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Cmdr Thrudd

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Everything posted by Cmdr Thrudd

  1. Yeah I can get behind all the suggestions. I know this is primarily a PvP game but I'm sure the majority of players spend a lot of time on PvE even on the PvP servers. The PvE side of things really needs a few tweaks to make it shine. I play on the PvE server so of course I'd like this done sooner than later but I know the devs time is limited. At very least a tweak to the npc spawn routes as an interim solution would be good as we need more targets to hunt, I dont think that would really take much dev time to do.
  2. I agree the system needs some tweaking. I even suggested some labour regen scaling previously but it didn't get much attention: http://forum.game-labs.net/index.php?/topic/10063-make-labour-generation-scale-to-your-level/#entry178921 I also really like crafting things for people, have a supply chain set up for all my materials, only assemble the ships for maximum labour efficiency and find it pretty frustrating just sitting waiting for days to gather the labour to craft a single ship. I've got players waiting for up to 10 days for a ship and there's nothing I can do to speed that up. I could sell 10+ ships a day from the number of requests I get but can only make 1. I'd rather we were able to make more ships per day as we levelled up but would be ok with some cap on things for the SoLs as I can understand why they wouldn't want them being churned out too often. I think the current durability is ok, I'm already having trouble making enough ships to match demand. Maybe with labour changes it would be different but I cant see that as being a popular change.
  3. Yeah now were in bigger ships the issue has changed. As soon as we get a few of us together to have some fleet fun there aren't many targets worth hitting. We can spend the whole evening just sailing looking for a fight.
  4. I think the distance is by design. Spawning in places you can't get to or sail a correct rank ship into is a bug though.
  5. I'm really hoping so and sort of expecting they'll give some sort of efficiency bonus either to hours regen or cost per action.
  6. The port info seems to be stored locally. This makes no sense. I had to do a reinstall and lost all my port data..over 120 ports!.
  7. The devs have said there might be partial wipes if its needed after some massive change. What this means is that they might wipe gold but you keep your assets, they might wipe assets and you keep you gold, they might wipe craft xp but you keep your stuff. They also said there would be some form of in-game compensation if this happens. They're not going to wipe everything and leave us dry.
  8. It's could be a representation of greater efficiency due to higher skill level. That's the reason given for the higher cap as well. As it stands now as a crafter that plays every day the higher cap doesn't really help much. I still need to wait just as long as someone at lvl 1. The higher cap does mean I can make the ships that require more hours but as for efficiency it doesn't really help me.
  9. I thought this was already how it worked but I've been informed that labour per hour is a static amount. I really feel it should be a sliding scale based on your crafting level. That way it takes just as long for you to cap out regardless of your cap, this would give higher level crafters more hours to play with each day as a reward for their efforts. As someone who really focuses on crafting (lvl 32 so far) I'm spending most of my time waiting for labour to build up rather than doing what I enjoy which is crafting things for people. I've got a 3-4 day waiting list most of the time, a sliding scale would allow me to meet a few orders a bit faster.
  10. Yeah 6 is just a little small. We often have groups of 8-10 so even a small increase in exiting group size would be appreciated
  11. It's a small niggle and simply a text change but I feel exceptional should be quality 4 and mastercraft quality 5. They're sort of back to front.
  12. Cmdr Thrudd on the PvE server. Let me know if you need any details from me for any investigation you need to do.
  13. I've had two market issues this week and have bug reported them but I was wondering if anyone else had been having similar problems. A couple of days ago I claimed 10 crafting notes from a contract but the results window bugged out and I never got my 10 notes. Then I put an exceptional Cerberus on the market yesterday and today its gone but I've received no payment and there's no record in my emails of my ship either going onto the market or being sold. I know I put it on the market as apart from seeing it there a few times my clan mate and I discussed the price after I put it up and he saw it. I get that it's early access and stuff like this can and will happen but is anyone else having weird market issues?
  14. I don't know if this is planned but I wasn't able to find it mentioned elsewhere. Currently most players on the PvE server are grinding missions as they're the most efficient way to gain xp at the moment. Thing is it's not very interesting to just sail to port and then out to a spot on the ocean to fight then repeat this over and over. Sometimes it's nice to do something a bit different even if its not as efficient. Open world hunting for stuff other than traders is an option but the thing is there aren't always that many suitable targets. I'd like to see more NPC's for us to hunt on the open world, as well as some more variety in the composition of the fleets. Currently there seem to be a lot of low rating ships and high rating groups but not much in between. There aren't many solo ships either. This makes open sea hunting a less attractive option. Now I understand that too many NPC's on the open sea could be a problem on the PvP server but would it be possible to get an increase on the PvE server seeing as killing NPC's is what we do over there?
  15. I'd like to be able to pay for have more ship slots too but not just in the capital. As a shipbuilder it's hard to manage with just 5. I build to order and sometimes I've had 3 ships waiting to be picked up as folks are offline. Having a trade ship is needed too so that takes up one slot. I had to move one of my redeemable to my other outpost (that's 2 hours sail away hehe)
  16. Eve handles it with a really large datacenter and some pretty crazy software/hardware systems. Something I doubt that the budget of this game can afford at this time.
  17. I've seen some pretty unfortunate things done to these wonderful gifts today. Like selling the free ships to npc's for starter cash, using a renomee as their first ship and asking how to load trade goods into it, breaking up the free ships for parts to craft a pickle..etc
  18. XP is the hardest part, gold and assets can be gathered quickly. If you've got the xp for higher ranks (bigger crews) you can quickly get back up and running in a few hours.
  19. I don't mind that the assets are separate but I do feel craft XP should also be shared like combat XP as it takes a large amount of work/time to level crafting & unlock recipies
  20. I'm most keen on cosmetics though I know I'd also be happy to buy premium ships. They would have to be a blueprint unlock then craft them in game rather than redeemable like the yacht or the economy would suffer. I'm not very keen on an optional subscription as those always become non-optional in my head. They need to have a big enough effect in-game to encourage folks to pay for them and I personally always find that it usually means playing without one is disadvantageous.
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