1. I must agree with cmguardia. This has now been bugging me, as well. It does break the immersion when you're searching for your fellow humans and then find a night club full of them dancing on the floor. Uh, yes, not good... Earlier this wasn't that much of an issue as the game was in a less refined form and the campaign story and the lore was a bit hazy. However, now that it's actually a developed campaign plot line and the game lore has stabilized, you really should start fixing the inconsistencies. At least, if the campaign story mode is active. May I suggest adding support to a global faction or species based spawning rule in POI design? That is you should be able to define game rules like "disable all spawners in this POI that are of type not belonging to the faction owning this POI" and "disable all spawners in this POI that are of type X unless this POI is owned by X". This way you can still use all those random POIs without having to make multiple variants *and* it would still work as intended in cases where the actual intent is to have an NPC of the "wrong species" e.g. infected types. 2. Salvaging with the survival tool. It gives you less resources back than the multitool. Yes, I understand, the multitool is meant to be more powerful. However, I don't think this arrangement is now accomplishing the intended purpose... Namely, all it does is make me *not* salvage anything with the survival tool. I feel compelled to wait to get a multitool before I can take apart all those wreckages because I don't want to lose stuff. OTOH those crash site wreckages sure look like they are specifically intended to give the player resources at the start of the game. So, I think the setup is now not working as intended... How about making the survival tool return full amount of components but it would just take more time? Or return full amount for low-level components i.e. that stuff the wreckages are made of? With the current setup the salvage mode might as well not be there. 3. The increase in hand drill speed/power. For me, this simply made mining vehicles pretty much redundant. There's no speed advantage in building a mining HV any more and considering the operating difficulties with such a vehicle you're just better in sticking with the hand drill. You can mine any deposit manually so quickly that you have no incentive to ever build any vehicle for it. Well, ok, the CV mining turret might be an exception but at least smaller vehicles just lost their purpose.
They lose purpose if you don’t use M/V. Vehicles have a greater storage capacity than player characters.
Just a suggestion... If Empyrion is going allow players to shoot/destroy Gold asteroids with CV rockets, can we please configure the positions on the CV's "toolbelt" to prevent accidents?
Three things that I don't like about Empyrion are: 1. No Followers and NPC's that will support you directly. 2. Friendly NPC's won't defend you against attacks. 3. NPC's walking on countertops and in environment that is out of place for them. Like a unprotected human in an environment with no Oxygen
NPC ships despawning after being disabled. Instead why not make it to where if the core is replaced, it will not despawn. This way we can board and capture ships that we decide we want. Instead of just ignoring them as they arent worth the time or effort now.
I have suggested this on another thread having a option in the settings to turn this on/off so if you want you have the option to capture ships once disabled patch them and use
- connection lost to playfield - warning low memory detected - turret on sv, what a crappy idea... why... sentry gun could be enough... and also why 6 turrets ...
---de--- Rückentwicklung des Komforts! z.Bsp. nicht mehr möglich Schränke mit Inhalt zu kopieren, bei POIs mit pinkem Adminkern. Geschütze, die nicht auf die sichtbaren Ziele schießen, sondern sich durch die Wände zum Ziel ballern wollen. Geschütze, die nicht sichtbar sind sollten grundsätzlich nicht als automatisches Ziel anvisiert werden. Sichtbare Geschütze stellen die Gefahr dar. Auch wäre eine Unterscheidung zwischen den großen Geschützen und den kleinen (eigendlich) Personen-Abwehrgeschütze in der Ziel-Festlegung wünschenswert. Kein richtiges Deckungssystem vorhanden! Man kann sich auch nicht bücken oder hinlegen. Dadurch leidet auch die Rüstung sehr stark. 50% Haltbarkeit verwandelt sie dann in eine überflüssige Rüstung aus Pappe. Der Tod ist unausweichlich und man muss sich sein Zeug wieder holen. Das Zeug landet dann auch nicht exact so in seinem Inventar, wie man es vorher hatte. Man muss dann alles neu sortieren ... . So führt halt ein Problem zum nächsten und es endet hier ja noch nicht. ---eng--- Redevelopment of comfort! e.g. It is no longer possible to copy cabinets with their contents, for POIs with a pink admin core. Guns that do not shoot at the visible targets, but want to shoot their way through the walls to the target. Guns that are not visible should generally not be sighted as an automatic target. Visible guns represent the danger. A distinction between the large guns and the small (intrinsically) anti-personnel guns in the target setting would also be desirable. No proper coverage system in place! You can't bend down or lie down either. As a result, the armor also suffers greatly. 50% durability turns it into superfluous cardboard armor. Death is inevitable and you have to get your stuff back. The stuff doesn't end up in your inventory exactly as you had it before. You then have to re-sort everything .... So one problem leads to the next and it doesn't end there.
Good idea for Turrets, Mounted Weapons and Thrusters but if you applied it to everything then you wouldn't be able to target the Warp Drive & Generators.
Jep, if you want it that way. Thrusters are visible. My guns should only target the visible ones and not try to bash through the whole ship to get to the thruster on the other side. This takes a lot of time to get there. My ship can only jump, if I turn off my shield and if I have enough speed. So the warp drive is no good target (maybe if it is next to the hull where one hit is enough. In my B4-MSB001 Lanze and B4-MZP001 Praedo (WS) you will not get the warpcore so easy if I want to use it right after the shield breaks). The core keeps the ship alive. If it's dead in the water, where is the fun in boarding it? No spawner will work(, maybe the static ones).
Good change. Having to power the shield down and up again is just a nuisance. And outright bs when you spawn on top of a POI in the next playfield.
1. The jet pack turning of when you interact with NPC its just dumb why make it do that. 2.The way enemies spawn out of no where and cause the game to glitch for a second. 3. The heat and radiation from engines when they are behind a wall I can stand next to engine outside and have no effect, inside separated by full size harden steel blocks and it cooks me. This is bad physics makes no sense.
I'll begin by stating I don't critic games I don't love playing, so although there are many things that should be fixed, this is a great game. Things that would improve the game: 1) The first planet and moon are the only planet and moon I've found with faction facilities that have "territory" areas. I have run across a couple colonist buildings, but again, not territorial buildings like on the first planet and moon. 2) The universe is huge and many places to explore, but most planets quickly feel the same with the same POIs, mostly abandoned and empty POIs like crashed ships. 3) Inconsistent gameplay: - I can destroy blocks at crashed ship POIs but can't destroy the same block on an enemy station, even though both are POIs with a non-player core. - falling causes damage, but colliding a ship with something does not. - I can kill the guards and traders on an enemy trading station, but can't kill the civilians or damage the station. - I can fly away from a locked target for warping, and still warp to it - When my shields are up, I can take a block off my ship but I can't place a block on it - On friendly stations, I get a warning about entering some containers, but no warning on other containers, even if the containers are no where near a usable constructor or food processor. - "Restricted Areas" on stations are sometimes deadly to enter. On other stations, I can walk around as if they are just another section of the station - Some enemy stations can be taken control of (ie. replace their core with your core), and other enemy stations can't. - Some types of objects can only be put on certain types of ships, likely to balance the need for HVs, SVs, and CVs, but some items don't make sense. For example, why can I put a healing station on an HV and CV but not on an SV? 4) Map Markers are a mess. In the map for a planet, I can place a marker anywhere. In the system map, I can only place a map marker on a POI (planet, asteroid belt, star, etc). In the galaxy map, I can only place a map marker on a system. In all cases, the map marker is limited to 16 characters, preventing any meaningful notes to be added, like keeping track of where narcotics are sold and where they are bought. In the planet map, right click on a planet to create a map marker. Right click again and fill in the dialog, but the new map marker is not created. Adjusting the coordinates in any of the maps can create a map marker that is not part of a planet or system but will show up on the HUD. 5) Freighters "self-destruction" in 5 minutes has many issues. This one really bugs me because I lost 8 hours of game play because of it: - "self destruct" actually mean vanishes. There is no explosion - the freighter just vanishes into thin air. - the freighter takes everything attached to them, including an unknowing player's beautiful SV that they docked while going to pillage the freighter. After the freighter "self destructed", both the freighter and my SV just vanished into thin are. I was stuck in space, too far from anything and died a lonely death in space. My last backup was the night before. - there should be a way to disable the self destruct sequence - there should be a timer to count down so you know how much time is left (all scifi movies have timers for self-destruct) - Piracy of ships becomes pointless if the ship can't be pillaged. Piracy is a great part of any open world space game. Why limit the game by removing this part? 6) Trading system is too simple. Needs an economical engine behind it to change prices and quality based on supply and demand. For example, on one of the pirate stations, there are two traders standing next to each other. One will sell you an item under market value, and the guy beside will buy the same item for over market value. If you come back later, they'll refill their supply and you can do it again. Easy way to make millions, but not so realistic. 7) In SinglePlayer, which is all I play, the trading console in stations seems to have no point. I assume this is for multi-player trading? Even in SinglePlayer mode, it would be nice if this hooked into a common server so players could trade goods in SinglePlayer mode. 8) NPCs are "clunky". They don't look quite right, walk quite right, or act quite right. Also most NPCs have no point in the game. You should be able to ask them for directions or something to give them some purpose. 9) I've only played the earlier story lines, and they were ok. Not really my cup of tea so I haven't tried any of the new ones. 10) The game seems to have once been focused on building bases and ships, but lately it seems to have lost focus and tries to be a little of everything. It's a mix of: - Minecraft - No Man's Sky - Space Engineers - X3 - several other games Empyrion is a great game, and was excelling at being one of the best games for building bases and ships, but in order to add the other features, it feels like limitations had to be added to the building. In the new features (trading, space exploration, piracy, etc), it feels half baked and unfinished. As I said at the beginning, I don't critic games I don't love playing, so take these criticisms as ways to improve an already great game.
I kind of dropped out just before the 1.0 release and haven't played it since. I felt I had kind of done everything and run out of energy. Today I thought I'd check the forums and found this topic. So, looking back probably a year or two when I last played... 1. By the time I had a CV I didn't think there was more to do. Clear planet, build CV, done. Exploration was hampered by the notion that only BAs could do certain things. Exploration, to me, implied more of a Nomadic life and using a CV as a base. I didn't want to have to keep returning home for supplies, or build a string of bases across the galaxy, or unpack base components, I guess. When I did explore, I found other interesting planetary circumstances, but cracking another planet full of POIs just didn't seem important. I had a CV. I could return to Earth, right? Maybe if I had to search the solar system for something, or I dunno. I know the intent was that rare ores would be elsewhere. That worked a little, but many times you could find the ingots on the first planet, or you could find the ship parts already made, or just run a quick jump-capable small-craft out and back for some mining. 2. I liked making POIs, but the game didn't really have a good way to distribute them and seamlessly mix them into Random World Generation. By contrast, 7 Days to Die, where I spend my time now, lets me bundle up POI files into a directory structure with some XML/XSLT as a Mod, and all players have to do is put the Mod in their Mod folder. I seem to recall codeless Mods for Empyrion weren't so simple. I recall the markup language for data files didn't support anything like XSLT so there was no easy way to insert values into the game's configuration. 3. I recall a CPU system that didn't seem to add anything. I also don't recall it affecting my play. It was, to me, a non-feature. My ships and playstyle largely were uncomplicated, small and needed little CPU support. It was a system that I never needed for which there was loot that I could just sell. 4. I don't remember Quests/Adventures ever becoming anything of consequence, other than to build some faction. In any event, "Hi" to old friends. I hope everyone is well.
1) Ships from the workshop are built somewhere in the astral, and then they appear as if out of thin air this is magic 2) Poor visual diversity of the game world 3) Lack of a developed economic component
The fact that the skyline IN PLANET is differant than the skyline in space. in space u can see where in the galaxy u r and what surrounding celesital bodys are close by but this is only in space, i wanna be able to see that in planet too... i mean of course tone down the colors quite a bit so that the in planet night sky still looks like an in planet night sky but still have it available.... it wouldnt be that hard because when u set a waypoint to a certain star u can see where it would be while your in the planet. so why cant we see on planet what we see in space?
- Graphics on some NPC I think are not so cool looking. Needs rework - Audio/Sound on some mob or NPC is just awfull