Best Of
Re: A new market system
Those voidgate artifacts should be tweaked to 33% reduction instead of free pass. But from experience it is generally too hard to tweak arties and such after some people purchase them. Because nobody wants to disturb paying customers in favor of balancing things.
Now back to the idea, hauling via a virtual economy sounds like decent idea but illegal goods will not work properly because right now nobody will catch you in the spacious Sector area. Because nobody knows where you are and nobody knows about your illegal cargo. Smuggling can be extremely easy if only downside is being open to PvP. People has to sit and wait for you specifically on end points the whole their time for chance some contraband might be getting smuggled.
Also for typical hauling mark gains should be far less then other activities such as mining, because it will be simply going from point A to B after having some idea which station prefers what.
Now back to the idea, hauling via a virtual economy sounds like decent idea but illegal goods will not work properly because right now nobody will catch you in the spacious Sector area. Because nobody knows where you are and nobody knows about your illegal cargo. Smuggling can be extremely easy if only downside is being open to PvP. People has to sit and wait for you specifically on end points the whole their time for chance some contraband might be getting smuggled.
Also for typical hauling mark gains should be far less then other activities such as mining, because it will be simply going from point A to B after having some idea which station prefers what.
Zhulkarn
2
Re: Newbie Here
I'll mainly comment on the RP scene here - it very much exists. In every other IRE game I've played I've mostly stuck to myself and only RPd sporatically because I'd get nervous randomly approaching people, where here I don't have to make much effort at all to get involved in RP. In fact, at this point, it takes effort for me to do anything else - I realized a couple days ago that for a week the entirety of my time logged in was spent engaging with other players' characters.
In all other regards, I may be a bit biased, but generally I just absolutely love this game. I started out focused solely on grinding levels and once I reached the current max switched my focus to hacking and space stuff. It's super fun and, one of my favourite parts, things are so accessible. It's not like other games where having a ship/aethership/housing is prohibitively expensive and out of reach.
Slander
3
Re: Help choose our next "Big Thing"
I voted for evasion for entirely selfish reasons (i've invested into evasion, so i literally have a vested interest in it being more useful) but I have a different idea for the level cap
Two 'problems' that come up is the random nature of loot, and the fact sometimes you wind up with one bit of equipment that is like 10 levels below you for ages. So I propose an alternative drop design, whereby gaining a fixed amount of xp per level generates "kill data" tokens. Can take these tokens to a kiosk, and convert them to/sell them for fixed level gear.
"Kill data" generates gear, basically.
Maybe until like level 15 you still have the old random drop rate and call it "system calibration" for that level 1-15 area/range.
Two 'problems' that come up is the random nature of loot, and the fact sometimes you wind up with one bit of equipment that is like 10 levels below you for ages. So I propose an alternative drop design, whereby gaining a fixed amount of xp per level generates "kill data" tokens. Can take these tokens to a kiosk, and convert them to/sell them for fixed level gear.
"Kill data" generates gear, basically.
Maybe until like level 15 you still have the old random drop rate and call it "system calibration" for that level 1-15 area/range.
After level 15, you generate tokens automatically on level up. Comes with your statpoints, and you will always get enough to get at level armor for your character. This continues on til level 75, at which point you unlock a couple new functionalities.
1) Rerolling your armor/weapons. Spend tokens to try and get better stats (kind of reverts back to old loot system but its only part of the functionality)
2) You still gain XP, and every time you "level up" at 75 you get another batch of tokens.
3) Can now go to kiosk for mods.
1) Rerolling your armor/weapons. Spend tokens to try and get better stats (kind of reverts back to old loot system but its only part of the functionality)
2) You still gain XP, and every time you "level up" at 75 you get another batch of tokens.
3) Can now go to kiosk for mods.
4) Tokens do not decay (thus eliminating the whole 'i was gone for 2 months and nanites ate my everything' issue too)
TLDR: Leave the cap alone, but give us XP tokens to roll into at level gear. Similar to how the faith drops system in Imperian works.
Ikchor
3
Re: Help choose our next "Big Thing"
I'd really like to see a queue for arena games implemented before anything else like arena-watch, so players can initiate events without needing Admin involvement. I think the appeal of Faction arenas is so we can host games when we want, but, a queue would satisfy that itch!
Azlyn
2
Re: Cosmpiercers: Problems and an Ambitious Proposal
Back to cosmpiercers, I think it'd be nice that their layout be fixed instead of randomized. Having to use MAP every once in a while to remember the layout is a hassle.
Randomized layout brings absolutely nothing to the table, it's not as if a faction could set up pre-battle defenses before the cosmpiercer becomes vulnerable. By all means, keep the terminal locations randomized, just not the layout.
Randomized layout brings absolutely nothing to the table, it's not as if a faction could set up pre-battle defenses before the cosmpiercer becomes vulnerable. By all means, keep the terminal locations randomized, just not the layout.
Jerom
2
Re: How to make money
Space mining is pretty much the big money maker in space right now. Fly around, find valuable resources (tritium, vandium and titanium mostly, though iriil, helium, astrium and diamene have a smaller market), refine them and complete market orders. The money isn't great compared to questing/bashing, but it does give captaincy XP.
Grek
2
Re: Help choose our next "Big Thing"
To be honest the factions possessing arenas would not impact positively or negatively on isolationism. The other faction is as close as saying hi via a tell. People will still meet you on neutral ground for RP or PvP or any other activity.
Zhulkarn
1
Re: Help choose our next "Big Thing"
As a counterpoint - no to faction arenas, but provide more neutral ones. I hold a strong dislike for faction arenas. They make factions more isolated, and in a game our size we can't really have any of that. We need to be forced to interact and having neutral zone arenas definitely enforces that.
Nykara
5
Re: Planet exploration ideas!
Yeah, that would be the idea - Build it out piece by piece. If the "big planet wilderness style map" thing happens, that'd be the first big step, maybe with a scattering of points of interest and stuff!
Erkeeheb
2