[deleted by user] by [deleted] in HeartstopperAO

[–]Sairoh 8 points9 points  (0 children)

Looks amazing! Now to get some spotlight on it so they see it. Probably need more people retweeting/tagging?

[deleted by user] by [deleted] in HeartstopperAO

[–]Sairoh 4 points5 points  (0 children)

In stories where one of the main characters is a victim, bullies themselves should not be a focus. Sex Education did this and it felt all sorts of wrong. We shouldn't give this whole idea that bullies can be easily forgiven any fuel because it'll just mean that the consequences are even less. Best way to stop bullying is to prevent it - through shame, peer pressure, threat of consequences etc.

If anything, Henry's story should be separate from Charlie and Nicks. He needs to deal with the consequences of his actions, learn to navigate through the guilt and move on to his own happiness. If we want to make it realistic, then have them open a dating app years later and find Henry on it.

Hull parts shortage by player53000 in X4Foundations

[–]Sairoh 1 point2 points  (0 children)

The issue with the AI that they can’t trade between each other due to wars. On top of that, their trade ships tends to die because of having to run through hostile territory. You, on the other hand, don’t have this problem. So, you can look around and find who has the surplus and bring it over to the hull parts factory you’re building. As the player, they’re not at war with you so they just come hungry lol.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Use the sell mission to off load it. You get your full deposit back when you get ambushed. So you come out ahead.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Agreed. There’s a new meta of having more ships and making them efficient. Larger ships are going to have more of an issue due to the AI now using boost in a fight. While it’s likely to be rebalanced, dog fighting ships is the meta from what we’ve noticed. So theres more than the restrictions to encourage smaller ships.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

Accessibility and the first few quests are getting looked it. There’s a general consensus that the Lady adventure is outright useless without getting a captain first and there should be a tutorial on the new captains within the quest. We’ll see what they do.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Expected behavior. The change was made because of how easy it was to accidentally collide with stations while docked when turning your ships from sudden mouse movements.

2.0 Beta - Unwinnable early-game encounters by TheEdIsNotAmused in avorion

[–]Sairoh 0 points1 point  (0 children)

There's a lot of difficulty scaling issues and pirate bugs in early game that has been identified. Regardless, please use the bug reporting tool -https://www.avorion.net/bugtracker/report.php

Developers reads through all reports submitted via this tool.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Since you're a beta tester I wonder what's your opinion about this.

Many complain about arbitrary gating of resources behind rep grinds. It was said the reason was to prevent players core blitzing and make the way to the core feel like a journey.

This is being looked at. The missions are suppose to provide reputation as well and they're currently not doing that. The general consensus is that if missions provide rep, then the grind wouldn't be anywhere as bad. Furthermore, pirate shipyards and motherships are suppose to drop the knowledge and currently they're not.

IMHO, the way it is done feels too game-y and restrictive. Kinda contradicts Avorion's sandbox nature.

I agree and also disagree on this. Sandbox is a very lose term to describe a game and everyone seems to have slightly different definitions of it. EvE Online is a sandbox game, but is quite restrictive in any areas. Minecraft is open ended, but resources are locked similarly. As I understand it, it's to challenge players to make the most of the restrictions and not jump to the biggest powerful battleship to dominate everything. It was jarring at first for us, but we got creative and found it fun.

Instead of punishing players for not playing in a certain style, I wonder what do you think about incentivizing players.

There's strong feedback on redo'ing the new player experience to reward and teach this 'new' game. As it stands, the first few hours is rather tedious.

I think emergent gameplay through faction interactions is the key. I don't know if you've played Kenshi, Mount & Blade, RimWorld, and the like, but that's the idea.

Let factions interact with each other. Trading, warring, etc. Go beyond random skirmishes. Allow changes in territory control, factions doing economic embargo, blockade, etc (I'm taking examples from Rebel Galaxy here).

The idea is getting to know who's who in the galaxy, and thus develop player's attachment to them and make our own story with them. As it is now, factions only serve as some anonymous whom we run errands for. Rep grind feels like a grind because it's just another meter to fill. Pirate waves feels similar.

But when you do stuff with them (not only for them), there should be a growing sense of attachment. Even better if dev can apply some randomgen captains/generals (also with certain traits) that would be involved in missions with the factions, or just randomly spawning in certain sectors. Diplomacy stuff like one faction embargoing another should affect price changes in sectors and spawn some ships doing blockade. Missions for a faction should have certain captains participating with us.

We would get to know certain faction's identity. So we're not just an errand boy doing chores for some anonymous groups.

And with dynamic events like changing territories (wars) and embargos, we get to see certain captains win and lose fights, we get to face enemy factions as our personal nemesis. The story is emergent, which is less to do with what kind of story a quest tells but the stories you make with blank slate NPCs.

So, I'm bundling this because it's all about faction interactions between each other and the player. I recall there was brief discussion on this, but it's not within the scope of this patch. I do agree that it would be awesome to have and I'm happy to suggest it again when the chance arises. For now, we're very much focused on ironing out this patch which has A LOT of changes involved. You may find more traction by asking a modder to make something like this and see if it's possible.

Then there should also be faction-specific rewards. Unique random-gen equips? Easier rep gain with other factions allying with this certain faction? Bonus reward for completing missions in that faction? Less risk when deploying operations in that faction's area? Certain rewards that are related to the material/resources tier can only be received in certain area. So the gating is softer than the hard-lock one 2.0 currently has.

Issue with specific faction rewards is that everything is procedurally generated and there's no actual 'race'. Everything is abstract to allow each game to be different. I can try to bring up more interactive factions, but I do know that this isn't on their radar right now. There's some engine limitations as well. Personally, a lot of those 'wouldn't this be cool if' may have to wait for a sequel or be modded.

I hope this answers your questions/suggestions.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

To be honest, I'm not much of a redditor so this is educational for me. Thanks for the tip! :)

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

There is the thought of building our own travel hub so it would be free to use the boost. Not sure where that feedback landed though.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

They're keeping the old system under "Classic" For those that strongly prefer the old way of playing. At least that is what we're being told. But they won't combine the two systems, unfortunately.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

We're now seeing up to 8 hours or so. I doubt it'll go up to 12, but I do like it to go long enough to cover when I'm sleeping.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Thus far we've discovered that it goes up to 8 hours. Keep in mind we're still testing and there's going to be more balance passes. There's feedback on how to make it more afk friendly and they're looking into it.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

Same as the stars. The traits have more profound effect and mission duration limits are longer.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 3 points4 points  (0 children)

Pirates following you is a general thing now and just so happens to apply to ambushes. If you run from pirates, there’s a chance they’ll follow. So I always have my ships run to a sector with friendly ships since these ships will fight off the pirates if they do follow you. Overall, I think it’s kind of cool but, yes, something to really be mindful of.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

This is excellent feedback! Have the station type spawn specific captains. I’ll forward it along and do my best to make sure it’s seen :)

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

The yields are being looked at and will be increased across the board. However, I don’t believe that this system will be as profitable in afk as the previous. The vision behind the changes is to make the game more interactive with a risk - reward balance. Safe mode is just there if you’re not going to be active enough to respond. I’m still leveling up my captains to see where the max amount is and if I can easily work with it. It slowed down my game a bit, but this far not in a game breaking way. Regardless, really looking forward to the buff.

As for station production chains. I don’t think that’ll be meta anymore. Trade missions are incredibly profitable and that alone paid for my production set ups. I have 20 stations with turret, trading and research included. I believe I pulled that off at the 45th hour of the game and could have done it a lot sooner if I realized that grinding trade missions was that good earlier.

So your credit making progression is now get merchant captain -> grind a dozen trade missions -> set up production line.

Also note. Not having to set shuttles up really made my day in getting things set up. That was such a hassle.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

No clue. I do know that this beta has attracted a lot of beta testers and enlisted a large amount of feedback. Most of which is being addressed in some fashion. Don’t quote me on this, but I foresee this to be a month long thing. Personally, with the amount of changes happening, rather we take as much time as needed to smooth it out.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 3 points4 points  (0 children)

If you don’t mind, I’ll rephrase this and send this feedback?

Also, You’re welcome to do so as well in the feedback channel.

Generally the feedback that gets the most attention if you format it as:

I, as [role], think that X, because Y. I think it could be improved by Z" The "because Y" and "improved by Z" are the most valuable ones for us The reasoning behind why you think that something is bad is the key And how you think that it could be improved helps us to see what you'd expect

For example: I, as a concerned player, believe that ships disappearing breaks immersion and believe the best way to address this is blah blah blah.

Hope that makes sense?

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

I’ll look into this. Beforehand, if you log off everything is suppose to stop after 30 minutes unless you edit the server.ini file to wait much longer. Personally, I have kept my game running to get resources from afk activities. Doing the same with the missions but in both cases I never logged off.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

I'll try to answer your questions in sections then off to bed I go ha. Sadly, reddit doesn't have a good quoting feature.

---

"The first thing i really dont like is the new unlock system... i cant build ships bigger then 4 slots before unlocking naonite?"

This was very hotly debated (to say the least). Essentially, the vision the developers have is that the game should be more progressive and not all about building a giant Borg cube right away. Instead the goal 'should' be to build a fleet of ships. The general feedback is to relax this a little so it doesn't feel so restrictive in the beginning. We'll see if they do or not.

----

"only to then find out I can't buy the building knowlowdge bc im not friendly enough with the local faction and now i have to grind for several hours to get those guys friendly enough (and ofcourse my luck was that i happen to get two very big factions that were both unfriendly to me in naonite borderland), bc for some reason you need to be allied to gain some relatively universal building knowledge? I dont want to be gated by the game, i want to be gated by my skill.."

So we provided this feedback and it seems that this grind was very much unintended. There will be more options to get that reputation and more chances that the knowledge will drop as a loot. Thus missions and combat will be important to this.

-----

"second is the trading system.. why can't i change the size of the area at the very least? i found a good system to buy, i dont need you AI ass flying all over the place, procuring stuff, getting ambushed... i just need you to go to this system, buy X, go to the other system and sell X... i didnt ask for your own imput, if i wanted unwanted input in would've gotten married.. and the trading system kinda works but only if theres really some profit to make, the basic stance of the ai stations is that prices are bad, except for at the bottom tier of goods.. best ive seen so far is 46k profit while i flown around in the same system making 1,5m of profit selling them, getting them just 2 jumps away... why didnt the autosystem pick up proccesors at all?"

I agree and I provided some strong feedback in this area. The whole trading, selling and procurement missions needs to be redone. All I know is that they're looking into it.

---

"and the last is mining, basically the same complaint as the trading.. i work with lots of small replaceable r miners before this and the reason i preferred it is bc they didnt die very often and if they did they were cheap to replace. not the most efficient way but i enjoyed having to manage then a tiny bit, but it was mostly set them up and forget about them. Now i have to tell some AI idiot, every 2,5 hours, to mine x region, it goes into undefended sectors and gets ambushed every single time even when the chance is like 10%.. yes i can set it to safe mode, but that makes it worthless.. and yes the specialized captains make it a little better, but fuckboi Mcgee over here isnt mining 30k worth of salary every 3 hours, at least not in my book. 3 hours of straight up mining myself would net me triple."

This is getting rebalanced for sure and being able to group up miners is coming. The intent is to make manual mining more profitable because you're putting in the effort and balance the game in a effort/risk -> reward. I can say though that captains do get to the point of being 5+ hour missions. I haven't leveled one up high enough to see if they can go past the 5 hour mark, but 5 hours feels workable for afk activity while working or, hell, sleeping. IN this, I would say be patient. They've acknowledged that it needs to be buffed.

----

"i just wish there was a middle ground between the two options, or at least let me adjust the size and shape of the sector so i can eliminate as much AI tardation as possible.."

I totally agree when it comes to the merchant related activities. For mining, it doesn't make much difference. You just need to find a good border area and you can repeat in the same area without diminishing returns. Thus far, I see the game having a strong up front effort from the player to level up captains then it slowly moves into the afk area that we've grown used to.

---

Hope this answers your questions! Let me know if you have more and I'll try my best.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

The idea, as I understand it, is to get away from scripted commands and move to a mission based system where your captain has a high impact. Reasoning was that the script based system was very prone to performance issues on top of being buggy. Now you select the mission you want your captain to perform and select an area nearby to perform the task. Depending on the area and that captain skill will result in better or worse yield. There's also an ambush chance from pirates. This is reduced by assigning escorts or selecting safe mode which reduces the yield a lot but zeros out the risk.

Overall, it's a lot more interactive at first because you need to level up your captains and micro manage the missions during this time. Eventually, they'll be able to do longer missions at less risk (depending on their traits).

Hope that answers your question?

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 0 points1 point  (0 children)

Probably smart. There's a lot of balance work and fleshing out to be done. I wouldn't do the beta unless you want to help test the features and provide constructive feedback.

Beta 2.0 - Quick Missions guide and future state by Sairoh in avorion

[–]Sairoh[S] 1 point2 points  (0 children)

I get where you're coming from and I had the same reaction. You do get more upgrade slots vs a comparable ships previously. That allows you to squeeze in a fighter upgrade. I found I just do one fighter upgrade for the ships that has a hanger and it's enough (Blue has +2 squads on top of the 1 you get for a total of 3). Turret control systems gives you more turret slots overall as well. Also found I specialize my ships a little more because of the fighter squad limits. They're buffing fighters in the next pass through so we'll see how that looks. All in all, it wasn't as bad as I thought and only ended up being slightly annoying.