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Messages - DLirry

#16
Okay, first of all - thanks for your feedback, LOTS of great ideas, suggestions and commentaries.

Next, I'd like to make a couple of my own comments, if it helps.

1. Momentary lag on savegame - yes, it exists, but, unfortunately, we can't do much about it. It's already threaded, but it still needs time to
make a complete snapshot of all inventories, ships, scripts, etc. - and during this process world shouldn't change, or it will break system's integrity.
But we will try to improve this lag, maybe improve client's reaction to such a thing.

2. Conversation system - of course, all dialogs need editing. That's probably because we're not native english-speakers.
But we have good news - we've found an english-speaking editor, and, probably, very soon all dialogs will be much better =)

3. Right now all equipment bonuses are unbalanced. We just wanted to give players a feel of how to control cheap ships and cool endgame heavy ships. All our equipment bonuses and equipment gradation, of course, will be rebalanced.

4. About freighter =) We have a big plans for roleplay for freighters, so it needs to be a dump truck. Right now roles for this ship just aren't implemented.
Freighter shouldn't be a universal ship, it should server only one purpose - to transport goods from one point to another. And, of course, that should be a difficult task.
Just imagine: you took freighter ship, bought a LOT of cargo and then, on cruise mode, avoided all pirates and delivered goods. That's not cool.
Personally, I think, that if you took freighter, you should hire mercenaries to guard you. It can be your friend, or just some npcs.

5. Fighting and flying. Yes, it's kinda hardcore, but it's not because of some design flaws, it was made this way.
As you can see, our RPG system doesn't affect combat gameplay as much, as in usual RPGs (like Diablo), where difference between 10th level and 30th level is a chasm. For example, heavy fighter with almost no skills (except the ones needed to equip this kind of hull) has pretty good chances against the same heavy fighter, but with all of skills taken.
So, character experience still matters, but player's experience matters too. As in most action games.

6. Death penalty - is something we will implement very very soon. We just can't agree on what this penalty should be =) If you have any suggestions, feel free to share)

7. Character progression - is under development. There will be much more skills, of course, maybe even with crafting, leadership, negotiations, weapon specialities. We have great plans on that)

8. Okay, first of all - we have a big plans for mining. Right now all you can do with ore is to sell it. But it won't be like this forever. We're planning to implement some kind of crafting system. Maybe, even space station and turrets building.
Now, money rewards for quests or items are unbalanced, but we're working on it.

9. Mining missions are disaster right now. But in one of the following updates we will work on our quest system, clean and improve all quests, so this bug we will fix.

Okay, now for questions:
1. That information will be in help and pedia, but now I can tell:
Gear symbol means technical level (level items, which are sold on stations)
Swords symbol means level of enemies.

2. Better hulls are sold in systems with higher tech level.

3. Radar basic locks faster, which is useful (even essential) thing for homing missiles.

4. That's a difficult question of game balance, so I cannot promise anything =)

5. This skill only increase effect of consumables, it doesn't not have an effect of auto-heal or something =)
Perhaps, we should describe it more clearly...

6. Okay, there's a legal way: you should join order, and there will be quests about alien systems (I'm not sure, but now it's available from level 35 or something like that).
But you can always find an opened alien system (there's always an alien system, which is opened - usually the closest one to starting system). When you destroy all alien hives in alien system, system considered liberated, and all adjacent systems opens for travel.

Thanks for your feedback again, I hope we will, with your and community help of course, create a great game, which we all will enjoy very much! =)
#17
Modding info / Re: Interesting modding bug - help?
April 13, 2014, 10:56:13 PM
Yeah, such stuff happens to me all the time) Makes me wonder, if it's me, or it's just another bug in The Matrix.
#18
Mods / Re: Overloaded v0.12
April 13, 2014, 10:48:43 PM
Nice mod!
However, I have a couple of comments =)

Your mod contains folder "content" with exact copies of some of the actual game resources,
such as turret model, some textures, even sounds.

It's not needed for great items you added, so you probably shouldn't add them to mod's archive - it
doesn't cause bugs, but simply make MPK file bigger then it should be.

Thanks for your mod and your feedback!
#19
I honestly don't think, that joining pirates will be implemented any time soon.
It's something, that we want to do, but can't afford right now - there are still too many
of basic gameplay features not implemented yet. But I think, the day will come, when anyone
would be able to join Pirates, drink rum, hunting for treasures and do... all the kind of stuff pirates usually do.

Joining aliens would be impossible at all, due to storyline =) I doubt that's gonna change...
Well, maybe there will be an option to start as an alien, like PvMP, but join Xengatarn as human? Don't think so...
#20
Game discussion / Re: Where are the jump portals?
April 08, 2014, 01:02:53 AM
I think it was a bug of some sort... No other explanation in my mind. Try to restart the game and see, if problem persists.
#21
Mods / Re: MoreItemsPack [0.1.1]
April 07, 2014, 07:40:36 PM
This mod made me think, that, maybe, we need a section in forum, something like "Mods showcase", like the one here:
http://tes.ag.ru/skyrim/mods/
This mod is pretty good, but no one can find it because it's hidden deeply in forums.
#22
Modding info / Re: Interesting modding bug - help?
April 07, 2014, 07:37:19 PM
If you have what seems a proper mod. but which doesn't work, please, send it to us, we'll check if it has errors, or not =)
This mystery is kinda disturbing. On our tests everything always worked great.
#23
Game discussion / Re: thoughts on mining
April 07, 2014, 04:06:26 AM
Sorry, a little update.
Depleted asteroids are surely regenerating. Now - once per hour of real time (60*60 seconds). Perhaps, this system will be changed in future releases.
Thanks for your feedback)
#24
Modding info / Re: Interesting modding bug - help?
April 07, 2014, 03:27:08 AM
Hello!
I've tested your mod - it worked perfectly.
My guess is that your inner structure of .mpk file was not exactly correct. Root of every .mpk can have only 3 entities:
header.xml - mandatory
data - folder
content - folder

Meanwhile, a tip - it's better to to test mods in multiplayer mode:
first launch server .exe file from folder /server, and then launch client in multiplayer mode, enter "localhost" as address.
If something doesn't work right, you can just look at server app - it will, probably, show an error in scripts or xml...
#25
Quote from: deseven on April 06, 2014, 01:00:58 AM
And returning to the topic - i personally would like to see some js scripting examples, related to VE. It's not too clear right now. How to call your own script? Are function calls hardcoded somewhere in the engine?
Thanks for your feedback.
There's actually a plenty of information on scripting here: http://wiki.atomictorch.com/index.php?title=VoidExpanse/scripting_api

About your question - there's no way to call your own script from a game. All scripts' functions, however, can be attached to certain events, most of which are listed here: http://wiki.atomictorch.com/VoidExpanse/events
(except for experimental and testing actions). Also, you can attach functions to triggers, there's also info about that in
scripting section.

There are some exceptions, of course - topics, for example, are also scripts, but they don't work like other scripts, in documentation there's plenty of information on that too...
Just remember - there's a difference between internal and global scripts, you'd probably put your scripts to "global" folder
#26
Game discussion / Re: thoughts on mining
April 06, 2014, 08:21:10 PM
In next update will be fixed, thanks for the tip =)
#27
Ideas and suggestions / Re: Ability to set waypoints
April 06, 2014, 07:32:10 PM
We will certainly implement waypoints, autopilot and directions on minimap in future updates, great ideas!
#28
I decided to make this poll to know, if VE community needs additional information on modding, like video tutorials for instance,
or
http://wiki.atomictorch.com/VoidExpanse/installing_mods
http://wiki.atomictorch.com/VoidExpanse/modding
is enough?
#29
Mods / Re: MoreItemsPack [0.0.1]
April 04, 2014, 08:50:28 PM
I tried it out, and it's really great one! Good balance, nice communistic icons =)
Though, "Light laser XL seems like cheating) It makes killing pirates too easy, like a child's play.
Maybe, it'd be fair to give pirates this weapon to defend themselves?