Recent content by pavvvel

  1. pavvvel

    Weapon and Armor Changes: How ships of all sizes can be effective and players given more choice

    I will comment only on a couple of points. Ricochets when hit at an angle - yes, I would like that. It would be both beautiful and realistic. But does not agree with the fact that the laser could overcome the glass... We already have a huge problem that we have to make the most closed cabin...
  2. pavvvel

    Material Science and Custom Machinery

    Good ideas that require detailed study. It is especially important to pay attention to the protection of the game from cheaters. For example, Elite Dangerous, which is also P2P, where players constantly use cheating, trainers, since the ship is hosted by the player and the player's client, they...
  3. pavvvel

    Forums look pretty bleak

    I would like to have more information from the developers. if I was sure that they would resume work on the game soon, then I would return to the game and at least make ships in the editor. but I don't log in to the game because I'm afraid of losing even more time if I spend time on the ship...
  4. pavvvel

    Dynamic asteroid hotspots - Ymrionic Storms

    I agree. I've often seen PVE players, as if swimming in gold like Scrooge McDuck, bragging that if someone intercepted their ship they wouldn't lose anything, they said that their losses were a drop in the ocean. departing from the origin station, pve-players use the unbalanced mechanics of the...
  5. pavvvel

    On Radiation, Maps, and Sieges

    passive detectors should not be made too effective. then the player will calmly drink beer, and as soon as the radar notices an approaching object (ship) yolol will automatically send the ship to the pre-set coordinates of the base and the safe zone without any problems (such a yolol has been...
  6. pavvvel

    User ID/ ship ID scanner

    Anti-cheat is necessary. But not in the form you suggest (so that the player's PC checks all other people's ships).
  7. pavvvel

    User ID/ ship ID scanner

    now there are huge problems with the fast loading of other players' ships. this can take a huge amount of time, LODs are not loaded. it is necessary to maximize the performance of the game, and not to strangle it with strange ideas about useless anti-cheat, which is carried out at the expense of...
  8. pavvvel

    User ID/ ship ID scanner

    your version is like a fairy tale... do you want player's PC to be engaged in anti-cheat..? why not then add Bitcoin production through the game? you understand that even 1 time to load 1 of your ship is already a load on the PC, and to load 10, 20 ships of other players, while checking cheats...
  9. pavvvel

    User ID/ ship ID scanner

    how do you think the p2p client will check someone else's ship? this is very expensive for both the PC and the network component. how often will the check be carried out? every 10 seconds to load and check someone else's ship? and if there are 10 such ships nearby...? or 20?
  10. pavvvel

    User ID/ ship ID scanner

    Then what about cheaters? When I was playing, I had a bug: the ship was restoring all the ammunition, all the battery energy and fuel reserves in the rods. This happened at intervals of about 10 seconds. I tried adding/changing parts of the ship, repairing it in the garage, uh, nothing helped. I...
  11. pavvvel

    User ID/ ship ID scanner

    It is necessary to get rid of p2p altogether and transfer the load to the game server. This will eliminate the possibility of cheating. An example of bad p2p is Elite Dangerous where people play in private mode with cheats and no one can catch them. They play with cheats and in open mode, it's...
  12. pavvvel

    On Radiation, Maps, and Sieges

    They wrote here about sensors, including passive ones. In no case should players be allowed to simply make a siren on yolol and drink beer without looking around, being completely protected with passive sensors.
  13. pavvvel

    Reimagining Stations and Research

    the cost of a warp gate is not the deciding factor. many players don't need these resources at all. in general, this is not an argument. but here is a weighty argument: it is necessary that players are always at risk. this is necessary for adequate gameplay in multiplayer. but personal warp...
  14. pavvvel

    Reimagining Stations and Research

    If I understood correctly, then one of the proposed ideas is a warp gate at the stations. This is unacceptable. If each player can build a warp gate, then you will never be able to attack him. He will build gates at all his stations and will move wherever he wants, without the risk of being...
Top