Re: Knowledge base / Prototyping
wow, hunter, yesterday i told Alexadar that i am happy that the topic was up and constructive for 24 hours, without flaming and namecalling...
@ Alexadar:
its nice to base something around the thought of thousand of active player - which havent been ever in game since the server went online. How do you archieve such a playercount, if you cannot keep the ones in that currently play?
why do they leave? either because they join a powerblock which HAS already archieved most things you can archieve in this game, or you try to start from ground up and face the odds of having to go with a system that is based on something that is not present.
result: you quit the game until the thousand player are here (notice how counterproductive that is?)
The game mechanics have to work for everyone: the single online player with only one account, or the micromanagement nerd with his china-farm-rig and 10+ accounts.
They have to work with 10 or 10k player present. Hoping to repeate the "EvE" developement is dreaming!
but thats not the topic.
i have kept my points short for a reason: gather opinions and suggestions on those points, not on what i think about those.
Things that bother me are that i have to go through so many kernels and get stuff that i will never build, because there will never be a demand for them (eg. aux ractor, chassis-scanner, cargo scanner, ...). Sooner or later there will be more modules be added, always 4 tiers. and their knowledge will be spread along the existing few types of kernels. it will make it harder to research anything, even more kernels needed to finish "standard" items, which are 90% loot and need no prototyping at all.
a degrading KB is something noone want under the current system, neither do i want it.
to be continued...
Whining - It's amazing how fast your trivial concerns will disappear