Current feedback alpha 1.9

Bug reports for the different beta versions of transcendence.
Post Reply
Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Tue Dec 18, 2018 4:12 pm

Wed Jul 03, 2019 9:48 pm

1. fuel sheild power issue's Start system to just about pirate system Charon, any run ship.... forcing u to armor roll the game's.
2. pirate frigate spawn but dont attack if u urself fly around them (korolev missions)
3. defend X station versus X attack as mission,; small creep spawn (wave) all explode whit single shot from any weapon.

4. missing Huari, altho this might not be a bug, just unlucky.

5. Howitzers no longer agress (sometimes) the larger creep who get in between u and station your shooting at / they defend.

6. very barren spawns of stations creep and even missions in starting systems, also up to about St. Kat. (and in 1 run Up to Eta Ceti ! )

Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Tue Dec 18, 2018 4:12 pm

Sun Jul 07, 2019 10:46 pm

Since this is an alpha version, do i need to report small issue's like:

-advanced plasteel armor ( a lvl6 starters item) drops from ares bases. (sry, name edit)
-multiple armors and guns spawn to late ingame, both shop wise and drop schedule.
-late game startons and commonwealth stations sell very basic, not so usefull items / armor / ammo.

Is this known / useless info, or is this actually usefull to anyone?


Cargo bay expansion does not seem to work right, for example, i am flying around in an El 500 whit my old Auton bay dock..ehm thingy, and have now 50m3 cargo space... on an ''freigther''
Gues i should have gone wolfy eh?
Do like the new 10 slots on El500 tho, very nice ^^
Last edited by Tiber on Mon Jul 08, 2019 2:02 am, edited 1 time in total.

NMS
Militia Captain
Militia Captain
Posts: 525
Joined: Tue Mar 05, 2013 8:26 am

Mon Jul 08, 2019 12:03 am

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-plasma advanced armor ( a lvl6 starters item) drops from ares bases.
I'm not sure exactly what item you mean. It looks like Ares outposts should drop items of at least level 7.

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-multiple armors and guns spawn to late ingame, both shop wise and drop schedule.
If you haven't played recently, nearly all vendors were changed to have more items around the system level or one level higher and fewer items of higher and lower levels, going up to at most 2 or 3 levels above the system level. Overall, I think that was good for game balance. Does that look like what you're seeing?

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-late game startons and commonwealth stations sell very basic, not so usefull items / armor / ammo.
Although they mostly have level-scaled items, I think they're restricted from having military items, so they generally won't have useful weapons, shields, and armor in the late game. Whether this makes sense is debatable.

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
Cargo bay expansion does not seem to work right, for example, i am flying around in an El 500 whit my old Auton bay dock..ehm thingy, and have now 50m3 cargo space... on an ''freigther''
Gues i should have gone wolfy eh?
Do like the new 10 slots on El500 tho, very nice ^^
The EI500 was changed to have 50 base cargo space and get 150 from a trader's cargo bay. I don't like this change either. It means you sacrifice a lot of maneuverability and weapon slots for a cargo space benefit that only works with that kind of cargo bay. If you can tolerate an even slower ship, you can buy an EI200 at a ship broker and have even more space regardless of what bay you use, but not so many slots.

Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Tue Dec 18, 2018 4:12 pm

Mon Jul 08, 2019 2:14 am

Image

Sry typo

As for the loot, yeah this playtrue is now 6 days old, and am still doing it... sounds good tho.
Ares posts dropping blast and other crap armor isnt all that funny ;-p
Ill do a new run soon, constellation for the drones or EP

Hmm, wait now i recall... those are the stations that always got blown up... nvm, now they live! Hahaha!
NMS wrote:
Mon Jul 08, 2019 12:03 am

If you can tolerate an even slower ship, you can buy an EI200 at a ship broker and have even more space regardless of what bay you use, but not so many slots.
yeah i know, the 10slots is what won for me... this round ^^


PS so the ''base'' ship cargo space, now makes the El500 a giant empty square?.... -.-

Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Tue Dec 18, 2018 4:12 pm

Sun Jul 14, 2019 1:19 pm

Ok so i started a new playtrue, it's 2 days old now.
Loot still out of place, for example the AK505 starters seige weapon, shows up after mk3 or even at the same time as thermo mark5.
Altho i DO LIKE the randomness of armor segments, some combo's are kinda od looking.... still an improvement tho ^^ (a good idea of making armor segment more of a competition between them, i like the progress ;-)
Image
Immaa keeping it!!.. just because! xD

Anyway; some stations still blown up, like thinker, those get shot way 2easy by proximity of other stations that spawn in a system.
Altho i am for more stations in a system to avoid boredom and barren systems, an space between pirates who dont like one another or even direct opposites would be nice.

Talking about barren systems, the difference between Eridani and Tau Ceti is vast, even if u started in Eridani. ((Wasn't eridany due for an overhaul a while back?)) Even so, this is not the worse still, after Eridani or Tau Ceti the systems are still very sparse in stations of any type. It is almost like the game ''starts'' a couple of systems after St. Kat, an overhaul i strongly recommend. Especially to impress new players.

For example:
-disposable missile launchers, these can be made external weapons.
-have the starter weapons (laser /turbolaser / others) have an external version (one or 2 (for choice)that drops in station loot since drops from destroyed wrecks would be 2rare / damaged / destroyed.
-starting ships all 25MW to power these things, and bring CC starters in line whit regular starter ships
-all pirtaes and other ''red blow up stuff'' alot stronger to coop whit this increased firepower **
-have the pirates also have the external laser or missile or whatever, ( at the moment midway game all of the sudden every ranx ares and kobols and thier grandmother
have external weapons, but no build up to those by previous versions)
-all the above now gives more fireworks, make sure u (aka new players) have something to shoot at
-if u do take my suggestion, ad a micro benedict mission to fit, and warn for damage of externals
for all the above the overhaul of Eridani is kinda needet.

**this would allow some of the pirates armor types segments (5hp? lol ;-)not onley to get an increase, but an ''activation'' of useability/ feasibility as previously discussed elsewhere on these forums.

Dman, i type 2much.
Shaping up pretty good tho, keep it up !

Post Reply