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Author Topic: Starbound - We have lift off.  (Read 997078 times)

kisame12794

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Re: Starbound - We have lift off.
« Reply #4200 on: December 07, 2013, 12:41:14 am »

I had a florean wonder if my avian god tasted like chicken.
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Tack

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Re: Starbound - We have lift off.
« Reply #4201 on: December 07, 2013, 12:48:19 am »

Yeah, it's a beta. You can't exactly get attached. Unfortunately.

My first character was a floran, because I was like 'that's cool. I'd like to be a plant person'.

then they're all savage and ssstab ssstab ssstab.

I accept this.


if any B12's are running a server, could we get it thrown in the OP?
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Moghjubar

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Re: Starbound - We have lift off.
« Reply #4202 on: December 07, 2013, 12:53:21 am »

Played for awhile, yep, lots of issues (lost a full stack of platinum ore due to the shift-click into container bug too, after cheesing bosses just so I could go to X sector just to find some since it wasn't anywhere I was looking otherwise).

Overall, potential.  More advanced than Terraria, much less finished.  Waiting for the big patch and a few tweaks before I try again.
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Max White

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Re: Starbound - We have lift off.
« Reply #4203 on: December 07, 2013, 12:55:07 am »

I'm on a level 22 planet, with an assault rifle that one hits everything in a single shot... Well this is interesting. The damn thing doesn't even drain energy fast enough for me to worry. It is going to be a little sad when the combat is fixed, no more "One hit kills everything, including you" rule.

I get the feeling that in testing the concept they just spawned in gear that is a similar tier to the planet, but didn't consider that you need to actually enter on lower tier stuff.

Sirus

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Re: Starbound - We have lift off.
« Reply #4204 on: December 07, 2013, 12:58:25 am »

I know its a beta and its possible to lose everything, but I've been playing every day since it came out and I just now got an iron bow. I can't play long enough each day to get these crazy high-tier things that folks are talking about, I can barely get out of the copper stage. I'd rather not have to play another three days just to get this far again if I can avoid it.

Also, human snow gear totally looks like the Rebel uniforms on Hoth in Empire Strikes Back.
« Last Edit: December 07, 2013, 01:01:32 am by Sirus »
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alexandertnt

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Re: Starbound - We have lift off.
« Reply #4205 on: December 07, 2013, 12:59:09 am »

How do you work these spawners? I placed a guard spawner and it doesnt seem to be doing anything.
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #4206 on: December 07, 2013, 01:03:14 am »

They take a little while. Once they spawn a person the spawner will disappear.

Guns seem to be pretty good versus about level-3 things right now, and kinda workable in of-level situations. Hopefully the combat revamp makes them a bit more effective all around, coz i REALLY want a shield and pistol forever now.

Guns are statted based on the level of the planet you bought them on. My guns from a level 40 world have stats appropriate for that; a 40/1.23/23 shotgun, paired 40/6.41/2 machine pistols, and so forth.
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Elephant Parade

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Re: Starbound - We have lift off.
« Reply #4207 on: December 07, 2013, 01:04:18 am »

Snow armour is so overpowered right now.
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Mephisto

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Re: Starbound - We have lift off.
« Reply #4208 on: December 07, 2013, 01:07:03 am »

Warning: semi-random musings ahead.

Well, it seems that my issue from other games is persisting to Starbound as well. There is a layer of chests in my ship right now that are full from all of the random junk that I've collected.

Combat becomes significantly easier with a sword and board. My new sword makes it a little more interesting, though - it does more of a side swipe than an overhead swing like the starter does. It was not intentional, but the gun I mentioned much earlier is also one-handed, so I can use it with my shield as well. It may do a fraction of the damage of my iron bow, but it's much more fun to use.

My only glitch so far is me managing to somehow make my flashlight disappear from existence. It's been amazingly stable so far, considering it just came out.
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Max White

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Re: Starbound - We have lift off.
« Reply #4209 on: December 07, 2013, 01:16:00 am »

They take a little while. Once they spawn a person the spawner will disappear.
If I use a spawner in my ship, will the NPC stay around forever?

Also, Day[9] is doing a LP...  :D

kisame12794

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Re: Starbound - We have lift off.
« Reply #4210 on: December 07, 2013, 01:17:45 am »

They should, unless they suffer an unfortunate accident.
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Max White

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Re: Starbound - We have lift off.
« Reply #4211 on: December 07, 2013, 01:20:24 am »

Wonderful...
Also I've been testing out a different race. Humans are kinda interesting, I guess. I'm so used to having the delay on my attacks that I keep swinging early, and expecting things to die when they just don't. Gotta get used to spamming attacks again.

Jacob/Lee

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Re: Starbound - We have lift off.
« Reply #4212 on: December 07, 2013, 01:23:28 am »

I found something out of a nightmare.
Spoiler (click to show/hide)
It was just standing on the edge of my screen when I was mining some coal, then it suddenly jumped at me right as I took the shot. The terrifying creatures are predictably the hostile ones, at least.

kisame12794

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Re: Starbound - We have lift off.
« Reply #4213 on: December 07, 2013, 01:24:37 am »

So, wait, is there an actual difference in the races besides cosmetics?
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((You're an arm and a torso in low orbit. This was the best possible resolution of things.))

Max White

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Re: Starbound - We have lift off.
« Reply #4214 on: December 07, 2013, 01:29:47 am »

So, wait, is there an actual difference in the races besides cosmetics?
Yea, they get different weapons, and that affects their play style.
Hylotl get weapons that have very high damage, but are slow and have a delayed attack, so you need to time your attacks instead of spamming.
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