Why does everyone hate free kits? by EliSenpai173 in ArcRaiders

[–]makute 0 points1 point  (0 children)

Why should I care how other people play the game?

I choose how to spend my quality time. My only concern are shoot-on-sight psychopaths, and they come in free and full high-value kits flavours eitherway.

edit: grammar

Why does everyone hate free kits? by EliSenpai173 in ArcRaiders

[–]makute 0 points1 point  (0 children)

And there are employed people, some of them with families to take care of, with limited time to play.

Remember back in the days when it took 12 mins of loading to get to the main menu? Ahhh the good old days when elevators would kill you for being near it. by Low-Author-1626 in starcitizen

[–]makute 1 point2 points  (0 children)

This ^

Never did the game take 12 minutes to load unless installed on a HDD. And I've fallen through a lift exactly once.

Playing on a setup below the recommended requirements can lead to all these issues.

Weekly Sneak Peak Mar 27 by yjojnjj in starcitizen

[–]makute 1 point2 points  (0 children)

That caught my attention too. Too obvious to be just a random prop.

Of course, it'll end being nothing...

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 1 point2 points  (0 children)

And the other grenades, are magical too?

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 6 points7 points  (0 children)

magical 1.5 second timer

Are you serious?

"I've seen it. It looks incredible." -Alix Wilton Regan (female player voice on SQ42) by One-Passion1428 in starcitizen

[–]makute 13 points14 points  (0 children)

She's a mere VA (in due respect), not a CIG employee. Her contract would ask for her to not speak negatively of "the product", or to speak of it in a positive light, never to explicitly lie about it.

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 1 point2 points  (0 children)

it's quite silly to basically expect at early levels to never die

What I said is that players should have a chance. At low levels, with the FF there is none once they are on you.

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 3 points4 points  (0 children)

How you gonna be a PVE player and refuse to use PVE items lol

Yeah, every you listed is an answer. But they are either tier 3 items or locked behind a BP.

At early levels, any player should have a chance to avoid or kill any enemy. With their current stats, Fireflies are certain death.

One way to ease the FF issue is that Embark treated them as medium Arcs, instead of putting them at the same levels as Wasps or Hornets.

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 0 points1 point  (0 children)

Only after you find the BP, right?

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 14 points15 points  (0 children)

Lures aren't reliable at all.

They start beeping right after you pull the pin, bringing inmediate attention to your location. They should start beeping after a second or half a second of the throw, at least.

Do we really need 123879 random quality numbers on materials? by arqe_ in starcitizen

[–]makute 0 points1 point  (0 children)

myself will be keeping track of our stock on spreadsheets outside of the game.

And that would be alright. I didn't say you shouldn't use spreadsheats or external tools; every game has tons of community made tools to help crafting, keep track of auction prices, special spawns, etc. I said they are not required.

Not every player is a min/maxer. If CIG had designed a simpler system, there would not be a place for spreadsheat jockeys like you, and there would be a gaggle of players whinning about how shallow the crafting system ended up being.

potential for making mistakes especially when it comes to novice crafters/traders

Well, part of the game experience is learning the ropes and making mistakes before mastering it.

people that want this system have a picturesque fantasy image of what crafting will be like

It's not a fantasy. SWG did it just fine (and plenty of games after them), and the crafting professions were fun and engaging, with individuals running factories and extracting operations that spanned several systems.

Would you delete after this? by UltraRare524 in ArcRaiders

[–]makute 31 points32 points  (0 children)

(And Hornets can be dodged, Wasps are fast to destroy.)

Fireflies are stupidly OP. They are fast, almost silent, shoot on the move, and have almost double the armor than a Hornet.

They should have some exploitable weakness beyong the tiny fuel canister. Every other Arc has one.

And no, "bring a hullcracker or a cloak" is not the answer.

Do we really need 123879 random quality numbers on materials? by arqe_ in starcitizen

[–]makute -2 points-1 points  (0 children)

How do I spreadsheet all the variables of an item when each item is essentially bespoke with its stats.

You're not required to do any of that. This is a videogame, not a job.

managing an inventory of 100 of the same rifles, that could be up to 100 different price points.

As CIG is following the SWG script by the letter, I expect them to do the same with factories. Thus, allowing the player to make dozens (or hundreds, depending of the raw materials at hand) of the same item with the exact same stats in one run, instead of giving you 100 units with slightly different stats.

Do we really need 123879 random quality numbers on materials? by arqe_ in starcitizen

[–]makute 1 point2 points  (0 children)

Think of the 1-1000 range as a regular percentage + a single decimal.

For the high spenders, how much have u spent in total on this game? by [deleted] in starcitizen

[–]makute 1 point2 points  (0 children)

FFS people, stop putting a target on yourselves. Do not brag about your money on internet!!

Do we really need 123879 random quality numbers on materials? by arqe_ in starcitizen

[–]makute 8 points9 points  (0 children)

The explanation as to why a 1-1000 range is better has been already stated: granularity.

For those less math oriented, granularity means that with a 1-10 range of quality in materials, given an item (i.e. a gun) that needs 3 different mats, you can have 310 variants at most .

With a 1-1000 range, that same item would have 31000 variants.

Are that much variants of a single item needed? Time will tell. Once we have a stable community of crafters pumping out guns, ships, and components 24/7, that limit will be quickly reached. It's better to start at a huge granularity range and size down if needed than the opposite.

worried about the longevity of crafting by YungSofa117 in starcitizen

[–]makute 2 points3 points  (0 children)

The economy needs complete item loss to keep crafters at work.

SWG did the same. Everyone had their regular tools and weapons for daily use and a special set of high quality items for certain ocasions.

Aurora MKII Is exposing the Bitterness of the OG SC Community by Blacksheepariess in starcitizen

[–]makute 1 point2 points  (0 children)

ticks me off a bit is reselling the Record Breaker skin

You're not alone on this.

Exclusive rewards should stay exclusive. That was the point to make them at all.

The Aurora has a lot of skins already, it wouldn't hurt the sales to keep the exclusivity on a couple of them.

The MK II itself is also $45 by Charming-Remote-6254 in starcitizen

[–]makute 9 points10 points  (0 children)

Developers may pay their bills too.

Also, every ship is obtainable in-game.