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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - Omidawn

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agreed.  I always have to make an adjustment when I go back to story mode.  I forget how annoying it is.  I'm honestly not sure why they did it differently there... perhaps it is more stable.  Now that you mention it, I don't think even the thrusters can get you higher, they just get you there faster so navigating mountain ranges is a little smoother.  You still have to rise and fall with the range.

It may have to do with the visibility range at higher altitudes: running into walls in your aircraft is just as annoying as having a low ceiling, especially when it still eats up your fuel while you are waiting for chunks to load.  They may have forced the low ceiling so that chunk loading would be smoother in story mode.

Anyway, my best aircraft can only just clear the treetops in story mode.  You can build higher than the ceiling... you just have to be innovative to get that high.  That's why I said that the ceiling is higher in story mode.  I was talking about the stability of building at high altitude without breaking the game.  Then of course you will need to glide back down, since your aircraft won't take off above the flight ceiling.  That's one of the reasons people like to build the sky cities:  they are difficult to get to, so are pretty secure from tampering.

Planet Explorers Suggestions / Re: Heat Packs instead of Torches
« on: July 06, 2018, 04:10:33 PM »

That's true, and I may be wrong about the way it works.

They have to have collision in order for the player to be able to interact with the plants.  It is not just the colonists who can take care of plants.  The colonists plant the crops as close together as possible in order to save space.  That is desirable for most people.  If you want the colonists to be more fluid in their motion, you simply have to plant the crops with space between them to move.  You would have to plant them yourself as you see fit, then have the colonists tend and harvest.  That would alleviate a lot of the immersion-breaking teleportation to their target.

You also could not remove the collision because when you have crops queued up, if the boxes were removed they would end up planting on top of each other, or even worse, everything in one spot.

I'm fine with it the way that it is.  It may seem clunky and annoying at times, but the farmers do get the job done eventually.  The alternative would be worse, not better.  The only way you could do what you are asking would be to have two boxes for each plant... one for collision and a larger one for spacing.  That is more trouble than it is worth, I think, and most people want to go the other direction... planting closer together, not farther apart.

Planet Explorers Suggestions / Re: 100% recycling for undamaged ISO's
« on: July 03, 2018, 06:46:03 PM »
Totally agree.  EDIT:  this is especially important if you are creating things in-game instead of in a build world.  If you have to go back to the drawing board and aren't able to get all of your resources back after testing something, then it is really extremely disappointing and potentially game-breaking expensive.  For new people who don't know to go to a different world (unlimited resources) to create and test things before importing them into the story or survival game, this could be enough to discourage playing entirely.  (Aside from the impact of starvation while you are in the editor, wasting resources that you worked hard for is really demoralizing.)

Judging from your comments, I would hazard to say that you are talking about SP Story Mode.  The flight mechanics are different in MP and in Adventure Mode.  The ceiling in Story mode is actually higher than in Adventure Mode, but to get there you have to use thrusters, not VTOLs.  Also, you can stack the VTOLs and face them in different directions for different performance and ceiling capability.  I think the maximum is 12 on a standard aircraft, and if you are doing VTOL then you need all 12.

This is an old old old discussion.  Bottom line, you will not see real world flight physics in a world that has no calculations for aerodynamics. IMO this would bog down the game, and load speeds for flight are already a problem without throwing that wrench into the gears.  For SP Story Mode, you just have to resign yourself to the fact that your aircraft are actually hovercraft pushing against the ground, not actually flying.  For MP and Adventure Mode, you are untethered from the ground, but you still need to build designs that maneuver well.  You will find yourself going back to the drawing board often in order to perfect your designs... especially with regard to balance.

Even after you have a good working aircraft, you then will still hit a much higher but very real ceiling.  You will also run into "walls" traveling at top speed, while you wait for chunks to load (depending on your computer capability).  For me, it is actually faster to travel on the ground, because fewer chunks have to load as you travel (visibility range).  I will spend most of the game using ground transportation and leveling roads.

Planet Explorers Suggestions / Re: Heat Packs instead of Torches
« on: July 03, 2018, 06:19:10 PM »
Ah, ok.  I see what you are saying.  However, I'm thinking in terms of the current stage of development.  I don't think at this stage that there will be anything added to the game that is not already in the game.  It is an unrealistic expectation.  I do believe that they can and might make minor alterations to things that are already in the game... such as swapping one recipe ingredient for another, if it gains a significant improvement to the way the colonies operate.  Implementing entirely new concepts (camp stove) or reprogramming things that aren't broken (campfire)... I think that you are wasting your breath.  It is a good idea for immersion, and may be something usable for PE2, but it is too late for that to be included in PE. (My Opinion!)

Planet Explorers Suggestions / Re: Heat Packs instead of Torches
« on: July 02, 2018, 06:24:43 AM »
There is already a heat pack in the game that is used for half of the food recipes.  It might be easiest to just USE IT for all of the recipes that currently ask for torches.  It's very simple... there is no need to add something new or have scripted cooking stations.  Just change the rest of the recipes to use heat packs.

Planet Explorers General Discussion / Re: Planet Explorers Version
« on: June 27, 2018, 03:43:19 AM »
I know this is getting to be an old post, but I just realized what they mean by the "latest version."  This is a language dissimilarity.  In many languages "latest" means "the most recent OUTDATED or PAST version."  Late in American English also can mean dead or past, but "latest" is more commonly interpreted as "most current."  So, it isn't trying to list a current version and an even more current version:

Sometimes the version numbers jump for whatever reason, and so they post the LATE version (latest=most recent before the change) as will as the CURRENT version number on the Beta splash screen.

Planet Explorers General Discussion / Re: uhh...
« on: June 27, 2018, 03:29:25 AM »
I'm not sure where you heard that, but the Devs have specifically said that they are working on PE2 and still have a team working on PE as well.

My Time At Portia Suggestions / Re: need ammo
« on: June 21, 2018, 06:39:23 PM »
not well... it auto-aims toward the nearest target, and shoots straight forward (not up or down) so unless the enemy is exactly level with you, you won't hit.  Even then, you won't get more than two shots (little damage) before they close with you, and then you have to take time to switch weapons or get slaughtered.  Forget about sniping in those large multi-level rooms, down at targets trapped beneath you, or up on scaffolding. 

My Time At Portia Suggestions / Re: need ammo
« on: June 08, 2018, 06:10:11 PM »
Got it.  I've been putting off making the comprehensive grinder.  Made it, got it.  Thanks for the info.  I've been throwing out a lot of the venom... I guess I'll have to keep it now.  Looking forward to testing the gun.

Well, I don't intend to quit yet.  I did see the patch notes and went back to try it again.  I am very happy that you fixed the time issue, but the boss drops still need to be Advanced Engine instead of Industrial Engine.  It's hard work (below the recommended level) to beat those dungeons to get a reward that I could have gotten more easily in the Sewers.  I did manage to beat level 3 with good timing on the dodging, and picked up the last Advanced Engine that I needed, but I had to do it THREE TIMES before it dropped an Advanced Engine.  Very disappointing since EVERYTHING that I'm building asks for the advanced engine now.  I can understand the Industrial Engine as a chest item, but the boss drops ALL need to be Advanced Engine every time.

Thanks in advance!

My Time At Portia General Discussion / Ingall's Mine: Advanced Engine
« on: June 08, 2018, 01:40:36 PM »
Hi, when you added the new patch, you changed the Advanced Engine in Ingall's mine to Industrial Engine?

Where are we supposed to get the Advanced Engines for our quests now?  Please change it back.  I can't make the buses or the sewing machine now.  I can get Industrial Engines by the dozen in the other Hazardous Ruins.  We need the Advanced Engines for the new assemblies.

If you moved them to level 3, that's bad, because I can't beat the clock on level 3.  I can't kill them fast enough, the clock doesn't reset when you make a kill, and there are no boxes to add time to the clock.  I can't even find the other door in the second room before the clock runs out.  I love the maze rooms, but the clock is ridiculously unforgiving.  If I ran to the exit and ignored everything in the room, I might make it in time... but then it wouldn't open the door for me so yeah, I'm pretty much screwed on level 3 until I can kill these guys in one or two hits.  You need to add a few seconds to the clock with each hit, not just with each kill, and like I said, we aren't getting the kill clock bonus either.

My Time At Portia Suggestions / need ammo
« on: June 08, 2018, 07:21:40 AM »
I crafted the new venom dart gun, but I have not been able to figure out where to get the venom darts.  They do not seem to be craftable on workstation or any other piece of equipment.  Please add the ammo blueprint so that we can use the weapon.  Maybe it's part of a quest that I haven't gotten to yet?  Anyone know?

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