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Rapporter et problem med oversettelse
THIS! THIS! (x) 1,000 THIS!
(by 'THIS', I mean please keep asking us what to test.)
*Also, should all npc kills yield a flat 500xp? It doesn't make much sense, imo, if harder ships are the same amount of xp as normal ships, unlike in the prior state of the game where Faction Guards (stormbows) would give ~866 xp per kill. Now, stormbow or witch, the xp granted is a flat 500. Is this how it should be?
Personally i think that the pirates being everywhere is a good thing however having some guarded mining sites where people who only want to mine can do so without having to worry about dying while mining would also be good as we now have more than enough to have to worry about with pvp as well as npc encounters on the system maps without having to try and mine and fight and not get completely smashed.
My second thing is with the tax we get charged the percentage rate twice once when we buy the product and then again when we sell the product the selling should not incur tax in real life when selling an item its either that price or we put the tax as extra income for ourselves which will lead to people wanting to trade at lower tax brackets and risking all to sell at higher ones which would mean more money but a higher risk which could be a good spin on it all possibly. But getting taxed twice is harsh i think we should incur the cost of the tax when buying but get it back when selling or not have to pay tax if we are selling.
I would also like to see sometime son hopefully some xp per unit mined so that people like myself and others who only want to mine or trade can level up i know that you guys are getting smashed about this but i think that 1xp per tonne of goods sold and mined would be a possible way of making it work depending on scalling and well with the current situation of the mining fields that wont help as noone can truely mine properly anymore since the npc ships arent engaging one and another they are just there screwing with us trying to target the pirates which is another impossible thing at the moment lol
Also i think that the mining needs to be addressed to the regen rate of some of the resources as if the problem is fixed on how to mine without getting killed comes in then there is going to be a lack of resources to mine so the timers of the rocks regen should be relooked at as then there wont be the problem of barron mine fields at all.
Please feel free to email me on joshua470@hotmail.com with any thoughts you have to what i have said or if you wish for me to elaborate more and also please email me and tell me your thoughts about what you as the devs think about my little thoughts thanks for a wonderful game in the making guys from josh.
Sorry, the 'Loot' part of the 'In progress' section should probably say 'rewards' (as it includes loot, XP and bounties, all of which are in progress but not in this build).
On top of that there is no improvements to making money as a combantant. No improvement to ship stats, or annoying missile cargo sizes. This is Very upsetting.
> Please change the conditions of combat music to "if Dealing damage, Play combat music" as opposed to "if firing, play combat music".
We are working on it, but it might take some time, especially for the combat music thing. The main problem there is that telling when a player is actually 'in combat' can be really complicated. So for the moment, we have a very simple system that assumes the player is 'in combat' when they use an offensive ability or weapon, or are affected by any offensive ability or weapon.
- Entering combat Play music is based on Player A dealing damage to Player b, Or npc.
- Exiting combat music is based on 15 seconds of "no damage"
- If player a has no targets with in 10km, Leave combat
these conditions should be work, just tweak the values later as needed.
All u want is to be able to put all missiles in secure cargo so u can pvp without risk. Because right now any ship can carry enough missiles to fight a good while.
This is not playable honestly... u die in seconds.
Not Exactly, I want to use plasma's personally. I have personal problems with the ranges on the weapons at the moment, but out side of this, you cant loot much when you spent 40/50 cargo with missiles. The increase to there mass was a rookie mistake, Imho. I put a post up on missiles, clearly defining how they should work. This is based on my experience in games, as well as observations from other games. Its dependent upon the "lazy factor" which basically stated that if you have a player who is lazy, they will always take the lazy option (in this game, missiles just require a lock, and thus, missiles are the highest-used weapon in game). as a direct result of this, placing missiles on as a primary weapon, which spams, but at low damage rates it will work out perfectly.
Imo, Bridge needs to make these changes at once! because if they dont, im gona whine about it and "i told you so" for 3-4 years tell they finially get to that point after exhusting every other option.
missiles being low damage rates really encourage people to step out of them; the trick is just not making them so low that they are useless.
I am happy to look into it for you. If you could let me know which ship, roughly what modules/weapons you are using, and what system you are fighting in I can get a more accurate picture of the difficulities you are having.
Keep in mind that NPC groups in red systems are primarily designed for groups of players, so soloing them could be quite difficult (I was not able to do it).
As for the Renon in non-red systems, I was able to defeat all the patrols (in a well equipped ship) by maintaining distance with Rail Guns using the following tactic:
Enter the encounter and bring myself to just outside optimal range of the Rail Gun. Fly in full reverse while trying to focus down one of the ships with the cannons and missiles. Just before the npcs reached optimal range with their energy weapons I would break at a 90 degree angle and use my engine boost to get distance quickly. Once far enough away I would turn around and repeat the process.
Try it out and let me know if you are still having trouble.
The Fury works, but only if you have millions to throw into modules.
All the other ships are big, have big hitbox, so naturally they take heavy damage very fast.
The Stormbow is a very good example, this should be a tough fighter, especially when fitted with modules for several millions. But its the ship that dies the fastest in the game when faced with a pack of NPCs.
I do understand that its supposed to be big and therefore slow and be weak to several small fighters which are fast. But right now its just silly weak.