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Messages - Lurler

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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.

Ideas and suggestions / Re: Some thoughts and suggestions
« on: April 15, 2014, 10:15:06 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.

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.

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.

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.

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.

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.

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.

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 :)

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.

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!

News and Updates / Re: VoidExpanse - Patch notes v0.7.10
« on: April 12, 2014, 01:16:39 am »
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.

News and Updates / Re: VoidExpanse - Patch notes v0.7.10
« on: April 11, 2014, 10:14:14 pm »
It depends on the level of the station. Some stations only sell low level items.

News and Updates / Re: VoidExpanse - Patch notes v0.7.10
« on: April 11, 2014, 08:16:47 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.

News and Updates / VoidExpanse - Patch notes v0.7.10
« on: April 11, 2014, 04:07:56 am »
Original post:

And it is finally done! This update primarily addresses all the reports that were given on the forums. Really big thanks guys! We were also able to slip some improvements to the game along with bugfixes. Overal I am very pleased with the work done this week. I hope you will like the changes! As usual find the list of updates below.

Oh, and below is an example of a rediculous faces you can create now :) PS - there are Hulk Hogan mustache now :)

New features:
    Added industrial miner 2.
    New generator (tritium + capacitor).
    Whole lot of new face parts for character generator.
    Consumables drop from pirates.
    Added autosave interval setting to options.

    Consumables can now equipped in flight. You don't need to dock to a station to do that.
    Signposting - we have added clear indications to some actions to make it more clear why you can't do something or how you should do it.
    Modified and rebalanced Avalanche hulls - now they are actually made for speed as it was intended.
    Added missing icon for the first quest item.
    Increased energy capacity for all generators.
    Tooltips for ships now show tracking angle and tracking speed for each weapon.
    Other small changes.

    Fixed bugs with some quests. Particularly the Scurvy quest was changed significantly.
    Fixed unequipping of devices when changing hulls.
    Now it doesn't tell you "Docking failed" when you already docking.
    Fixed NPC dialogs and container exchange states closing.
    Now you cannot talk to turret platforms and pirates.
    Fixed the problem with conversations when you talk to another ship, exit with Esc, the ship was zoomed-in and unresponsive.

Known problems:
    Path to the game must not contain unicode symbols. Basically only symbols in default Eng keyboard are allowed. It should be fixed soon.

Ideas and suggestions / Re: A few things
« on: April 10, 2014, 07:16:15 am »
Totally agree. Great ideas. Some of that goes directly to our todo list now!

Ideas and suggestions / Re: Going further than the next system
« on: April 10, 2014, 07:13:07 am »
Totally agree with the OP.
1. There will be autopilot to automate the long jorneys.
2. There will be longer jumplines. But not now. We will implement it later as a quest line.

Game discussion / Re: GalaxyPedia
« on: April 10, 2014, 07:11:00 am »
I always think gameplay and playable content should always come before walls of text and shiny pictures, but for sure i will be a nice addition to the game, later.
The only reason we are doing it sooner than later is because we need a tutorial. Surprising number of people can't figure out how to actually use the game :) So we just must introduce some kind of tutorial. And since it would be better to combine codex with the totorial we might as well do everything together.

As for the way to call it. Codex is just to simple and boring. Different variations of VoidPedia, etc. won't do it either because Void Expanse is just a small part of the galaxy. But the info is independent of that. So, something like a GalaxyPedia should be okay, but at the same time it sounds too cheesy :)

PS - VoidExpanse is the name of the game, while Void Expanse is the name of the region in the game. Don't mix it up :)

Game discussion / GalaxyPedia
« on: April 10, 2014, 03:46:31 am »
We will be implementing help/tutorial system and as a part of that system we will also create GalaxyPedia. The name is of course a temporary one (please suggest something better :) ).
But the reason I created that topic is because I would like to hear your ideas on the best way to implement it.

So the way I see it now we will have a window with a list of topics on the left (separated into several categories) and the particular article of this pedia on the right. Something similar to this:

So, when you want to read about mining for example you would open the pedia, search for section "Mining", then click on "Mining asteroids" and read the article (with pictures) on how to do it and basically get all associated information.

That's the basic idea.

Any suggestions to make it better?

Ideas and suggestions / Re: semi-random events?
« on: April 08, 2014, 09:22:00 pm »
carch, good ideas, thank you.
I will talk with the team to see which of these we can implement!
But we willcertainly add something :)

If I may propose, I think rather than scripting random events like this, you'll get far more bang for the buck by merely simulating the operations of a universe and letting emergent things occur on their own.
Some of that could work. We will see!

Ideas and suggestions / Re: Where did i store my suff ?
« on: April 08, 2014, 09:20:12 pm »
That is in the plans. The list of owned things on other stations, that is.
It will be added in one of the next versions.

Mods / Guide to post your mods
« on: April 08, 2014, 03:15:24 am »
When posting your mods on the forums please follow the template outlined below for best results!

Title: Title of your mod.
Image: Url, or in-page image of your mod. Certainly not required, but would be really nice to have.
Author(s): Authors of the mod.
Description: Information on what your mod does or adds to the game. Basically a summary of mod content.
Mod version: Current version of the Mod.
Game version: For what game version was the mod created?
Game mode: Single player or multiplayer?

Here is a template for you to copy
Mod version:
Game version:
Game mode:

Mods / Re: MoreItemsPack [0.1.1]
« on: April 08, 2014, 01:53:29 am »
It's nice, but we simply wouldn't be able to manage that. If we start managing plugins then we wouldn't have time to make the actual game...

Ideas and suggestions / Re: semi-random events?
« on: April 07, 2014, 07:40:27 am »
Yup, we would like to include events like that.

If you can come up with a few interesting ones it could help! Thanks :)

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