Ha. Sorry about that, I am really long winded on this forum. I went back to Lomsor’s archived version of the forums and I realized I used to type like a retard, but this forum made me adapt and become really good at typing things up. I probably spent more time than I should have on it, but eh.
Well obviously I am not a technical person, so I defer to you on this. I just think the current version needs some work, and it seems like you are aware of that. I am concerned though by Keith’s response by saying that the UI was intentionally unreadable at times due to realism. I do not think this is a good design choice, but again that is up to your discretion.
Uhh… Where? I just checked the screenshot I posted again to make sure I wasnt a retard (still possible), and I dont see one. I mean like… what? I have never seen an indicator of velocity RELATIVE to current ship rotation on my screen.
Alright, fantastic. This is probably the biggest non-gameplay mechanic that is missing from the game. Its a core feature that needs to be there before beta launch for sure.
I’m pretty sure we can find some willing fans who will do it for a couple hundred bucks or less… Put it in one of your email updates that you’ll be holding auditions for voice actors, hell maybe someone will even do it for free just so they can put it in their portfolio as experience. You guys are a small team, so you have to be willing to try out new talent. Just hold an audition and see how it goes. Maybe you don’t find someone, but at least you can say you tried to do it right? There are a lot of talented people with great voices in the community, just look at some of the skyrim and fallout mods. AAA quality doesn’t necessarily mean expensive.
I would also like you to consider that it might not be just a convenience. I believe personally that adding some character and pseudo-story to the game is critical to the immersion of the player. For example, my first impression of the game when i logged in was… Ok I’m at a space station… what now? I think players need to be pushed in a direction, but not forced. The commander can give them that push by saying “Hey maggot, get your ass to Zephyr station and join the fleet for operations! Move out!” I mean I’m exaggerating a bit for comedic purposes, but you can obviously make it any style you want. I do think you should have british or american voice actors though. Native english speakers seem to be the most acceptable to the mass market.
Well why is the zoom feature split into 2 different methods? The zoom button should act the same way no matter which key you use. I didnt even know that MMB was a zoom until you told me because the key configuration says its Z. So… Thats a major issue! Consistency is key! Also, content creators can use post processing zooms, there is no need for a gameplay mechanic to be shoe horned in for their sake.
I didn’t know that, again its not explained anywhere. The camera is just stuck for new players who are like “what happened”. I think it should default to reset on all controls.
Hooray, I helped! lol
I think every time I was flying from desert planet to cinder. I have no idea what desert planet is called. Anyways I was just holding W like one does to accelerate and then BOOM dead. In the destroyer I survived with 1000 hp and no shields because I guess my power got cut out from the damage and so i slowed back down? But I was basically dead so it was a huge waste of money and time. I closed the game for the night after that. I think it happens even if you have the throttle set to the “0” position too though without pressing W. But either way, W is the normal way of controlling speed, so it should not kill you…
Well me personally, and I’m not talking about NOW but for when the game launches or during beta, I am giving my feedback based on the expected server population of 100-500 people concurrently in game. This was what was pitched during the kickstarter, and I believe it would be disingenuous to do something different… If we have 500 people in a server there is no need for bots to attack enemy stations. Defense sure, because 1 single player shouldnt be able to take on an installation by themselves, otherwise whats the point. Installations should feel like floating fortresses in orbit, at least the military installations should. But attacking an installation should require teamwork and a planned assault, in my opinion. I also think that is the most fun way to play the game. Flying around by yourself fighting bots at some random installation isnt fun to me. I want to work with others to accomplish something hard, and perhaps to even outsmart other players.
Great! I do think though this should be implemented at least in a rough way before beta.
So… your main objective in this game, your vision… is to defend and destroy cargo ships? Thats it? We have a huge true to scale solar system and our main objective is to defend shipping lanes? I think thats a really shallow gameplay design, no offense. I personally feel like I would not be excited by that. I think we need to feel like we are part of a war, and each attack should feel important. Blowing up 500 cargo ships doesnt feel important. We need big targets that we have to fight for hours over, struggling in massive fleet battles until one side slowly wilts under the pressure and has to retreat to the next objective.
I will point you back to my original post, because neither you or keith responded to my lane-system. I think this isn’t just a gameplay suggestion, but something that needs to be in the game. Like, I cant see the mass market appreciating a game where their main focus is blowing up cargo ships for fake money. Like, im sorry but I just don’t. If you go back to my lane system, you see that if Red team controls Planet A, and they want to take Planet B from Green team, they have to fight a series of battles to take the objective. There is the battle of Logistics Station 1, which is a major choke point for supplies and spawning. That is their entry point to the theater of war. Then you have the battle for Martial Installation 1, in which the goal is to secure a spawn point in orbit around Planet B, so that they dont have to spawn so far at Planet A. It also breaks the planetary defense line allowing assault on the surface and low orbit installations that give the big bucks. So now you have this all out warfare in orbit over planet B, but its localized. If you’re at planet A you probably dont even know there is fighting going on, but at Planet B all hell is breaking loose. So you see how this creates a sort of dynamic story that the players create themselves, and it focuses players together.
You know we have had on the old forums MANY discussions about how to get players together, because we have SO much space. This is a HUGE sand box for our players, and we need mechanisms to bring them together, so we can have those big battles that create those cool videos and those cool stories you can tell at work to your co workers, or your bar buddies, or whatever. Theres no stories to be told about 3 guys blowing up their 500th cargo ship of the night. Yeah, high five guys, great game, good job all around… Nah man, come on. Think about it for even a second and you see the issue.
Please, please, please go back and read the last two items of my original feedback post. I even drew you a shitty picture to go with it! come on man i put effort into that!