ZeusCannon
New member
- Joined
- Dec 10, 2015
- Messages
- 16
- Reaction score
- 7
- Server
- Askone
- Main Pilotname
- ZeusCannon
1. Planets are severely overcrowded.
It is miserable how you cannot run anywhere, since anything that is not an E-field is going to have some sort of enemy you will have to fight. The health pool of these units is too high to make fighting worth it, let alone when you are chased by a handful of them. The worst offender is Earth (in unrest).
This summons another problem: the need for outside cover in Story Missions. If one player wants to advance with the game you technically have to organise 2 full squads, one for the mission itself, other one for OC. How about spawning medium amount of NPC's onto the planet and spawning more in story missions? This way you can fine tune the difficulty of missions without having to OC every single mission and consuming someone's free time.
2. Environmental Orbital Strikes.
They were a pretty bad idea to implement in this form. Do you want to log out on the planet surface? Hah, take an OS in your face that spawned behind the camera. Or better: Do you want to log in? Start the game in pod . These problems could be easily fixed with some leniency towards players who don't move, or move slowly, like in an energy field. Sky OS is one of the things making Earth (in unrest) unfun in my opinion despite having used humpback most of the time. I can't imagine how frustrating experience this planet gives players who didn't choose a ship with damage inverter. Calon feels so much more fun without Sky OS, but it's still overcrowded.
3. Certain units being too strong in one way, shape or form.
- Ancient Defender, Ancient Khons, Raider Corruptor, Ancient Sejmet noticing you from like 1500 units away. These units have no reason to notice you from afar unlike units such as Ancient Blinker or Raider Sniper.
- Ancient Sobek following you literally for like 5000 units. This unit also has insane armor, Corruption Cloud, Lighting Chain, Aggrobomb. Yeah.
- Raider Corruptor as a field-unit isn't fair. Corruption Cloud is too strong for multiple units on a field to be given. Same with Ancient Baiter - Magnet Trap. Imagine a field of units with Stun Charge. Now you know what the problem is.
4. Increasing abundance of non-interactive items.
Stun Charge, Stun Dome, and Magnet Trap. Honestly it is not fun to not be able to do anything while you are burnt to ashes by 10 units who caught you with one of those items. It is important to give players the ability to use their skills at all times, but items like Magnet Trap or Stuns instantly robs you of any interactivity. Stuns have been a problem for the longest time also in PvP. The only thing you can do while stunned is to pop a graviton. IMO stun is bad for the game. 15 seconds of complete inability to do anything has no place in a game so competitive such as Pirate Galaxy. Scope Shifter also looks dangerous to interactivity.
5. Miscellaneous (not necessarily TC stuff).
- You should be able to materialize instantly on PvE planets. The 10 second delay is so unnecessary.
- Cooldowns should reset upon materialization. It's not much fun sitting in pod waiting for your RD to come back should the game be so kind to nuke your health when RD was on.
- Some TC missions (Unit: response) will fail if you pod, but there is no reason to.
- The new membership- energy cap system is a mess, but this deserves its own thread in the future.
----
Before you comment something along the lines of: Well these things are there to make Tau Ceti more challenging than Vega-Draconis systems. Keep in mind that the problem is not the difficulty with these things listed but the kind of experience they give us. I believe you can make the game both challenging and fun, but the points I mentioned seriously violate the "fun" aspect of the game.
Otherwise, Tau Ceti is a great sequel to the game, I just wanted to get some points across going forward. I will probably make a thread focusing on what I particularily enjoyed about TC so far and would definitely like to see it in the future. I love the game and I want it to become even better. <3
It is miserable how you cannot run anywhere, since anything that is not an E-field is going to have some sort of enemy you will have to fight. The health pool of these units is too high to make fighting worth it, let alone when you are chased by a handful of them. The worst offender is Earth (in unrest).
This summons another problem: the need for outside cover in Story Missions. If one player wants to advance with the game you technically have to organise 2 full squads, one for the mission itself, other one for OC. How about spawning medium amount of NPC's onto the planet and spawning more in story missions? This way you can fine tune the difficulty of missions without having to OC every single mission and consuming someone's free time.
2. Environmental Orbital Strikes.
They were a pretty bad idea to implement in this form. Do you want to log out on the planet surface? Hah, take an OS in your face that spawned behind the camera. Or better: Do you want to log in? Start the game in pod . These problems could be easily fixed with some leniency towards players who don't move, or move slowly, like in an energy field. Sky OS is one of the things making Earth (in unrest) unfun in my opinion despite having used humpback most of the time. I can't imagine how frustrating experience this planet gives players who didn't choose a ship with damage inverter. Calon feels so much more fun without Sky OS, but it's still overcrowded.
3. Certain units being too strong in one way, shape or form.
- Ancient Defender, Ancient Khons, Raider Corruptor, Ancient Sejmet noticing you from like 1500 units away. These units have no reason to notice you from afar unlike units such as Ancient Blinker or Raider Sniper.
- Ancient Sobek following you literally for like 5000 units. This unit also has insane armor, Corruption Cloud, Lighting Chain, Aggrobomb. Yeah.
- Raider Corruptor as a field-unit isn't fair. Corruption Cloud is too strong for multiple units on a field to be given. Same with Ancient Baiter - Magnet Trap. Imagine a field of units with Stun Charge. Now you know what the problem is.
4. Increasing abundance of non-interactive items.
Stun Charge, Stun Dome, and Magnet Trap. Honestly it is not fun to not be able to do anything while you are burnt to ashes by 10 units who caught you with one of those items. It is important to give players the ability to use their skills at all times, but items like Magnet Trap or Stuns instantly robs you of any interactivity. Stuns have been a problem for the longest time also in PvP. The only thing you can do while stunned is to pop a graviton. IMO stun is bad for the game. 15 seconds of complete inability to do anything has no place in a game so competitive such as Pirate Galaxy. Scope Shifter also looks dangerous to interactivity.
5. Miscellaneous (not necessarily TC stuff).
- You should be able to materialize instantly on PvE planets. The 10 second delay is so unnecessary.
- Cooldowns should reset upon materialization. It's not much fun sitting in pod waiting for your RD to come back should the game be so kind to nuke your health when RD was on.
- Some TC missions (Unit: response) will fail if you pod, but there is no reason to.
- The new membership- energy cap system is a mess, but this deserves its own thread in the future.
----
Before you comment something along the lines of: Well these things are there to make Tau Ceti more challenging than Vega-Draconis systems. Keep in mind that the problem is not the difficulty with these things listed but the kind of experience they give us. I believe you can make the game both challenging and fun, but the points I mentioned seriously violate the "fun" aspect of the game.
Otherwise, Tau Ceti is a great sequel to the game, I just wanted to get some points across going forward. I will probably make a thread focusing on what I particularily enjoyed about TC so far and would definitely like to see it in the future. I love the game and I want it to become even better. <3