I already voiced my opinion on this in one of the other threads but will restate it here as well. This mechanic of self destructing the ships and then having them completely vanish is just, quite simply, crap. I enjoyed battling the NPC ships in space. Now? Not even worth the time, ammo and possible damage taken during the fight. Especially against the severely OP legacy ships. Following are my reasons: 1. I get being able to disable them and then looting them without destroying the core but let's be realistic. The loot on these ships is usually crap. Legacy ships tend to have some good loot crates but most efficient way to disable them was to shoot out the core. Otherwise, with them being as powerful as they are, it's too much to try and declaw them before killing all their thrusters. Larger zirax and similar faction ships have some decent loot also but they're even more a pain to loot given first you gotta disable, then you gotta fight your way through the ship. 2. With so many variations of NPC ships in the game, and I assume more to come, there is no way most of us will know which are worth shooting and which ones aren't. Particularly for newer players. How depressing that is for a newer player to get his first NPC capital kill only to watch it self destruct and vanish without any warning whatsoever. I'm not a newer player by any stretch and even I felt that way the first few times it happened. I've given up bothering with space combat entirely at this time because of it. 3. Excuse is that it leaves junk and bogs down system. Seriously?? You're clearly capable of controlling the de-rez time on ships. You're clearly capable of defining a ship as destructable with self destruct even if the player quickly replaces the NPC core with a player core before it happens. You're clearly capable of letting a player destroy the core of an NPC facility on planet and not letting them place their own core due to it being a "respawning POI" But you're telling me you can't apply those same sort of mechanics to an NPC capital? I'm no dev or programmer but I have a REALLY difficult time believing that.
My guess is that Empyrion wouldn't be that far if it weren't for PvP gamers. I can still remember when I started in Alpha 5 the servers were full and it was exciting because of the PvP thrill. So they liked to take the PvP players on board. They are paying customers, but at heart they are SP developers. So don't always put the blame on the PvP gamer, they also played their part in the game. And don't worry PvP died in Empyrion from my perspective, now you have all the attention of Eleon.
If you have visions you should go to the doctor, a German chancellor named Helmut Schmidt once said. Sorry, couldn't resist.
said the men who smoked 40+ Menthol Cigarettes a Day - by so much smoke HE definitely lost vision more than one time
So what you are saying is: what makes for good singleplayer or coop multiplayer experience can badly imbalance "PVP" experience, or vice versa? Sounds like a good reason to structure your code so that any given bit of it can be variegated into two or more versions: one for singleplayer/coop one for PVP Sort of like how, the various settings in the Game Options pane allow the user to variegate their game into one of probably 40 or 50 different permutations?
The Steam page for your game has this to say: I guess that's changed and noone bothered to update the listing, eh?
Space Engineers lets you do this, for all ships and POIs (assuming they aren't rigged to blow, but there's usually ways to get around the self destructs).
I saw some funny things, which may worth reporting them: -while asteroid mining the drone is spawning right behind you -"gold ore cannot be automined" A question: what is the significance of the areas of the races on the galactic map?
Not sure about races so much in current release but the significance of Faction Territory has to do with the tops of Points of Interest you may find and how hostile of a welcome the player may receive.
I started playing around the same time you did, and my recollection is quite different. But I deleted the "middle" content of your message so you can see the first and last sentences next to each other. I don't want to "twist your words" here so I will ask you to explain why you think PvP gamers could contribute to taking the game to such a point that PvP is now dead for you. I know English is not your language, so maybe there's a bit of translation voodoo in there too.
Also in SE all junk/garbage, ships partially disassembled, left over ship frames etc. and anything moving on it's own will be removed from the game once it is X amount of distance from the player in SE, and this distance can be somewhat adjusted on game setup. Maybe in EGS we could still have ships disappear but have the timer set to start at some distance from the player. If you want loot/parts, stay with it until your done with whatever. Coring a captured ship should only do what it does now, give a choice of parts or whole blocks, core or no core the ship will be removed after player has moved away. Capturing and using the ship maybe a little to much right now; one way to have a certain design you've found and like would be to make a blueprint of it, if that is possible at present.
Yes, the translation voodoo is a problem. I try to explain it differently: PvP players were a paying customer, and the revenue was gladly taken. Then the focus shifted to singleplay. Especially since Pvp players have more than one paid account. This is due to some bad game mechanics in the game. Now the focus has shifted completely to single play. In the Discord, on July 16, 2020, Taelyn said: Taelyn For us this is how we release the game. We are SP Developers. The founders carefully thought this out. Were currently collecting everyone feedback and tomorrow the Founders will release an answer on it Don't panic For us this is how we release the game. We are SP Developers. The founders carefully thought this out. Were currently collecting everyone feedback and tomorrow the Founders will release an answer on it @Taelyn Interesting, so your focus in V1.0 is primarily on SP and MP is not further developed, or how do I have the statement that we are SP developers to understand. Taelyn Never said MP wont be further developed Taelyn But whats there to add for MP. The majority of things we add in SP work in MP. The rest for MP is done by ServerOwners and ScenarioWriters And that's why PvP died for me because there is no longer a balance that is important for PvP and PvE. I have to say that I am not a hardcore PvP player. PvE has its relaxed side, but why I don't build CVs to shoot stupid AI CVs. And if you look at Pvp from a sporting point of view, it's a lot of fun. I hope this is easier to understand.
The balance should be that PvE and PvP is possible on one server. https://empyriononline.com/threads/...yers-and-pvp-players.94647/page-5#post-413090
It has worked, and it still works. But only if PvE Player don't get harassed by PvP Player for playing in their own "zone" or Playfield. I played on such Servers for months and it worked quite well. Of course, the Server Owner must put up certain rules to keep the crossings between PvE and PvP at a minimum if not preventing them at all.
Now It DOES NOT work because of the lack of Discipline such a composition requires. Now more than earlier. Because most of the older, long time Players are no longer here and the reigns are now with the "individualists" who do not care about "Rules and Restrictions" laid out by others. Following certain YouTubers/Streamers it is often the case that the "Grand-Masters" think they don't have to contribute to the collecting of Materials - IT IS SOOOO BOOORING - so they only dream up their Superheavygiganticallinonegunbristling Ships and grab the stuff which the others collected and build/spawn it without a second thought about fairness....you can read the comments of the 'Worker-Class' on such a behavior quite often.