#Launch Rehearsal Weekend #1 - Transition feedback

114 messages · Page 1 of 1 (latest)

sonic willow
#

This is for existing Hades' Star players who have managed to access the snapshot of their live account in the Launch Rehearsal #1 build (http://blog.hadesstar.com/2023/09/dark-nebula-launch-rehearsal-weekend-1.html)

The focus of the first launch rehearsal is to hear your initial reaction and thoughts after the update, both immediate, and after playing for a couple of hours trying to do the regular activities you do in the live game. When posting feedback, assume what you see in this build would be exactly what would happen to your live account after Dark Nebula releases. Please post these impressions here, including your in game name and yellow star ID.

Only one post per player please. You can edit your earlier post if you need to make changes. Posts will be reviewed after the build expires on Monday.

limber path
#

All in Steam client: [OET-9257]
Mod related feedback

  • I am happy blueprints transferred over accurate to the mod level it would achieve in HS.
  • Mod lvl carryover seems fair-ish, though I've lost offload 10 and trade boost 5. It would be brilliant if new mods (ie. motion shield) could be retrofitted with blue prints based on old artifact research. It is also fair to have everyone begin a module grind from scratch.
  • Module function toggles (ie. stealth, vengeance) are brilliant, giving more choice in how a mod works. I hope to see more of this.
  • Barrier is an example of an overtuned mod. Barrier was an S tier mod in HS, but reducing its duration by 80% and giving it a range smaller than attack range is overkill.
  • Teleport changes are nice.

Misc. Feedback

  • Jumping through a diplo partner's other diplo does not work for me right now. Is this meant to work? I think its one of the neater ideas with the update. I love the aspects of the game that allow for goofy experimenting.
  • Furthermore, I think diplo needs more interesting functions without incentivizing alts. I won't suggest additions, but diplomacy is an underexplored facet of the game.
  • Overall, very freeing to be able to swap mods out on my own battleships, and use them at no cost.
  • More toggles in menus please! The ability to tweak things to preference is always much appreciated.
  • GUI, overall visual and audio rework is pretty nice! I've quickly acclimated to the changes.
  • Audio could use some level balancing. For example, dragging a ship to a new waypoint has a very loud boom.
  • Allowing station placement at the edges of sectors is very nice, a good change.
  • Direct messaging is great, could use its own gui instead of just inbox messages. Can't see sent messages... could have a personal chat b/w each player, with storage up to 30d or something.
  • Hydrogen is harder to come by right now, levels may need changing.

Blue star

  • Blue star changes feel great, removes the anxiety of losing credits and consuming as much time.
  • If you die early in a blue star, it'd be nice to be able to disband it and rescan, to keep the faster combat theme going and cut out pointless waiting.
  • The 10min heal time can feel mediocre, with the fast games it'd be nice if there were a way to heal faster.
  • BLS could still get faster. The early part affords a lot of time. This is nice to view enemy builds, but is still too much dead time.
  • There's noticably less latency in BLS. Maybe this has to do with less busy testing servers.
  • Projectile health may need to be tweaked, many weapons fail to help against bomber rockets (laser, barrage, mbatt)
  • Bls ending sound is very loud, lol.

Red Star

  • Bond can easily be balanced in red stars. Cutting a mod out of red stars is brutal, as they are the primary star type. Whatever tweaks are needed, bond is a cool mod that should remain useable.
  • Projectiles (dart, rocket) seem to have too much health, maybe this is intended.
  • Inviting across corps for RS is very nice.

Economy feedback

  • As someone who used offload for quick shipments due to unpredictable scheduling, I am left confused how to handle my shipments. I guess relay will be my next best bet.
  • Pricing seems very off (ie. dart 1 costs 1k). I am assuming there is a bug right now, as most mods cost a negligible amount compared to income and cred cap.
  • To the last point, if the module cost changes are accurate at this time, i see no reason to upgrade shipping mods. Credit income is a low priority relative to the time to research mods. HS felt like a delicate balance, where you invest in shipping mods so you can afford to get high dollar mods without downtime between researching. This strategy is seemingly destroyed when mod costs are a rounding error of daily income, and take a week+ to research.
devout delta
#

First impressions (not judging) (CharismaticLeo RKQ-2566)

  • Mod upgrades are much cheaper now in terms of credits and the blueprints serve a function now.
  • Some mods were cut, that's kinda sad but expected
  • My credit capacity has been cut by 1.5 Million, while the credit cap of the highest level players have been increased by 5M.
  • Ship cost has been increased drastically, replacing all 3 bs exceeds my credit cap.
dense kiln
#

Incinarator, IYB-3150, Steam client

  • I disliked remote mining being an activated module at first, but after realizing it can mine in flight my opinion of it balanced out. Need to test this in a red star later as I got destroyed in the RS7 I tried (I am at scanner RS8).
  • I don't like having to select which boost level I want every time I use the shipment relay. It would be nice to be able to set the boost level on the relay itself and then be able to activate it on multiple sectors in a row without having to specify the level each time.
  • Even though it makes more sense thematically for remote repair to turn into the repair drone instead of salvage... suddenly having the entirety of my repairs be missing is painful.
  • The increased repair speed on battleships in the yellow star is so nice, especially in light of the lack of generally available repairs.
  • I miss the jump all battleships option for red stars. Maybe that isn't necessary anymore, but the observation remains. On the other hand the menu to be able to select multiple ships to jump at once is very nice.
  • An issue not so much for me because I was already aware, but many players are caught off guard by the escalation in cost to jump more ships in to red stars - transports in particular used to be used in large numbers so that is what players try to do in DN and they unknowingly waste all their hydrogen doing so. I think a warning that pops up if you try to jump for example more than 4TS into a red star would a good way to inform players. The current warnings in the jump in menu are just not enough for many players.
iron abyss
#

Compensation for removed modules seems to be unfair. Someone got suppress1, someone got it 12. Both persons gets 1050 crystals.

tall mountain
#

YS: VQD-7960
I had a level 7 trade station in HS that was upgrading to 8 when the DN weekend began. In DN that same trade station violated placement rules. I was able to rebuild for free but it started at level 1!! Please check if there's a bug with currently upgrading trade stations when migrating to DN.

I still don't like Blue Stars, but I'd be willing to give them a shot for that sweet Hydro, except that waiting 10m between tries while trying to learn is too much. What if BS lost in Blue Stars respawned with full HP so you could spam them. Isn't that better for matchmaking anyway?

Love the QoL enhancements like faster mining, mining mods that have zero downtime, planet list, double research slots.

Would like it if passive mods had a different icon shape. I keep tapping on H2 Replicator when I want to tell a miner to mine multiple sectors. Both the mod and the button have a plus symbol on them. A passive mod shouldn't look tappable like other mods.

H2 economy feels way off. I can barely run 1 RS a day, with a full system mineout and break even. Forget about shipments.

formal vortex
#

Dn currently really laggy for me, even in ys, and i only encounter this level of lag only if I'm watching rs11 in the current hs

mortal fulcrum
#

Two of my three trade stations lost

Tried several solo rs (not drs). Failed to get arts on any. I play HS when I get the time, can't always wait for corp members.

So without regular arts, DN is going nowhere for me.

loud current
#

SvenReverb / ULY-8886

First impressions:

  • HS System Snapshot was made during an active WS. Both ships in that WS were displayed as "lost" in that WS when opening DN. Hopefully this won't happen when DN goes live. Or maybe just disable white stars 1 week before release to avoid such losses.

  • Had two lvl4 and one lvl5 tradestations. 1 lvl4 and the lvl5 are gone due to location rules. Good thing is to rebuild them for free. Unfortunately could only rebuild lvl 4's. So one upgrade is lost.

  • regarding credits: It felt a little bit like beeing downgraded. Credit cap changed from 4.98 mio to 4.32 mio. But upgrade cost for lvl10 rs-scanner remains 8 mio. So the way to rs10 got streched.
    And what i dont understand - all planets got lvled up to a certain level and are glowing - these upgrades are going on autmatically for free.
    Which is nice but won't negate the credit cap loss.
    As planet updates take 7ish days, i won't see if they continue upgrading to a certain level after this one is done?
    Crystalled one planet then No more automatic update then and 2 mio upgrade cost for next level... so i assume getting back to 5 mio cap will take lots of time. Depends a little bit how credit economy will turn out. Especially as lots of stuff got much cheaper which is really really nice.

  • player levels need to get used to 🙂

  • used star harvester. Would be nice if affected sectors would be highlighted somehow as long as scanned roids are in there. So you know what sectors you should priorize for mining as those roids will dissappear again.

  • missing some player search function. Hard to find someone and send a friend request, even if you know his name. Need to go through corporation search and stuff.

  • general feeling: will likely have to update some stuff to get economy catched up again. Good thing here is, all necessary upgrades (trade stations, relay, drone, computer) seem easily affordable, it just takes some time without crystals (which is no problem for me personally)

jovial loom
#

Shipments is too many and shipment drone is useless. Way too much hydro for that

faint pasture
#

Alaric
WIM-8896

Initial Impressions:

  1. It's confusing at first figuring out why and what has changed, however the inbox messages are very helpful. Consider highlighting the inbox so players click on it.
  2. I got crystal for each level of the RS upgrade achievement, is this a glitch?
  3. 1050 crystals as compensation for all of the lost mods feels pretty small.
  4. What's up with all the obsolete relics? Maybe just delete them so I don't have to drag them off the planets.

Gameplay:

  1. Shipping: I have no idea when shipping drone expires, and it doesn't seem to do anything. Launched it 3 times without making a dent in shipping. Cargo capacity is also less and relay is more expensive. I'm feeling a little lost on how to deliver all these shipments. Was surprised to find that shipments don't stack on planets. Also frustrating that shipment Boost is the key for seemingly getting good bonus out of drone and I've left that underleved.

  2. Blue Star: I was surprised at how well my crippled Smurf build did against lone BS. Using dart without a seemingly useful ally shield, and salvage disappeared and got to the final BS fairly easily.

  3. Solo RS10: It doesn't feel too difficult with the updated expectation of clearing 1 planet. Cap ships die quickly and combat is a decent speed. But I have no idea what is a good strategy and what I'm doing right/wrong yet. It's annoying that ships keep showing up on the cleared sector and it takes a long time to clear the rocket cerbs so you can try to load.
    Not crazy about having to rush to suicide all my ships if time is running low. But it all feels achievable - given more time to experiment.
    Repair time for BS after BLS and RS is annoying.

Update 9.3.23
I can't figure out how to tackle rs10 yet. Combat happens in a big blob and I find it difficult to keep track of which ships are taking damage from what sources. I can't EMP or avoid combat quickly enough to avoid getting overwhelmed. Repair doesn't happen fast enough.

foggy sparrow
#

1050 crystals is a bit of a kick in the teeth for anyone who spent money on crystals given it costs 12000+ to upgrade each of suppress and impulse to L12.

I don't think I'll be putting any more money into the game if this is how it's appreciated by the devs.

red sinew
#

UKE, WFD-9501.

Firts Impressions:

  1. The changes in module functionality make it very difficult to switch to DN, but it is very welcome that ships are not lost in combat and that it is free to change modules. It also helps a lot to know which modules have been replaced from the in-game mail messages.
    The new speed of the ships (both allied and Cerberus) is a bit overwhelming if you're not used to it.

  2. The change of planets (especially the fact that each planet has its own time for the generation of Shipments) can greatly affect the delivery experience. Not being able to overload planets with Shipments, TS having less cargo capacity and Space Stations (at level 10) having a capacity of 80 Shipments has made it very difficult for me to deliver them, so much so that I've had to stop halfway through so as not to get too overwhelmed.
    Perhaps, with a better deliver-system, they could be delivered without too much trouble, but it's a shocking change.

  3. RS10 is a challenge if you are not adapted to the new game system, so this can be a factor for veteran players (being used to the Hades' Star system, adapting to the DARK NEBULA modules and gameplay can be very challenging).
    BLS looks promising, but as I haven't played against any real players, I can't say much about it. When I've played a few games, I'll update this part.
    I don't know anything about WS, as during the year and 3 months of Early Access, I didn't have much interest in them due to compatibility and time issues, so I won't say anything about them.

  4. Hydrogen consumption and generation is something that changes radically from Hades' Star to DARK NEBULA, so adapting will be difficult. Perhaps, if there was some in-game advice on how to save Hydrogen or how to generate it, this change would be a bit more manageable.

restive falcon
#

The transition from HS to DN is extremely punishing and confusing. Some of my ships have mods equipped that don't actually exist (suppress for example).

There seems to be a dramatic increase in difficulty as well. I can't even clear a planet for a rs that is one level lower than my max level. For players that are used to being able to basically clear a system solo, this is very off putting.

Shipping is also a bit fiddly right now. Having to launch multiple shipping drones feels odd, they have very little hydro, they will completely skip warp lanes if you try to send them to a planet a few hexes away, and there is no clear indication when they expire. I caught myself a few times trying to find my drones and then realizing they had expired some time ago.

I do like all the customization options that are available, but unless I just don't know how, I thought we were also going to be able to customize our ships.

mint elk
faint pasture
orchid orchid
#

Rat To Glory, JTW-4902.

Similar thoughts to everyone else on the general port. Everything looks good, however the Red Star changes should be highlighted because it now means that influence is not at the right level.

Had been participated in a WS and BS and Miner were wiped. Assuming thats deliberate, but when release is near maybe a reminder befote DN that anything in an exisiting WS will be lost.

acoustic pagoda
#

ArtamRein
TRQ-0381

The game doesn't translate proportionately from the live HS version. I ran 5+ redstars with none coming home with arts, that's the biggest change so far. Does that mean i should start from lower level rs before all my tech are upgraded? If yes it should've been announced before, but as it stands now, it feels like i lost 80% of my power compared to the live HS version when running a regular redstar

Most upgrade prices become very low, modules, stations, etc, but it's sad that i need to grind more for planet upgrades to reach my current live HS goal: battleship upgrade. I wonder if ship level is fixed even though the credit cap is adjusted, i was considering to buy the starter pack to help with my battleship upgrade but after i know my ship upgrade will still be far away i don't want to buy it now

primal egret
#

a lvl 6 bs with cbe12 cannot carry even 2 lvl 10 arts?....
wave spawning interceptors in rs9 is the worst
genesis and star harvester should be 23h
rather than offer crystals for mods removed it would be better to help players fill deficiencies, ie some kind of mod level voucher
shipments feel really inflexible, having to go into the store to get a daily reward is an abomination
miner mining in ys will sometimes stop if remote mining ends during operation
solitude doesn't work in bls

simple folio
#

Still evaluation - but some@sort of bug is found - one of my bs is still showing supress. . While the faster movement of ships is a positive - the slower weapons is a negative for me - it makes the whole combat feel less intense and oddly like the ships aren’t even trying. You can easily have the rate of hp depletion be the same - just make the rate of fire “appear” faster

It seems odd that games takes more hydro to play and there is less of it around. If you want more engagement, you want people to play. Not grind, or worse, go away cause they can’t do anything for a few more hours.

desert notch
#

My HS info never got ported to DN. #old-bug-reports message

tribal horizon
#

the module conversion seems super weird
I think I'd prefer if the entire research be converted into something to redo the research so one can be upgrade things one uses and synergize with each other

untold sky
#

1000 crystals for 2 level 12 mods seems odd

#

Id rather like to be able to use 10 free levelings of any module in compensation

#

Or 2 selected to their max level

shrewd trout
#

I cannot (will not) log into Game Center on Apple phone - is there another way to transfer my Acct to DN?

desert notch
formal vortex
#

Every time i open the modules menu this happen after some time, also can we have a button to turn off all those animations when displaying each mods? It's extremely laggy

queen olive
#

The vengeance auto-activities shield,load same destinations and shipment relay provides
a better experience for players who are not good at it.
Since the rs Styx system has been basically finalized, there is no need to discuss it more.
But is it serious that planet ratings are matched to rs scanner ratings? The original hs close to 1200w players because of rs level, small planet level match to 34 only 1300-w, 1200+ rs11 players small planet level match to 44 level, increased to 1700+w? Originally only a few hundred thousand difference, now the gap has been widened to 360+w? Obviously this is very unfair. Perhaps Small planet matches according to the lowest level of the last 7 planets, which can better reflect the progress integrity of hs and dn

#

Specifically reflected in the original gap only need one round of planet upgrade is enough, but now due to this round of arrears did not make up, so upgrade 10 rounds of planet to supplement? The average round in the later period is 14 days, even if the early upgrade time is broken, the gap will take at least 6*14 days to fill up. I don't think anyone would think that moving from a 14-day schedule to a 6-by-14-day operation would be keeping pace with the original schedule rather than a punitive fine. Not to mention, in the case of substantial reduction of economic income after dn, this can be a change to maintain the complete progress of the original account🤣🤣

azure anvil
#

Name:uoo6el
YSID:YMO-2046

I have a question and a suggestion regarding the Corp.

1.Is it a specification that corporations with an influence of more than 350,000 people cannot be searched?

2.Corporations that have not been active for several years and only have retired players are often caught in the search.
If none of the players in the corporation have completed the transition process, should the corporation be frozen?

  1. Since the GC has been removed, it is difficult for new players who are not using Discord to find the corporation.
    It is also difficult for new corporations to contact new players...

I have one suggestion.
Players looking for a corporation choose a region and register. And what if corporations could make offers to registered players?
Job registration and offers.

Unattended zombie corporations would not make offers, only active corporations would make offers.
A player who registers in the morning can log in at night and receive offers from several Corporations to choose from.
Limiting the number of offers and ensuring that offers do not exceed the number of staff members also prevents offer spree.

Thank you in advance for your consideration.

queen olive
loud current
#

Sorry for second post, but allowed characters are short...

Gameplay:

Did my first RS9. Lost 2 BS to supernova as i didnt manage to return by a few seconds.
Need 1.6 mio credits to rebuild them, had 170k that moment. Think i wont be able to do another rs this weekend. Curious how long it'll take to gather enough credits to rebuild them.

  • feel a little bit sad as all previous messages in my YS chat are gone

Edit:
Lost my 2 BS on friday. Could rebuild one on sunday early morning even though i didnt collect rich roids in rs.
New bls reward system helped a lot here 👍

Also my economy mods/stations seem not to be adequate for RS9 yet. I will have to spend some time first for researching and upgrading to get my system to a 'DN-adequate-RS9-status' i guess. (Regarding credit generation).
This might be due to the transfer from hs.
I guess if you grow up in DN, your trade stations, trade modules and so on are already on a higher lvl when you get to rs9 as they unlock paralell with every higher rs-level and are kinda cheap to upgrade.
So as rs9 player in hs i might start playing rs7/8 first once DN launches to get used to new gameplay and while i get my system get catched up. And then go back to rs9 again.

Edit:
Looks like daily hydro generation (incl. Harveater, genesis and Bls) kinda equals daily shipment costs. But doesnt consider costs for RS runs.
So you might have to decide each day, if you rather do RS or shipments.
Doing both will drain your hydro quickly and you'll need to pause and do only mining for 2-3 days to recover your hydro-storage

stoic musk
#

Can’t see flagship mods

wild otter
#
  • Some upgrade description are missing
  • I ve 2/3 trade station. So one disapear (??)
  • cristal program seems à bit vertical. Pack 1 and pack 2 are really differznt in term of price. I will pay thel anyway but pack 2 may looks like pay to win imo. A third pack could have been placed between 1 and 2 to make the second pack necessary (and ofc I wojld Pau the 3 pack lol)
  • 32m for improving speed in ys is to much
  • drone shipment with hydro cost advantage thoses that have a good loadout for planet. I don't. All my planet are cluster everywhere. I ve been à pioner and didn' have anyone to help me make planet pop where they should.
    Now that drone burn hydro it's an huge disadvantage. I'm unable to clean my system with drones meaning I will have to make cargo without them and I don't have 30 minutes twice à day to make boring stuff. I already have a work
round topaz
#

I'm curious what the reasoning is behind the centered tradestations. They are the only player made structures that cannot be moved.

With the restrictions already in place in sector restrictions. Having them positionable in a sector could make up for a bad planet position or allow transport routes to flow better.

uneven condor
#

StarLazer
EAU-6829

Overall first impressions, I like the visual changes, I wasn't sure about them at first but with the thinner black lines on the art style it's not so bad. I think the option to toggle some of the things that used to require precise timing like stealth or vengeance is neat, and will allow for some new strategies. The pulsing of the planet bars for shipments is somewhat annoying, please give an option to turn that off. Inability to move trade stations massively decreases optimization in doing shipments manually. With all the changes is blue star -> relay meant to be the intended way?

I'm alright with the mod replacements but it will definitely take some getting used to. The mod removals on the other hand, 1050 crystals is paltry for suppress, offload, and shipment beam. Would more appreciate upgrade levels on some of the other available mods, as other people stated. Interested in trying the updated mods if some of the research could be refunded.

umbral aspen
#

Ripley9 / IWY-0470 Looks fine in general, but…Trading with shipmentdrone is hard, because runtime of drones is to short. In rs (rs10) theres only place for 1 artifact lvl10 (20tons) on the tradingship (max space on lvl 10 isnt 60tons as in hs - decreased space on the ships is also not funny for trading) . Increasing Hydrocost for each jumping ship again in rs after storing artis in homesystem is hard because sometimes theres not enough hydro available for jumping/moving/saving ships. But…maybe that depends in the way of playing…. Playing on cellphone (iphone13mini) shows sometimes short delay after giving order for action

earnest nacelle
#

RS9 here. Shipments now are extremely boring, drone burns tons of hydro and you cannot go over planet capacity to sort the shipments. I was an offload player (lvl 10) and my strategy doesn't exist anymore, which is ok but doing everything manually is extremely boring and imho not worth it at all. Also my credit cap was lowered by about 1.5 mil for some reason.

blissful sparrow
#

Initial Yellow Star & Economy focused feedback

First off; I'm excited and grateful that we got this opportunity to preview things in this way. Thank you!

Positives:

  • Nice touch and QoL feature that you can choose your bonus level on Shipment Relay.
  • I love that Relay has become far more viable (no BLS).
  • Ship speed – very nice. Especially welcome on the miners.
  • Liking the reduced repair times. Could go further though at just get rid – let people crack on with the game?
  • Like the ‘Planet List’ view and ability to navigate from it.
  • Dual research is obviously very welcome. Thank you
  • Shipments generating over 24h instead of 12h
  • Like BLS credits without the jeopardy. Less stress. I'd stopped doing BLS for credits in HS
  • Love free module changes.

Negatives / Complaints / Suggestions:

  • I think everyone agrees that the trade station location changes are an anti-QOL change made worse by the fact they can now hold up to 80 shipments.
  • Suboptimal having to scroll on the ‘All Ships’ view
  • Would be nice to see somehow where the Star Harvester created the roids after the fact.
  • Agree with others than the credits compensation for lost modules feels like a sucker punch.
  • Observation (maybe a bug) my Fire 2 Planet at level 345 only generates 3680credits p/day. Fire 1 at lvl 29 generates 5740 credits p/day in comparison.
  • Possible improvement could be for Relay to have a setting to remember your default as to avoid reselected a value per sector if you wish for a lower amount; and also an all select or multi-sector select feature to save repeating the motions upto 18 times over.
  • Ship replacement costs a bit too high
#

My main concern with economy right now is this:

I’m struggling to see that non-relay methods of shipping are viable any more.

The compounding impact of reduced TS capacity; increased shipments count (increasing further with upgrades); no stacking on planets/trade stations, some mod-removals, and the changes to Shipment Drone all compound into a real logistical headache. I think I fired ~15-20 drones in my system and still didn’t clear what was just on the online sources. Sorting would help here but the aforementioned changes make that a soul destroying prospect. With ~800 shipments and with less means of moving and storing them – SDrone has gone from hero to zero in my eyes.

Maybe if the shipment quantity and other change I’ve mentioned are to remain you could counter balance the impact by allowing people to fully warplane their systems and perhaps at least allow stacking on the trade stations. Very much hoping for reduced shipment counts in the release though please.

hard tusk
#

IGN : Val'Heros
Star ID : COT-4567
Corporation : On en a Gros !

My first impressions confirm what I thought during Early Access, this Dark Nebula update has huge potential.

Positive aspects :
=> Clarity of messages explaining changes.
=> Removed “sanctuary” and “distortion”.
=> Finally the end of hydrogen farms.
=> No loss of ships apart from the supernova explosion, it's cool and less stressful, especially in BLS.
=> Most menus and interfaces are improved and more comfortable.
=> Transports become real support ships with "RSE", "Repair", "Rocket", etc...
=> Automatic activations of "Revenge", "Stealth", and maybe others in the future.
=> The different weapons and shields will give multiple possibilities for ways to play.
=> Beyond the necessary rebalancing, major abberations that existed have been corrected, such as "IEM", "Bond", "Suspension" which gain enormously in usefulness after the Dark Nebula update.
=> Planets and Trading Stations take 24 hours to fill, so no need to deliver twice a day, 1 time will be enough.
=> The movements of battleships and the launch of almost all modules no longer consume hydrogen.
=> Equipping or changing modules no longer consume credits.
=> The Short Range Scanner was obsolete once the yellow star system was 100% discovered, the new star harvester gives it a new use and the opportunity to build new ones.
=> The possibility of obtaining and improving a 2nd Flagship.
=> The possibility of having a 2nd module in research.
=> The laboratory which houses 8 artifacts.
=> Speeding up the repair of Battleships, but perhaps speeding it up even more (5 minutes for example or even less) because it is now difficult to repair them and it is a completely useless waste of time.

Negative aspects :
=> Getting started for an old player is laborious, we are completely lost, there is a risk of losing players.
=> Especially since the compensation in crystals for the loss of missing modules is very low (1050 crystals).

#

=> Huge cost of ships to purchase.
=> Prohibited locations for exchange stations.
=> Cargo gains from exchange stations divided by 4!
=> It seems that there are only 10 versus 10 WS left, it is a shame to remove the 15 versus 15 WS wars when multiplayer is the basis and spirit of the game.
=> Cargo deliveries are unmanageable!!! For 24 hours, I spent twice as much hydrogen as currently (even though we have about half available as before) for half the credit gains compared to the old Hades Star!? The cargo drone is pretty well redesigned but it only lives for one minute, is that a joke? With 30 drones I didn't have enough, it's absurd to send so many drones which only live 30 seconds to 1 minute...
And the exchange stations also their evolution is very interesting but the cost of hydrogen is again much too high! I spent half of my available hydrogen in 5 minutes just on deliveries...
Even if battleships and the launch of most modules no longer cost hydrogen, we will still have to move our Transports into the RS to recover artifacts.
=> The Exchange Station should memorize the level and we should be able to select several sectors at the same time to gain efficiency.
=> Transports can now only take on board 1 artifact of our SR level... it's just not possible and unmanageable with an SR time reduced to 10 minutes... especially with modules that consume 1 artifact !
=> Finally, one last detail: I did not obtain the “Pioneer of Dark Nebula” distinction unlike other players (this is surely a bug to be corrected).

Conclusion :
=> Everyone will now be encouraged to spend a minimum of time on each star (YS/RS/BLS) to optimize our income.
=> FO, TR and BS are now linked, not sure if we can really play by phase (combat then collecting artifacts).
=> Cargo management is problematic although I thought that the idea was to make them much less tedious and faster, this needs to be reviewed.

#

=> The friend system is a good idea but for it to be usable there would need to be a real chat window and a player search option.
=> I fear a complicated or impossible adaptation for the old ones, it would perhaps be necessary to create a tutorial for each level of RS.
=> There you have it, Dark Nebula has great potential to improve Hades Star but certain things still need to be reviewed so as not to have a wave of players leaving.

This temporary access with our real account is something great to get an idea and get feedback from players, and I thank you very much for it.
Thank you also for all the work already done, and good luck with the finalization !

#

'

IGN : Val'Heros
Star ID : COT-4567
Corporation : On en a Gros !

Mes premières impressions confirment ce que je pensais pendant l'accès anticipé, cette mise à jour Dark Nebula a un énorme potentiel.

Aspects Positifs :
=> Clarté des messages d'explication des changements.
=> Suppression de "sanctuaire" et de "distorsion".
=> Enfin la fin des fermes à hydrogène.
=> Pas de perte des vaisseaux hors explosion de la supernova, c'est cool et moins stressant, surtout en BLS.
=> La plupart des menus et interfaces sont améliorés et plus confortables.
=> Les Transports deviennent de vrais vaisseaux de soutien avec "RSE", "Réparation", "Roquette", etc...
=> Les activations automatiques de "Vengeance", "Furtivité", et peut-être d'autres à l'avenir.
=> Les différentes armes et boucliers vont donner de multiples possibilités de façons de jouer.
=> Au-delà des rééquilibrages nécessaires, il est corrigé de grosses abberations qui existaient comme par exemple "IEM", "Bond", "Suspension" qui gagnent énormément en utilité après la mise à jour Dark Nebula.
=> Planètes et Stations d'échange mettent 24 heures à se remplir, donc inutile de livrer 2 fois par jour, 1 fois sera suffisante.
=> Les déplacements des cuirassés et le lancement de presque tous les modules ne consomment plus d'hydrogène.
=> L'équipement ou le changement des modules ne consomment plus de crédits.
=> Le Scanner à courte portée était obsolète une fois le système d'étoile jaune découvert à 100 %, le nouveau récolteur d'étoile lui redonne une utilité et l'occasion d'en construire de nouveaux.
=> La possibilité d'obtenir et améliorer un 2ème Vaisseau Amiral.
=> La possibilité d'avoir un 2ème module en recherche.
=> Le laboratoire qui accueille 8 artéfacts.

#

=> L'accélération de la réparation des Cuirassés, mais peut-être l'accélérer encore (5 minutes par exemple ou même moins) car il est désormais difficile de les réparer et c'est une perte de temps complètement inutile.

Aspects Négatifs :
=> La prise en main pour un ancien est laborieuse, on est complètement perdu, il y a un risque de perdre des joueurs.
=> Surtout que la compensasion en cristaux pour la perte des modules disparus est très faible (1050 cristaux).
=> Coût énorme des vaisseaux à l'achat.
=> Les emplacement interdits pour les stations d'échange.
=> Les gains de cargaisons des stations d'échange divisés par 4 !
=> Il semblerait qu'il ne reste que des WS à 10 contre 10, il est dommage de supprimer les guerres WS à 15 contre 15 alors que le multijoueur est la base et l'esprit du jeu.
=> Les livraisons des cargaisons sont ingérables !!! Pour 24 heures, j'ai dépensé le double d'hydrogène qu'actuellement (alors qu'on en a à peu près la moitié disponible qu'avant) pour la moitié de gains de crédits par rapport à l'ancien Hades Star !? Le drone de cargaison est plutôt bien repensé mais il ne vit qu'une seule minute, c'est une blague ? Avec 30 drones je n'en ai pas eu assez, c'est aberrant d'envoyer autant de drones qui ne vivent que 30 secondes à 1 minutes...
Et les stations d'échange aussi leur évolution est très intéressante mais le coût en hydrogène est là encore beaucoup trop élevé ! J'ai dépensé la moitié de mon hydrogène disponible en 5 minutes uniquement pour les livraisons ...
Même si les cuirassés et le lancement de la plupart des modules ne coûtent plus d'hydrogène, il va quand même falloir déplacer nos Transports dans les RS pour récupérer des artéfacts.
=> La Station d'échange devrait mémoriser le niveau et on devrait pouvoir sélectionner plusieurs secteurs en même temps pour gagner en efficacité.

#

=> Les Transports ne peuvent désormais embarquer 1 seul artéfact de notre niveau de RS ... c'est juste pas possible et ingérable avec un temps de RS diminué à 10 minutes ... surtout avec des modules qui consomment 1 artéfact !
=> Enfin, un dernier détail : je n'ai pas obtenu la distinction "Pionnier de Dark Nebula" contrairement à d'autres joueurs (c'est sûrement un bug à corriger).

Conclusion :
=> Tout le monde sera désormais incité à passer un minimum de temps sur chaque étoile (YS/RS/BLS) pour optimiser nos revenus.
=> FO, TR et BS sont désormais liés, pas sûr qu'on puisse vraiment jouer par phase (combat puis ramassage des artéfacts).
=> Le système d'ami est une bonne idée mais pour qu'il soit exploitable il faudrait une vraie fenêtre de discussion et une option de recherche des joueurs.
=> La gestion des cargaisons est problématique alors que je pensais que justement l'idée était de les rendre beaucoup moins fastidieuse et plus rapide, c'est à revoir.
=> Je crains une adaptation compliquée ou impossible pour les anciens, il faudrait peut-être créer un didacticiel pour chaque niveau de RS.
=> Voilà, Dark Nebula a un gros potentiel d'amélioration d'Hades Star mais il reste à revoir certaines choses pour ne pas avoir une vague de départ de joueurs.

Cet accès temporaire avec notre compte réél est quelque chose de formidable pour se faire une idée et avoir un retour des joueurs, et je vous en remercie infiniement.
Merci aussi pour tout le travail déjà fourni, et bon courage pour la finalisation !

thick socket
#

IGN : ManOfChaos
Star ID: JEK-5291

Just played dark nebula. Here is my eager feedback:

First Impressions: The new UI feels very unsettling at first. It feels harder to properly immerse into the experience. Although, later on playing, I got a bit more used to it.

  • I also noticed that my maximum credit storage capacity has decreased a lot. By about
    500k credits to say exactly, It seem confusing and concerning.

  • I have also noticed that the majority of my planets are under upgrade even-though I was never upgrading more than one or two planets on my original account, so again. its confusing and I don't fully understand the intent.

  • Red Stars took a lot lot of time to get used to and vengeance especially was hard to get to properly function and was a lot harder to rely on solely for clearing red stars.

Module focused feedback:

  • A lot of modules have both lower upgrade prices and lower stats which is why it feels like they should have been inflated especially because it also feels a lot harder to clear regular RS with the default module levels that transfer.

  • Vengeance the module specifically being the core of a lot of laser and dart builds previously cannot be relied on for usual clearing of the majority of lower level cerbs in a sector. But furthermore, it is tricky to use vengeance at all and pair it with the correct modules at least at first looks.

  • Even after closely reading module info and looking at a lot of replays, its hard to figure out when and how to use which module exactly. I still cannot figure out which modules go together the best. RS is still hard due to that fact ; I still am losing most my battleships most of the time in just the second highest rs level I have access to( RS7)

#

(I'm sorry to extend this by another message because of the limit. But hopefully it'll be short,)
Lastly I wanted to say,

  • I just unlocked hydrogen rocket and have no idea on how to use it with the radically lower amount of hydrogen in YS and RS in general and with its damage being decreased. It seems like I made a mistake by unlocking it via means of spending crystals.

  • I do not like the fact genesis and star harvester have 24Hour Cooldowns. Which means they may creep forward everyday. 23hours might've felt better

  • Another thing, I got compensated 1050 crystals with the removal of my impulse 5. Comparing it with the compensation of other testers, with bigger/smaller investments, it is the absolute same. Leading me to believe it might not be functioning properly,

woeful hazel
#

IGN: Logan
Star ID: IOX-8612

I feel overwhelmed and very impatient, with all this DN stuff, I don't know where to start, but I'll give my opinion anyway because if I don't I'm going to explode.
I'm an old player in the game and I got used to hades
The DN has a lot to offer and has good graphics, good concept, example, dark ER, planet level increase, er12, research station expansion, ER replays, video showing each module, double research, when you hit your star and see all the planets ect ect.

In hades I can do er7 alone and in DN if I clean 2 sectors it's a lot, I was doing ER in DN and one of my NCs had a barrier to 7 while I was fighting with a bomber a colossus came towards my NCs, throw a barrier for the colossus to stop , but oh surprise, the colossus stopped but hurting me, hahaha and I wonder what the barrier is for? It no longer does its job. I can talk about many things, for example RESCUE is replaced by a repair

#

drone is very slow and works little, like remote repair that is no longer carried by the NC but the NT; What percentage does he have to consume arts to be able to activate it and to top it off the NCs have to be close to cucarlas xD. Let's continue, the explosive shield, let's talk about it, the bomber's missile takes 2000 life, but the shield at level 6 has 5500 life, if the missile hits 2 times, bye-bye shield and with a cooldown of 5 minutes and the ER that only It lasts 9/10 minutes and what can I tell you about the vital extender that if the NT does not have an art, you were worth your dick (sorry) There are many things that if I start developing each one I will not finish now.

In conclusion: I know that DN is still in development and they are collecting information on what to do and what not to do, many players say that if they continue like this they will leave, others want to believe that they are going to do something so that Hades does not die, others say the DN already It doesn't look like Hades at all. I say and it is my opinion and it is that they should have improved hades with the concepts of the pleasant DN that it has and already mentioned. I put it back.
It has good graphics, good concept, example, dark ER, the level increase of the planets, er12, the expansion of the research station, the repetitions of the ER, video showing each module, double investigations, when you hit your star and you see all the planets ect ect

this is translated by a translator

stoic musk
#

Cusco
KXJ-3788
When you use the arrow buttons to go to the next ship it’s backwards. Right goes left and left goes right
Also the button to close a window and the new credit animations overlap sometimes and it’s annoying

orchid orchid
#

Introduction of a 30 day season pass - rewards including credits, hydrogen, crystals, cosmetic skins for planets and bonuses to speed of construction, research and artifacts.

£4.99 or whatever for a season. Objectives or something similar progress the pass

blissful sparrow
#

Earlier on in my feedback I commented positively on what I considered the 'viability' of Shipment Relay given it now offers a bonus and doesn't require fragments. However, I'd like to counter that with a concern on the operation cost.

I'm at SR level 8 presently which costs 120 Hydro per shipment at the max bonus level.

If my system were full then it holds 839 Shipments.

120 * 839 = 100,680 Hydro for a 24h full shipment clear.

This in itself isn't too scary a figure by HS standards, but when then compared to my new Hydro Cap of 143,180 (down from ~330k) then it becomes a worry. That's 70% of my Hydro Cap I'd been to clear shipments using which feels awfully high. And in theory this should be cheaper than doing manual shipping with Transports and SDrone?

drowsy galleon
#

1050 crystals offered for losing suppress12, impulse12 seems low for the amount of research time amounting to approx 120 days

#

this is not an update nor expansion. It’s a complete reimagining and a whole new game. Mining is annoying having to keep activating remote mining. RS sucks without teleport on miners / transports as it’s so slow can’t activate RSE without arts loaded, RS is slow without timewarp, RS generally going to be extremely slow with TP and TW for loading and moving civs around. I dislike TS capacity has reduced from 60t to 40t yet amount of shipments on planets has increased making it far harder to move / organise shipments, shipment drone hardly lasts and needs be constantly fired, shipments can’t be stacked on planets anymore to twice the capacity making shipments even harder. The only thing I like is the 2nd research slot. Overall I hate DN. I am RS11 and have enjoyed this game so much for the past 3.5years, it’s been an great escape from life with a great community. The devs have gone to far and I can’t see myself getting used to this and will most likely quit when released 😢

spare hill
#

Player name:therion
YSID:HOA-7942
Thanks for the update. Playing DN rehearsal on my account has dispelled some concerns. This may have already been discussed thoroughly, but I will indicate my impressions. DN seems to be a game that requires more risk/reward thinking than HS(e.g. hydrogen and barrage). It is both interesting and cramped.
• YS and C&H economy
Overload in planet is unnatural but useful and its removal is unfortunate. Are the hundreds of hydrogen in each sector a flavor anymore? It could be used in a meaningful way, but I don't understand it yet. There are many things I would like to point out about star harvester capabilities and upgrade costs, but first of all, I would like to see scanned asteroids and the sectors in which they exist given more sparkle like enrich. It seems strange that the first desert planet(lvl 35 in my case) yields more shipments than the last ice planet(lvl 39).
HS uses shipment drone; DN gets more bonuses but uses more hydrogen. Hydrogen is valuable in DN and we need to figure out a way to shipment daily cargo. (Having enjoyed lots of fresh RS, I don't have enough hydrogen to shipment cargo today.) It would be overkill for the drone to run out of his own hydrogen in so little time. I'm not used to creating a new drone every 5 seconds. It would be useful if it were to have a large activation cost and long operating time or consume hydrogen from YS exchequer.(I understand that the current specification is a no-loss system for all players.)
• RS10 and modules
Barrage has become a difficult weapon due to weakened barriers and reinforcements coming in. It is a good incentive because in HS everyone was using it. But with time, a new "barrage" will be born. I'm still not attracted to the drone module, but am in the trial and error stage. For me, the mere tens of thousands of credits was a major obstacle to replacing the module, and I'm glad this has been removed.

naive walrus
#

Name: simX
Star ID: EQU-5837

  • upgrade seemed straightforward. There was a wall of text to read in messages about all the changes which was kind of annoying, but I’m not sure how I would improve that. I would dislike it more if there were some guided walkthrough that you couldn’t skip.
  • surprised to see red star maps being smaller and shorter, not sure how I feel about that yet.
  • annoyed w/salvage being replaced w/drone that is seemingly entirely unrelated. I’m not sure why anyone who upgraded salvage would actually want a decoy drone. Also, why do colossi still have salvage?!
  • disappointed to see hydro missiles can’t be preloaded w/hydro in red stars anymore, and there’s basically no hydro at all in red stars?! What’s the point of hydro missiles if there’s basically 0 hydrogen you can actively use?
  • surprised that remote mining needed to be activated, instead of being passive. Not necessarily a bad change, just unexpected, not sure if it’s obvious
  • my credit cap was nerfed from around 6.6M to 5.2M, even though RS10 still requires an 8M credit cap?!? That’s really frustrating and probably conducive to not playing the game much, because it probably means an extra half a year to get to RS10 now. Why would you punish long-time players of your game this way?
  • it was not hard to really find things in the new UI, so that’s good. Changes were mostly understandable except the perplexing module changes that have nothing to do with one another.
  • the bright neon graphics are a bit distracting. I would tone down the contrast a bit, because it can make things a bit more unreadable than they need to be in their current state
  • really really thankful for there being no cost associated with changing modules. This is HUGE and a VERY welcome change
  • why did teleport get removed from all my ships during the snapshot process?
  • why do planet health bars randomly pulse in the home star?
  • I can’t really do anything on the 2nd day, because gaining hydro is hard
lunar breach
#

IGN: Oathbreaker
Star: NJL-7872

Thank you for the opportunity to express feedback on the upcoming game. We are excited to see the final product. Here are some areas to consider:

— The achievements section requires corrections, with some achievements showing 0 yet fully complete. Other achievements show great numbers that exceed the standard met.
— In the individual/friends section there is a person symbol showing 3, but I only have one active player with diplomatic ties. Is this an error?
— As First Officer, my Corporation members whose names include “Bob” did not transfer successfully. Instead, Holden and Joelle appear, whereas Bob Dump, my officer, and Bob, one of my members, are their in-game names. Bob Dump and Bob’s Star numbers and influence are correct in the Corp’s listing, however.
— The hydrogen asteroids that reach 1000.00 do not have the same graphic quality as the other asteroids.
— The individual achievement of Stable Relationship shows completed, but it’s at 0.
— There are several concerns with the Corporation Chat. While promoting, demoting, adding to the Corp’s flagship and screenshot features work great, the use of deleting messages is a problem. I need to hold my team accountable for any offensive communication in the Corporation. Moreover, the block feature adds a level of ostracism never seen before. When I block a person, their messages disappear. However, when I unblock them, the previous messages and the player’s status re-appears, even after logging out and back in the game. Please consider alternatives regarding the block feature.
— Do other members of the Corp have block features that would disrupt general communication in the Corp’s chat? Can a member block an officer’s communication? Also, can screenshots be deleted?

Regardless, the game is phenomenal, especially using it in landscape mode! And the use of the relay to increase my credits is superb!

Looking forward to the next update. Thanks for everything. — Oath

raven vine
#

trnscs66 XNU-9027

The hydro costs for moving transport ships in RS's is bananas! Or I need to upgrade RUSH and get used it. It appears to be the big thing that costs serious hydro and is the limiting factor.

Doing any shipping AND moving transport ships in Red Stars consumes all of my capacity hydro. Star Havester and mining the Yellow Star system and a Blue Star win got me back to about half tank.

I'm not a fan of spending time on shipping and not blowing things up. With that said, I'm very, very happy with the RELAY changes. Very happy.

Small nitpicky visual thing: it's harder to see the mod levels on other player ships. Granted you don't need to click on the magnifying glass to see them. In HS it's a light color text on a dark background. In HS, it's the opposite and it's harder to read.

Another weird thing: in HS I had my WS scanner near the middle of a sector and the Trade Station near the side. When the snapshot was transferred, the Trade Station was moved on top of the WS Scanner.

vast cairn
#

There's impulse mod

hard citrus
#

WNF-0886 Tichy

  • general transition from HS snapshot to DN was fine, didn't miss anything
  • the messages displaying some changes might need some more attention from players; not everyone is aware that they're there and not everyone took enough time to understand them
  • switching a full developed system with RS11 scanner from HS to DN is a big shock, kinda. Playing and growing up in the EA felt more natural, now getting all gears back into place will take quite a while
  • 24h timers on things like harvester and genesis feel super unfriendly because that means they'll creep slowly forward every day even if you manage to start it everyday at the same time (which isn't usually possible). 23h or even better 16h would feel a lot more benevolent
uncut elk
#

Oh, I realize now Iv uploaded the txt-file with feedback, :-). Sry.

I had done 'select_all-copy-paste' but then its 599 characters to large to upload.

Excuses for uploading the file, which is readable I hope instead of typing in my impulse thoughts.

G.

uncut elk
#

Now its the right doc. And I need a break.

eager gull
#

2 fully leveled trade stations lost in translation. Can't really say I have a direct feel for the new credit cap and gap to rs11. Most of my bs mods got deleted so i'd have to find out how to do high level rs again. Rs10 was very different.
Shipment drone seemed ok, until i noticed all it really does is eat hydro and not deliver that many shipments. This would require sorting (which i dislike and is made harder by not being able to double stack planets), i want a short and fast method for ahipping even when it doesnt maximise income) or having enormous amounts of hydro (which seems scarce). Relay not relying on me to play blue stars is nice, but manually setting relay for each source is not much fun. Perhaps a 'relay all' button would work? Especially of you could preset what sector to boost.
Transports not having teleport, very high hydro consumption and no tw means less player cooperation/sticking to my little corner of the map. Not sure why i would interact with others in rs.
Also: the new version seems to be a huge battery drain (Android) - I can see my battery going down at 3-4 times normal speed.

charred fable
#

Bukanex
JHN-3117
Everything about hydro: actually i think the developers thought we were playing a lot of hs and wanted us to go outside and touch the grass or they wanted to kill game.
I can collect less than 6k from roids
i can collect 10k from harvest-thing
i can collect 12k from blss
i can collect 200 from genesis
no hydro from: RS, hydro farm, research, salvage, trade, others systems
total 28,2 k hydro income daily.
i played a rs8 and only cleared 1 planet and only took 4 artifacts with 2 transport 3 bs 1 miner and it cost me 15k+ hydro. so that means i can play only 2 rs in a day? is this what we deserve?? and i didnt even calculated shipping costs. WITHOUT SHIPPING ONLY 2 RS IN A DAY? and only 4 artifacts per rs. total of 8 artifacts in a day. thats only enough for researching them. there will be no trade no salvage runs no fun. We can take only 8 artifacts a day and research them. i was able to do more rs with 20 artifacts per rs. look at the #trading-ads channel. this channel will be empty. i was playing when dark nebula out first time. it was a good thing. and i was talking about how fun is dark nebula instead of original game. i played until rs6 in dark nebula. but now dark nebula is a hell.
in the end: blue stars. relay. mod changes. more weapons. friend system. invite rs system good. hydro sucks let us play game
this game is not clash of clans. we dont want to do 2 fights a day and ignoring game remaning of the day. we want to play more, trade, suffer, and other hades things. revert hydro things and everything is better

  • there is not much hydro review because players just looking for other changes and they are only trying 1-2 rs
    Yes game will be better for daily players who playing 1 rs daily for croid and nothing. But you will lose players who love this game. #weneedhydro

Whats next? Players will create alt accounts to play more because our devs are not gonna let us play in same account. i already created an alt for play more hades star.

#

and,
Everything about Red Stars:
There is a reason why people play red stars. do you know that? Yes artifacts. People using hydro and time for artifacts. There is a module named cargo repair. What does it do? Repair ships, why? To clear planets, why? Artifacts!!! But what does cargo repair consume? Artifacts!!! "Consuming artifacts for artifacts" is not a game mechanic that people like. Even if they are low level. Warping transports to red stars is very hydro consuming thing. And moving them is much more hydro consuming. More and more transport makes it much expensive. Artifacts are only thing you gain after rs. There is no reason to use new cargo repair or rs-life extender. People not gonna use them. Artifacts are too valueable for throwing them for random 20 sec or random repair ships. Its not worth. Moving them to miners will be better. Lets look at this perspective: Imagine: "There is a module named miner repair. What does it do? Repair ships, why? To clear planets, why? Artifacts!!! But what does miner repair consume? Red hydrogen!!! What is it? An in-rs resource that you can't take home. Now its worth it Imo, cargo repair and rsle should be miner modules. To balance this artifact boost can be transferred to transports. "Use lower artifacts to boost higher ones" is a much better concept

++Red star hydro costs are not fair. Lemme show what i think:
HS: Use hydrogen to clear planets. Use hydrogen to take them. Warp costs are fixed. Hydro consumption is linearly scaled with what you do.
DN: No hydrogen for clear planets. Use hydrogen to take them. Warp costs are increasing. Hydro consumption is exponential scaled with what you do.
HS: Clearing more planets in a single rs is okay.
DN: Clearing only 1-2 planets in a single rs is less hydro consuming instead clearing and taking more.

What will happen in rs? Players will clear all system. But they will take only 1-2 nearest planet. Because gathering artifacts from a far planet is too expensive.

#

+++(i need to add) I've read everything on the blog about hydrogen. you are right but your solutions are wrong. You dont need to remove hydro reward from
Research
Salvage
White stars rewards
Red star mining
Just limit hydro mining to few predetermined sector and made all players can mine their own hydrogen. And use some math to made "positive hydro runs" impossible and there you go.
Btw current hydro changes will not prevent people "massively hoard Artifacts and create exclusive monopoly over supply." because players can create new accounts easily.

keen flame
#

The focus on making all aspects of the game have interlocking importance, doesn't feel great.

Personally i don't enjoy BLS, and enrich/genesis hydro farming was not something that took my fancy. Even regular system hydro mining i performed offline by setting and leaving miners. These have now turned into daily chores that i MUST complete to have hydro ready to play the other aspects of the game that i actually enjoy.

Previously they were optional, and while granted not using them slowed down progress it did mean i can just play the parts of the game that i enjoy playing. Feels like the things i don't enjoy doing are now enforced and gatekeeping the content i actually want.

I understand hydro reforms were needed, but slashing options (arts/RS collection) instead of slashing overall abundance is now forcing attendance in the other limited gathering methods where there was a great deal of flexibility before.


Shipment drone transition level doesn't feel great. As my go to shipment option i've got it at a high level, but higher levels after transition increase the hydro cost and hence lower the running time of the drone. Rebuilding my shipment pattern around drone i'd likely have wanted a lower level in it for longer running time.

It would benefit greatly from a level select option much like shipment relay has.


Overall the sheer number of changes feels daunting, and like i should play on a fresh account while getting used to the changes and relearn the game. I'll probably start and play an alt account for a while after the actual transition.


The messaging system is a bit cumbersome and also rarely used. Having important information in there makes it easy to be missed (i was confused about trade stations missing until talking to somebody else). The objective system could probably be utilized to communicate some of the more instantly actionable changes a bit better than the messaging system.

hidden saffron
#

I'm not sure i love the wasted time and credits for several eliminated mods being simply translated to 1000 crystals I've bought over 16k crystals to support the game, yet 16k crystals isn't even close enough to get credits and rush the time needed for the mods i lost.

So 1k seems a bit of a slight. I can understand not giving a ton of crystals, but perhaps another form of compensation (like a discount on the new starter pack, or something).


Regarding my biggest gripe, my planet cap fell from 7.2m to 5.6m, which is crazy. I'm not sure how the calculations work, but thats a humongous credit cap drop. I was planning to push for 8k cap soon, now I won't even bother.

ember fable
#

Andarbigad , UUM-5339

I ran out of hydro and couldn’t even test everything. The transport costs to actually move in RS are way too high. Limiting porting in is fine, it’s one thing. But when I have to move to another roid to avoid an interceptor, and each transport needs 500+ hydro EACH WAY to go 1/4” on my screen out of the way, and they keep spawning on the planet I’m loading, that’s just too much.

Increase the port in cost if you must, but drop that movement cost. It’s brutal.

Had a couple spawns with Bombers in my gate sector, others have also. In regular RS, so I really doubt this is intentional.

Leap has no way of indicating it’s AOE. I think when you highlight it (not confirmed) a projected AOE radius should show where your Leap destination is.

My ability to test things is severely limited by the hydro issue. Would like to try some Dark RS but I’m just out of hydro

spring cypress
#

CRAZY_dude_174
DRR-5527

Decreased mod costs, warp lane costs, and colonization costs are nice. Bls is much more enjoyable, but the lone bs get boring after awhile because they all seem the same to me. Shipments are simpler, the one thing I don't like is how Iong the drone lasts. I wish I could just put more hydrogen on

Rs is a totally different story. With my current mods, bombers are the bane of my existence, when I am fighting I cannot destroy the bomber rockets, and even when I'm not they will always damage me. The bomber rockets have 900 health, and their speed gives about 3 seconds of target time before they detonate. My weapons simply cannot destroy them in time, and on mobile it is hard to keep dancing my battle ships around. Then the interceptors, when I clear a planet and the surrounding sectors, I get the interceptors either spawning on my planet or coming from different sectors to wreck havoc on my planet.

Hydrogen is very scarce, but most of the hydrogen costs are decreased as well. I feel like it is too expensive to move transports around rs, especially after having to spend a significant portion of my cap to jump 4 transports in. It cost me 3000 hydro for a round trip to a planet 2 sectors, per transport.

Now I know alot of the problems I am facing can be solved by different/higher levled mods, and skill, but both of those take time. I currently do not foresee myself back to my current level of productivity in normal hades star (1 redstar with 4+arts) for atleast a couple of weeks. Mostly because of the time it takes to level up a mod for it to be useful at my level.

celest maple
#

Feedback for rs testing, r10 mostly.

Mods :
Transport mods :
-Rush, RR, Stealth, Rse all are really useful, wont talk about hbe since it seems the problem is already being adressed ()

Mining mods :
-All those which can be used for rs seems nice as well, nothing particular to say

Weapons :
Mass batt seems particularly dominant as in og hs, but dart/barrage are both still good, battery/laser seems, as in og, more for lower lvl

Shields : only one "complaint", omega is particularly trash compared to the rest, all others seems nice, alpha can be used for veng, regen is very good to tank, area for protection squishies and blast for rockets, but omega, which is a tanker shield just falls short on every point, it just take way too long to re-use and doesnt have that much more hp and regen.
(Didnt talk about mirror as i dont have it and delta seems more like a ws shield still)

Support :
All of them are quite nice, cant say i can use all of them, but from talks and replays, i can see all of them having a use, except maybe rockets since they have a too big cooldown.
Emp/suspend seems nearly mandatory

Drones :
Decoy is certainly nice, cant say i've found any way to use the rocket drone tought, dont have the others

About rs in itself :
-It is still quite fun tought more challenging, after being able to do an organized 4man rs10, i can say coop is still as important as in og hs, which used to be a major concern during EA.

-Ts cost way too much to move tought, taking arts with 4 ts (so 4 arts atm, hopefully 8 if either hbe or arts weight gets fixed) costs me all of the hydro i can make during the day (14k with star harvester, 8k with gen10 and bls (12k+normal star), which wouldnt leave me anything with which to do cargo.

-Gate bomber are weird, so are all the emojis ig

hard tusk
#

'

IGN: Val’Heros
STAR ID: COT-4567
Corporation: We have a big one!

2nd Comment of the access weekend with our real account.

I will not go over all the positive and expected improvements and new features that I have already talked about and that others have certainly highlighted as well.
For the rest of my experience in this test, I will focus on the problems encountered so that you can develop Dark Nebula as best as possible.

I'm still having huge problems.
I can't understand the new game system yet, I think it's not viable as it stands.
I'm RS10 and I haven't been able to collect any artifacts yet.
From this point of view, the possibility of loading only one artifact in my transports is sufficient lol, but it will still have to be remedied and we can load 2 when this was the case before, because in the end it we'll have to be able to play ^^
As things currently stand, I'm not even sure I'll be able to collect artifacts in RS7, I'll explain below.

Among the problems I encounter in RS 10:
=> Following the deletion of modules, I find myself with my 3 BS battleships equipped with the same combat and drone modules, I think this is not normal and this contributes to the fact that the new RS10s are unplayable for me (and certainly also the weaker RS, I will test)!

#

To overcome this, I will have to unlock and develop new modules... and start from scratch... this is frankly not acceptable either.
=> FORERS have become useless. Hydrogen has become so rare and precious that it is not possible to use hydrogen rockets, even though they now do less damage, it is not logical. Anyway, I never managed to drill in RS. I haven't been able to collect any artifacts yet, let alone try to use the FORers' artifact bonus.
=> We must also give the Drillers the possibility of being able to jump into RS with a hydrogen charge, because we can no longer drill there so we can no longer use hydrogen rockets.
=> In the same way, transport has also become unusable. They cost way too much in hydrogen to blow them up in an RS and then move them. Once in an RS, given the extreme rarity of artifacts, I will never use the repair or RSE time expansion modules. Here again, there is a contradiction in the meaning given to the game.
=> As a result, the new SR duration of 10 minutes, which is a good idea to begin with, is not sustainable and does not allow us to clean and collect artifacts. Even less to completely empty an RS as was the case before.
=> My next step this evening will be to test smaller RSs: RS6, RS7, RS8, RS9 for example, but I am pessimistic about my chances of success, especially in RS8 and RS9.

At the BLS level:
=> Only problem encountered: I only faced isolated AI battleships, no real players, so difficult to say if it will be balanced.
=> The system itself is even much better than before, however. I never do it even though I won't mind doing it again from now on.

#

=> The duration of a BLS could be further reduced slightly, especially at the 1st and/or 2nd shrinkage.

At the WS level:
=> We must retain the possibility of playing with 15 players, this is the best potential of the game with great interactions between players.
=> We must also maintain credit and hydrogen gains.

Regarding the economy:
=> Hydrogen has been reduced. Removing farms is a good thing to really limit this resource. But in Dark Nebula's current state, hydrogen is far too rare. We don't collect any in RS, we don't find any in artifacts, we don't gain any in WS... it's too much! Removing the possibility of hydrogen farms is sufficient in itself. Artifacts and WS must be able to obtain hydrogen.
=> Cargo management is catastrophic. However, everything is there to improve things, but it is poorly adjusted. The delivery of goods must be increasingly simplified because it is tedious. And there, with Dark Nebula, we find ourselves sending 30 cargo drones in 5 minutes because they don't live longer than a minute, we use the new cargo relay for leftovers and unconnected sectors, but it costs far too expensive for hydrogen there too. In the end, I spend 3 or 4 times more time there than before, only to earn half the credits! This is not understandable for former players.

I'm still a huge supporter of Dark Nebula and I'm still very excited about her upcoming arrival.
However, despite all the improvements and pleasant new features noted, all the fun should not be spoiled by the remaining major problems that I have just listed.
Thank you once again for sharing this experience with us and taking our opinions into consideration.
Best wishes.

#

'

IGN : Val'Heros
STAR ID : COT-4567
Corporation : On en a Gros !

2ème Commentaire du week-end d'accès avec notre vrai compte.

Je ne reviens pas sur toutes les améliorations et nouveautés positives et attendues dont j'ai déjà parlé et que d'autres ont certainement soulignés aussi.
Pour la suite de mon expérience dans ce test, je vais me focaliser sur les problèmes rencontrés afin que vous puissiez faire évoluer du mieux possible Dark Nebula.

Je rencontre toujours d'énormes problèmes.
Je n'arrive pas encore à comprendre le nouveau système de jeu, je pense qu'il n'est pas viable en l'état.
Je suis RS10 et je n'ai pas encore pu récolter le moindre artefact.
De ce point de vue, la possibilité de ne charger qu'un seul artéfact dans mes transports est suffisante lol, mais il faudra quand même y remédier et qu'on puisse en charger 2 quand c'était le cas auparavant, car au final il va bien falloir qu'on puisse jouer ^^
En l'état actuel des choses, je ne suis même pas sûr de pouvoir récolter des artefacts en RS7, je m'explique ci-desous.

Parmi les problèmes que je rencontre en RS 10 :
=> Suite à la suppression de modules, je me retrouve avec mes 3 BS cuirassés équipés avec les mêmes modules de combat et de drones, je pense que ce n'est pas normal et cela contribue au fait que les nouvelles RS10 soient injouables pour moi (et très certainement aussi les RS plus faibles, je vais tester) !

#

Pour y pallier, il va me falloir débloquer et développer de nouveaux modules... et repartir à zéro... ce n'est franchement pas acceptable non plus.
=> Les FOreurs sont devenus inutiles. L'hydrogène est devenu tellement rare et précieux qu'il n'est pas envisageable d'utiliser les roquettes à hydrogène, alors même qu'elles font désormais moins de dégâts, ce n'est pas logique. De toute façon, je n'ai jamais réussi à forer en RS. Je n'ai pas encore pu récupérer d'artefact, alors encore moins essayer d'utiliser le bonus d'artefact des FOreurs.
=> Il faut aussi laisser la possibilité aux Foreurs de pouvoir sauter en RS avec une cargaison d'hydrogène, parce qu'on ne peut plus y forer donc on ne peut plus se servir des roquettes à hydrogène.
=> De la même manière, les TRansports sont eux aussi devenus inutilisables. Ils coûtent beaucoup trop cher en hydrogène pour les faire sauter dans une RS et ensuite pour les déplacer. Une fois dans une RS, vu l'extrême rareté des artefacts, je n'utiliserai jamais les modules de réparation ou d'extension du temps RSE. Là encore, il y a une contradiction dans le sens donné au jeu.
=> De ce fait, la nouvelle durée des RS de 10 minutes, qui est une bonne idée au départ, n'est pas tenable et ne nous permet pas de nettoyer et ramasser des artefacts. Encore moins de vider complètement une RS comme c'était le cas auparavant.
=> Ma prochaine étape ce soir sera de tester des RS plus petites : RS6, RS7, RS8, RS9 par exemple, mais je suis pessimiste sur mes chances de succès, notamment en RS8 et RS9.

Au niveau des BLS :
=> Seul problème rencontré : je n'ai affronté que des cuirassés isolée IA, pas de vrais joueurs, donc difficile à dire si ce sera équilibré.
=> Le système en lui-même est beaucoup mieux qu'avant par contre. Je n'en fais jamais alors que désormais cela ne me dérangera pas de m'y remettre.

#

=> La durée d'une BLS pourrait encore être légèrement réduite, surtout au 1er et/ou 2ème rétrécissement.

Au niveau des WS :
=> Il faut conserver la possibilité de jouer à 15, c'est le meilleur potentiel du jeu avec de grandes intéractions entre les joueurs.
=> Il faut aussi conserver des gains de crédits et d'hydrogène.

En ce qui concerne l'économie :
=> L'hydrogène a été réduit. La suppression des fermes est une bonne chose pour vraiment limiter cette ressource. Mais en l'état actuel de Dark Nebula, l'hydrogène est beaucoup trop rare. On n'en ramasse pas en RS, on n'en trouve pas dans les artéfacts, on n'en gagne pas en WS ... c'est trop ! Supprimer la possibilité des fermes à hydrogène est suffisant en soi. Il faut que les artefacts et les WS permettent d'obtenir de l'hydrogène.
=> La gestion des cargaisons est catastrophique. Pourtant, tout est là pour améliorer les choses, mais c'est mal ajusté. La livraison des cargaisons doit être de plus en plus simplifiée car elle est fastidieuse. Et là, avec Dark Nebula, on se retrouve à envoyer 30 drones de cargaisons en 5 minutes car ils ne vivent pas plus longtemps qu'une minute, on utilise le nouveau relai de cargaison pour les reliquats et les secteurs non reliés, mais ça coûte beaucoup trop cher en hydrogène là aussi. Au final, j'y passe 3 ou 4 fois plus de temps qu'avant, pour n'y gagner que la moitié de crédits ! Ce n'est pas entendable pour les anciens joueurs.

Je suis toujours un fervent partisan de Dark Nebula et je suis encore très enthousiaste quant à sa prochaine arrivée.
Toutefois, malgré toutes les améliorations et nouveautés plaisantes constatées, il ne faut pas que tout le plaisir soit gâché par les gros problèmes restants que je viens de lister.
Merci une nouvelle fois de nous faire partager cette expérience et de prendre en considération nos avis.
Bonne continuation.

young bridge
#

Hi,

the transition worked almost flawless. I only had to de-install DN twice before Android allowed me to install the newest test version. I don't know, what went wrong on the first de-installation to complain about a conflict during the installation.

After reading some comments here and there, I would like to make a suggestion to reduce the confusion ( and the noise ) regarding trade stations :

Would it not be better to store all built trade stations in the build menu ? And to emphasize it, that all three can be rebuilt for free.

This might be a more proper solution than storing a randomly chosen couple of them.

Since the moving costs of trade stations are extremely high compared to the daily hydro income, this would also help to prevent spending a huge amount of hydro for adjusting the not stored trade station(s) to the new build pattern / trade system / warp lane network.

Talking about the warp lanes: They could be stored in the build menu after the transition, too. The players will need to adjust their network of lanes. And moving them around is costly, too.

It would additionally emphasize the storing of the trade stations.

sand bloom
#

spacetastic NPG-2911
porting HS system looked successful and complete.
obsolete artifacts at 1ton is good.
automatically raising starter planet development levels seems nice.
as is starting DN with staggered planet upgrades already in progress.
the idea of compensation for deleted mods is appreciated.
there is an unpleasantly bright flash during transitions between stars?
total average daily income maxes around 2mil credits?
total daily Hydro with maxed (HS) hydro mods is around 80k?
a very simple RS10 (gate-lvl6-lvl10) spent 26k hydro for 4 art.
i did not attempt an RS11 because of 1 art per transport.
list of mod deletions and mod transformations is nice.
as in HS, i turn all sounds off. i appreciate being able to turn off coin animations.
unfortunately, i feel HS ships look cleaner.

jovial loom
#

Solitude dont work in blue star

noble rover
#

lefuchs79, YS: OBU-6424
I am an old HS Player.

The Transformation vom HS to DN seems to be successfull.👍 (It May be a huge wall for old Players who runs with old daily routines)

Modules Change is explained via System Messages.👍
The Economy is a little bit different from HS to DN, but it works. 👍

My Main Problem is: Hydrogen

  • transporter jumpcost too high? For the first 2 TS 3000 Hydro.

  • Transporter (lvl6) Movement cost too high? Even with Rush(lvl 10) and carried low arts it will cost to much.

  • daily hydrogen input goes to RS OR shipment. Both (with bonus) doesent Match in my System👎

All in all.... i'm looking forward to the upcoming Update. Great Work!!!👍👌💪

hidden scarab
#

FlukeOmen - MUH-6284

Transports:
I love the faster nature of ships, as with transports during shipment runs. However (and for note, this is with context that I am playing on Android.)

  • Currently, (I assume this is a UI bug), after you have set a waypoint (while the ship is in departure prep while sat on a planet), there is a 2-3 second window where the shipments button is where the waypoint button was/should be, which can be frustrating when quickly plotting a route and accidently tapping the shipment button. (Maybe this is easier with the F2/F3 buttons on PC like I'm used to on the live HS?).

Red Stars: (RS5+6, mostly RS5)
For the most part, I do like the new Red Star changes. I do find it a little jarring with RS6 which I am able to solo in Live HS, I can barely even complete a non-planet sector in DN, and feel I am now underleveled for, though otherwise fun new feel
However:

  • Transport costs feel way too high to move them around. I started the star with 16k hydro, I moved the (4) transports through 1 sector to reach the planet sector, to find myself around 8.9k. Thank god the interceptor gave me an free return home 😅
  • I am growing very frustrated with the changes to interceptors. I understand these have been changed for a reason, but they are close to infuriating in solo runs. You can clear 1 or two sectors and have just enough time to load some relics. Then it feels as though 2 interceptors are quickly beelining to your sector, and it feels as though there's little you can do about it. I feel like you're forced to use a mod slot to bring a barrier for the sole purpose of blocking and dealing with them (and just pray you don't get 2 coming from different angles), which I thought the whole point was to minimise the need for barriers, not force you to use them if you hope to get even 2 artifacts.
    I've had runs where I get no arts because they appear out of nowhere and kill my TS as they're nearly finished loading, and the hydro cost is too high to retry.
mortal fulcrum
#

The focus of the first launch rehearsal is to hear your initial reaction/thoughts and after playing for a couple of hours.
Amok / INN-7260 / Mobile player
• Little background
I stop playing Hades Star in 2020, because of Time Warp existence in ws. WS became too fast for me. I enjoy playing ws with players having credit cap below 1mln. Dark Nebula announce in early 2022 bring me back to HS.
I have little to no experience with DN.

• Initial thoughts
What hit my eyes first, is the amount of blue hue. It feels to me, there's too much of blue around, which quickly put strain on my eyes. Colors feels too saturated. It's seen on #21 red apperance of ys.
Every color on the screen is fighting between other colors for attention - red background, menthol ships, beige bars on planets, violet scanners, intense yellow star icon.
Amount of outlines on the ships, when there's a lot of them on the screen, like in rs7+, doesn't please my eyes either.
In short, DN strain my eyes.
Seeing shadows behind planets make me laugh.
It is the most darkest place in space of yellow star.

• Shipments
I felt lost.. Sorting shipments on planet for shipment drone seems harder, due to limited space on planets.
Shipment drone 8 eats more hydro (20h/100au > 20h÷6slots=3.3h/100au per slot) than Transport ship (21h/100au > 21h÷17slots=1.2h/100au).
Probably, if we sum up total hydro costs for sorting shipments for bonuses from drone, usage of drone won't be worth time and spent hydro.
Shipment relay with scaling hydro usage for bonus is great!
It doesn't force me to do bls, it's quick way to do shipments and it let me playing rs more by sacrificing bonus from shipments for hydro.

#

• Red Stars
I had no problem with lost suppress and salvage.
First DRS was fun!
BS with blast shield took a hit from bomber rocket and it scared me out. Blast shield bar above BS might be confusing with health bar, as they are small and got similar colors.
Cleaning Planet7 and route to roid was easy.
Lost 2 TS to destroyer Pulse, because I didn't know it and whole fleet to nova, because I noticed at the end, my gate isn't where the ships come from. 😅

Played few more normal RS and it feels, like it lost tactical approach and gain a lot of action, because of cerbs spawning around in mid-game and fast-paced gameplay.
I'm afraid, the gameplay in RS might be too fast for me and other casual folks on mobile/console.

• Hydro usage
I don't know, what to say about hydro usage problem. It's visibly higher in DN.
In HS, if I don't have it, I wait for sectors to replenish it.
If I need more, I trade for 10s arts.
If need even more, I spend crystals.
• It's acceptable, if I want to mine croid and feed research lab for next 24 hours.
• It's too high, if I want to focus on specific arts/collect more arts for salvage/trade/support other player.

If I would be a new player in Dark Nebula, who never played and heard of Hades Star before, I couldn't understand hydro usage problem, as a concept of trading arts and having diplomacy would be completely unknown to me.

However, I'm not a new player. I spend some time playing HS. I understand, Dark Nebula isn't HS update, rather a new game, emerged from Hades Star, Battleship Apollo and it's community.
It'll be sad, if trading won't be a part of DN gameplay, as it can be perceived, that HS trading community isn't welcome in not-yet-born DN community, which is currently molded by devs changes.

Edit: I'm glad, that DN is still playable, using local login.info savegame.
IPv6 still isn't supported by game.
I can't connect to server, if IPv6 is allocated to my device.

spare oak
#

IGN: igoslow
YSID: UKI-8260
Real life has hit hard this labor day weekend, so don't have a lot of time to give detailed feedback. Here's my bullet points:

== PROS ==

  • RS Difficulty - Love the difficulty levels of RS. I am RS10, but have had to step back to RS7 to slow things down and learn the modules, but am loving the challenge of this process. Makes my old account feel fresh again.
  • Low-Level Art Use - Love the new found importance of lower level planets to provide artifact ammo for modules like repair on your transports.
  • RS Fleet Dynamics - My TS and Miner levels transfered well enough to feel like I have an array of options to explore and meaningful uses of the TS and MN modules remaining both in RS and YS
  • Auto-Activations - Possibly my favorite addition. Love how this plays with stealth and vengeance. Looking forward to other opportunities this might open up in the future.
  • Vanilla to HS Tech Transition - Happy with tech transfer of modules that carried over or converted. No issues there. Especially enjoying the new tech groupings and how TS and Mining mods transferred over.
  • Artifact Scarcity - Love the artifact scarcity. Looking forward to see how this changes artifact trading. I think it will make for some great opportunities for dynamic trade and diplomacy operations.
  • Hydro Economy - Hydro dynamics fit my schedule well. Able to do everything I have time to do and still have a little left over. Have not yet been restrained by lack of hydro.

== CONS ==

  • Ship Selection - on mobile (Samsung Galaxy) if two ships docked on same point and one is selected, it is difficult to select the other one by clicking on it unless zooming way in.
  • Distinguishing BS - BS6 have a lot of options available. Difficult to visually distinguish which BS is which in an intense moment, so frequently selecting the wrong ship when trying to find a particular build mid-combat. Wish there was a way to visually distinguish the 3 different BS (color, number, something). Not a problem on Steam where hot keys can be assigned.
  • Deleted Tech Compensation - Crystal compensation for lost tech doesn't seem to appropriately reflect the work put into unlocking those techs. Could a blueprint award or voucher be somehow given instead?
  • Full System Shipment Transition - overwhelmed by shipment transition. System was full at the turnover, leaving limited free space available to play around with moving shipments around and available cargo capacity on TS fleet. New trade strategies show promise, but barrier to entry seems high given the lack of decentralized "buffer" space like used to be available on each planet in vanilla HS
  • Cargo Capacity - Put a lot of effort into being able to carry 3xRS10 arts. Now can't carry two and need an additional 8000 bp for the next upgrade. May not be an issue once I get my artifact gathering rhythm down, but was definitely a shock. Also missing having the ability for 1 TS to be able to carry a full planet's worth of shipments.

All-n-all super stoked for the update. The learning of new things is a little intimidating, but I'm looking forward to that process continuing. Love the opportunity for strategic diversification and variety.

tiny summit
#

It's a no from me. The graphics are gaudy, there is no appeal to the new economy mechanics, and there's nothing I can find that's inspiring me to want to put effort into essentially learning to play this entirely new game. It has nothing to do with the existing HS, and very much appears to primarily be designed to make people pay to play/win. I understand why the Devs want to push people down that route, ultimately they do this for money, not fun or to bring pleasure, but for me this doesn't have sufficient attraction to achieve that goal as it's pushing too hard to force the issue (little chance to do anything unless you pay) rather than the lure of getting faster to an exciting feature.

latent quarry
#

Star harvested asteroids are VERY hard to notice

pliant ember
#

5k Credits for trading station upgrade to level 10 but 2000k credits for a new battleship level 6????

Support modules and weapons seem poorly conseived and half baked...
Everything seems to shout at me: "use chain ray!!"
Solitude, Fortify, EMP that hits enemies only, Chain ray drones... A weapon amplifier to use from a neighboring sector to only affect yours but not enemy ships. Mass Batteries without effect (3 targets is like dual laser... ).
Although i like the idea of the new modules, what other strategy could you use with that scope of support modules...

past palm
#

Name: Exo
Client: Android
ID: EVQ-5478

General feelings

  • Although 1050 crystals for the deleted mods is a low number, i understand that having something really equivalent is not good for the game economy, so i wont complain. Having the mods converted to something else while keeping the upgrade level is great.
  • Prices are odd, Trades Stations 8 cost only 5k... While having a 9 days upgrade, same with mods. It seem more about upgrade time than credits... Up until a certain point, where the price seems to skyrocket. Not sure how i feel on this one. It also allow to spend credits elsewhere, so it's not that bad on second though.
  • I didn't test the Red Stars much, but the lack of healing is a real problem. Repair Drone is a pain in the ass to use efficiently, with the fact that it have to die to repair "correctly", and the new Repair with the transports is not usable in a fight. Loading is complex or impossible with how Red Stars behave, with Cerbs spawning again and again. Didn't try with ghost, but saw some do, and it's even more non practical. I'll test more on the next build, and i'll try with my corp to run some 4/4 Red Stars and see how it will play out when you're not alone.
    I feel like 10 minutes is short to get something clear when you are alone, like if the highest tier planets are far, it won't be easy to get something out of the red star. That put more importance in running in corp, while not helping solo play. But i did see some players claim that they have efficient builds, so i'll just put that on my lack of knowledge in build efficiency and new tactics to employ. I'll see next testing session if i can get theses modules working.
#
  • Regarding hydro, there might be some specs I haven't seen yet, but there is not enough. An entire day to replenish half of my capacity, i'm either missing something or it's not correctly balanced. Looking at what naturally generate, it's laughable. There is about 7k hydrogen at max, with most sectors having about 150 hydro. That's what i use to start a red star, and send the battleships in. 5 or 6 sectors are at 500 or 1000, but it's still bullshit, for what was supposed to be the "main hydrogen income". The fact that genesis can be used only once across the system every 24h is disappointing.
  • Too many shipments. Like, too many. I have 10 Transport Ship (Which is more than average for what I've seen) with 19 tons each, and there were still way too many shipments to not be overwhelmed (And I can still upgrade my Trade Stations to get 90 shipments more to manage). Offload being replaced is not helping the matter at all. I'm not doing them by hand again using Trade Burst and Computer, once was enough, it's gonna be through the Relay or Shipment Drone only. Using Relay to do all my shipments used 60~70k hydrogen, which is half my capacity. It seems like a fair price, leaving room for at least one Red Stars at my current state.
  • The new selecting arrows are terrible. Please revert them to what they were before, getting the next ship of the same type, along a direction. I don't care about the next alphabetical battleship, i want the next one in line, to keep them in the order i need them to be, like keeping the Blast Ship in the middle of the group, or at the back, and not somewhere else. For example, if i go against a Phenix, i want to keep the Blast at the back so he's not getting attacked, but if he's in second on the alphabetical order, with the current arrows i'll just send it in second, to die against the Phenix, where the Omega Shield Ship, or Regenerative Shield Ship, or whatever i have else, would have survived.
#

More random infos, bugs and notes

  • Removed mods are not uninstalled on the Ships. Not usables, juste equippend and can simply be unequipped. Suppression, Entrust and Recall are the 3 I noted for it to happen, but i think it's all of them
  • I used Genesis on a sector, but the sector was not showing the correct amout of hydrogen it had, not considering the Genesis roids at all, as shown in the screenshot 👇 It says that the selected sector have 1082 hydrogen, but the asteroid itself have 1750. The Star Havrester seem to work correctly regarding that.
  • A member of my corporation had his name changed, from Moonwalker to Taylor. He mention this in the Bug Report channel
  • The Technology page is laggy on phone. The shining effect (When available for research) on most mods is the cause, when having two modules on research, there is no shining, and the lag is way more subtle, just a bit discontinuous which is not a problem.
  • Having a lower number of cerbs on screen on Red Star 10+ is great, no more lag because of it (On phone, i'm sure PC players have no such problems)
  • Zone damages like Destroyer and Bomber Rockets are weird now, only applying their damages one time on a Blast Shield.
  • Upgrading the lower level planets closer to the rest is a good thing, it avoids having weeks of upgrades just for that.
  • Stealth and Vengeance auto activating is really nice, hope to see more of it if such a thing is possible.
  • I like to see the daily objectives getting buffed and updated. I was growing tiered of the old ones and the low ass rewards, having now a real value to them, is a nice thing and incentive to do them
neat cradle
#

Zepheros, AWP-2632. RS10 and veteran DN tester
Summary: I am mostly happy/excited about most aspects of DN, but pain points affect some players quite a lot.

**Great: ** Auto upgrading my "junk" planets to lv 35 was beautiful. In game mail messages detailing changes were excellent and I recommend having more of them with additional info. Reduced hydro cap vs hydro income levels finally feel "right" to where you can bank up to play more on a free day but inflation is curbed. BLS credits and daily objectives are great.

I enjoyed, others may rage: RS10 kicked my ass and I'm used to it being a cakewalk in HS. I am excited to learn the new RS challenges and grow into solving them. RS9 was doable solo (could clear two planets alone once I worked out build and strats). I don't care about the "lost" module research. I used them, enjoyed them, now they're gone, that's life.

Pain points: TS movement in RS is very expensive even with Rush 7. This could be reduced but still be a meaningful cost that is less punishing. Barrier radius is tiny making it very difficult to use. Doing more shipments with smaller transports and no overflow sorting hurts a lot - this will eventually improve with CBE upgrades and new strats but it's rough. BLS should give more hydro for R10+ players.

Bugs: 1. My YS snapshot included filled miners. Their hydro tank was multiplied 10x in DN. For example my full HS miner with 4500 hydro was full of 45000 hydro. This let me do a ton of RS testing but probably not intended :p 2. For Starter Pack 2, the displayed %bonus numbers on the icons do not match those on the caption text (the 20 and 40 are switched). 3. Vengeance does not affect capital ship cerbs.

Suggestions: PLEASE make Genesis and Star Harvester cooldowns 23 hours, or at least reset at 00:00 daily. This is a best practice across many games/genres that have daily timers. Increase scaling for transition crystals for high level accounts.

rain temple
#

IGN Zeon (HS)

Yellow star ID DCW-6772(HS)

Dark Nebula feedback

Warp lane and drone vs shipment relay - the way I see with doing shipment in DN is either warp lane and drone vs relay station. I always like warp lane and drones because it feel the game is alive but the lack of full warp lane coverage is a pain in the old HS, so therefore I would strongly suggest DN can provide FULL warp lane coverage to ALL planet and trade stations, especially now trade station hold 80 shipment.

Credit - with shipment credit creation on planet is almost halved (my estimate 50-60% lost), I think there are needs to adjust planet upgrade cost to the same ratio.

Hydro - TS jumping/moving hydro cost is ridiculous. Jumping BS to RS cost 100, while TS for me start at 1000 and increase with extra jump to 3000, then 5000. DN cut hydro cap and generation at least 50% , yet, increasing TS hydro usage to 200-300% is just ridiculous

Module range - STANDARD range of module need to be same across all type of stars, RS, BS, WS for user to effectively use those module tactically. For example, barriers, the holy grail for affecting range in the game, now become less than STANDARD weapon range in RS is just stupid, The same token goes for the likes of EMP, weapon amplifier, their range should be the same across all types of stars.
Modules like ally shield and barrier that increase range with more research in higher level and to appropriate range is much appreciated.
While module like suspend start at such high range is concerning, it should be the same like ally shield and barriers, only increase range and effect with increment level.

Mass Battery - this is one module i must voice my strong suggestion. Firstly, our version MB can only target 3 WHILE Cerberus intercepter MB can target 4 is a stupid idea. Please have some consistency, either make it the same as Cerberus MB or make incremental increases like old HS, start from 3 and work up to 5 or 6.

hard tusk
#

'

Val'Heros
COT-4567
Corporation : On en a Gros !

3rd and final comment after the end of early access with our real account all weekend in Dark Nebula.

After uninstalling the old DN Early Access, I tried many times to install Dark Nebula Weekend Access on Android, but couldn't.
So I spent all my testing time on PC using Steam.

About RS :
=> In 3 days, I was not able to recover better than 4 level 7 artifacts even though I am RS 10 on Hades Star.
=> My development for 2 and a half years on Hades Star seems to be the black point of this situation, I am locked in with now a very small number of modules developed and I am unable to manage more than only one on planet RS 7. This is not acceptable, so this will have to be corrected.
=> At the same time, it seems to me that certain weapon ranges, shields and modules are inconsistent (blatant example of the ridiculous barrier), as is the limitation to 3 targets of the Multiple Battery.
=> Overall, the new RS are designed to be faster, but this is really far too much abuse, when you choose the wrong battleship the RS is finished (while the possibility of bringing 1 back with a higher cost in hydrogen should solve this problem, but it is much too expensive in H2), we lose a lot of Transport despite stealth, it is largely insufficient, and here too it is much too expensive in H2 to bring back and move. .. missed time anyway.
=> There are too many unusable modules on the FO and TS because they go against the spirit of the game (use of hydrogen or artifact).

About BLS :

#

=> Here on the other hand, no problem to make them shorter, you can even shorten them slightly, but the redesign of this game mode is for the moment quite successful I think.
=> To be seen all the same with real players opposite, but good job.

About YS :
=> The economy is catastrophic for me, there also by the management of my development for 2 and a half years on Hades Star which does not seem at all compatible with what you propose on Dark Nebula.
=> As things stand now, I waste 55-65% of my hydrogen (currently 15% in the old Hades Star) to finish the day's charges, and that earns me about 3 times less credits than Before.
=> Given the increase in the price of improvements to the RS 11 scanner or the star harvester for example, and the progressive cost of the planets, it's disgusting and it makes you want to stop on the 2nd day.
=> There are a lot more loads to manage with a lot less slots on the Transports and on the planets, and with a Cargo Drone with a ridiculous lifespan (about 1 minute) because it consumes too much H2. The but was to simplify this task for the players, it is clear that for the moment it is completely missed.
=> The price of the ships is really excessive and shocking.
=> For my part, I am able to harvest 25 to 30% of my daily hydrogen, so I simply won't be able to play if it stays as it is.

About WS :
=> I can't help you, there weren't enough of us in the corporation to launch a test, he should extend the duration of the test next time.

Visually :

#

=> I have read several people who say that the contrasts are too high, I confirm that it hurts the eyes at the time, and that it tires them over time, it should be able to be corrected easily.
=> Some graphics are magnificent and greatly improved compared to before, on the other hand the ships do not seem to me to be of great finesse, there may be something to do on this side, especially since they are the ones we will move all day.

About sound :
=> Nothing to report, it's fluid and pleasant.

Some suggestions :
=> Increase the SR time between 12 (bare minimum) and 15 minutes (as before it was a good compromise)
=> To limit the SR to 15 real minutes, we can consider simply removing the RSE and replacing it with another more useful module, for example a bonus that speeds up the loading of artifacts, which would be complementary with the Rush module for win time).
=> Modify the conditions of use of certain TS modules (CSR, Repair, Cargo Rocket) because they are unusable as they are, we don't have time to collect small artifacts before the big ones, and the big ones artifacts are too rare to waste.
=> Removing the possibility of creating H2 farms was enough, you have gone too far in restricting hydrogen even though it is the most abundant element in the universe, it is absolutely necessary to find other income of hydrogen: in the YS system, in the artifacts, in the gains of WS, more by the star harvester, in the rewards of the BLS, in the objectives, etc...).
=> Create a "warehouse" where we could only store artifacts whose management is always complicated. A limit set at a minimum of 56 artefacts would be desirable to allow a stock to be built up in the event of absence, this limit should on the other hand be much higher if one does not want to break the trade of exchange of artefacts.
=> Depending on the options on the table for cargo management, study the possibility of adding 2 to 5 jump lines.

#

=> Increase the lifespan of cargo drones so that we do not need to use several dozen for deliveries and reduce our hydrogen consumption.
=> Create a player search option by name. => Base all recharge times of certain modules and rewards on full days and not on 24 rolling hours (resetting the counters to 0 at midnight for example).

=> And since we're here, I'm putting forward an idea that has been on my mind for a long time, in YS, we could add a row of additional sectors all around the existing secure sector. This crown would not be "secure", but perpetually populated with Cerberus bases and ships, with H2 and additional planets (therefore with hydrogen and additional credits, the quantities of each of which must be defined so as not to break the economy or different game modes, or a few artifacts or a few precious crystals, but always well balanced. One could even imagine that certain sectors of this crown are not easy and that the intervention of aid through the diplomacy of a or two players is necessary. This would give a little spice to YS and increase interactions.
Finally, you understand the general idea, but think about something along these lines.

I went a little beyond the scope of the Dark Nebula test, but given that we are in a period of exchanges between players and developers, it seems to me that it is the right time to say everything 🙂

Good luck for the future and thank you for your work, hoping that the final version of Dark Nebula lives up to the pleasure we have playing Hades Star.

Looking forward to the next test 😉

#

'

Val'Heros
COT-4567
Corporation : On en a Gros !

3ème et dernier commentaire après la fin de l'accès anticipé avec notre vrai compte tout le week-end dans Dark Nebula.

Après avoir désinstallé l'ancien accès anticipé à DN, j'ai essayé maintes fois d'installer l'accès week-end Dark Nebula sur Android, mais impossible.
J'ai donc passé tout mon temps de test sur PC en utilisant Steam.

Au niveau des RS :
=> En 3 jours, je n'ai pas pu récupérer mieux que 4 artefacts niveau 7 alors que je suis RS 10 sur Hades Star.
=> Mon développement depuis 2 ans et demi sur Hades Star à l'air d'être le point noir de cette situation, je suis enfermé avec désormais un tout petit nombre de modules développés et je suis dans l'incapacité de gérer davantage qu' une seule en planète RS 7. Ce n'est pas acceptable, il faudra donc corriger ça.
=> En parallèle, il me semble que certaines portées d'armes, boucliers et modules sont incohérents (exemple flagrant de la barrière ridicule), tout comme la limitation à 3 cibles de la Batterie Multiple.
=> Globalement, les nouvelles RS sont pensées pour être plus rapides, mais c'est vraiment beaucoup trop abusé, quand on se trompe de cuirassé la RS est finie (alors que la possibilité d'en faire revenir 1 avec un coût plus élevé en l'hydrogène devait régler ce problème, mais c'est beaucoup trop cher en H2), on perd énormément de Transports malgré la furtivité, c'est largement insuffisant, et là aussi c'est bien trop cher en H2 à faire revenir et à déplacer. .. de toute façon le temps manqué.
=> Il y a trop de modules inutilisables sur les FO et TS car ils vont à l'encontre de l'esprit du jeu (utilisation d'hydrogène ou d'artefact).

Au niveau des BLS :

#

=> Ici par contre, aucun problème à les rendre plus courts, vous pouvez même encore les raccourcir légèrement, mais la refonte de ce mode de jeu est pour le moment assez réussi je trouve.
=> A voir tout de même avec de vrais joueurs en face, mais bon boulot.

Au niveau des YS :
=> L'économie est catastrophique pour moi, là aussi de par la gestion de mon développement depuis 2 ans et demi sur Hades Star qui ne semble pas du tout compatible avec ce que vous proposez sur Dark Nebula.
=> Dans l'état actuel des choses, je gaspille 55 à 65 % de mon hydrogène (15 % actuellement dans l'ancienne Hades Star) pour terminer les charges de la journée, et cela me rapporte environ 3 fois moins de crédits qu' avant.
=> Vu l'augmentation du prix des améliorations du scanner RS ​​11 ou du récolteur d'étoile par exemple, et du coût progressif des planètes, c'est écoeurant et ça donne envie d'arrêter dès le 2ème jour.
=> Il y a beaucoup plus de charges à gérer avec beaucoup moins de slots sur les Transports et sur les planètes, et avec un Drone de Cargaison à la durée de vie ridicule (environ 1 minute) car il consomme trop d'H2. Le mais était de simplifier cette tâche pour les joueurs, force est de constater que pour le moment c'est complètement raté.
=> Le prix des vaisseaux est vraiment excessif et choquant.
=> Pour ma part, je suis capable de récolter 25 à 30% de mon hydrogène quotidien, je ne pourrai donc tout simplement plus jouer si cela reste en l'état.

Au niveau des WS :
=> Je ne peux pas vous aider, nous n'étions pas assez nombreux dans la corporation pour lancer un test, il devrait rallonger la durée du test la prochaine fois.

Au niveau visuel :

#

=> J'ai lu plusieurs personnes qui disent que les contrastes sont trop élevés, je confirme que ça fait mal aux yeux sur le coup, et que ça les fatigue sur la durée, ça doit pouvoir se corriger facilement.
=> Certains graphismes sont magnifiques et largement améliorés par rapport à avant, par contre les vaisseaux ne me semblent pas d'une grande finesse, y'a peut-être quelque chose à faire de ce côté-là, surtout que ce sont eux que nous allons déplacer toute la journée.

Au niveau sonore :
=> Rien à signaler, c'est fluide et agréable.

Quelques propositions :
=> Augmenter le temps des RS entre 12 (strict minimum) et 15 minutes (comme avant c'était un bon compromis)
=> Pour limiter les RS aux 15 minutes réelles, on peut envisager de tout simplement supprimer le RSE et le remplacer par un autre module plus utile, par exemple un bonus qui accélère le chargement des artefacts, ce qui serait complémentaire avec le module Ruée pour gagner du temps).
=> Modifier les conditions d'utilisation de certains modules des TS (RSE, Réparation, Fusée de cargaison) car ils sont inutilisables en l'état, on n'a pas le temps de récolter des petits artefacts avant les gros, et les gros artefacts sont trop rares pour être gaspillés.
=> Supprimer la possibilité de créer des fermes H2 était suffisant, vous êtes allés beaucoup trop loin dans la restriction d'hydrogène alors même que c'est l'élément le plus abondant de l'univers, il faut absolument trouver d'autres revenus d'hydrogène : dans le système YS, dans les artefacts, dans les gains de WS, davantage par le récolteur d'étoile, dans les récompenses des BLS, dans les obectifs, etc...).
=> Créer un "entrepot" où nous pourrions stocker uniquement des artefacts dont la gestion est toujours compliquée. Une limite fixée à minimum 56 arfetacts serait souhaitable pour permettre de se constituer un stock en cas d'absence, cette limite devrait par contre être bien supérieure si on ne veut pas casser le commerce d'échange des artefacts.

#

=> Selon les options sur la table pour la gestion des cargaisons, étudier la possibilité de rajouter 2 à 5 lignes de saut.
=> Augmenter la durée de vie du drones de cargaison afin que de ne pas avoir besoin d'en utiliser plusieurs dizaines pour les livraisons et baisser notre consommation d'hydrogène.
=> Créer une option de recherche de joueur nominativement.=> Baser tous les temps de recharge de certains modules et des récompenses sur des journées pleines et non pas sur 24 heures glissantes (remise à 0 des compteurs à minuit par exemple).

=> Et vu qu'on y est, je pose là une idée qui me trotte depuis longtemps, en YS, on pourrait rajouter une rangée de secteurs supplémentaires tout autour du secteur sécurisé existant. Cette couronne ne serait pas "sécurisée", mais perpétuellement peuplée de bases et vaisseaux cerbères, avec de l'H2 et des planètes supplémentaires (donc avec hydrogène et crédits supplémentaires dont les quantités de chacun sont à définir pour ne pas casser l'économie ni les modes de jeu différents, ou alors quelques artefacts ou quelques précieux cristaux, mais toujours bien dosé. On pourrait même imaginer que certains secteurs de cette couronne ne soient pas faciles et que l'intervention d'une aide à travers la diplomacie d'un ou deux joueurs soit nécessaire. Cela donnerait un peu de piment à YS et augmenterait les intéractions.
Enfin, vous avez compris l'idée générale, mais réfléchir à quelque chose dans ce sens.

J'ai un peu débordé du cadre du test Dark Nebula, mais vu que nous sommes en période d'échanges entre joueurs et développeurs, il me semble que c'est le bon moment pour tout se dire 🙂

Bon courage pour la suite et merci pour votre travail, en espérant que la version finale de Dark Nebula soit à la hauteur du plaisir que nous avons à jouer à Hades Star.

Vivement le prochain test 😉

umbral shell
#

MonsterMash
GON-6510

Weekend of playing on mobile thoughts...

I like the new look and graphics, seeing my hades account in DN was amazing!! The new sounds this weekend were also good.

I feel hydro in Yellow Stars needs looking at, I struggled to do rs and shipments effectively--something is just slightly off on the balance.

I like the new challenges in Red Stars, I am only at red star 8s but slowly figured out a crazy combo of ship set ups to start clearing planets. Mission accomplished on that front of breaking the habits of HS which most in here are crying about.

Credit cap reduction was alittle painful, but can kinda see how some things are cheaper to build/upgrade I guess further balancing will happen?

Auto stealth--bloody exellent please keep this!!!

Red Star extenders are easier to use now rather been across the centre like in beta, this weekend was much better i found, again please keep this.

Blues are good, like the flow of them now.

Can we have a miner rush or auto stealth mod? Without a support mod option for teleport etc, I found that more fiddly on mobile to safely guide a miner to credit roid.

Changing mods seems to need more clicks to change them than HS?

Overall I like it, still areas to improve but looking forward to the next test.

woeful hazel
#

what a beautiful barrier, it is useless, ah, another thing, the NC that carried the explosive shield the bomber eliminated it with two missiles...

livid heath
#

Uno qcx 2336

Mobile only player(Google)
Didn't get to spend as much time as I'd wanted however...I found myself trying to figure out shipping w/o using relay (unsuccessful)... New graphics are 'weird' but just because of 3 years looking at current(not good or bad just different)... So much changed that I've not had expectations per se to be disappointed or excited as it feels like a new game but with flavors of the old...I hope to like it but not enuf play time to really figure anything out

sonic zodiac
#

i cant add much to the feedback. my corporation is fairly active. 3 or 4 tried out the new dark nebula. although i tried to talk it up in corporation chat others did not want to talk about the new dark nebula 😦

daring cove
#

FireCat - BKK-8915, Mobile; Android

Shipments seem to be a lot different, and initially I don't like how the planets are not synced for new shipments. Although it doesn't seem like there will be any structure for shipping all shipments at the same time like is historically the case. However it does seem like an idiot’s venture to complete all shipments at one time, it costs a lot of hydro, and takes longer. I guess I'm an idiot.
Like was mentioned previously, WS ships do not transfer over. With the new high cost to replace them this needs attention so that players will be rest assured.
I am extremely disturbed that Barrier has better stats in Blue star than it does in Red Star (larger radius and lasts longer). Another thing that disturbs me greatly is the hydro economy. As a middle of the progression player, the amount of hydro that can be harvested is not a positive change to the game that will let Hades Star last longer. For a player to have to max out Mining modules just to be able to play 2 Red Stars and almost complete max profit shipments, is not a feature that players will trudge through in the hopes for a brighter future. In addition to this the amount of hydrogen it takes to move a single transport from the gate to a planet one sector over is outrageous (at rs8 it cost me 2.2k Hydro). It does not make the situation better when I can only warp in 2 transports into that same star without being penalized by spending even more hydro. For this reason, I do not foresee Hades Star having a large audience any longer than the live version, rather I think it will cut the game’s life short. Unless this is addressed my thoughts will remain that way.

Sorry for the tardiness.:)

young bridge
#

This 👇 has not happened in my YS. But I found a report of this in a corp DC. Might need some fixing:

Trade station is moved into existing WS scanner

Due to the new placement restrictions and their automated trial to comply the trade station is here intersecting an existing station

twilit ruin
#

Btw., WHY have the trade stations this placement restriction?
Is there any valid reason, why they can't be placed anymore anywhere in the sector. This longens my trade routes for every single trade station by half a sector, I'm not exagerating! And since the stations produce now 80 wares instead of 24 per day, I have to do 3 transport trips to everyone of them. Increasing hydro-burn AND (more important) trading time!

To be true, if I will continue HS depends not at least on the possiblity, that I can place the stations again where I want.

After all, why should it be legitimate to deftly place the warps hubs for optimizing your trade network, but not the trade stations. I really don't understand it, and frankly, since I don't see any reason for the restriction, also don't accept it.