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I'm doing my first community event hauling junk out to Carthage. One of the items they want is Thermal Cooling Units. I looked on https://eddb.io/ and found a nearby outpost with 12,500 of them. Flew there, didn't see any. However, my E:D Market Updater updated and when I refresh the eddb page, it shows they have them still and the last update was a a few seconds ago. Strange, I thought, so I flew to another outpost that had 4,200 of them. When I get there, they don't show up either and the eddb page says it was just updated seconds ago as well. I've also tried logging out then back in, switching to solo and back, and still nothing. Do I have to have some sort of faction to buy thermal cooling units or need the horizons expansion to see them? I only have the base client. EDIT: I am looking in the Commodities Market under Machinery, but have looked through the whole list and do not see them.
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# ¿ Jul 25, 2016 17:26 |
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# ¿ May 14, 2024 09:00 |
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Libluini posted:Everything related to Engineers is Horizons only, sorry. Including commodities needed for engineering upgrades.
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# ¿ Jul 25, 2016 17:40 |
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MoraleHazard posted:However, I was grinding Fed rep and credits in Sothis / Ceos yesterday and got ganked for the first time by another player. Got jumped by a FDL in my lightly-shielded Asp-E and he just vaporized me. I forgot to FA off though; I wonder if that would've done anything. I have mines for PVE interdiction, but I figured they would've been worthless against another player so I just kept my hardpoints retracted in the hope to jump out. Which brings me here. When doing an overcharged multi-cannon, the bonuses are "rate of fire", "damage", and "damage per second". If the third is literally defined by multiplying the first two... how can it be upgraded independently? Is it trying to say "reload speed"? That's the only value that would change the damage per second independent of the ROF and damage. EDIT: I'm going to boil you up! CapnBry fucked around with this message at 18:33 on Aug 9, 2016 |
# ¿ Aug 9, 2016 17:23 |
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Haha what is the deal with the wanted implementation in this game (code-quality-wise)? I had a little misunderstanding with some random non-wanted jerk who yanked me out of supercruise. I thought he must have been the pirate I had been warned about a few moments earlier so I sent The Welcome Party (about 30 mines) to greet him. By the time I realized he was clean it was too late, he was already dead and I was now a wanted man. When I logged out last night at the neighboring system, I had an active bounty. This morning I decide to go convert that to a dormant bounty by buying a cheap ship and going to get myself killed there. I fly on over and guess what? I'm no longer flagged as wanted there. I check my transactions and sure enough, no active bounties. I'm also missing one of my two prexisting dormant bounties. That's great because I had a couple of missions to turn in so I go drop those off at the various stations, including one owned by the faction who had a bounty out on me, no problem. Log back in this afternoon at the same station, WANTED. The active bounty is back. What the hell? I've also seen times when I got an active bounty, jumped to the next system, and checked immediately and "hey, no bounty?" so I jump back. No wanted, nice. Then someone scans me and bam wanted pops up and they deploy weapons upon me. Is my character just in denial about his fugitive status all the time?
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# ¿ Aug 13, 2016 17:54 |
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Main Paineframe posted:After the CG ends it will remain in your Transactions tab with completion details until the reward is collected. However, the reward will automatically be collected and delivered to you after two weeks, so now you don't need to do anything but it's too late to see what you earned. - changing topics - Marco Qwent, nobody likes you. All I want is some level 5 thruster mods. Did I mind picking up 3x Soontill Relics to please Elvira Martuuk and engineer up to rank 3 to get your name? Not at all. Did I enjoy doing 500 goddamn missions for Sirius Corp, where one of out every five salvage missions you sent me on the mission objective never spawned after 20 minutes of circling the planet at various altitudes from 1Mm to 4ls, only to get the permit which then required me to do a delivery which revealed your location and that I didn't have 25 Modular Terminals because I didn't think that far ahead so I spent a whole day going station to station looking for them in mission rewards, then flew back to your stupid base that is aggravatingly far from the jump point and turned them in and ranked you up to 3.35 and left. You'll never see me again Marco Qwent. All your upgrades are garbage. You took me nearly 20 hours of playtime to unlock. The only reason anyone ever comes to see you is to use you to get to Professor Palin and you should feel bad about yourself.
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# ¿ Aug 15, 2016 18:18 |
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radintorov posted:The Incoming mission critical update: "Hi, we gave you 2 days to do that mission and you're back at the station in under an hour but we're getting pretty impatient and will throw in an extra 75,000 credits if you can land and manage to get the mission screen to load in under 30 seconds". How about you just give me 750 credits worth of Modular Terminals instead and I will smash this Asp directly into your office window with the trade data in under 20 seconds? You can even keep the 400k base reward and just give me 4k worth of commodities! for I know you have tons of them I see them stacked behind your desk!
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# ¿ Aug 15, 2016 20:23 |
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Toxic Fart Syndrome posted:OH! I did find a bunch of chemical manipulators (grade 5 fsd) and conductive ceramics (grade 5 lightweight multi-cannon and grade 5 clean thrusters) from interdicting type-6/7/9s and blowing them up in an anarchy system if anyone needs those. I also used the opportunity to learn how to fight sidewinders in my new Anaconda. I saved my money and went from Asp Explorer all the way to Anaconda so I never got the pleasure of experiencing a large ship that can't turn for poo poo. I'd plink one of the sidewinders so he'd aggro and let him get around behind me, then figured out how to pilot this space cow over the course of a couple hours of flailing around.
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# ¿ Aug 16, 2016 13:23 |
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I hope some of the VIP missions are just as terribly coded as the "We need that delivery NOW! You have 20 seconds for every light second away you are." bonuses. If I just jumped into the system I have an hour to get it to the station, if I dropped out at the station I have about 20 seconds land. "I say old chap," you hear from your luxury cargo hold. "The governess would so appreciate if you could swing by the Quickie USS and collect a canister of Occupied Escape Pod (Unique). One would be such a conversation piece in our 3rd floor guest bathroom." But in the seconds you took to look at the message you already flew by the USS and it is gone forever. I also already run a space bus, except the passengers don't need fancy space cabins and a second mission board. I can pack them in much more tightly, they don't care where their destination is, I can get them in bulk, and they don't seem to mind if when I get to the destination I had a fuel scooping incident that caused a malfunction of the cargo hatch and a few tons of them fell out. They're called imperial slaves. Considering you can make about 4k per unit, they're probably more profitable to carry too. That route planning filter is pretty great though. I'll never get to play the nervous fuel game I like to play where I don't look at the system map and just hope harder and harder that the NEXT jump will have a scoopable star.
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# ¿ Aug 18, 2016 12:48 |
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Dante80 posted:Holy shitballs, that is amazing! O_O Also for doing CG events with my 15LY-jumpin' Vulture without having to do a 38 jump trip, stopping every 2-3 stars to scoop. I'd much rather travel in comfort on the 49LY-jumping Asp that can also fuel scoop without all the electronics catching fire every 10 seconds. CapnBry fucked around with this message at 18:36 on Aug 21, 2016 |
# ¿ Aug 21, 2016 18:32 |
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You want to talk immersion, my character sat in the cockpit of a sidewinder for DAYS without getting out. Even when I went to starports and docked in the hanger, I would appear to remain in the cockpit. Clearly the pilot's seat is a toilet. Also, why didn't I have to realistically go through rehab when I got my asp? My legs muscles should have atrophied to the point the muscles were unusable and I never would have been able to get up and walk. Why didn't I have to fly to rehab planet and spend 3 days learning to walk again so I could make the journey from the cockpit cabin door to my new toilet chair? And where is my head for that matter? Last night I played my Anaconda for the first time on the Vive. I love that you sit high enough that you feel really close to the ceiling and can see it in your vision. It makes you feel like you're actually looking out a window rather than space just filling your view and forgetting I am in a spaceship. I hate that the Huge gun mount is on the bottom of the ship though. I have a cannon down there, but the only way I can hit people with it is if they're like 400m away and I can't even see them because they're underneath the giant bow of the ship! You'd think the people at Faulcon DeLacy would have considered putting a webcam on the bottom of the ship and a little screen on the captain's chair so you can see where your gun is aiming and if the target is in the middle of changing directions so wait a sec before firing the cannon. Any tips on hitting people with a huge cannon if I can't see the target?
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# ¿ Aug 22, 2016 15:17 |
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Sultan Tarquin posted:Oh my god stop messaging me it's not that critical. "We're very disappointed you weren't able..." "We expected better of you..." "I thought you'd rise to the occasion..." "We're not mad, just disappointed..." "If you're OK being just an OK courier then that's fine for some people..." "We didn't expect we hired the best pilot and there were no surprises..."
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# ¿ Aug 22, 2016 17:16 |
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Kurr de la Cruz posted:Hey you! Yeah, you! Are you coming back after months of inactivity? Are you a complete newbie? Do you want to learn how to do engineer stuff? Then boy do I have the thing for you! I present "The Tadpole's Uplifting Engineering Primer" -- this will tell you what you need to know, what you need to do, and all that great stuff. Check it out here: We all know it, and it is mentioned at the end of the paragraph, but where you say "Every time you roll an upgrade like this, you improve your rep with the Engineer." you might want to immediately follow that with 3x per rank upgrade text because that's good to know and not immediately obvious because you can't see engineer rank from the actual upgrade screen to see it moving. quote:Every time you roll an upgrade like this, you improve your rep with the Engineer. Three upgrades of the same rank as your engineer rep rank will progress your reputation to the next rank (e.g 3x of a type 4 mod will advance the engineer from rank 4 to 5). However, you can keep rolling the same rank 1 upgrade over and over again, and you’ll keep making rank progress even if you don’t ever intend to keep the upgrades and discard them all. Max rank is 5. ... I'm with you though, I find that it is easier to just use rank 1 mats to get to 3 or 4, then do a "cheap" mod to get up to 5 and then burn my rep to get a weapon mod applied. There's no use using stuff you might need later if you have a goddamn 150 sulfur because Bronzite Chondrite is apparently just a barrel of sulphur.
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# ¿ Aug 22, 2016 20:08 |
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Sultan Tarquin posted:Do you still have to sell every module of your ship individually before the hull? or do they take it into account now? Sidewinder: cost 32,000 Sell: offered 28,800 Added reactive surface composite armor (139,424): offered (forgot to write this down but it was ~154k) not 28,800 + 139,424 = 167,424. So yeah that sucks. I guess I lose money every time I buy a Hauler to be a taxi and fit it with an A class FSD and fuel scoopie and sell it outright when I get where I am going. Regarding using the galaxy map in VR, I was doing a twitch stream yesterday and I was going from Lave to Delkar and I thought, "I have a pretty good idea of where that is and what is around it so let's just find it using the HOTAS." Nope, a minute later I take the hat off and go walk to the other room, type it in, hit enter, waggle the rotation left and right a bit so I can select it and tromp back to the VR room grumbling. Relying heavily on "open galaxy map" from the mission list, or having a handful of bookmarks really helps but space is so big, I don't want to go to just the same places over and over again! Anyone with a GTX 1070 have a good configuration that isn't all alias-artifacted to hell and doesn't drop too many frames? Funny I can run this game at 100+ FPS on Ultra with 2.0x SuperSampling with the GPU at 100% usage, but in VR even "VR HIgh" reprojects like a mo-fo in the station. All that news from gamescom and not one question was if they're looking at doing FOVeated rendering, lens-matched shading, or implementing simultaneous stereo rendering using the new Nvidia stuff. I want my VR to be as beautiful as my desktop!
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# ¿ Aug 24, 2016 15:33 |
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Main Paineframe posted:There's some amount of scaling based on ship (spawns got noticeably nastier once I upgraded from Asp to Anaconda), but mostly in terms of what ships you come up against. If you downgrade to an Eagle, you'll probably be coming up against engineer-boosted Eagles and Vipers instead of engineer-boosted Anacondas. It's like playing a fantasy MMOG where all the dungeons are filled with random level dudes, that spawn one at a time, on the other side of the dungeon.
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# ¿ Aug 24, 2016 19:45 |
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Bumbler posted:Just focus on high profit trading missions, I aim for anything above 100k per ton. In my Asp, I could make a round trip to the delivery general area and back in 20 minutes, PLUS 5.5 minutes per stop (so one mission would be 25.5 minutes, two missions 31 minutes etc). I tried to determine if flipping the mission board 10 times (~25-30 minutes) to get better missions was better than actually just grabbing whatever they had on one set of flips, then going and doing those and coming back to new missions. I eventually decided it "felt best" to come in, do one flip and take missions, go AFK and pee, get another beer, flip the missions again and go do a run. If you don't mind sitting around all day refreshing missions though, it could be a lot more profitable that I was getting, which was about 12-15M a run (112 cargo space). Kurr de la Cruz posted:Mine launchers are the answer to the problem. Pirates hate this one crazy trick! Also thanks again for the engineer guide, I finally did my first SRV data scanning run thanks to you!
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# ¿ Aug 26, 2016 17:52 |
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LostCosmonaut posted:Are there any consequences for not completing a mission you've accepted? I accepted a mission to take some info to a station 12 ly away, not realizing that with the starter ship's lovely jump range I'd have to go through about 20 systems, and gently caress that. A corollary to the mines mines mines mines mines pirate defense, I ran got interdicted by a Python last night who had a point defense module which would pew pew all the mines. I only have 2 launchers now because that seems to do the job just fine usually, but I ran out of mines with him at 36% hull. Luckily, in a rare instance where the NPC gets the shorter end of the stick for once, the Python had no hardpoints. Just point defense! So I let the pirate talk smack a while about all the nasty things he was going to do to me while I tried to ram away his last 36%. When it became obvious it wasn't going to happen quickly, I just closed up shop and headed on to the station. He followed me to the station to trash talk a little more before turning tail and running away and I haven't seen him since. Anyway, the point is that if the interdictor has point defense, mines mines mines could possibly not result in a win, or at least in this case a non-victory.
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# ¿ Aug 27, 2016 18:54 |
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Yolomon Wayne posted:gently caress Deep Space clan and their "oh wait, actually we dont want these slaves in Ceos, bring them 420ly into the bubble instead" missions.
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# ¿ Aug 27, 2016 23:31 |
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Yolomon Wayne posted:How great is great, regarding jumprange? I have an Anaconda and I thought it was going to be me showing up for battle and just blowing up space mens mercilessly with all my giant guns as I laughed and drank scotch on the bridge and then set course to return home 300ly in 5 jumps. I haven't found a good use for it though. You won't want to do Sothis runs back to the bubble because it can take so long to fill your cargo hold flipping the mission board over and over, usually making it not as profitable per ton than with a smaller hold (and only about 30ly of max range at that load). I also feel like my Vulture is more nimble in combat and can take people out just as fast, although that may be because I haven't fully committed to making my Anaconda a slow lumbering warbeast. I only use it for mining now and I don't do much mining. It does give you the ability to accurately judge mailslot sizes though. Is this slot regulation-sized? Because it felt a bit small coming in! CapnBry fucked around with this message at 14:13 on Aug 28, 2016 |
# ¿ Aug 28, 2016 14:05 |
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Mike the TV posted:That's at 5000 units delivered. I heard the LOCAL chatter that there was some sort of something going on, but nothing in-game appeared to back that up. Checked reddit and a bunch of people there were being trolled by other players in game offering obviously fake clues about a mysterious something going on. I didn't look into it any further. If they want to engage players by having special events happening, they really should do a better job of letting people know about it.
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# ¿ Aug 29, 2016 13:58 |
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Wtf happened? How did someone deliver like a million tons overnight?! I also just checked and I got pushed down to 50% :sadtrombone: Only 138M for an hour an a half work? I am going to go post on the forums about how I only want to play in solo because money isn't worth anything any more and I am starting my own space economy using space bitcoin.
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# ¿ Aug 29, 2016 16:00 |
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Kurr de la Cruz posted:VR is why I keep playing this game. It feels like I'm literally sitting in the cockpit of my spaceship. Which has been a dream of mine since I was like 6 years old. This is probably a dumb question, but if I pick a side in the power struggle, does that make me show up as wanted to anyone else who has picked a side? Will NPCs in RES just open up on me like I have a single reinforced mounting plate in my inventory?
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# ¿ Aug 30, 2016 20:00 |
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Mouko posted:There are also federation battlecruisers hovering around two of the sites...
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# ¿ Aug 31, 2016 20:51 |
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Toxic Fart Syndrome posted:It takes ~7.5M in exploration data to go from no rank to rank 4, and another 7.5M to get from rank 4 to rank 5. I think if you're planning to max out a few factions and engineers, you'll have plenty of time to think about that over the next month while you get that much data! EDIT: The easy way to max out an engineer is to take any ship and put 2x class 2 mining lasers, 1x prospector, and enough to get 2 active collector limpets at once. Go to virtually any hazardous RES with nothing in your hold, mine the rocks. Your dudes will collect nothing but micromaterials and in an hour you've got enough to just press spacebar 3x 200 times to rank up from 0 to 5. Rank 1-2: 3 builds Rank 2-3: 12 builds Rank 3-4: 50 builds Rank 4-5: ~150 builds? CapnBry fucked around with this message at 02:46 on Sep 1, 2016 |
# ¿ Sep 1, 2016 02:31 |
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Jack the Lad posted:A) What do I need to get 2 collector limpets active at once? Just 2 collector controllers? B) Not at all. Fire a prospector into any asteroid, don't care about what it says the composition is, mine it dry. Prospector limpets increase the number of fragments you can mine by around 3x. Tons of mining ore fragments will come out, but your limpets will only pick up micromaterials for engineers if you don't have a refinery on board. Note: having a refinery but deactivating it does not work. Some asteroids have more micromaterial count in them than others, they say "Material count: high" but you'll spend all night looking if you just try to find those. The micromaterial loot is random with a high chance of common materials like carbon, nickel, sulphur, and down to a low chance of getting zirconium, cadmium, and tin. I think the type of ring matters (metallic, icy) but metallic rings seem to give me all the low level mats I need to power through all the engineer stuff. C) I believe Hazardous RESes just means there are more "hits" per asteroid. More hits is higher chance of there being a micromaterial. D) 0 chance. Make sure there is nothing in inventory other than limpets. Space pirates will kill you over a 100 credit reinforced mount, but don't give a fuuuuuck about you if you have limpets and nothing else. They'll scan you and move on. Because your limpets never pick up any inventory items, just micromaterials, they'll never even deploy hardpoints. And yes it is pretty chill. If you have VR it is beautiful because you can just hold down the mining laser trigger and stare off at the wonders of space around you. I guess with just mouselook too, but monitor space looks like looking through a window at a picture of space, so I can see why people watch Netflix 90% of the time if they play on a monitor. Also thanks to whoever posted the link to Emancipator (band) I didn't realize how well trance (or is this trip hop? or ambient?) worked with space. Anyone got any good downtempo music for space? I am old so all my frames of reference involve Portishead. CapnBry fucked around with this message at 02:37 on Sep 2, 2016 |
# ¿ Sep 2, 2016 02:35 |
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frank.club posted:Totally. Also, how does a docking computer take up a ton of cargo space Now that I have so much money (compared to the cost of most of the ships) and magic ship teleport is coming soon, I really do need to get one of every ship to see what they look like inside. I wished the Hauler's A/C vents worked in real life, it is hot in my house Or maybe it is so hot because they do work, but people only have heaters in space. Space heaters. ... Space space heaters? Also, why am I so special that I get a free sidewinder whenever I want, which I can use to pick up a TON of human slaves for 16,000 credits? I mean given the average person weighs about 80 kilos, being a slave is worth about 1,280 credits per person. Yet I can fly my spaceship into the sun, eject, a rescue team will come and save me and give me a free new space ship. In my cannon, slave is their hobby, they love it. They have to love it because anyone can make 1,280 credits and buy their freedom in like 2 minutes work. CapnBry fucked around with this message at 22:27 on Sep 2, 2016 |
# ¿ Sep 2, 2016 22:24 |
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Mailer posted:I'm sure someone here can come up with the handwave reason but mechanically it just takes more fuel to travel while jumping. It's a video game tradeoff thing between worrying about scooping stars and taking forever to get where you're going. As long as you keep an eye on the star types and have a scoop then you'll always be good with the fastest route. fuel = efficiency * (distance * mass/optimal_mass) ^ drive_class_exponent Efficiency is the A, B, C, D, E rating and drive class is 1 2 3 4 etc. The exponents start at 2 for a size-1 FSD, and go up to 2.9 for a size-8 FSD (linearly). So going half your max range doesn't take half the fuel, it takes around 1/5th of the fuel. Fastest draws a straight line between your start and destination and then finds the longest jump in side your range at each point between the two, with the exception of the last two jumps (which it tries to split evenly). Economical takes the closest next jump that decreases the amount of distance you have remaining. Obviously the economical route is like 10 times longer than the fastest. In between the two, you can select fastest, then set the "Cargo Mass" slider. This reduces your max jump distance based on the amount of cargo you select. For me, my jump range is 49ly but if I set my cargo to 108T, it drops to 38ly so every jump will be less than 38ly, despite the fat I can do 49ly. Reducing my jump range like this means I'll travel 75% of the distance per jump but consume 50% of the fuel, effectively doubling my jump range at the cost of it taking 1/3rd longer. I used to do this but now I just have a giant fuel scoop so I can stay topped off just by skimming the star while my FSD is recharging.
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# ¿ Sep 3, 2016 18:55 |
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MadJackMcJack posted:Since I'm now Space Nouveau Riche, I figure I should indulge in some space madness, plus I want to unlock some engineers. Which is the better explorer, the Asp or the Diamondback? And any recommendations for outfitting beyond the usual "get best power/FSD/scanners and don't strip out the shields"?
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# ¿ Sep 5, 2016 14:29 |
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Kurr de la Cruz posted:The reason you bring an SRV along is so you can get more AFMU ammo. You can restock with basic materials found on just about any planet.
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# ¿ Sep 5, 2016 18:55 |
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Schindler's Fist posted:https://eddb.io mang. Do a station search. Put the system you are in into 'Reference System'. Put the module(s) you are looking for into 'Station Sells Modules', and click Find Stations. "Warning: The module presence is not guaranteed." says eddb. That's a great way to build a game. Yeah I know it takes 5 minutes to go to another station, land, go into the hangar, look for the module, see it isn't there and then pick another station and launch, but isn't it IMMERSIVE you can't just ask the wrench jockey working in the outfitting station "Hey do you know where I could find a 4D distributor nearby? Or do you sometimes carry them?". It is fun to try to look up the information you need to play this game because you can see how it has massively changed in the past year and a half. Can you imagine just doing Federation/Imperial missions without having any idea if there's any sort of rank progression (there was no progress bar)?" What a great UI it was to have every module in one giant long list at the outfitter at one point! What was this game like before you could take a module out of your ship and store it somewhere? Oh we don't have that yet. 200 billion star systems with a trillion planets we can land on, but not one has a shed I can put a gun in. If I could build a self storage facility on a barren atmosphere-less planet, I would be a space billionaire!
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# ¿ Sep 6, 2016 13:58 |
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Dabir posted:Besides, getting hit stops shield regen, so bi-weaves are just class C shields while you're being shot at. So given the same amount of incoming damage the bi-weaves last longer, because they are adding back more every second than regular shields do. Granted, if you're taking like 30 damage a second it doesn't mean poo poo because it isn't even going to get you an extra second with a 500 point shield (17.36 vs 17.73s). But if you're taking like 5 damage a second (say 2x 30 damage hits every 12 seconds) there is a significant difference in effective shield strength (131.58s vs 156.25s). Comparing Vulture shields: 5A Shield Generator = 387, 5C Bi-Weave Shields Generator = 315. 2 DPS = 5A lasts 483.8s, bi-weave lasts 1575s 4 DPS = 5A lasts 138.2s, bi-weave 143.2s 5 DPS = 5A lasts 101.8s, bi-weave lasts 98.4s 30 DPS = 5A lasts 13.4s, bi-weave lasts 11.2s So if you can manage to take 4 damage per second or less on this ship, bi-weaves are stronger. If you're getting hammered at 30 DPS continuously you're going to lose shields a full 2.2s (20%) earlier with bi-weave. CapnBry fucked around with this message at 14:57 on Sep 6, 2016 |
# ¿ Sep 6, 2016 14:48 |
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Nostalgia4Infinity posted:They also want a RNG your ship was damaged/destroyed in transit.
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# ¿ Sep 6, 2016 18:52 |
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timn posted:When my ship gets blown up I wish I would have to actually submit an insurance claim to the Pilot's Federation and roleplay explaining the incident to an insurance agent over the phone with one of Frontier's community managers. *true story
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# ¿ Sep 7, 2016 00:54 |
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Mouko posted:Can you post the scripting sequence for this? It would be seriously useful. code:
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# ¿ Sep 7, 2016 16:07 |
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So what ever happened with the "Give me drugs for the secret" guy and the "Give me brandy for the secret" guy? Where did they reveal their secret? Do they post on the forums? Is it sent in game somewhere? Was it sent only to a single person in a direct message? Am I supposed to find it on page 53 line 7 word 3 of my game manual? Why do they make a community event "Hey we're all on this awesome fun search for clues and we need the community to all pitch in to progress the story!" and then when the goal is reached there is just silence. It is like getting a quest in a traditional RPG and when you come back with 20x kobold ears off of 97x kobolds, the quest-giver takes your items and then just stands there with as blank a stare as if nothing preceded this moment.
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# ¿ Sep 7, 2016 18:03 |
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LCL-Dead posted:They never revealed the secret, actually, because the "secret" was the crashed alien space ship and once it was found basically shrugged and said "gently caress it" and let the players run with it, forgetting to actually deliver the CG secrets. There was a thread on it in the brown sea where a guy was basically complaining that they should have followed through regardless, despite the fact that players figured out the area and found the ship via zerg rush before the final coordinates were released via CG. I just figure if there's something important you guys will tell me.
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# ¿ Sep 7, 2016 20:20 |
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Chrysophylax posted:After you get tired of that, have your combat anaconda delivered to you in seconds (even though it took 12 hours of play time to get there with 50 LY jump range). Murder all of the explorers in your insta-delivered death machine. In other news, hey guys, No Man's Sky is already 75% off!
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# ¿ Sep 7, 2016 21:22 |
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Does the rank of missions affect how much it counts toward the naval rank? It appears it does not and that doesn't make a whole lot of sense to me. Get a Harmless mission to kill one Harmless dude, get 1/500th of a naval rank. Get an Elite mission to kill 60 Elite naval dudes, get 1/500th of a rank. Same think with your reputation with the subfaction, what is the motivation get any rep with any local factions? So they'll give you harder missions to get the same naval rank advancement? Oh because they give me 90k credits for doing them instead of 20k? What a joke! (Long rang trading missions aside of course)
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# ¿ Sep 12, 2016 18:17 |
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Morter posted:I read something about downloading a custom profile for the HOTAS to make it really good with E:D. How does that work? I've never messed with anything besides a plug-n-play gamepad so please explain it to me like i'm a dumb babby thanks
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# ¿ Sep 15, 2016 02:58 |
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Sky Shadowing posted:HOTAS X is great, I don't know why I would need a more advanced HOTAS. With using a button as a shift button I have more than enough buttons to do everything I want. And because I have to complain about something every time I post. I went to Sol to see what our solar system looks like and was pretty disappointed to see that Moon looked WAY too small from Earth. Moon 2,159 miles across, and it is 238,900 miles away from Earf (roughly). That means it should be 0.516 degrees wide but it is a speck the size of Polaris when viewed from Earth. That makes me think that everything I see in this simulation is not at all like it would look in real life and if this owning-a-spaceship simulator doesn't even simulate what things would look like correctly, what is the point!
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# ¿ Sep 16, 2016 19:25 |
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# ¿ May 14, 2024 09:00 |
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orcane posted:So I'm sitting on 16 modular terminals and I know I can't store them, but I'm sure as hell not gonna carry them around and I obviously can't use them. Is there a way to trade them to someone who can use them? Also, who wants 16 modular terminals before I vendor them for the sweet price of 160 credits each?
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# ¿ Sep 17, 2016 20:03 |