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Custom Kinetic Accelerators Feedback Thread


BurgerBB

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Posted

It's been about a week since they were introduced and given how many people have messaged me over discord about them, I think a feedback thread is necessary.


So the #1 thing I've been getting is that science is garbage and not giving out kinetic accelerator upgrades. If this happens more than half of the time then I will be introducing a "bugfix" that makes it easier to get kinetic accelerators outside of science, such as upping the drop rates in crates + warehouse loot. I will also be talking to arrow about making them purchasable from cargo.


#2 thing is balance issues. People are either "THIS IS OP" or "THIS IS TOO WEAK" which depresses me greatly given how there are vastly differing opinions on this. Class E should be weaker than the old kinetic accelerator. Class D should be on par with the old kinetic accelerator. Class C should be on par with a maxed upgraded old kinetic accelerator. B and A should be above that.


Current planned changes:

- Remove the KA ability to dig holes, perhaps introduce a barrel that can dig sand instead of break rocks.

- KA upgrades buyable from cargo.


I'll let this thread sit for a week, and then introduce a patch containing changes that I feel is necessary.

Posted

I like the changes. Whenever Ive played, science has been total bros and given me that good shit to keep on mining with. I havent tried the class E, and Im assuming class C and up is named frames from science?


The sand digging one is a bit much, like no department needs 70 stacks of glass from one haul :^)


Overall, 10/10 update.

Posted

I sincerely don't understand how science are being garbage on this. Not saying I don't believe people are saying that to you or that they think so, but how they can be so.


I damn near only play science and never see these kinds of issues. People ask for something, if it isn't something that should be restricted or we don't have the material, we print and give it. 9/10 times it is either nanopaste, integrated circuit printer/it's upgrade, power cells or component upgrades for laptops. None of which are restricted or require fancy materials. Very rarely do we ask for requisition forms or deny it. These KA items are not the kinds that at least I feel are restricted.


The main issue I have had is me and them not knowing which ones to print. Miner asks for upgrades, I ask which ones, they say they don't entirely know and ask which ones we have, I tell them the various types of components we have available and what material is missing for others, they say what they want, I print and give, something doesn't quite work or they have better or something. Very similar to how it often goes when upgrading laptops, and it'll get better as they and we learn the system more.

Posted

I definitely was hesitant at first, as I play my miner the most, but after a fair shot, I think it's a nice system.


My major complaint was that they dug holes, which made mining more of a pain and less safe. Glad to see that's already planned to be fixed. I wouldn't mind a digging module option, though. I'll probably add some more feedback after I've messed around with it enough.


It's just a little sad on the rounds where we don't have scientists that we're stuck with a "meh" option, but there's only so much you can do about that. I wouldn't hate the option to buy some different low-end upgrades through the vendor so we can mess around with customization even when science is unstaffed, but I recognize that this might defeat the purpose of depending on science.


As a miner, I'd like to know what modules are available to me from science, because as Saudus pointed it out as I was making this reply:

The main issue I have had is me and them not knowing which ones to print.

This is also the issue I have. I just don't know what's available to me. And I want to try out all the combinations possible, because the system is really cool!

 

and it'll get better as they and we learn the system more.

Yeah, this is a fair point. Overall, I think the update is pretty good!

Posted

Get them right out of science, it takes for fucking ever for them to print them, and they never understand what parts go with which.

 

Why would we know which parts go with which? It's new equipment not used by our department. And an upgraded prolathe takes just a few seconds per object, regular one maybe 15, so unless you are printing an armory's worth it is fairly fast. Chef's food takes "for fucking ever" compared to vendors but that is a small price to pay for the added gameplay of it.

Posted

Removing nuance by streamlining mining gear progression is anti RP. People are interacting with the mechanics and not other players. Why should a miner ever leave mining when the devs gut cross department reliance. Just because it's inconvenient to not have a scientist does not mean that inconvenience is something to be removed. It exists for a reason.

Posted

What bygone said. Research has to be the supplier for this gear because it creates interaction for multiple parties and science to be able to interact with one another enough to give out the equipment needed.


Departments shouldn't get OP gear round-start, and none of them should be self-sustaining either. It's a station with multiple teams working in tandem.


It's not research's fault. Do you know how difficult it is to play research when it hinges 80% on the performance of mining? If there are no miners they can't get anything done either.

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