Astro Galaxy - a realistic space exploration game
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Author Topic: First Impressions, Suggestions ect ect  (Read 12622 times)
theonlystd
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« on: November 25, 2012, 02:36:07 AM »

Been playing about a week now thought Id share some of my impressions since it's still in development. I really couldn't find any place that listed all the long term goals and such for the game so hopefully I won't be overly redundant .
But I do love the concept and can't wait to see it's built on.

A bit faster paced and more newbie friendly. I mean I'll survive and adapt but if you want to keep many new players you got to help them along a bit more. Im not saying care bear the whole thing up but I think you could take some ideas from Eve. Maybe make all of the Sol system a safe zone and maybe a couple safe planets with Sol stations in nearby systems.

No real fun money making pursuits to start with.  The interplanetary transport missions aren't fun or really that profitable considering what stuff costs and how fast it scales as tech goes up. Also take a pretty large sum of your cargo so makes it hard to double or triple up on the missions. Interstellar aren't much better and really encourage not playing playing since the jump times are going to be so long. With fuel costs to you arent making oodles. Cargo requirements are lower but offset by needing a lot more cargo used for fuel.

Havn't really given anything else a go.. Curious how easy or hard it is to get into mining but thats a pretty involved process for a new players since you'll have to factor in round trips fuel costs and bla bla bla. To make sure you're profitable so doesn't really apply to noobs .

Some general suggestions.

Player market from what I've read on the forum this in the works but still has to be said.

This could be VIP only feature but whenever you click on the ships list it shows you how long tell your various ships are ready to jump.

A couple module/research idea's I kind of expected .

What about a Nav Computer module? Decrease navigational time obviously.

Matter To fuel converter module.Increases the Matter to Fuel convert rate. Might not be needed with VIP but would be handy imho.

Engine Efficiency Techs. Decrease fuel use.

All I got for now. Don't be to harsh on me.
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JamJulLison
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« Reply #1 on: November 25, 2012, 08:22:21 PM »

Something to keep in mind is the game is only 2 months old. So it is still growing. I see it getting better as time goes on. Though I would like it if they could maybe have a way to decrease attack timers besides reducing then shifting around crew to lower the power level. Perhaps allow the Combat Drives to factor in to this more. It would give us more reasons to upgrade it.
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theonlystd
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« Reply #2 on: November 26, 2012, 03:10:39 AM »

Something to keep in mind is the game is only 2 months old. So it is still growing. I see it getting better as time goes on. Though I would like it if they could maybe have a way to decrease attack timers besides reducing then shifting around crew to lower the power level. Perhaps allow the Combat Drives to factor in to this more. It would give us more reasons to upgrade it.
O yea I understand that.

Really need a post or something that shows all the plans for the game and maybe a rough roll out time or some such. Im sure some of the stuff I've talked about is already planned .
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Sydney
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« Reply #3 on: November 26, 2012, 05:05:18 AM »

Interestingly enough once youve had some time in game and upgraded your ship, its engines, and its cargo hold, then many of these concerns dissapear.

with improved engines youll be able to make the run from sol to procyon in an hour or so. Ofcourse there will be virtually no profit in running the passenger missions from sol with engines that fast, because of the fuel requirements. But thats okay because if your in it for the profit youll be specialising in the combat missions anyway, and the returns on those arnt fixed, they get bigger as you get more powerful.

This game has a very pronounced snowball effect. If it was too fast paced in the begining then it would get out of hand later on.

btw you should check out the SITREP i think it will show you what you want in terms of jump times.
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Syd Happens
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« Reply #4 on: November 26, 2012, 03:39:52 PM »

Interestingly enough once youve had some time in game and upgraded your ship, its engines, and its cargo hold, then many of these concerns dissapear.

with improved engines youll be able to make the run from sol to procyon in an hour or so. Ofcourse there will be virtually no profit in running the passenger missions from sol with engines that fast, because of the fuel requirements. But thats okay because if your in it for the profit youll be specialising in the combat missions anyway, and the returns on those arnt fixed, they get bigger as you get more powerful.

This game has a very pronounced snowball effect. If it was too fast paced in the begining then it would get out of hand later on.

btw you should check out the SITREP i think it will show you what you want in terms of jump times.
Thanks for the SITREP suggestion that is what I was referring to

Yea that might be true. I was just throwing out some of my impressions on how I think one could retain a higher number of new players. Thats absolutely key for a new game .
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SirEmi
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« Reply #5 on: November 27, 2012, 07:09:55 AM »

About newbie protection law:

"All newbie captain ships and facilities will be protected from piracy for a number of maximum 7 days after registration, or until they graduate from the SEA course. The captains will be protected and the attack computers will be unable to initiate the attack. This rule has been uploaded to all attack computers issued by the SOL Corporation."

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Lovelace
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« Reply #6 on: December 08, 2012, 09:44:52 PM »

Quote
retain a higher number of new players. Thats absolutely key for a new game .

Nope. For Emi it's not. Emi cares about votes. Emi loves smartphone players who can spam the vote system with 15000 votes per day. He rewards that by the monthly draw. Emi would rather see 10 frustrated players doing their best, than to have 100 casual players. Try deny that, developer.
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theonlystd
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« Reply #7 on: December 09, 2012, 01:14:05 AM »

About newbie protection law:

"All newbie captain ships and facilities will be protected from piracy for a number of maximum 7 days after registration, or until they graduate from the SEA course. The captains will be protected and the attack computers will be unable to initiate the attack. This rule has been uploaded to all attack computers issued by the SOL Corporation."


Forgot about this topic

thats a good start but that won't help maintain players Esp since 7 days isn't that long of a time considering the pace of this game in the start.

Nor does it address some of the other issues.
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JamJulLison
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« Reply #8 on: December 09, 2012, 02:13:45 AM »

About newbie protection law:

"All newbie captain ships and facilities will be protected from piracy for a number of maximum 7 days after registration, or until they graduate from the SEA course. The captains will be protected and the attack computers will be unable to initiate the attack. This rule has been uploaded to all attack computers issued by the SOL Corporation."


Forgot about this topic

thats a good start but that won't help maintain players Esp since 7 days isn't that long of a time considering the pace of this game in the start.

Nor does it address some of the other issues.


I finished the academy in 2 days and had a good grasp on the basics by then. Enough to survive in this rough galaxy. So 7 days is more then enough time to pick up the basics.
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Jaqvaar
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« Reply #9 on: December 10, 2012, 07:54:37 PM »

Following what Lovelace has said above, and also what the Retard posted in another thread (publicising our private conversations out of context of course), I'd like to explain with a cool head why I'm leaving, and why possibly others will follow:

When I first saw this game it sounded amazing. It reminded me of Frontier (Elite2), my favourite game of all time. It has lots of planets to explore, and there are other players to work with (or against), and it's simple and browser-based, and you can customise your ships with modules. Lots of great ideas there, and the planets are really good, the system graphics are nice and once you get the hang of it, it's pretty simple.

But unfortunately there's no real motivation. Those of us who made the mistake of researching, even paying money to buy QP and then turn them to RP, saw that anyone can make a better ship by clicking on banners. I built a well-planned network of mining stations spanning over 30 systems, hundreds of light years apart. I had 6 ships unloading on a carefully planned route, had found the best planets possible and was making almost 1million solars a day.

Great profit, except that anyone can make more than that in a couple of hours just clicking on banners. Which I'll admit I did too for a while (until I realised Kerbos has an automatic script to do it for him and doesn't even need to go around with his phone looking for open wi-fis).

There's no trade, no other profit-making system, and of course the game is designed to aid griefers as much as possible. And with every new update it gets worse.

I won't even bother ranting on about the pirates. The fact that most of the corps are pirate corps says it all. As I explained to Scion on one of our calmer conversations my problem with pirates is that, in an unbalanced game such as this, you'll eventually end up with nothing to plunder. There's no risk for the pirate, and the worse case scenario is that even if he loses a battle (which he can easily jump out of anyway), he'll just be kicked to the Safe Zone. He won't even lose a ship!

So anyway, it is obvious that Sir Emi just wanted to make a game where people click on banners and get money, then go blow up whatever base they find. I proved this by being the first one to blow up one of his own bases (remember the station around Mars?).

So if that's what this game is about, go ahead and click. Or donwload an automatic script to do it for you. But there's a reason you don't see many cannibal tribes around. And why violent nations generally don't last long.
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WolfDoc
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« Reply #10 on: December 10, 2012, 08:25:33 PM »

well i hate to admit but alot of what jaq says is true, voting is way overpowered, need to be scaled back, second ships need to be destroyable if enough damages is created, or at least temporarily disabled.. also no offense to u kerbos, not saying u are scripting, but u dont even have to put in the correct captions to get the reward..
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JamJulLison
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« Reply #11 on: December 10, 2012, 08:31:41 PM »

Following what Lovelace has said above, and also what the Retard posted in another thread (publicising our private conversations out of context of course), I'd like to explain with a cool head why I'm leaving, and why possibly others will follow:

When I first saw this game it sounded amazing. It reminded me of Frontier (Elite2), my favourite game of all time. It has lots of planets to explore, and there are other players to work with (or against), and it's simple and browser-based, and you can customise your ships with modules. Lots of great ideas there, and the planets are really good, the system graphics are nice and once you get the hang of it, it's pretty simple.

But unfortunately there's no real motivation. Those of us who made the mistake of researching, even paying money to buy QP and then turn them to RP, saw that anyone can make a better ship by clicking on banners. I built a well-planned network of mining stations spanning over 30 systems, hundreds of light years apart. I had 6 ships unloading on a carefully planned route, had found the best planets possible and was making almost 1million solars a day.

Great profit, except that anyone can make more than that in a couple of hours just clicking on banners. Which I'll admit I did too for a while (until I realised Kerbos has an automatic script to do it for him and doesn't even need to go around with his phone looking for open wi-fis).

There's no trade, no other profit-making system, and of course the game is designed to aid griefers as much as possible. And with every new update it gets worse.

I won't even bother ranting on about the pirates. The fact that most of the corps are pirate corps says it all. As I explained to Scion on one of our calmer conversations my problem with pirates is that, in an unbalanced game such as this, you'll eventually end up with nothing to plunder. There's no risk for the pirate, and the worse case scenario is that even if he loses a battle (which he can easily jump out of anyway), he'll just be kicked to the Safe Zone. He won't even lose a ship!

So anyway, it is obvious that Sir Emi just wanted to make a game where people click on banners and get money, then go blow up whatever base they find. I proved this by being the first one to blow up one of his own bases (remember the station around Mars?).

So if that's what this game is about, go ahead and click. Or donwload an automatic script to do it for you. But there's a reason you don't see many cannibal tribes around. And why violent nations generally don't last long.


I think Emi is slowly learning how to make a better game. This one already seems to be doing better then his past games. I think he just has trouble finding the balance. Also we got to remember this game isn't that old. When a game is new, there often times needs to be a lot of improvements made. So we need to make suggestions to Emi in how to improve things. If someone else see's something wrong with a suggestion made they need to call them on it. Point out what is wrong with it.  Maybe suggest ways to improve the suggestion. If that is possible of course.  Emi does seem to be listening to our suggestions though. Which is a good thing. I have played other games in the past where the owners don't hardly listen to what the players say at all.

Your right on some of the things wrong with the game. It is too easy to get money with banners. Though QP is no longer as easy to get. Though there are ways to get in extra voting. Not referring to scripts either.  This is something that can easily be abused and that Emi has no problem with. I do think something needs to be done about it. Though I am not sure if anything actually can be done about it.

Another thing bad is it is too easy for anyone who donates to get ahead in the game by converting QP they buy into money. I do think someone should have to work hard to be able to get them a titan class ship. Though i admit I got one the easy way thanks to a friend giving me large amounts of QP. I am not too pig headed though to admit that I had help.  Another issue is that anyone that donates can easily pull off any attack they want just by simply spending QP. If the attack is under an hour. 1 QP.   2 hours 2 QP. Not sure how often it goes to 3 hours but 3 QP. This could prove to be more profitable for them then simply converting them to money depending on what the the target is.  Also those who want vengeance it won't matter much if they spend some QP for revenge.

In any sort of game like this your bound to have pirates. I understand you hate us with a passion. But we are just playing the game and trying to enjoy ourselves.  I however have begun to transition from pirate to pirate/miner.  Just to try to maximize my profits.  I pirate because I find it fun.  I am mining because I need a better steady income.  BTW your worst case scenario is wrong. Worst case scenario is our ships jump and we lost some of the cargo we might be carrying. Even the loss of fuel can suck.  Not to mention any armor we might have on the ship would still need to repaired. Also there is the matter of crew members that might be killed that we would need to replace. Don't get me wrong, I agree the risk is still less. Especially when it comes to space stations and mines.

Also there you go calling someone a retard again. Calling people names and running your mouth is what made Wolfdoc decides to gun for you in the first place. Whether out of context or not, there is no reason to call someone a retard. Something which you seem to be fond of doing.  I am sure if you did that in some other game you would likely eventually end up having someone there try to come after you there.

On the subject of scripts.  I am not too fond of them myself. Some minor ones I got no problem with. But there are some that shouldn't be used.
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Sydney
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« Reply #12 on: December 11, 2012, 08:17:56 AM »

The fact that there are literally 10 times as many votes on the sites that dont have a captcha compared to those that do tells me that people are potentially automating their voting. or at the least focusing votes on those two sites.

Incidentally last time i tried to vote 2 of the 3 sites wouldnt work for me... for a 3/15 daily chance to get some QP... meh

I cannot help but wonder how many people cannot be bothered to put the d**n captchas in correct at all, one of the sites captchas tells me im wrong half the time even when as far as i can see im right.




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Syd Happens
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« Reply #13 on: December 11, 2012, 05:05:48 PM »

Yes the whole voting thing will doom the game if it isnt curbed soon.. I didnt realize until recently how easy it was to make stupid amounts of money just voting.


Secondly ship damage needs to be a whole lot more expensive to repair and time consuming.As been states there almost no reason for someone not to attack cause the consequences are non existent .
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