Rebel Galaxy
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 23rd Oct 2015 01:30    Post subject:
Finally picked up the Yarr copy and I'm about to sink in now ^_^ But man oh man, I hate how it's completely random whether or not I'll get hit by the double-buffering shit when I load the game. It really is completely 50/50 on whether the game will be 30fps locked or 60fps and it's so far beyond "irritating" I just don't have words for it.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 23rd Oct 2015 02:43    Post subject:
Already refunded... such a console experience. Two axes only? Almost fully automated combat? You gotta be kidding me... I rather fire up Freelancer or the Freespace games...

I applaud that it's made by only 2 people and how polished it is and it's great music.

But the game itself? Nope, thanks!

*EDIT* Fix'd the axing*


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Last edited by m3th0d2008 on Fri, 23rd Oct 2015 05:21; edited 1 time in total
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Fri, 23rd Oct 2015 03:36    Post subject:
It's two axis. Axises? Laughing
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 23rd Oct 2015 05:21    Post subject:
VGAdeadcafe wrote:
It's two axis. Axises? Laughing


Corrected. And plural is "axes".


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 05:41    Post subject:
StrEagle wrote:
FUCKING BUGGY PROCEDURALLY GENERATED ESCORT MISSIONS AND THEIR BUGGY AI!!! Rage

Haha, yeah, it's fucking brain dead. I had one where a guy warped halfway across a system, hit an asteroid field, stopped, turned around, went all the way back to the start point, turned around, warped again, hit the asteroid field again, proceeded to turn around and head back to the start point again. At that point I just started destroying the asteroid field, hoping that nothing would block a 3rd attempt, but he must have gotten too far away from me while I was doing so as just as I finished his ship vanished and I got a "mission failed".

It should be mostly easy to avoid those though. I don't remember any of the story missions requiring it, just the optional side-missions.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 23rd Oct 2015 08:15    Post subject:
m3th0d2008 wrote:
Already refunded... such a console experience. Two axes only? Almost fully automated combat?

surprised you bought in the first place as the 2 axes were obvious from all the footage and tetxs
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 08:24    Post subject:
Not just obvious, that's the entire point of the game. It's basically all about broadside naval combat. I think one of the developers likened it to AC4 in space.
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bushwacka




Posts: 2990
Location: Vienna
PostPosted: Fri, 23rd Oct 2015 09:06    Post subject:
dateke wrote:
How's your luck with commodity trading? So far I find the prices change too quickly to get any sort of trade route going. The 1 day = 1 min seems like a poor choice. I was hoping for a little more stability in commodities (a la Freelancer).

trading is a bit of a crapshoot since most of the info is outdated, i usually just buy pricey stuff that's dirt cheap and sell it whenever i dock at a station anyway and there's a nice opportunity.
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 09:25    Post subject:
I think the trading is more opportunistic than anything else. Hoover up shit that vessels you blow up leave behind, check the next station you dock at to see if they are buying high. Same with mining. It's pretty impractical to generate income solely on the basis of either, not to mention the story missions are all combat-centric (aside from one that has a mining option).

It's kind of shame there isn't some more depth to the trading/merchant side of things. It would be cool to be able to invest in stations, build your own mining/trading company, set up shipping routes/convoys, etc.
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Overlord123




Posts: 2335

PostPosted: Fri, 23rd Oct 2015 11:18    Post subject:
DCB wrote:
I think the trading is more opportunistic than anything else. Hoover up shit that vessels you blow up leave behind, check the next station you dock at to see if they are buying high. Same with mining. It's pretty impractical to generate income solely on the basis of either, not to mention the story missions are all combat-centric (aside from one that has a mining option).

It's kind of shame there isn't some more depth to the trading/merchant side of things. It would be cool to be able to invest in stations, build your own mining/trading company, set up shipping routes/convoys, etc.

You have the X games for that. Smile
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 11:22    Post subject:
Well it strikes me as weird to go halfway with those systems. Either go the whole hog or just don't have them at all and focus on improving the combat.
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locke89




Posts: 2812
Location: Poland
PostPosted: Fri, 23rd Oct 2015 11:28    Post subject:
Immunity wrote:
SpykeZ wrote:
StrEagle wrote:
FUCKING BUGGY PROCEDURALLY GENERATED ESCORT MISSIONS AND THEIR BUGGY AI!!! Rage


Ya Immunity had issues with that too. Just vented to me about it over steam lol


It was a 350k mission to escort the mercenary guild master. It started out in a junk field - cleared baddies out no problem. He then proceeded to fly into the the sun. He then turned around and flew into the nearest planet. Having had enough, he routed his dumb-ass to the junk field in which he started at. What's more, the supposed station he was supposed to be escorted to didn't even exist in the system.

It felt like a giant Monty Python skit. They should have just made the escort missions to where the NPC follows you (like the mercenary), and put a big blockade on the destination port like they do with the "Deliver Item Here" missions. It's obvious they didn't test them at all, as none of them path correctly (tried 5 or so).

Side note, be careful when taking corners around a planet while in warp speed - I took a corner too sharply and promptly crashed into a tiny moon. 45 minutes of progress (and millions of credits) lost.


Two tips:

1. Never take escort/safe oassage missions
2. ALWAYS move to the nearest space station after you complete a mission for an autosave
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 11:45    Post subject:
Apparently the next patch will address the escort mission issues:

Travis Baldree (Dev) wrote:
Tons of escort mission improvements. Escorted ships will blow the crud out of any asteroids in their way. Your ship also won't noodle off into the distance if they react to damage from other ships. Also, escort missions are always to outposts - not stations just on the other side of an annoying planet. Lots of good stuff.


https://steamcommunity.com/app/290300/discussions/0/483368526571673790/
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Fri, 23rd Oct 2015 13:02    Post subject:
So Much Win


Lutzifer wrote:
and yes, mine is only average
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Fri, 23rd Oct 2015 13:22    Post subject:
So yes, golden rule apply again, never play the game on date of release, just give it few months, until they fix the bugs.
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mangaKat




Posts: 288

PostPosted: Fri, 23rd Oct 2015 13:36    Post subject:
spajdr wrote:
So yes, golden rule apply again, never play the game on date of release, just give it few months, until they fix the bugs.


Pretty much what I do these days, with the odd exception like The Witcher 3 and Fallout 4 springing to mind.
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DCB




Posts: 5410

PostPosted: Fri, 23rd Oct 2015 13:46    Post subject:
To be honest I'm surprised that wasn't fixed before release. They gave out a shitload of keys to randoms with a Youtube account, and there were multiple patches in the last couple of weeks leading up to the public release. It seems impossible that nobody would have noticed it.

On a different note, someone on Reddit posted a gallery of all the player ships with their stats - https://imgur.com/a/QaJho

I am leaning towards the Minotaur being the end goal of a second playthrough. The largest ships like the Blackgate and Sorcerer have a bigger loadout, but are hideously unmanoeuvrable.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Fri, 23rd Oct 2015 14:05    Post subject:
i'm on my first playthrough

first upgrade was Icarus
then moved to Barracuda
now flying Sturville
planning on upgrading to Minotaur


Lutzifer wrote:
and yes, mine is only average
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Fri, 23rd Oct 2015 14:25    Post subject:
DCB wrote:
To be honest I'm surprised that wasn't fixed before release. They gave out a shitload of keys to randoms with a Youtube account, and there were multiple patches in the last couple of weeks leading up to the public release. It seems impossible that nobody would have noticed it.


There could be simple explanation, that people are more retarded then ingame AI. Very Happy
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Areius




Posts: 14858

PostPosted: Fri, 23rd Oct 2015 14:31    Post subject: *****
*****


Last edited by Areius on Fri, 19th Sep 2025 16:22; edited 1 time in total
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 23rd Oct 2015 14:47    Post subject:
DCB wrote:
Not just obvious, that's the entire point of the game. It's basically all about broadside naval combat. I think one of the developers likened it to AC4 in space.


Sorry but I'm pretty sure we can have broadside combat just aswell with all the axes on PC... I'm only saying this because I saw one of the devs making the exact same lame argument.

And yeah, I kinda didn't read up on it or watched videos. A friend of mine who bought it told me about the game, answering questions etc. and he kinda forgot to mention the thing with the axes. I'm just a lucky lazy fuck that refunds are a thing now Laughing


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
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ixigia
[Moderator] Consigliere



Posts: 65092
Location: Italy
PostPosted: Fri, 23rd Oct 2015 22:58    Post subject:
I haven't found the time to play much (only 5 hours, recently upgraded to a sexier ship) but while I think that the entertainment factor here is solid, I can't help but express some disappointment coming from my grumpycat side. Razz

It looks good and the broadside combat is intuitive in a positive way, though alas I sense that I'm already starting to feel the fatigue a little. *too soon*
The formula is very much pick 'n play (a double edged sword), and the basic tasks and routines (along with the lack of elaborate-ish tactical approaches) don't allow for much experimenting in the long run, so I fear that eventually I'll end up being burned. Hope I can fall in love with it, but so far it's...an awkward flirting :3
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Silent_Lurker




Posts: 7512
Location: France
PostPosted: Sat, 24th Oct 2015 05:12    Post subject:
DCB wrote:
Apparently the next patch will address the escort mission issues:

Travis Baldree (Dev) wrote:
Tons of escort mission improvements. Escorted ships will blow the crud out of any asteroids in their way. Your ship also won't noodle off into the distance if they react to damage from other ships. Also, escort missions are always to outposts - not stations just on the other side of an annoying planet. Lots of good stuff.


https://steamcommunity.com/app/290300/discussions/0/483368526571673790/


http://steamcommunity.com/games/290300/announcements/detail/94933133407731095

out Wink


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 24th Oct 2015 05:40    Post subject:
Thanks friends

Quote:
18 ) To reduce exploitability, traders will only offer to purchase between 1 and 5 of your cargo components

This sucks though. Trading already is a bore. :O
Or is that fix only for mobile traders, not the station ones?
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DCB




Posts: 5410

PostPosted: Sat, 24th Oct 2015 05:58    Post subject:
m3th0d2008 wrote:
Sorry but I'm pretty sure we can have broadside combat just aswell with all the axes on PC...

I'm sure you could, but that's not the game they made. It was never about not being possible, they just deliberately set out to make a naval combat game.

It's like complaining about an RPG being turn-based instead of realtime. There are all sorts of arguments you could level for and against either one, and there will be people that prefer one over the other, but at the end of the day if you don't like turn-based, don't play turn-based games.

Bob Barnsen wrote:
Or is that fix only for mobile traders, not the station ones?

Just the random trader ships flying about.
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xyzg




Posts: 1835

PostPosted: Sat, 24th Oct 2015 08:18    Post subject:
I stopped playing this, only got about 40 mins game time. Dunno, just didn't really draw me in.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 24th Oct 2015 15:43    Post subject:
DCB wrote:
Bob Barnsen wrote:
Or is that fix only for mobile traders, not the station ones?

Just the random trader ships flying about.

Good. Never was able to trade with any of the traders i rescued so far in distress anyways. grinhurt


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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 24th Oct 2015 16:57    Post subject:
I really like the random flying traders, they *always* take any contraband you have and they pay insane money for it too. Shame that's going away.. the standard trading is a chore. Also, has anyone discovered larger smuggling cargo holds? I'm 19 hours in and have only found a +4 smuggling hold.

Ta!

Oh and yes, to echo other sentiments; I can see myself unfortunately burning out on the game before too long Sad The combat is really fun (broadside laser banks.. holy shit, they tear EVERYTHING apart!) but travel is a chore, missions are a chore, trading is a chore. What's that? You've got a mission to pick up a drop 8500sm away? Then deliver it to a station 6720sm away from that? YaaaaaaaaaaaaaY(!) And yet you have to take on missions for grinding because the costs are high for gear/ships. I'll likely just do the story as much as I can Smile
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bushwacka




Posts: 2990
Location: Vienna
PostPosted: Sat, 24th Oct 2015 17:04    Post subject:
sabin1981 wrote:
I really like the random flying traders, they *always* take any contraband you have and they pay insane money for it too. Shame that's going away.. the standard trading is a chore. Also, has anyone discovered larger smuggling cargo holds? I'm 19 hours in and have only found a +4 smuggling hold.

where did you actually get a smuggling hold from? random drops? didn't even know they existed

also, is there any point in getting pirate faction (basically any non-citizen/militia/merc/merchant) standing? the red devils have unique ships, but do the others provide any benefits?
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 24th Oct 2015 17:07    Post subject:
One of the trading stations, though I'm sorry I don't remember which one. It was in the first system so it should be fairly easy to find.. though I'm not sure how the mechanics work. It claims to prevent scans on the +4 additional cargo slots, yet I don't think it automatically sorts contraband INTO those slots and ONLY those slots, since I've been scanned several times since getting it and I've lost *all* my contraband each time. So maybe if I only had 4 Space Slaves, then scans would fail, but if I had 3 Greel Whiskey and *then* picked up 4 Space Slaves, scans would detect 3 of the slaves and I'd lose them all. Or something? I dunno. I don't own the game legitimately (Crying or Very sad) so I can't ask on the Steam forums.

As for the pirate faction? I really don't know, I've never played a bad guy in games. I always *want* to, but games just aren't geared towards that and you invariably miss out on quests, experience and other niceties from being a good guy. I've yet to play a single game that rewards dark side (Very Happy) play as much, or more, than light side.
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