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Messages - Lurler

#1036
Game discussion / Re: Hype this game!
May 11, 2014, 08:38:50 AM
1. Can you possibly make a screenshot? If we can see how it looks on your screen maybe we can do something about it. Because we tested it on our computers and it looks quite okay even in low resolution.

2. Open journal, select a mission and the button is on the bottom right. Next to "show on map".
#1037
Game discussion / Re: Party in multiplayer?
May 11, 2014, 08:37:20 AM
Quote from: Tibarn on May 11, 2014, 08:29:32 AM
Can you make a party in multiplayer, me and my friend didnt find that function? Is it something that you are going to patch in or is it already working :)
Hm. What do you mean by party? How would you like it to work?
#1038
Game discussion / Re: Hype this game!
May 11, 2014, 07:17:38 AM
Quote from: Delcien on May 11, 2014, 01:56:25 AM
I bought this game yesterday and I gotta say I wasnt expecting much because the screenshots, videos, and pre-release marketing didnt really impress me, but I am really happy that I did. ... I have recommended it to my friends, and I am really looking forward to seeing how future developements will pan out.
Thanks for the kind words :) I hope we can make the game even better! :)

Quote from: Delcien on May 11, 2014, 01:56:25 AM
1.  I managed to get the best ship and equipment after about 10hours of playing, prices need to be balanced.
True, but it is an alpha and it's impossible to balance things perfectly, because we are constantly adding new stuff and changing existing things. But we are certainly going to make some adjistments, including in the next version.

Quote from: Delcien on May 11, 2014, 01:56:25 AM
2.  Sometimes its a bit dialog heavy, I appreciate a background story liek anyone but sometimes I just wanna shoot things!
That is actually what I noticed too :) We will try to make dialogs more brief, but add ability to ask extra questions from the npc if you want to ask something particular.

Quote from: Delcien on May 11, 2014, 01:56:25 AM
3.  The Interface UI needs a rescale option
Hm... why? Now the interface always scales to the maximum size. I can't imagine anyone wanting to make it smaller... Can you elaborate on that suggestion?

Quote from: Delcien on May 11, 2014, 01:56:25 AM
4.  The missions need a cancel button, I got a mission to get 270 ore and there was no way to get it but i was lumbered with it.
There is actually a cancel button for all non story missions. Unless of course you loaded save from a previous version of the game when such option was not yet available.

Quote from: Delcien on May 11, 2014, 01:56:25 AM
1.  Would be nice be able to Respond to distress calls (from traders under attack, damsels with broken ships..etc)
Already in the new version :) You can save people when they are attacked by pirates and they will thank you for your help. Later on we will expand that system even more.

Quote from: Delcien on May 11, 2014, 01:56:25 AM
2.  Would be nice to have more communication options when chatting to friendlies
Already in the next version. There are more than a dozen topics to talk about with NPCs now :)

Quote from: Delcien on May 11, 2014, 01:56:25 AM
3.  Would love to be able to set a waypoint on the map.
4. Route planner would be nice, to tell me what jumpgates I have to go thru to get to my end destination.
That. And autopilot feature! Will be available in one of the future versions (not in the next one, though).

Thanks for all the suggestions! :)
#1039
The game is currently in Alpha and the missions that we were able to put into the game were mostly a placeholder. We are currently reworking the story and random missions from the ground up and in the next update you will be able to actually play the game. We have completed around 10 missions so far and we plan to add around 20 more in the next version.
For now please bear with us and wait for the next update! :)
#1040
As you might have noticed all prices in the game are displayed like this "5000d".

So our question to you - what do you think the "d" stands for? :)

Be creative!
#1041
Quote from: CorusDaar on April 28, 2014, 05:52:57 AM
You don't have to start off as an Alien. You could get converted to one.
Think Kerrigan in Starcraft.
It is an interesting idea, certainly. But I don't think we can do it any time soon as we would rather finish the core game first.
But honestly, I don't see why not. If the game sells well and we have the possibility to continue working on in - then sure, we will be adding more and more features to the game world.
#1042
Quote from: Ophidios on April 28, 2014, 06:49:00 AM
Well poo, I had already started putting together a mod with all English dialog corrected and clarified.  Guess I'll put that on the shelf, ha ha.
Well, you can certainly release the mod, or at least send us your corrections when you are done.
Since we will be able to start rewriting dialogues only after 25 of May.
#1043
We are working on some quick fixes for this update. There are still some problems remaining. Hopefully the next quick patch will address everything reported so far.
#1044
News and Updates / VoidExpanse - Patch notes v0.7.11
April 23, 2014, 03:49:52 AM
Original post: http://atomictorch.com/Post/Id54

Quote
The update is finally here and with a lot more stuff than we initially planned! Here goes.

New stuff:
    New hint system. If you are doing something wrong the game will tell you. For example trying to equip an item in a wrong slot will show you a hint on what you are doing wrong.
    Ability to ask for fuel from other friendly ships in space.
    See contents of the asteroids skill if finally implemented. So, if you are a miner it will really come in handy!
    Added "show on map" feature and ability to cancel quests.
    All stars now do radiation damage to the neighboring ships.
    Implemented skill: bonus to quest reward.
    When near JumpGate it indicates where it leads.
    Item comparison window.
    Added button to quit to the main menu from the character creation screen.
    Added faction icon near ship names (if the pilot belongs to any faction at all).

Changes:
    New mining system. The main idea is that now you will actually get some good money for mining, but much less experience compared to before.
    New experience system. We changed the amount of exp you get from killing pirates depending on their level as well as how much exp you need to level up.
    Rebalanced the freighter hull. It is now somewhat weaker in combat.
    Extended name generation for star system names.
    Rebalanced the game start. It is a little bit easier now.
    Galaxy map now reports actual asteroid density in different systems.
    Added energy usage for all weapon types upon each particular shot, not just recharge. So, now all weapons use energy. We are still balancing the system so we would really appreciate your feedback on the forums.

Fixes:
    Finally fixed multiplayer (lags, hangs, "lose of control")! And this time it really does work! :)
    Fixed disappearing items icons (finally!).
    Fixes to some quests, e.g. now they properly put markers, in the correct category and contain less grammatical mistakes ;)
    Fixed collision box for science station.
    Fixed docking zones for all stations. No more going through walls.
    Fixed "Spiral docking" issues.
    Fixed merchant Ships being stuck on certain stations.
    Fixed "if game path contains Unicode symbols, NoesisGUI does not works".
    Fixed random lags in game.
    Fixed camera jumping after death/jumpgate.

And a whole lot of other small fixes!

As always we welcome you to join the discussion on the forum!

And more importantly - join us in multiplayer. We really want to see big battles going! Join in and show your skill!
#1045
Mods / Re: Overloaded v0.14
April 17, 2014, 02:40:40 AM
You could try adding some active devices with scripted actions. There are some already in the game, but you can create some new ones with different actions.
#1046
Unfortunately we cannot support another payment solution at the moment.
As for Steam - we will try to get the game there definitely. It will take some time before the game is ready for steam though.

Sorry that I can't be of more help.
#1047
Quote from: TinCow on April 15, 2014, 04:02:04 PM
I really think you've got the foundations for a great game here, and I'm very excited to see where it goes.  Combat and movement are already solid and the game looks gorgeous.  Your use of weapon hardpoints and aiming arcs in particular is inspired and really improves on the systems used by EV and Subspace.
Thanks :) I hope we can deliver even more interesting experience.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
I'm personally interested in VE for the multiplayer only. You have a great system set up to make, essentially, a smaller, moddable version of EVE.
Funny thing is - actually it is exactly what was on our minds when we decided to include multiplayer.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
Give us the option to generate huge galaxies with tons of star systems, then let players form their own factions/alliances, build stations/platforms, and conquer systems, and you'll have a game that attracts a LOT of players and sustains interest for a very long time.  In short, give the players the ability to create their own content and purpose, and you'll really open this thing up.
Certainly. Additionally you could mod any of that and make even more unique multiplayer servers. Each admin can create their own small MMORPG with custom gameplay.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
First, please implement death consequences soon.  I noticed in the server config that there are already options for penalties to money and experience from death, as well as loss of the ship you are piloting.  However, these do not appear to work yet.  Adding those on will give a major boost to the experience, particularly in multiplayer.
Certainly. But the reason we haven't included any consequences, and in SP in particular, because we didn't want to frustrate new players who can't yet properly play the game. We don't even have a tutorial yet. As soon as tutorial will be in place and some other things are implemented we will include some forms of penalties for death in both SP and MP.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
Second, we need additional classes of ships.  I've seen some comments by the devs that it is not planned to implement fleets of ships controlled by a single player.  This seems perfectly fine to me, particularly with multiplayer available.
It is possible to do with mods. But at this point I don't see that it fits very well with the core gameplay. But again, you can do it with mods. There are some missions in the game (IIRC) that lets you control a mercenary. Using this idea you could implement a complete fleets of ships under your control.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
In particular, I think 'carrier' ships with small drone fighter craft are needed. This also opens up the option for numerous types of upgradable drone craft.
Drones are already in the plans, although they will not make an appearance soon for certain. But again, I think it is possible to implement drones even now using the scripting API.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
Third, the game needs a sense of active warfare between the factions.  In most sectors, it's just pirates everywhere.  The home sectors of the factions should be largely safe and free from enemies, with enemies showing up more frequently as you get out towards the fringes.
Well, the factions aren't exactly in the war with each other. At least the main ones. But yeah, we plan to eventually have more active faction interactions and independent from player. For starters we want to implement Xengatarn - they will try to conquer even more systems inside the Void Expanse, but other factions such as Order and Freedom will try to stop them.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
It seems a bit odd at the moment to have pirates constantly swarming around (and getting killed by) the turrets the dot the major central sectors.  We should be seeing these sectors largely peaceful and patrolled by ships loyal to the local faction, which attack anyone (AI or player) who targets a friendly or neutral ship in that sector.  At the same time, factions which are hostile to each other should occasionally launch fleets into each others' territory, resulting in AI battles in contested areas.
True. Again, this is already in the plans. We want to have some form of "Concord" if you know what I mean :)

Quote from: TinCow on April 15, 2014, 04:02:04 PM
Fourth, commodity trading needs to be implemented.
I should say more, it should be implemented in the first place. Because right now all the shops are just placeholders. There is no actual system for trading, you can only buy and sell stuff for a fixed price. We plan to have an actual economy with demand and supply that would change depending on the actions of the player(s) and NPC traders. As well as adding more items and a way to produce some of them.

Quote from: TinCow on April 15, 2014, 04:02:04 PM
Fifth, increase the social interactivity for MP.  One immediate improvement that would help would be the ability to use the game chat while docked at a station.
That is actually a very good suggestion. I will try to sneak it in the next version.

Bottom line: I really appreciate your suggestions! And there are a lot of things planned!
#1048
The game has been updated to v0.7.10c.
Fixed several bugs such as with inventory and shops not allowing you to move resources and items around. As well as a few others.
#1049
It depends on the level of the station. Some stations only sell low level items.
#1050
Quote from: Tchey on April 11, 2014, 06:50:21 AM
Does it need a new game, or older saves are compatible ?
They should be compatible. Although I haven't tested it myself. But we really didn't change anything that could break the saves.