, no real issues, helped the new players who couldn't kill the tougher npcs too. Though my damage is one-shotting the weakest enemies now making tagging harder, so that could become an issue.
Random Drops
Many games use a random drop system where some people have more luck than others. In Subspace Discovery, every player has their own pool of luck. On average, you will end up with the same overall amount of drops, give or take a few.
Kill Stealing
Everyone who participates in a battle currently receives a full reward, which feeds into the random drop system. If you battle it out and someone comes along to finish the enemy off, you both get your regular share. While this will be improved and expanded on, the general idea will stay.
Cooperative
While exploring a Subspace, you will find other players at random. Anyone can assist anyone else in there, in fighting or mining. If you mine together, it will be faster than if you are alone. There will also be additional benefits if you mine together, which are currently not yet implemented.
While enemies are relatively weak right now and not smart, the plan is to have this changed. You will face encounters that you are usually unable to do alone. With other random players joining in, the concept of fleets and Corporations will play a key role in building a team to take those challenges on.
Global Events
The weekly global events are shared too, and you must complete them together with everyone. As of writing this, there is a day left to save the Human Flagship which got stuck in an asteroid field. Anyone participating will receive a reward and again if it could be successfully completed. In addition, the one who discovered it will receive a bonus for doing so.
Storage
Yes, your Spacecraft is very limited. Once you build a custom ship in the Shipyard, you will have some more space. There are multiple ideas on how more storage will be made available, for instance through research or special storage buildings. More on this below.
Balancing
The game is now in its 5th year of development and while it was played by many and constantly improved, more balancing is taking place now on a large scale. First and foremost, the game's goal is to provide fun to the players. It is not the goal to somehow limit or gag you with an unfair system. If there are limits they are to make the game a game and make it fun. Sometimes fun is when you do not find all the resources you want or if you fail an encounter. But again, balancing is a huge topic and will be worked on constantly throughout the lifetime of the game.
Missions
Currently disabled, missions were designed to give you primary materials like Ship Parts and Blueprints. The idea behind this was to have a controlled way on how material is gained. You can complete missions in a short time while on the go or if you take a break.
In-App-Purchase
The game is free to download and one of the ideas behind this is for players to seamlessly transition to other platforms. Hence what you purchase on Steam will be available on your phone and vice versa.
In order to finance development and infrastructure some form of purchases will be introduced. For Early Access there is currently only one which will soon be made available:
The Early Access License. It is a one-time purchase only while in Early Access and will last until its end while even having some form of permanent effect once the game leaves Early Access. What that License grants you and what other purchases will be made available depends on the community and how the game evolves. This License might transition into a sort of Season Pass with similar benefits. As of now, the License would give you:
* more Cargo slots
* improved Module calibration
* reduced research times
Modules are uncalibrated upon construction; having a technical engineer at your side will pre-calibrate them to a certain extent. The plan is also that if your ship takes too much damage you might lose calibration and this might save you from dropping too low. Researching is improved and it will be 50% faster than before.
Other ideas are to provide additional missions or special tasks in Seasons.
I don't enjoy RNG progression gating (though I do like it when RNG drops are a bonus, not a requirement).
Anyhow, thanks for the info, and good luck on the game! :)
And thank you.
For instance, the idea was to increase the time items stay in your home Subspace if you drop them, vs. the public ones.