Topic: Questions to DEVs about this game, accumulated over the years
Dear DEVs, (or should i write Dear DEV Zoom, DEV CRM)
Factions - why do you have those in? is there a greater plan for them in, or are you mas0chists that have just implemented all of that because you saw it in "that other game"?
you present new player with three choices, create three different unique faction designs, and even make 4 different weapons (where 3 are almost identical).
Just to present them 3 empty stater zones that they have to progress through (alpha one's) that they can actually totally ignore once the join the factionless player corps (this plural fits, as they are mostly dead bodies anyway)
you implement 3 different resists and damage types for Rock-Paper-Scissors balance, just to negate it with a fourth damage/resist type that is initially the second worst resist for all, and due to npc fits, best to use damage type.
not to forget, you have a dimishing return resist scale, yet most robots are by default at an average of 50% resist!
and you wonder why everyone just fits armor plates and doesn't care much about resist holes.
they have to face PVP ammo anyway (does all damage types equally)
you implement a *** of tiers for each item, initially with different traits as in
- T1 basic
- T2 low mass, low fitting cost
- T3 higher ROF, slightly higher fitting cost
- T4 higher Damage Per Shot, higher fitting cost
yet, you also made it that the T4 is simply gives you the best Mass/DPS/Cost ratio of them all, and no robot ingame struggles to fully fit T4 in all slots, and stay accumulator stable with it, using only ALPHA strikes (you know, in that other mech game, you explode from overheat if you do that)
oh,
and you implement 12! different resources, with several of them somehow factional...
the faction restriction of materials should provide a reason to trade them, especially for waring player groups that have settled on different factional islands.
yet strangely enough, you cannot fit a single bot effectively with the resources from one island, if you would be restricted to that (resist plates require material from other faction, basics like repair and sensor amps are factional)
nor does anyone have to fight over those resources as the PVP island only resource(s) is not factional restricted,
and faction-ores are infinite availiable inbetween pvp zones on alpha
the most mysterious thing is,
with your low DEV capacities you got from the beginning - why did you seperate PVP and PVE into two seperate games?
ever since the day in january, six or seven years ago in closed beta, when i asked in chat "hey, can police towers shoot through rocks?", the game went down with bandaid fixes to prohibit M2S members from griefing defenseless player at the starter terminal.
first, you tried to fix police towers (removing LoS from the weapon)
then, they coninued by just alpha striking single targets with inexpensive gauss fit kains, using several accounts linked by ISOBoxer,
which then led to the syndicate protection all around alpha islands
why did you never consider that the fault was the absolution that came with the explosion for every sinner? you never considered forcing those to respawn at beta terminals, with lasting agression from Police towers on alpha? (At that time, accounts where limited by subscription and beta invites - in theory)
back to factions - you even changed the backgroundstory of the game so the pvp that was/is seen ingame (aka griefing) is supported by it. instead of making pvp a result of the conflicts between the three starter factions.
Tl;DR
question to the DEVs - why did you remove factions and law from the game and never repaired your bandaid fixes?
Whining - It's amazing how fast your trivial concerns will disappear