Star Valor

Star Valor

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SiliconWolf6 Apr 19, 2024 @ 11:23pm
Bugs and rants for v2.1.2 (purchased April 2024)
I'm going to list off some of my frustrations in no particular order:

1. What the game says: Hey, for your quest rewards, would you like this blueprint?
-What I read: Haha, you can't look to see if you already have this. Also, ahaha! We're not going to tell you that accepting multiple blueprints of ammo doesn't do anything, as you can only produce normal (white) ammo no matter what color your blueprint is.
EDIT: upgraded ammo blueprints give higher QUANTITY ammo, not quality. So still unhappy about first part, but not about second part.

2. What the game says: Go to this sector to complete 'friend friend friend' quest.
-What actually happens: I die. So I reload...and die. So I reload...and die. So I grind up my levels and skills so I can fly the Hephaestus....and die. So I reload...and die. So I grind my levels some more, and find the Nightmare. I now have those two and two cruisers and try again...and die. To my utter shock, I try one more time, and the thing that was supposed to happen actually happens this time. I am VERY UNHAPPY about this.

3. I decided some revenge was due, so I kept Sam's ship. Is that the entire storyline quest? That's insultingly short. And although the sidequests offered by the stations are fine by themselves, I don't see any multi-stage sidequests.

4. What the game says: Would you like to swap your current perk for this new perk?
-What I read: Haha! You can't look up to see what the current perk does! And we're not going to tell you what the new perk will do instead! Now that you've blindly selected 'yes' to the new perk, you've just locked yourself out of being allied with everyone! ahahahahaha!
EDIT: I'm told that hovering the mouse over the offered perk will tell you what it does. But still unhappy that no description is available for current perk to help decide if you keep or toss it.

5. What the game says: Trader Codex 3.0 has registered that Iridium is for sale in 48 stations, and that it has a high price of 1,667.5 at Civilian Station [1] (25, 14). It also has a low price of 1,667.5 at Civilian Station [1] (25, 14).
-What I find out when I go to Civilian Station [1] (25, 14): No iridium there. No iridium anywhere.

5.5 Is it mentioned anywhere that some materials are unavailable unless you refine the ore yourself? Maybe that's just my own dumb fault.

6. What the game says: you can sell nickel in lots of places.
-What actually happens: where the $*#(@& are stations that will buy this!?! Argh! No map notes! No map search functionality. And it's not just materials. Can't find specific equipment I had purchased at one point earlier. Can't find specific ships that I saw somewhere, don't remember where.

7. The sidequest 'go kill that pirate base' appears to be bugged. I've had the game give me that quest for bases that are already cleaned out, and for the same base that another station already issued me. It doesn't happen often, but it does happen repeatedly.

8. When you hit the refit button, the 'end editing' button appears. But it randomly disappears and won't reappear unless you go to the hanger tab.

9. Is there a reason why adding ships to your fleet automatically spits them out into space instead of keeping them docked? I actually had to tow a new freighter back into the starbase because it had no gear and couldn't turn faster than a snail.

10. Am I supposed to be able to farm holocrons? It says tech level 1, but making and scrapping them works for tech skill points for a massively long time. I'm not necessarily complaining. It just seems odd.

11. Press V to pull up the knowledge window, and hover mouse over Geology. The materials are out of numerical order.

12. I found a Class 6 ship being sold by the Proxima Mining faction (I think). Who is selling it is not especially important. What is important is that it was selling for 1.5 million, but the formatting was off. Please note that prices over 1 million appear shrunken and do not correctly line up with the other item prices.

13. Are weapons lists organized in any way? I'm looking at a Venghi station list of weapons for sale, and the Venghi Missile Launcher (white) is #5 on the list. And the Venghi Missile Launcher (blue) is #10 on the list. This disorganization also appears to be the case for my weapons stash.
EDIT: Weapons organized by price in station window. I suspect weapon stash is organized by price also, but that doesn't make sense for what players use the weapon stash for.

14. Oh, talking about the Venghi reminds me. I am not emotionally engaged in supporting either the Venghi or the Rebels. I would encourage you to drop some lore into the game so players will care. P.S. Are the Venghi mouse people? I have that one crewmember who looks like a mouse...

Suggestion:
1. I would like to request that players be able to set up automated trading convoys. Maybe have the ships in the trading convoy cost half the fleet points they normally would if they were in your current fleet. I'm requesting this for several reasons. First, building up the cash for class 6 ships takes a long time. Second, having a convoy will allow for the generation of distress missions where you have to save your convoy from pirates. Third, you can request your convoy complete missions where the station is requesting something you don't have in stock, like coffee, for instance. Fourth, this could replace my requested search functionality on the map. Instead of searching the map for bases that buy nickel, I can just dump all my nickel into my convoy and have them sell it. And have the convoy go and buy that Andorian Large Battery that I can't seem to find. ...Although no map search means I still won't find where I last saw that class 6 ship...
Last edited by SiliconWolf6; Apr 20, 2024 @ 6:21pm
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Showing 1-8 of 8 comments
Moon-Shadow Apr 20, 2024 @ 7:55am 
1

Blueprint.

That's true about ship plans, confusing, but you can fly to the station save, then dock and see what you can get, take any one you think you have after seeing the others are already there, load and take where you want, if not all of them are already there.

Ammo blueprints, stack by % values until the next level is reached as with weapons, when you make ammo the quality of the blueprint also improves until a new level is reached, but with blueprints it is faster especially if you do not want to spend your refinery metals on it, also build from all blueprints improves the blueprints.

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2

Quests, there is actually a minimum level there, also sectors have a level.

And no matter in which game, you should always improve your equipment and everything like level, it is a sandbox combat game with random system what kind of enemies are there and can be, regardless of what kind of mission was created where.

Sector level if you know the game, you can survive even in too high levels with too small weak and poorly equipped ships, everyone else who can not do it should first get to know the game how it works anyway.

"Hepheastus" the ship has as info to be able to attract stronger opponents, so more often some come and these have then also rather times stars, wehr on Hardcore plays sees them at least always with silver stars.

Other Games of this type, we know there are rather few, if you leave out the ones that are not in space, most do not make it easy for the player, except very few games, but popular are the games that do not make it too easy, too easy is boring.

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3

Sam Holo Quest.

The original short tutorial where you were never on your ship, completed when you fly to one of the factions to get a ship.

And the much stronger extended one, with 2 endings, so equally long / importantly this can also be achieved without starting the tutorial if you take Outis as a starting background because you want to take one of the unlocked ships and a crew, and want one or the other of the 2 endings.

It is a sandbox game, you can be glad that it has a story at all, most sandbox games have no, or hardly any quests except randomly generated ones.

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4

Advantages that you can select without them being there automatically.

Point to the picture as with everything else in the game.

Where you can see the values of the items and how much progress you have with the blueprints if you have one.

With advantages you can also see what they do, and who you can no longer be allied with and who you are allied with and so on.

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5 / 5.5

Trading software , and other sources.

There are a few materials that can't be bought anywhere, that you could never buy anywhere, only get by mining, there are only a few and if you could buy them you would have your ship and even a fleet after some trading all in purple which would be too easy and make mining unnecessary except to make pure money out of nothing with more time to do it.

But the software lists stations that would buy it, because not every station takes every material.

I don't know if iridium is one of the materials you can only get by mining, or if you can also buy it.

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6

A mark system that lists everything you have seen.

Depending on the game and technical limits, this is very complex to create, you rarely find it in sandbox games where the system creates something and then has to manage it so that it can be reproduced in an understandable way.

All games that are not sandboxes, i.e. that don't have random sectors and stations, only have such a tracking system if Trading is an important part.

I use the mark function for sectors in Star Valor for this, choose a color depending on what I use for, and then write in there if there is something in the sector that interests me, weapons and equipment where I lack reputation, ships lack reputation or money or both.

Unlike most players I mark all sectors where I have been / Completely explored sectors with dark gray and the text "Known" / Turquoise for exploring. / And all other colors only if there is something that I can find more easily / Start sector always with pink which I only use for very few.

So it says in the texts with me "Known" , "Explore" , equipment or ships at which station if there are more , merchants who buy or have certain things I often need , "Wrecks" rarely with information how many invisible found what the map info never tells you , "Bosses" with info what class and for equipment for later come back if it just did not go. / And once "Start Sector"
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7

The quests for the bandit base.

This is probably intentional, several have already reported it and it still remains so, they should probably be like that, everyone pays one afterwards if they already had the quest before, not every station in a sector has it.

It actually makes sense that it is valid afterwards, there are some who pay that you clear them away, in other games it is just kept that way is gone if you do not accept it before.

But the problem is that you don't see where the stations are beforehand, you don't know beforehand which station offers this mission, and if you discover these camps you would also have to avoid them, where depending on the level a few of the opponents would fly after you, and if you have a fleet that doesn't fit on your own ship the camp will be destroyed you can hardly get your own fleet to fly past and constantly press the button opponents don't intervene, also the camp can be destroyed by other NPC's that come past it, so the player would very rarely be able to do this mission.

The only thing that is a mistake is that some from other destroys the camp, the player docks at a station where this mission is available and gets a reward as if he had done it.

So the problem is more technical, what should be checked that the player gets it, if it is not made so that it disappears if you do not accept it first, but then forces players to quickly find all the stations and bypass the camps in front of it, then you would still get a reward if an NPC destroys it while you are looking for the other stations, and if you are looking for equipment and ships then of course you have to visit all the stations again afterwards, so it all drags on.

And it would be hell in fog sectors no matter how small or big they are.

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8

Sounds like fleet , if so you should have written it.

For me this does not happen with fleet, so a rare error that for whatever reason only comes with a few players.

Write this with exact explanation in bug report in Steam at Star Vaor, until the developer comes to read this huge text and find this place what can be a real bug, it takes too long.

1 Developer, and 1 Graphic designer for some of the ships.

Maybe there are still some who help the developer and give him the errors that others find, either way it takes a while until someone comes to read such large texts.

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9

New fleet ships leave stations.

Engine or technical problem, because the ship is previously in the cargo hold, and from fleet then somehow in the station what does not exist for the player, because the player is different than fleet always outside, only for NPC's no longer as Hinternies applies as it used to be.

There also used to be a very rare bug that you could take damage when docking from NPC's, mostly enemies shooting at you, rarely from others not managing to fly around you while docking, was a very rare bug.

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10

Holocron

They are intentional.

In the past you could only find blue ones for tech, and upgrade them, which didn't cost much more than a little more, but at that time you still needed relics to equip them, as the upgrade kits didn't exist yet.

Now you can find 4 more, and all 5 can be obtained through missions, where previously there were rarely the blue ones as they were still the only ones.

As the others were added, they were also changed, you can equip them and give a bonus to what they are for to learn it faster.

Unfortunately you can only equip one and each one replaces the previous one, at least they don't get lost.

Now it's better to pick up one of each you need and upgrade it, you can also leave the one for tech on the station as there aren't that many wrecks if you equip it before you go to a sector with a lot of wrecks, i.e. ship graveyard.

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11

Mining.

Intent or Engine Limit.

Never paid attention to what they are going for, they are either based on the 3 colors of the asteroids, on technical internals that the player doesn't see, or just a problem with the engine.

In itself probably depending on the color of the asteroids, since they alternate to each color after a new level.

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12

No idea what the problem is supposed to be.

Except that the game has problems displaying numbers longer than 1 million normal large in the bar.

The solution would probably be to make the window larger, without accidentally or intentionally making the more important things smaller or moving them or even making them disappear. / Problem when other things become smaller Large image resolutions can make everything look smaller, making everything else harder to read. / I prefer to just see the numbers poorly, how many ships cost more than 1 million, which you don't have at the beginning anyway, when the other smaller prices are already a lot that you have to see better.

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13

Depends on tech level and then rarity.

That's why the same weapon with a higher color can be much lower because higher tech levels come before it, since depending on the type these weapons can be better when you upgrade them than one that has a lower tech with a higher color.

Yes, maybe it should go by name, and then by tech, but then a lot more complain that they don't see which one is supposed to be better, especially if you only see Items of color but this weapon isn't available in white.

Venghi Missiles, I see these extremely rarely, when there is a colored Weapon there I have never seen a white one and not the other way around either, but these missiles are better than others anyway, there is only one other heaviness that you can't buy anywhere else Loot and blueprint.

So I'm happy when I find 2 Venghi weapons of the same type, or have any other weapon that I can't buy. If they're not gold and I have 2, I'll dismantle them and build as many as I need. If I need more than 2 of them.

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14

Lore.

Venghi are machines.

There are no crew for sale on their stations.

Venghi and COT, there is no lore for either of them so far, nor for the others.

Only in the "Tinhead Workshops" about the "Knights" who are among the Technomancers, which occurs in the continuing Sam Holo story, the missions only exist because players wanted more story with Sam Holo and also wanted to have his ship.

The faction had been around for a long time, including the Knights, but they had no stations, and the ship blueprints came even later.

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14.5

There are several unique crew.

The intended mouse-like one, if it is the only have one that has repairs.

Another wolf-like one, another one who is bear or mouse-like.

Sam Holo, and the robot.

An AI. / And another where it leaves open what it is.

And a lot of other people.

Nothing that is presented as Venghi yet, which would only come when the developer decided what Venghi would look like, since the special crew are somehow designed by players and I don't know how much freedom players had.
Moon-Shadow Apr 20, 2024 @ 8:16am 
The suggestions.

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So like in the two X3 with mods that add these, to which you can assign money that they don't use everything the player is currently using and you wonder where the money is, like the original in a merchant as a commodity that has just been destroyed in a pirate sector.

In the two X3 games, this dealer originally only works with mods and because the system makes modding easy for these games

There are somehow no mods for Star Valor, somehow you need the engine for it, you have to buy it, and at some point the developer doesn't want to use them anymore when he makes another game because the engine developers changed the prices so that you pay more You have to unless you make a certain amount of profit from whatever you do.

In all X Games , they are calculated simultaneously if the player is not in the sector, Star Valor does nothing if a player is not there, it also restarts the sector every time it loads and creates ships in the process, in the X games everything is saved no matter where it is and no matter what it is doing, it continues to do, Star Valor the wars that appear on the map when the player is not there, stations are never destroyed and wars end after a certain time and come back again at some point, these wars only have an effect when the player is in that sector.

So if a fleet of the player's ships were to do something somewhere, then it would be a purely static value, and depending on what and how what was calculated, it might not work because all sectors where the player is not have no function whatsoever.

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The class 6 ships, only Venghi and COT are really good, and these can only be built and unlocked, and as a starting ship for a new game was unlocked.

All other class 6 ships are fine, yes the Cerberus is great but if you make Red Skull money isn't a problem either, you automatically have 2 enemy factions that have things you want, and if you once had Cerberus you can use it in a New Start, no matter which faction or neutral. / The others are all too big for me and too immobile for me, "Rising Sun" as carrier if I don't exactly need a carrier then of course it doesn't do much for me otherwise it's good too.

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Emergency Missions Dealer Rescue.

A lot of technical problems, because of Star Valor and the level system, which is missing in the X games because they don't have a level system, only what do you equip to the Traders, because in the two X3 not musst a freighter, and depending on how you set it up with mods, you can also use a Little Ship some that only work with the few rare high-tech Goods, trades that don't take up much space and are only available in small quantities.

But Star Valor has the technical problem here: level, sector level, ship and equipment, where can this ship go, does the enemy depend on the sector level or what the ship is with equipment, how can you make it live long enough , where will it be in the sector if the player always ends up in the middle of the sector when warping, how well will it work with sectors where the player hasn't been yet, also 2 sectors have to be excluded Ship graveyards because fleet ships don't shoot mines, and asteroids Rush.

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Missions, Give Goods to a Station is supposed.

That would work, the only problem here is how do you choose the reward, in the end you may no longer want to take what you chose before when it is completed by the dealer, because you will see the same thing better in the next mission, and the dealer might I'm still in the process of doing other missions one by one.

But these missions were easy because the game knows where there is something that the player usually doesn't know, but is only there when the player has been there himself in a sector, problem before there is nothing in a sector that the Trader could use, but If the Trader finds something, money is deducted and given and handed over, if the player is in the sector you would perhaps see his dealer, otherwise only here I have completed choose or here the previously chosen one, which you can also put down on the station after receiving it anyway Inventory of weapons and equipment is available everywhere.

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And number 4 is also partially possible.

Because sectors the players haven't visited yet have nothing, so buying and selling is only possible if the player was in a sector.

Problem in having a dealer sell it, no matter what price, or set a price and hope that you have already been in a sector where the dealer can sell it for the best possible price.
SiliconWolf6 Apr 20, 2024 @ 2:26pm 
!. (In regards to quest rewards not displaying blueprint learned level on offered blueprint like it displays learned level on equipment, and in regards to ammo blueprint learned levels do not apply to manufactured product)
When I improve a blueprint for my scanner, I can then build the improved version of that scanner. When I improve the blueprint for ammo, I CANNOT build improved ammo. A new player is not going to know this. This particular new player, me, deliberately chose the same blueprint reward to get an ammo blueprint up to blue. And then found out that all of that effort was wasted. No, I wasn't using any ammo up until after I got the missile blueprint to blue.

Other quest rewards clearly state the level of blueprint knowledge. If you don't know it, it says nothing. If you have the blueprint and it's purple, it says "blueprint known". If the blueprint is known, but not all the way to purple, it says something like "33% to blue".

This description is not listed on the disk icon for blueprint rewards.
I am saying that this description needs to be added.

2. I am asking the following question about the 'friend friend friend' quest. Is the level restriction for completing the quest clearly stated anywhere? If not, THAT IS THE PROBLEM. If it is clearly stated somewhere, then I apologize.

3. (in regards to storyline quest being way too short)
We clearly have different expectations for sandbox games. I wasn't expecting an epic saga. But I was expecting perhaps 3x or more than what I got.

4. (in regards to the game asking you if you want to swap out perks)
If the info for the new perk is displayed by hovering over the icon, then I am partially at fault. Please confirm that the info for the current perk is inaccessible at the time of the message. Please acknowledge or refute my statement that the info for the current perk should be displayed.

5. (in regards to Trader Codex giving false info)
Grr. Your answer does not address my complaint.

5a. Does the game clearly state anywhere that Trader Codex info is only for buying prices? No, it does not. I'm looking at the game and it says:
Trader Codex 3.0
Prices (without trade margin):
Average: $ 1,667.5
Lowest: $ 1667.5 at Civilian Station [1] (25, 14)
Highest: $ 1667.5 at Civilian Station [1] (25, 14)
50 stations recorded.

It is not stated anywhere that this is only purchase pricing. But fine. Whatever. Let's talk about something I just noticed. I'm in a friendly Venghi station. And they want to buy Iridium for $1,598.30. As you can see from the Trader Codex description I just copied, Trader Codex info is not updating for Iridium.

5b. I will ask again. Is it stated anywhere in the game that some materials are unavailable to the player unless they refine them?

5c. I have never seen iridium for sale, so probably.

6. (In regards to locating previously visited stations that will buy the metal I want to sell, and locating previously visited stations that are selling the specific piece of equipment I want to buy)
Trader Codex proves that there is at least some item permanence going on. Besides, if the system was completely regenerated randomly, then things like the list of available ships for sale would change every time you leave the system and come back.

Since Trader Codex and ship permanence proves the data remains saved after initial generation, then the data should be available to the player (provided they have a Trader Codex). I'm not talking about player notes on the map. We should have a search bar where we can select items, and stars that we've visited will flash if the stations have them available for sale. And make them flash the same different colors that Trader Codex uses to indicate high, medium, and low pricing.

7. (in regards to stations offering pirate base missions that are either duplicated or already completed)
Ok, you've dropped a massive wall of text on me, and it doesn't address the issue, except for possibly only the second sentence.

In any case, let me drop some fake coding on you.
Upon action [player enters starbase]
    If no missions, generate missions. If any missions are pirate base missions,
      Verify pirate base mission at this station targets a base with pirates still at it. Verify pirate base mission is not already targeted by another active quest. If pirates are already dead, or if quest is already active,
        If another pirate base can be targeted, change quest target. Else delete quest and generate a non-pirate base quest.

8. (in regards to the vanishing 'end editing' button)
I should have written this was about fleet? Um, ok. This is about fleet.

This is a rare error that you don't experience? That's nice. At least most people aren't annoyed by this.

9. (in regards to adding new ships to your fleet causes the new ship to appear in space instead of already docked)
Your answer has nothing to do with my complaint.

10. (is farming holocrons an allowed action)
You say it is, so ok.

11. (disordered list when you hover your mouse over geology in the knowledge window)
Your answer has nothing to do with my complaint.

12. (kerning error on high value items such as tier 6 ships)
This can be addressed by either changing the displayed amount from $1,500,000 to $1,500k, by expanding the subwindow that displays the actual prices, force low value items to display in the same reduced font as the high value items... Or you can ignore it, I guess.

Just remember that I get to say "I told you so" when they start introducing ships valuing more than a billion. They'll either address the issue I'm bringing up now, or the numbers will look VERY silly and hard to read.

13. (I don't understand how this game organizes a list of weapons)
Here is the list of weapons at a friendly Venghi Ascension starbase:
Improved Repair Beam (white) Tech level 10 Item level 16
Gatling Vulcan (white) Tech level 11 Item level 18
Heavy Laser (white) Tech level 8 Item level 16
Heavy Cannon (white) Tech level 6 Item level 15
Venghi Missile Launcher (white)Tech level 17 Item level 27
Heavy Vulcan (white) Tech level 24 Item level 35
Fast Piercing Laser (white) Tech level 14 Item level 25
Venghi Heavy Blaster (white) Tech level 12 Item level 26
Ultra Cannon (white) Tech level 15 Item level 31
Venghi Missile Launcher (blue) Tech level 17 Item level 27

You said item rarity is first? Rarity must be a hidden value, right?

14. (I say the lore is missing and needs to be created)
You say the lore doesn't exist.

....so..... Is there any artistic reason why we can't have lore?

Suggestion 1. (let's add an off-screen merchant fleet)
Your first chunk of text talks about the game not changing things in the sector when the player is not there. But then it also talks about space battles that DO happen when the player is not there, but the sector reverts back to default after the space battle is over.

Your second chunk of text talks about which class 6 ship is the best. That doesn't really apply to my suggestions, but thank you for the info.

Your third chunk of text talks about which sectors an off-screen merchant fleet could go to.

Your fourth chunk of text talks about the danger of selecting a mission reward that you later decide you don't want.

Your fifth chunk of text talks about sectors that haven't been visited yet.

To create a merchant fleet:
1. Assign the ships, equipment, crew, and $$$.
2. Using Trader Codex data, map out a route for your convoy to follow. Pick what they sell and what they buy.
3. Send them off with the hope and dream that they make money.
4. Receive an emergency alert that pirates are attacking your convoy.
4a. this randomly generated event will be based on multiple factors, such as perks, sector strength, crew and ship strength.
b. If you have heavily armed ships flying through very low level sectors, they either won't be attacked, or they wind up with extra cargo from the pirate wreckage.
c. If your convoy flies through sectors that are equal in level to your convoy, you get an alert, but not showing up has low chance of losing cargo.
d. If your convoy flies through sectors that are higher level than the fleet, they will be in danger of losing their cargo and will send out distress signals when attacked.
5. If you answer a distress signal and arrive in time, good. If you don't, your convoy loses it's cargo.
6. Collect money, or pay out losses.
7. Repeat steps 3 - 6 automatically, unless you want to redo steps 1 and/or 2.

Text chunk 1 - Using the same mechanic as sector battles, merchant convoys can be easily simulated.
Text chunk 2 - does not apply.
Text chunk 3 - addressed by limiting the player to Trader Codex info. Because they player has already visited the sector, the sector has been generated.
Text chunk 4 - if the player doesn't want to deal with this, then they don't accept the mission.
Text chunk 5 - Players are barred from sending convoys to sectors they haven't visited yet.
Last edited by SiliconWolf6; Apr 20, 2024 @ 2:39pm
SiliconWolf6 Apr 20, 2024 @ 4:05pm 
Update / Edit:
I just noticed that improving ammo blueprints causes you to gain extra finished manufactured product. In other words, you don't gain a quality upgrade with a better blueprint, but you do gain a better quantity upgrade. So upgrading those blueprints is useful. But it still doesn't DISPLAY where I am in the blueprint upgrade process when I look at them on the mission rewards page.

Weapons are organized by price. At least in the station window. I suspect that they're organized by price in the weapon stash also, but that doesn't really make sense to me from a player standpoint. From a programmer standpoint, I can easily see a copy-paste action going on there! So disregard on station window, but I'd encourage a more intuitive organization to the weapon stash.
Last edited by SiliconWolf6; Apr 20, 2024 @ 6:13pm
Moon-Shadow Apr 20, 2024 @ 8:49pm 
1

Ammunition is not produced in higher quality, but in larger quantities, with the same amount of material to build.

Don't know what ammunition, but 300 next level 600, or something like that.

Without the construction costs increasing.

Higher quality ammunition there is no ammunition change system, there is also no higher quality ammunition to build, what should the costs be if you could make better ammunition, if you go after that the other equipment also costs more materials as the level increases.

You can't see in advance how far the ammunition blueprint is, never paid attention to it because I always take all of them anyway, as soon as it's full you won't be offered any more anyway, even from wrecks if you know a blueprint completely up to purple, there won't be any more available, for few updates was still possible to have more blueprints than you needed.

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The thing about the ships is true, that's also missing from blueprints, that's why you should write that in the bug report.

This Thread , as well as here in the normal way you talk about where others are trying to help you, because here you usually just have questions, problem does someone know what.

Bug report and improvement Suggestions make more sense to post them where they should be.

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2

Level is at the top left of the window where the missions are currently displayed, if not it is at the line where all the missions that are currently active are listed.

I have missions from Venghi, kill Bandit or COT, where unfortunately I don't have any information about what I should actually kill, so you can always make kill missions from factions difficult if you try to be friendly with everyone without taking any of the backgrounds into account Destroy allies to be friendly with everyone.

Already in the list without having to click on it, half of it is red because it's way above my level, even if the sector where I got it was way below my level.

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3

Story and sandbox games.

I've already played some, the tutorial from Star Valor is so more, and that's before it was expanded, games where you just find out what the game actually is, or the story is just attached to texts that have to be looked for somewhere so that you can find something Find out about the game, or better yet, look at the wiki or a guide if there is anything that lists the story for the respective game.

I've also seen sandbox games that have a lot more, but that depends on what the game uses in its sandbox, as there are some that have a fixed story with something somewhere else but somewhere else, and just places and that Everything is a coincidence with a few things that are Solid.

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4

To do this you would have to know which one it should be, there are new ones and old ones, and I don't know now whether there is a difference, because the old ones were subsequently asked whether you wanted it or rejected it, and you can show what it means brings good and bad what he has.

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5

What kind of prices are available is stated there.

Stations also only have 1 price.

In the past, you looked for several stations with the same high-value goods, bought everything, waited at 2 stations that are in the same sector until it showed that it was bought at the highest price, so leave 1 part there to see the price because it doesn't show anything when the goods are empty is, then you sold everything to one station, waited 10 or 15 minutes until it was the cheapest price because the station was considered full, then you bought it from that one and needed it to another that was now considered empty and bought it at the maximum price. / Of course, at some point you had collected so much that not everything was put on one ship, so you had to buy everything and store it at the station, take everything to the other station, put it there and when the purchase price was at its maximum then sell everything stored at once.

Every now and then I did that with a character and after a short time you had several million, now I have a character that has 10 or 20 million left, I only use it when new ships come into the game to look for them in new sectors where the ships can be at stations to buy them and switch to unlock and back into my ship and wait until new ships come into play.

Never paid attention to whether the software could recognize this.

Because there is only one price at the station for the goods, not like in other games where there can be 2 lists Buy and Sell, where when you point to the goods it says we take it for this price, or where it is clearly written there This product has a minimum of this and a maximum of that.

I can't answer what others hardly know at all, but hardly anyone up there knew how to buy station empty, to easily make several million, even those who used primary trading.

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5.5

If Iridium has never been seen before then it is one of those that you can only get through mining, Iridium is definitely one of those that you only get with a very high mining level, it should then be one of the ones that you use to build the very rare components, color of This item is purple.

But there are other minerals that are blue and can only be obtained through mining for rare components, so unfortunately you can't go by color.

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6

The sector loads everything that flies around, does not reload anything into stations, does not refill bandit camps, even destroyed mercenaries are not replaced, and stations that are destroyed do not reappear.

Everything else that flies around is recreated as if it were there for the first time when I stand at the station and the ships that I see at the moment I save, when I load they are gone or somewhere else or others there, or If you stay for a long time in a sector where there is little going on, you will stand at a station and save if you now suddenly load ships where there was nothing before.

Wreckage sectors also don't spawn new bosses.

Asteroid fields fill up again over time, and wrecks can also be emptied again after different times.

The way it should be displayed so that everything can be found again would also be good, but I don't know if the developer can do that because someone must have asked that already, the problem is how the engine works, there is a technical limit that i not sight.

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7

To the bug or ideas page.

It doesn't help much on the site here let's talk about it with other players what they think about it, like here question where can I find this ship, what should I equip or how do I make a fleet.

1 faction with 2 stations in the same sector, and they behave as if they were from different factions, which is why they somehow pay one for the same bandit camp, in fact both of them have this camp as a danger as a story, but yes it is could also be distributed across multiple bandit camps.

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8

It must be a rare error that not everyone has, I haven't read anything yet, except someone wrote it in the bug report ?, so I don't have to look into it.

In any case, I don't have a disappearing button after I do something with fleet at a station.

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9

It just has.

The ship is in the item storage at the station and can no longer be there if you add it to the fleet, so it is undocked instead of being stored directly in the other area in the station where the player cannot get in if you dock So only fleet.

I don't know why it's thrown out of the station, but that's either an engine problem or a bug, since it's always done that, but normally the ship is next to the station, at least no matter how big it is, it's always next to it for me Station where it docks straight away without me having to dock again.

If I have a carrier, they prefer to dock at the station, but that could also be because the player is no longer considered a collision point when docking, as it used to be.

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10

Holocron were built in by the developer Extra and then expanded into several types.

And everyone has maintained, improved and disassembled how the tech works.

Only as equipment for the ship is new for everyone.

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11

It already has.

The question was why it does that.

The answer is how I listed several things because if there was another way why is it as confusing as it is now.

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12

Showing different prices doesn't actually use any games, at least I don't know any so right now I can't think of any if I know one, except maybe the Maybe everything is fully written out with numbers, at least there is enough space there.

If the most expensive ship is 1,500,000 or something like that, then no ships can come that cost over 10,000,000, because the whole balance of prices in the game as it works now, nothing would fit together anymore, everything would have to be expensive , and class 6 is already the biggest thing there is.

Both X3 games, M5 which is comparable to Shuttle, and M7 which is comparable to Class 6.

M1 Carrier, M2 Destroyer, M6 Corvette, M3 Yacht, M4 Fighter, M5 Shuttle.

M1 and M2 are almost the same size.

TP passenger transporter, TM similar to TP., freighter forgot the abbreviation, TL station transporter the stations loading in packed.

M7 in size under M2 but far larger than M6 / Freighter longer and thinner than M6

In X3 Reunion in the mod Xtended, there is M0 can only be called M1 due to technical limits, but it is 3 times as big as an M1 which is a carrier, partly to be compared with the largest station where M1 appears small. / 4 or 5 Ships in Size M0

Star Valor, there would then have to be a ship that corresponds to an M0, if you go by ship sizes in Star Valor, a Titan about 3 times as long and 3 to 4 times as wide, problem with equipment like tractor beam that comes out of the middle of the Ship comes and loses range with large ships, in size there would be many blind spots, if you look at the "Prometheus" it happens at the beginning with poor equipment and slow turning that opponents are sitting behind the gun and I can't turn like that that the weapon reaches it so that only 1 tower shoots at it because the other one can't turn like that.

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13

Improved Repair Beam (white) Tech level 10 Item level 16
Gatling Vulcan (white) Tech level 11 Item level 18
Heavy Laser (white) Tech level 8 Item level 16
Heavy Cannon (white) Tech level 6 Item level 15
Venghi Missile Launcher (white)Tech level 17 Item level 27
Heavy Vulcan (white) Tech level 24 Item level 35
Fast Piercing Laser (white) Tech level 14 Item level 25
Venghi Heavy Blaster (white) Tech level 12 Item level 26
Ultra Cannon (white) Tech level 15 Item level 31
Venghi Missile Launcher (blue) Tech level 17 Item level 27

Tech level, size of the weapon in place, item level, and with color again further down if there is something else that technically falls in between.

1 / Improved Repair Beam (white) Tech level 10 Item level 16
1 / Gatling Vulcan (white) Tech level 11 Item level 18
2 / Heavy Laser (white) Tech level 8 Item level 16
Heavy Cannon (white) Tech level 6 Item level 15
1 / Venghi Missile Launcher (white)Tech level 17 Item level 27

4 ? / Heavy Vulcan (white) Tech level 24 Item level 35
2 ? / Fast Piercing Laser (white) Tech level 14 Item level 25

2 / Venghi Heavy Blaster (white) Tech level 12 Item level 26

? / Ultra Cannon (white) Tech level 15 Item level 31 / I don't know what it's called in the game in my language.

1 / Venghi Missile Launcher (blue) Tech level 17 Item level 27


Heavy Vulcan / Fast Piercing Laser / Don't know what could happen after these two, projectile to energy, possibly fire rate and therefore more damage over time, so DPS.

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14

I don't know what the developer came up with.

From his point of view, the game is completely there, but not completely finished yet.

The Venghi are machines, but the ships still need crew, this should be changed at some point, but only the player's ships and fleet need crew, at the beginning the player also had 360 degree towers on ships because there were no gunners, i.e. all NPCs don't have to have a crew.

The Venghi and COT were already there in the beta, but it wasn't until the end of the beta that the class 6s that you have to build came along, and they also lacked class 5 ships for a long time when everyone else already had every class.

The game is not as complex as "Starsector", and Star Valor took much less time from creation to completion, something like 5 years or so, the other one is still not finished after over 10 years, they both have something in common - there is only 1 Developer.

My review was written on April 29, 2019, with 13.2 hours. / Current playing time 1234.7

As I started, Sam Holo only existed up to the point where it said choose a faction and there is 1 ship.
Moon-Shadow Apr 20, 2024 @ 9:02pm 
In the suggestions.

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sector and wars.

The battles when the player is not there, nothing is reset because when you get there, no matter how long a battle has been going on, it just begins, except that the Fleet usually don't have to fly to the station first.

If you wait long enough before you go and the battle is over, you'll see everything as if it never happened.

Stations can only be destroyed in a battle when the player is in the sector, regardless of whether the sector has been visited before or not.

-

How to create a merchant fleet.

A lot of things in the game would have to be changed first, as the NPCs prefer to fight each other until the other is destroyed, even in the X Games changed anything about it, that's why blacklists for sectors, and traders start small with money that they take from the player's account or a station that has been assigned as their home from where they take the money from, from X3 Terran Conflict this mod also has an expansion from the dealer Player-created security service can be called.

It sounds like I should reinstall X3 Terran Conflict and all the mods I have, I didn't feel like it anymore a little over 5 years ago, I played it for several years before Steam, most recently with a cheat mod to build something story-based Since there are too few ways to start, X3 Reunion has several starts to choose from with the mod Xtended.

Trade convoys like the battles simulate, then nothing happens, if then they have to be different, battles are only displayed visually on the map and nothing happens without players, otherwise something can get lost, for example the Venghi alliances and build the class 6 Quest, for me, often comes in a Venghi sector where there are wars, usually sector level 15, if it weren't just visually the quest would be broken if the station was destroyed.

So trade convoys have to be simulated differently, first of all what changes in the sector, since so far nothing changes when the player is not there.

Example very simple, enemy without shields, missiles on the way to him that can fly twice as far as he is gone, he has no PD weapons, he doesn't jump, just before they hit the player jumps away, the enemy survives, you would see if It is a quest goal because the moment the player leaves the sector it is as if there is nothing in the sector, so a sector has to be calculated somehow so that it is there permanently, so at least the values for a trader to work.

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Text chunk 3 - addressed by limiting the player to Trader Codex info. Because they player has already visited the sector, the sector has been generated.

Block 3 is actually emergency operations to rescue dealers.

And it's about sector level and equipment and what the enemy's level could be, and yes also where the dealer would be in the sector, where the problem is which direction you have to turn, but the problem is still how should the balance be.?

What is the way It works, because otherwise you could make a Strong Armed Trader who trades in low level sectors, just like the high level player can do in low sectors and never be bothered by bandits.

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Text chunk 4 - if the player doesn't want to deal with this, then they don't accept the mission.

There's the problem, how are you supposed to get the reward at all, now you have to choose something directly, some missions give you something to choose from that you didn't see beforehand what it would be, where you can at least save before docking in order to do so see if you don't already have something better if it's not on the ship, so if a message like that interrupts you while you're in a battle that doesn't fit either, of course time stops as usual, but you can't do the new thing with anything compare.

Better way ist. / If the messages then had to be saved and you retrieved them via the mission board, and the equipment ended up in the station storage like usual, then you could also choose what you wanted and see what you already had, instead of like now what to choose what you have in better or different.

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Text chunk 5 - Players are barred from sending convoys to sectors they haven't visited yet.

Technically there is nothing in such a sector, so there is nothing for a dealer to do there.

If you go into a sector, look around, load the game, go there again, everything is a little different. / I mean not the ships flying around.
SiliconWolf6 Apr 21, 2024 @ 1:02am 
Moon, you posted this:
    This Thread , as well as here in the normal way you talk about where others are trying to help you, because here you usually just have questions, problem does someone know what.
My post says the word 'rant' right in the title. You really should expect me to be unhappy.
I'm posting my unhappiness here because:
a. I want other players to see this and tell me if I'm wrong.
b. I want other players to see this and commiserate with me when I'm right.
c. Reporting bugs does not do either of those things.
d. I just started playing this game and do not know how involved or responsive the developer is to customer feedback.
e. bug reports, even when desired, rarely give feedback to the player. I want feedback to tell me if I'm wrong about something or if people agree with me.

Moon, after carefully reading your replies multiple times and referencing my own original questions, I've managed to figure out what you actually said. (for the most part)

1.
Me: I see an error in how blueprint upgrade tracking is displayed.
Moon: I agree. Submit a bug report.
Me: ok fine.

2.
Me: a storyline quest failed for me multiple times before finally working.
Moon: There's a level requirement.
Me: What?!? Where is that listed?
Moon: In the upper left corner.
Me: I do sidequests where my level is lower than the quest. And it's not explicitly stated that the storyline requires you to be at least that level. I'm calling this a bug and am going to report it.

3.
Me: Storyline quest is too short. All sidequests are too short.
Moon: Too bad for you.
Me: whatever.

4.
Me: the way the game offers perk replacement is not helpful. I can't see what the old one is.
Moon: [Says something I don't understand, possibly disagreeing with me?]
Me: I'm going to recreate this. I think the one I'll aim for is called the Businessman? In any case, I'll get a screenshot where you can see what the new perk does, but it doesn't say what the old perk you will lose does. And then I'll submit it as a bug report.

5.
Me: Trader Codex listing of Iridium is bugged.
Moon: [Gives an answer that has nothing to do with the Trader Codex bug.]
Me: Um... Yeah, I'm just going to submit this bug...

5.5
Me: Does this game ever point out that some materials like Iridium are never available for sale and that you will want to refine ore to get them?
Moon: [Response does not answer question]
Me: Yeah, I'm not sure if this is a bug, but I'll submit a request through the bug reporting for the tutorial to explain this.

6.
Me: It's too hard to find stations that will buy the Nickel I mined. And it's too hard to find stations that are selling a specific ship or piece of gear I need.
Moon: [Talks about the sector reloads NPC ships in space. Response does not answer the question.]
Me: It's not technically correct to submit this as a bug, but I'm going to use the bug reporting tool to request players be able to search for this on the starmap.

7.
Me: the sidequest to kill pirate bases is bugged.
Moon: [Replies about making a fleet? Response does not answer question.]
Me: I'm just going to dump this into the bug report.

8.
Me: A button randomly disappears.
Moon: It doesn't happen to me.
Me: Ok, I'll submit a bug report.

9.
Me: When I add a new ship to my fleet, it appears outside the base. That's inconvenient.
Moon: Where else would it appear?
Me: It's actually easier for the game to make it appear docked. I'm going to submit this as a bug, even though it's not technically a bug.

10.
Me: Holocrons repeatedly give good tech xp. Is this ok?
Moon: [Most recent answer does not apply to question, referencing old answer.] yes.
Me: ok.

11.
Me: I see a list in the Knowledge window that's out of order.
Moon: [??? I think this reply is Moon agreeing with me]
Me: Ok, I'm going to submit it as a bug.

12.
Me: I found a kerning error. The font is shrunk on tier 6 ships because values over 1 million do not fit in the available space using normal font. This looks weird.
Moon: [Appears to state that there will never be a tier 7 ship ever submitted to the game, and that, as this only happens for only a very few items, it should be ignored.]
Me: Ok, if you're certain that this won't become a growing issue in the future, then I'll ignore it.

13.
Me: This list of weapons is out of order
Me: Oh wait, the list is in order of price. Sorry, my bad.
Me: Hmm. But that doesn't explain the weapon stash list organization. I'm changing my question to 'how are the weapons in the weapon stash organized?'
Moon: [Apparently missed my correction and that I changed my question, and speculates that the station list is in order of DPS]
Me: Yeah, sorry I confused you. Please disregard printout of weapons that came from the Venghi station. Do you know how the weapon stash is organized? It looks like a mess to me.

14.
Me: Where is the lore?
Moon: There isn't any. There is only one developer, and ... [Moon starts comparing this game to Starsector]
Me: If we're comparing games, I suppose I could compare this game to Starcom Nexus and Starcom Unknown Space. But instead I'm going to assume that the developer doesn't want to add lore or doesn't think the game needs lore.
Moon-Shadow Apr 21, 2024 @ 3:03pm 
2

It doesn't require the level to be specified, it's just that it's in that level range, depending on your ship and skill and equipment that a game can never recognize, you don't have to reach that level in those games.

In other games where there are quests that state a level, there are games that don't allow you to do them until you reach that level no matter how good you are, and games that say you should probably have that level depending on what you have and how good you are even earlier.

Star Valor doesn't force you to reach that level, and leaves it up to the player to see how well you can do it, especially since no game can tell if you have the right equipment.

Proper equipment, there are very few games that say you should have at least this or that, or you need a certain damage type, or you should have done something specific before.

Freelancer, forces you to have a certain level, or it was a ship that had to be a certain tech level, too long ago, I can take freighters but with certain things it says no now if you want to continue the story so buy a new ship that sells my current one, the game makes it easy for itself by forcing the player to have it no matter what you have and how good you are.

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3

Story and sandbox games, most don't have much, some have nothing, and some are full of story.

But the more story there is, the more of the game has to be set for the story to work, there's no point in having a story that you're only lucky to see the end of because the randomization system of the sandbox says not to have created anything so that the story could go on.

Star Valor has these story missions, still random inside, but there are levels at what you might want to have because you played a certain time until then and then have better equipment, while everyone who can play the game can do everything very early on even with smaller ships and weaker equipment.

The last story mission where you have to take the Garaki, the enemy will be there when you get there with the Garaki, if I travel to the sector with another ship the enemy will not be there I may know the sector as soon as I am there with this ship, the enemy is also created and stays there no matter which ship I come back with, then I am back to my yacht, and then jumped to the enemy and made him with my yacht which was much better equipped, but here I started with tutorial to see everything that was changed, but as I started with another without tutorial I just took the Garaki at the end but only with her to create because the enemy only had cannons where the ammunition ran out at some point.

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4

Actually it says what it replaces , that you don't see what the previous one is supposed to be , to long for me ago.

If you only followed the story you are Outis, if you did more of everything else you have one of the factions as background.

Outis is an enemy of Red Skulls and neutral to everything.

PMC and Syndictat are friendly to each other and each have Red Skull as an enemy who has these two as an enemy if you are Red Skull.

Venghi and COT are mutually exclusive, COT are neutral with Red Skulls.

And if you are one of them then you actually know what you are losing.

I played Sam Holo's story 2 times, once because I was still missing 1 perk and because I unlocked something else. / So I don't know if there was something that you can only achieve if you've never had it before.

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5

Iridium is not a mistake because you can also sell it at stations.

I haven't traded properly for a long time because I have a character who can get new ships in 2 ways when they come to the game, buy ships with the money I have with that and build ships via blueprint if the new one just can't find it because only in new sectors will be new ship at stations and he was already in many sectors.

That's why I don't know how the trading has changed, because in the past the price adapted to the amount of material that was available at the station.

And I prefer to fight and make money with it and with the loot, and I usually start with the ship that I have unlocked, I'm only missing the class 6 of the Venghi that I still have to build.

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5.5

It would be useful to know what cannot be purchased, as several people have already asked where they can find certain material.

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6

I did not answer this question that it refreshes ships.

Ships that are renewed in other questions, the ships that fly around, the game does not remember where what was and recreates everything that flies around, only no bandits and mercenary camps remain empty if the ships remain destroyed.

To this question where you want to buy things, the things are created when you first visit the sector.

So does a search system only work to find things for sectors where you have been before, so if you are directly looking for something that has not yet been discovered it does not work.

But to find things again that would be useful.

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7

I wrote that it is useful and it makes sense to get paid if you go after the bandit camps that can often be destroyed by others before you arrive.

It's just a mistake that you get paid when others destroy it and you can accept it afterwards and get paid for it.

If then it should be like this, you accept it and get paid for it when someone else destroys it and the one who didn't dock it beforehand gets paid for it.

Of course, the real thing would be to accept it and do it yourself to get paid.

But nobody except the player accepts these quests, because they are only there for the player.

Fleet the problem that you can't get past bandit camps with them, bandits always attack fleet, if the player level is higher than the sector level bandits ignore the player but not the fleet you have with you, and then they always fight each other, and you couldn't find all the stations beforehand and accept the missions, so you would lose such missions if you have a fleet, because unfortunately there is still not a command with which you can send fleet away, must be a technical limit or something because such a command has already been asked for.

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8

Must be a bug.

If it looks like a bug, so buttons that are there but keep disappearing even though you do the necessary things to make them be there, then it should be a bug, especially if someone else doesn't have it that way.

I understood it has to do with fleet, if it's not the one down there, then that was written very unclearly.

Re-equip fleet ships when you dock and on the top right of the interface that you can turn on and off, click the gear and it changes to the fleet ship.

If you go out via the button, it is normal that it is gone, you have to press the gear again because the game does not know that you want to go back to this ship.

It is normal that the button disappears, but from the way it was described it is not, because some button is gone before.

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9

It's both a bug and not a bug.

I don't know how the game works that it counts ship in cargo as item, and from fleet then not immediately loaded into the other area where fleet is at stations.

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10

Of course they should give a lot, that's why they are there, that's why the 4 others were added to the Tech-Typ.

And for equipping because they are so much more useful, since they only give a lot up to a certain level of their respective area when disassembled.

I don't know how much more they give when you upgrade and then dismantle them, relics are usually too rare, and them on green and blue is fine, but I only dismantle them when I have more than one, because I just fully upgrade and equip those I need.

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12

Some people have asked if there will be bigger ships than class 6, some had ideas for it, the developer said there won't be any bigger than class 6.

So there probably shouldn't be any bigger ones, and if there were to be some DLC, and give a Ship that would cost over 10,000,000 that might look strange because of space, then something can be done.

But I'll have to see if the numbers are the same for me, I haven't noticed that it's supposed to be strange.

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13

I don't know what the weapons are sorted by.

I only use certain ones, and always build my own very early on since I started the game, even though building weapons works better now, as there is a booster feature at the bottom that allows you to choose one more booster per core used at the top without it counting as a size.

I therefore do not pay attention to how they are sorted, only Venghi weapons are the only ones I am looking for, as they are very good for their size, you can hardly build your own weapons in this size with similar values, except to build Venghi weapons with blueprints.

Here was asked how they were sorted, and I have listed things after what it could all go, it is best to ask the developer who must know.

And i Friendly, I don't know, and the developer should know, because the game does it that way at all stations, and not all stations throw confuse.

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14

I only know this one other game which should have 1 developer, everything else is made by teams, or I don't know by how many which are made.

The game is complete to play, but it is not yet completely finished, there are still new things coming, even as the game had passed version 1.0 came several times new ships to the game.

Maybe there is still a story to come, the Venghi are not finished yet, which destroyed the humans as story, which is why the COT exists.

It would be nice to learn more from the factions why everything is like this.

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14.5

Otherwise if you go by time and how many there are, and that it is a sandbox game where there is no fixed story that you have to play in order to be able to play the game, because otherwise you will be very restricted and you won't be able to do much , because it only lets you move forward through the story, since there are games that are not sandbox games like Freelancer.

Freelancer is very limited in the story as to what you can do outside of the story, and without starting the story it was too boring for me, just like continuing to play after the story was too boring for me where you already have everything and there is no big enemy anymore.

And the two X3 games are partly sandbox games, some pretend to be random, and mods change a lot, as there are also mods that change the behavior that the AI can build stations by itself.

I don't know X4 yet, but it should be similar to the other two X3, only with a lot more of everything and without mods as it looks so far, of course even more possible with mods, because this game also has a sandbox system like the others used.

Starcom Nexus, good example of sandbox and linear story, to me it looks like it's sandbox but only played once so far, and it has a fixed story because I had to load something but the next part always appeared in the same place, no matter what I did before, i.e. it appears like a sandbox but it isn't or only when starting everything determines what it looks like until the end.

So if you need games that absolutely have a story, then sandbox games of all kinds are bad, because sandbox games that give you complete freedom always have disadvantages when it comes to story, unless there are certain things in the game that you can be sure the story is in a random system will work.
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Date Posted: Apr 19, 2024 @ 11:23pm
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