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New Update: Terribly flawed but not hopeless

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Aug 19, 2005 Killer Squirrel link
Hi! I have downloaded the update and played VO afterwards to see if it was as truly botched by the new update as the Update Utility made it sound. It was worse. None the less, it did make a number of changes that had to be made and it is a step in the right direction. I just believe that the way it was implemented was flawed.

-You are now vulnerable during all sector and wormhole jumps.
This is a good thing that that makes the game more realistic. No complaints here.

-The intra-system sector jump now works the same as the wormhole jump: you must have a fully-charged battery. The wormhole effect is used, too, for the time being.
This is the part of the Update that I believe to be very, very flawed that makes the game somewhat slower paced, frustrating, and makes it even more slower and frustrating to travel across the Universe. In my opinion this assures That I will NEVER EVER EVER be seen in anything but an infini-boost ship as soon as I get the stats in my alt up enough to use FC batteries. Plotting jumps around the asteroid sectors is now pointless. The time you have spent waiting for you battery to charge for each jump you have to make to go around them is about equivelant to the time it takes to turbo boost through an Ion Storm. However, I do see why this part of the update has been made. Since some people seem to believe that running (A very valid tactic in my opinion) is to easy, this was made to make it more diificult. This Update changed that. It also made it more frustrating for more people who aren't running, for the reasons stated above. This problem however can be fixed in a number of ways. The are my thoughts on what can be done:
1.) A new battery(s) that doesn't drain your entire battery with each inter-system jump.
2.) Changing it so the amount of battery charge it takes to jump depends on the health of your ship. Example: With full Health, you can jump with any charge like normal. However, if you do get attacked and take damage it will still make it harder to run because unless the person who is trying to pirate you is lacking skill, you will take damage. I know people will complain about this because they will say that they are known Pirates and that people will run as soon as they see them in system. WELL GUESS WHAT! if you Pirate, you deserve that reputation and WHATEVER consequences that your actions have caused.
please post any more possible fixes for this.

-I have no other complaints about the rest of the update. Please do not flame me for this but I do want to hear people opinions on this, both for and against. Just please no flaming.

-Thank you for your time, And I will continue to still play VO no matter waht updates are made.

-Crimson Tide
Aug 19, 2005 wylfing link
I still say the fix for this is fuel, or at least fixed-cost jumps.
Aug 19, 2005 Spellcast link
Plotting jumps around the asteroid sectors is now pointless

it was going to become pointless anyhow.

witht he new hive behavior (when it migrates from sedina to the rest of the universe) it will be possible to keep the "direct" routes between stations and wormholes "clear" of hive bots.

""that makes the game somewhat slower paced, frustrating, and makes it even more slower and frustrating to travel across the Universe""
I disagree, the added time is insignificant. even with a heavy battery you only have to wait a maximum of 12 seconds per jump. with the above consideration you are adding maybe 1 minute to a 4 system trip, and thats assuming you run into 2 storms. (taking the direct route since hive infestations can be kept clear)

the only thing i STRONGLY DISLIKE about the update is the 1 minute timer on reusing a wormhole. i dont see the point of it. since you can take damage while in the wormhole jump it seems redundant to me.

I AM of the opinion that being inveunerable when entering a sector but able to take damage when leaving one would be better than being veunerable on both sides, simply because wormhole camping will become far too effective on the exit side of a wormhole imo. you have control over when you start a jump, so your actions cause your veunerability.

You dont have any control over where you re-enter a sector, and i'm somewhat against being veunerable with no way to tell if you are in danger or not.
Aug 19, 2005 Killer Squirrel link
I've never actually had a need to jump back in a wormhole within a minute so I am unable to make a comment there. But I don't see a reason why they would have put it in there...
Aug 19, 2005 smittens link
I love the optimism
Aug 19, 2005 CrippledPidgeon link
KS: there was this "strategy" for escaping where a player would jump back and forth quickly through a wormhole to make use of the invulnerability during animations to get away from players just based on differences in loading times. Eventually, the players would end up going to opposite sides of the wormhole simultaneously, and then the runner would boost away.
Aug 20, 2005 yodaofborg link
Hmmm, just played around a little with the new update, and traders will just have to learn to let a battery charge after warp (all trade ships currently have infiniboost, right?), and we have also lost the ability to disapear into empty (although I have already worked out a new running strategy, i'm sure you all can too) - the only significant change I can see (before everyone jumps on the *its too hard to run now* bandwagon) was when I was engaged, the opponent decided he didnt want to die to me, and turned to run 3000m, got there with no energy and started doing a lil *jiggle* to charge his batt, too late, I sent a nice pair of flares straight up his tailpipe.

Think twice before you run from a fight (especially one you started). And thanks for this one devs, no doubt its gunna need tweaking, and yay! you gave jess bess a reason to play again, he can now start dropping standings allover the universe again! :)
Aug 20, 2005 mikmouse24 link
sooo- all of this applies to 'running away' ?- sheesh- i never understood why running was something to avoid- i mean- some people dont fight honorably- so be it- dont fight people that you know will run- or go do something else- bots dont run :) (sarcasm)
- to the forum moderator- about locking my thread "IT's TERRORISM" sorry that maybe i wasnt tactful in my placement of that- i just needed to vent even though i kinda picked up on the agument late in the game- no hard feelings-
- even though the update to me seems a bit irrational- i will continue to play- and adapt- and overcome-- thank you again Guild and the team for a great game :)
Aug 20, 2005 jexkerome link
Having read the above (though not played the updated game yet :P), and having also thought it over, I feel both Killer Squirrel and yoda are right:

-Traders will have a harder time outrunning pirates while they lack access to Infiniboost, which means the FC battery. After that, however, it shouldn't be trouble as long as you teach yourself to allow your battery to recharge immediately after each jump. Also note, that as a trader, once you get FC Batt you should NEVER go back.

-People who shoot and run are now out of luck. You could re-engage the enemy at the 3000m mark just to dodge their attacks while the battery recharges, of course. Come on, it's the same thing we used to do with bots when we were newbs. Then again, if the other guy wises up and allows his battery to charge too (by using rockets, for example, like yoda did) they'll be able to jump right after you and finish you off on the other side. Moral of the story? choose your fights, and realize that now they're do or die.

Of course, my views above might change once I actually test the new rules out :P
Aug 20, 2005 Killer Squirrel link
I don't know if this is possible with the game engine, but a way to deal with running without screwing everyone else is to create an "energy Dampaning" weapon that diables your jump engines for a certain amount of time and resseting the inter-system jump to the way it was before the update. Kind of Like the Ion Cannons from Star Wars.
Aug 20, 2005 Martin link
Squirrel I just beat you to it :D . I'm working on very similar proposal at the moment. I may post it when I get it sussed out to see what people think.
Aug 20, 2005 mcduff link
Well I can't say I'm surprised that the devs decided to make running harder for everyone rather than just people who stop, spam, and roll. After all this is long term space quake isn't it? It will be interesting to see the fallout from this update. /me trys avoid the stampede of traders and noobs runnign to the forums... splat... /me failed
Aug 20, 2005 icbm1987 link
We'll get used to it... I guess...

My 3 gripes:
1)WH wait time... odd... to say the least
2)Infiniboost is king
3)Botting is harder
Aug 20, 2005 Nya13 link
Killer Squirrel :
-The intra-system sector jump now works the same as the wormhole jump: you must have a fully-charged battery. The wormhole effect is used, too, for the time being.
This is the part of the Update that I believe to be very, very flawed that makes the game somewhat slower paced, frustrating, and makes it even more slower and frustrating to travel across the Universe. In my opinion this assures That I will NEVER EVER EVER be seen in anything but an infini-boost ship as soon as I get the stats in my alt up enough to use FC batteries. Plotting jumps around the asteroid sectors is now pointless. The time you have spent waiting for you battery to charge for each jump you have to make to go around them is about equivelant to the time it takes to turbo boost through an Ion Storm. However, I do see why this part of the update has been made. Since some people seem to believe that running (A very valid tactic in my opinion) is to easy, this was made to make it more diificult. This Update changed that. It also made it more frustrating for more people who aren't running, for the reasons stated above

****************************************************************

i didn't known the "intra-system jump" drain the battery!
Since when it drain off the battery?

or Killer Squirrel is wrong!?

edit : that doesn't matter :p! the update look good!
Aug 20, 2005 Arolte link
What about this... require full energy as always, but use the old intra-sector jump animation where you zoom by really quickly. Does that seem like a fair tradeoff?
Aug 20, 2005 Nya13 link
"multi intra system jump" has always been (for me) an exploit to run/escape away.

this update will fix it. Now you have to wait a lit (full energy) to jump again.
Aug 20, 2005 Harry Seldon link
Hum, can you track someone's destination from within an ion storm, assuming you're within 1000m of them?
Aug 20, 2005 mikmouse24 link
yes yes yes to arolte- use old in system jump animation- i mean- give us (runners/traders)a little break-
Aug 20, 2005 andreas link
Heh, I bet Arolte is desperate for this new change to go away. I heard he was spanked mid-warp today (twice I might add). That alone is reason enough to leave it as it is ;).
Aug 20, 2005 RelayeR link
Awwww, now I can't outrun the SF and get to Garlic or Bojan before they deliver CtC Xith to Divinia!!

Bummer ;-)