You and your server is good but you went bit overboard with making things hard. Otherwise it would have lot of players.
I've made the server more accessible lately, but you can't expect progress for no effort on the server. Overall the server isn't as hard as many people tend to portray it, most aren't used to any kind of hardship in PvE and continue to expect to walk through content like a breeze.
I have not written any information at all about version 6 so suppose it is time to give you a little preview on it, all already presented on our Discord since a while ago. Preview I on Space Life Online v6 - Revised start: Players get a selection screen when starting out on the server to choose from three difficulty zones, and after the end of the initial Prologue instance they get to select a planet within the zone of their choice. The Hard Zone Prologue contains an extended instance with a Prison Break part. Harder selections get better starting gear. V6 returns to a survival-based start without the V5 teleporter system. - Mining changes: Fewer deposits regenerated more often, larger area deposits with lower yield per area, and sometimes free access T1 resources. Asteroids contain much less resources. Cobalt may no longer be mined in the starter system. - Smaller planets, most planets are the smallest possible size and they have less POIs on them, the collection of POIs are spread out on multiple planets and they reoccur less often on multiple planets creating more uniqueness. Wrecks, etc do not occur on most inhabited planets, factions have already salvaged them there. - Starter planets have only Zirax camps on them and a chance to trade basic equipment from Polaris traders who happen to run a junkyard on each starter to profit on the newcomers from the human race. - The whole spectrum of items and blocks have been made to increase in value. - Talon have their own system with a planet called Talos as according to the official EGS lore. They will trade raw materials to make medicines. - The Polaris planet Emeroon will take a greater role and be the only supply of endgame stuff. The planet has been revised to give less of a performance hit. - Added a few new planets and systems to the SLO galaxy, among them another T3 planets for the Hard Zone since T2 resources move out of the starter we need additional planets. Avalon becomes a T2 planet. - As indicated above, more emphasis will be on trading this time and more or less to make it a mandatory part. - Rebalanced distribution of edible flora on planets. Preview on Space Life Online v6 II - Selection screen back for new game start, three difficulty zones - Prologue instance & Welcome Room divided into three copies, the hardest offers extended action - Portable Constructor is removed - Suit Constructor makes HV Constructor Platform - Large part of PDA converted into the A12 Dialogue System - Interactive Virtual Intelligence Consoles will offer assistance around the galaxy, answer questions - NPCs here and there in the galaxy are open to dialogue - Gambling is possible at the Space Council HQ, Dhalus - All "IDA" tutorials are combined into a dialogue trigger in PDA - Added new tutorial to guide player to Mobile Constructor Platform - Personal Container with storage which will persist available to player near Escape Pod (easy & medium) - Made distinctly separate planet-specific first mission - Using the new A12 Token system, we can now have a first draft of so-called unique Quest Items - Sprouts must now be unlocked in the Skill Tree - Plants have more realistic growth timers - Planet Emeroon now has a greater Market Place than the Space Council HQ, performance improved by spreading large buildings there - New Orbital Trading Station in the Emporium Galactica system (same system as Dhalus) - Several new planets, for example an Ocean planet, and remotely located planets where NPCs aren't guarding deposits - A few new POIs, 6.0 is mainly focused on game mechanics, world setup and lore - Only camps on starter planets, only Polaris presence is a junkyard - SV Warp Drive might only be looted or bought in the starter system, its raw materials can't be found easily there - HV can equip the forward-facing guns of the SV - SV can use Gravity Generator - SV can use Sentry Turret - BA can install the spotlight blocks of vessels - CV-class cannot enter planet atmosphere (change of plan) - CV, HV and BA will alike the SV lose their MaxCount of most blocks, CPU will control it More highlights, although already implemented in v. 5.2 - POIs changed from initially indestructible to always destructible, although the alien alloys used for the hull is hard to penetrate for human weapons - Multitools and tool turrets cannot retrieve anything from POIs via the Retrieve blocks mode but player must use salvage mode - Blueprint Factory requires the end-products and not components or resources, positive effect is that BP construction only takes a matter of seconds as long as you got the blocks - NPC crew blocks provide bonuses to a vessel's CPU (performance rating) and other unique values - Furniture and other deco blocks such as consoles provide a minor bonus to the performance Preview on Space Life Online v6 III Good news for everyone of you who feel Zirax, or any other NPC in the game, got an unfair accuracy and supernatural reflexes, because V6 will offer troopers which take their time to aim their shots and they do no longer always hit. In fact I like playing like Rambo, so you get nearly the enemy accuracy like the one Rambo met, so you can maybe defeat an army alone. Do not think it becomes too easy though, troopers firing on you can give such as dermal burns, broken leg or open wound depending on the weapon being fired, so better bring those meds along on your journey to that Large Camp. I sought to bring an emphasis on every little hit you sustain but make you hit far less often. Zirax Sniper hits hard, we know that, but now the bastard will kneel, or stand, and aim through the scope to make that hit although he may hit better than the average Joe trooper. Zirax Rocket will carefully aim in order to make sure the rocket hits you. This will give you time to react and neutralize them before they fire their powerful guns. On the other hand, Zirax troopers now have a detection range double their base game range, but it also will mean player weapons can be cranked up in range. Zirax troopers will engage their targets up to 100 meters away (with slightly limited accuracy a'la Rambo). The most dangerous NPC enemy is the rocket Zirax dude, still, but now you have time to place a shot in his head before he shoots. List of goodies: - Craftable Medium and Heavy Armor - Light Armor no longer slows player down - Epic Light and Medium Armor versions, with more unique strengths per armor, e.g. Epic Light Armor actually increases movement speed permanently above normal speed while worn - Introducing the loot-only item Robotics (used to craft better armor) - All hull armor blocks are Tech Tree unlocks - Food and Medicine now part of Tech Tree - Aiming to give foods buffs which remain over time (untested but should work in practice) - Adding Base and CV small block type version construction, same size as SV and HV. Default game size blocks kept as "Legacy Starter Blocks" - Most HV and SV blocks usable on CV and BA (except the weapons), for example how about a small generator to run some basic equipment? Not recommended on Legacy version as they end up enormous for the usefulness they provide. - Furniture now require "Luxury Goods" to produce, but on the other hand offer CPU (performance) bonuses as the on board crew will perform better then - Console blocks require "Spare Parts", lootable item, but provide a relatively high increase to CPU CPU is interpreted on Space Life Online as Performance Units, a measurement of how well your vessel or base performs and the crew or equipment will provide performance to them. We are drifting away from that it is strictly related to processing of a CPU for immersion. I want people to appreciate and understand how the new CPU feature can be used to enhance immersion instead of just seemingly being a creativity-inhibitor.
"Blueprint Factory requires the end-products and not components or resources, positive effect is that BP construction only takes a matter of seconds as long as you got the blocks" was going to try it out this season, but HELL NO with that sucker in there. Have fun putting all the work into a population of 5 lol.
A few guys and I look forward to play this new version. The BP factory is changed, but it's still useful.
@SifVerT this looks really interesting to me. I'm a very new player but found my vanilla playthroughs were not very challenging after a point. I'm currently playing the Shadows of Starlight scenario but once I'm done with that I'm keen to give your server a go.
I couldn't find it listed. I'll probably just wait until A12 is released and I doubt I'll have a good connection to it anyway but is it just "Space Life Online"?
Yes, it should show up in the browser unless there's some filter ignoring it. It's still running A11.
- Blueprint Factory requires the end-products and not components or resources, positive effect is that BP construction only takes a matter of seconds as long as you got the blocks does it tell you the blocks atleast? and whats max spawn size? will i need a spawn pad?
Yes, it tells you the exact blocks you need to build from the blueprint and you need to manufacture them in a constructor. The spawn limit will be set to class 7 and you need a spawn platform (there are a few big public spawn platforms).
Yes, it helps with progression design. The BP factory is also cheaty as it is, no energy consumption, mass or volume limitations. Players could just dump stuff into the factory without needing to haul them away from the POIs. Now everyone must use their constructors and logistics system on SLO. It also might encourage trading between players since they must unlock more to build stuff, leading to cooperation. I also deliberately increased the Tech Tree unlock costs, forcing players to prioritize unlocks and try to find a player trading what they need of what they cannot unlock. I'm trying to specialize my server into being an RP and immersive world worthy of being called a space life online as the goal was all along to give a feeling of a life in game whenever you want to log on in your spare time and escape the daily stress The vision is to be the RPG server of EGS To "beat the game" on Space Life Online takes a while, I have "controlled progression" with all the modifications pretty well. It's designed to allow gameplay without reset for a month or two, or three, depending on how much you push towards pure progression instead of immersion.
I have no idea how you've done all this but it sounds amazing and I plan to be jump in soon as a12 goes live. I assume you'll wipe than?
Yes. The developer plans to release A12 on Monday and the server will be wiped to install v6 of Space Life Online.
Preview on Space Life Online v6 IV - Added Aluminum and Platinum into the game world, aluminum is of medium rarity while Platinum is uber-rare - Made various crafting templates require Aluminum and Platinum - Player must go to toilet in-game some time after consuming food or there will be unpleasant debuffs - Food will offer a buff returning 1 health point every 5 seconds (except the Power Bars) for 120 min - Furniture provide a buff called Rested Bonus increasing run speed and stamina regeneration for 30 min - Bandages will no longer immediately treat Broken Leg but it has a period of healing with slightly reduced movement speed (faster than having the broken leg) and the healing is over time - Medical stations, big and large, heal more slowly over time, the small ones slower than the big and the HoT does not stack - Small Medical Station (HV/SV) no longer heals anything but Open Wound - Large Medical Station (BA/CV) does nothing but heal whereas the rest is up to the other medical blocks - CVs no longer can enter atmosphere, replaced by SV which can use much of the equipment a CV can for landing operations (it was due to technical limitations impossible to restrict T1 CV) - NPC traders holding rare resources, unusual change for being Space Life Online, but they are not everywhere to be found and limited stock - Implemented the new A12 Station Services here and there in the galaxy, even on the starter planets albeit the service comes at a certain price there - Zirax troopers are more aggressively offensive and with higher movement speed and may thus more easily overwhelm the player, plus they will open fire if they spot the player from 100 m range (chance of detection fades with distance) - Harvesting plants give little to no XP - Killing prey gives no XP - Killing non-ranged non-humanoid targets yield minimal XP - XP gain from killing mobs and drones is dramatically reduced Planned changes: - Player needs to shower on a regular basis - TV, computer deco offer entertainment buff - Expand so more afflictions require time to elapse before debuffs are cured from using consumable medications "on the fly"
Announcement Space Life Online v6 will go live on the server tomorrow as long as there is no delay in the public A12 release. I will make a comprehensive post on v6 in conjunction with its release and when everything is final as I am still performing last minute adjustments, although the previews I posted pretty well round up most changes, but you might want to read a presentation of the new version. Version 6 of Space Life Online is the biggest rework I have carried out on the server scenario since the launch in order to enhance the game according to my vision and the server is recommended, as before, for players who like immersive PvE where they expect their playthrough to last a pretty long time without reaching game over where they have it all and there is nothing else to do. Players who lack time to play regularly may find it frustrating to play on Space Life Online since you do not have a CV before it has been a few real life days into the game when you play a 2-3 hours per day, depending on skill of course. Gameplay is balanced so you are best to take excitement in every part of the game and not have an impatient strive for a CV or else it will get tedious for you. Focus on your space life online and immerse yourself, trade with other players and explore the universe, things have been balanced to encourage real multiplayer and this is recommended to progress.
Some feedback: I liked the idea of this server as I was looking for a harder server to try out. However what I did find is that the server is not only more difficult (which i'm fine with), but it has setup huge time sinks (which i'm not okay with). There is a difference between difficulty, immersion and boredom - shooting stone to convert at a ratio of 100:1 is not in anyway immersive, it's boring. Because the server is setup so that ore is hard to come by in the early game (because you have to defeat POI's), you spend a lot of time farming rock to turn into the base metals at a conversion rate of 100:1 rather than 15:1 - trust me, it became boring fast & a reason why I stopped playing. I don't mind that POI's guard key resource points, in fact I like the idea that you have to overcome a pve encounter to get a nice resource reward. Also, you've probably gone a little overboard on denying the use of the portable constructor - i'm not sure why this change to progression was done, but overall, it feels very questionable and unnecessary.