Lets say you want to build some thrusters, and you already have them researched. Here is how ridiculous the process is...
Thrusters...a pretty basic technology in all regards, is for some reason hidden on the 7th step of the tech tree. Hidden below things that sound FAR more complex, like shifting armor plates and a friggin beam that repairs your armor.....
Here's what you have to build BEFORE the game allows you to build your first thruster: Armor Rep 1, Armor Rep 2, Shifting Plates 1, Shifting Plates 2, Remote Armor Rep 1, Remote Armor Rep 2. THEN You finally get to build a single thruster. Oh, but wait....you forgot that every single step that you had to take to get here adds 200 to the total cost. So now instead of building a thruster for a reasonable price, you get your first thruster for 5600!! On top of all that, you have to sacrifice the thing you made in the last step to create the next thing. (Totally how real production works amirite?)
And don't get me started on PRODUCTION. If I want to produce something pretty far down a tech tree. FIrst I need to waste THOUSANDS building EVERY precursor item on that tree....even if those items are COMPLETELY DIFFERENT WITH COMPLETELY DIFFERENT PURPOSES. This isn't how production works at all, and the only reason I can think for him to do it this way is to slow game progression down and make everything cost 10X as much as it should, in the hopes that people will get frustrated with the slow progression and buy premium....
I gotta say, I've never played a game with such an unnecessarily convoluted tech tree. You don't make "part A" Then "Part A MkII" then "Part A Mk III".
No....for some reason, to make "Part A MkIII" You first have to make part A, Part B, Part C, Part A MkII, Part B MkII, Part C MkII, THEN you finally get to Part A MkIII
Just yesterday in the "Passive" tree, I had researched up to the most powerful powerplant, which was just ONE step away from researching the most powerful Absorbing coating.
But now the dev has once again changed everything and now I have to spend research points on TWO more things. Also, having the items be deeper in the tech tree means it will also cost MORE once I finally decide to produce it.
Now I'm afraid to spend research points working toward any goal in fear of another change that will bury the thing I was aiming for even deeper in the tech tree in ANOTHER research branch.
\/ I'd be willing to bet the Fortification mode bug has something to do with the spawned cruisers from the warp points. Maybe the game thinks every time it spawns one that it's replacing a lost ship, and starts burning tickets for a replaced cruiser?
There's a pretty bad bug with the Fortification game mode currently. Even when the enemy hasn't made a SINGLE kill the entire game, and I have successfully taken BOTH warp points... around midway through the match my teams "tickets" start burning at a ridiculous rate, and the enemy team takes the lead, even though they haven't done literally anything. Please look into this
We will check this. Briefly, in Fortification mode your team loses resources over time for each lost platform. Maybe this is exactly your case: while you were capturing warp points, you lost all your defense platforms. In any case, it is better to place these reports on our forum, because the forum is checked several times per day and if a bug is confirmed, we will fix it in the next patch that comes almost every day.
I've never seen a weapon miss. What's the point of the "accuracy" stats on weapons and things if even the lasers and plasma bolts curve towards their target and hit 100% of the time?
thanks for the update! Possible bug found with squadrons. When a game should end. Only the squad leader leaves the game, and the game becomes frozen for the rest.
Seems to me there should be a way to rotate parts in the design screen. I see no reason we shouldn't be able to rotate 1x2 parts to make them fit where necessary.
Please get rid of the "feature" that adds 65 seconds to the game start timer every time a player joins. Even if it's just 2 players in their own squadron...the game makes them wait over 2 minutes just to play!
The AI is extremely frustrating to work with. They are easily distracted and don't know how to focus fire on important targets. Would LOVE a way for human players to designate targets for AI. Either that, or figure out a way for the AI to not suck (take out supporting pots first before bothering with ships, etc)
It's especially bad in the gamemode where you're supposed to attack enemy caravans who pass through the map...The AI just sits at the exit points and shoots ALL the wrong targets, AAAAAND right when a target is almost dead they for some reason switch targets to the cruiser passing by even though they have NO chance of killing it before it leaves the map!
Forgot something in previous comment
I have found a gear setup that lags the game tremendously. Im the Sorcerer, and my gear applies Poison, Stun, and Vampiric Healing upon hit. MY character ALSO shoots out ice particles on Crit (which is always) so....When I call down the meteor shower the screen explodes in a wall of numbers and graphical glitches trying to apply poison and freeze and vamp to everything and the game slows to a crawl. Please optimize....
I have found a gear setup that lags the game tremendously.
Im the Sorcerer, and my gear applies Poison, Stun, and Vampiric Healing upon hit. When I call down the meteor shower the screen explodes in a wall of numbers and graphical glitches and the game slows to a crawl. Please optimize....
Loved the first game and love this one too. Only gripe so far is the pathfinding and one other thing: I've found gear that SHOULD make me immortal (ring + amulet + weapon that combined nets me "Block 100% incoming damage) but for some reason it doesn't work... (and no...the effects are not limited to armor sets, so that's not the issue)
Interesting and fun. But ultimately impossible to make progress in due to zombies spawning in 3 feet away. I really like that bullets are simulated though. Will keep an eye on
I added this feature long ago, but was forced to remove before the release: most things was designed for a small screen, and looked... odd on a full screen. But yes, playing on the full screen was really fun. Maybe I'll return this feature back sometimes.
Fun game. Good distracter... but it's incredibly easy to grind level 1 or 6 once you have 2 or 3 blocks to go infinitely. I once let it go to level 250, I had 300 levels to spend and a million or so bucks.
This game really has potential. The best way to play is to get in a locked server with a FEW friends. With a few more constructables, (a floodlight, a board...to lay across rooftops, and maybe even a few more traps) this would be good enough to sell. It wouldn't be hard to add a few extra maps as well.
Bugs:
-Reviving a teammate who leaves gets you stuck
-When the server has too many people, things get weird
-things other people pickup can get put in my inventory
-The game clearly is intended for small groups of maybe 2-4
-When more than 12 people are in game, random crashes occur
- When someone with high ping enters, it slows down EVERYONE
-Only about 1/10 servers is joinable
-In game fullscreen toggle is a must
-When joining, old airdrops are visible, and stay forever.
-Ammo should give 25% to nearby teammates, to avoid hoarders
-certain guns are worthless, and are just ammo-wasters (uzi, etc)
-Zombies should not be still until found. They should move about.
We will check this. Briefly, in Fortification mode your team loses resources over time for each lost platform. Maybe this is exactly your case: while you were capturing warp points, you lost all your defense platforms. In any case, it is better to place these reports on our forum, because the forum is checked several times per day and if a bug is confirmed, we will fix it in the next patch that comes almost every day.