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DecoyGoatBomb

Alpha Tester
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  1. Like
    DecoyGoatBomb reacted to Knight-Sevy in Call for Demeter-related questions   
    This should be a priority.
     
    If it is not on the roadmap before the release, it is dramatic for the future of the game and its balance.
  2. Like
    DecoyGoatBomb got a reaction from Creator in Call for Demeter-related questions   
    What is the benefit of a flat tax on territories. I love that it is now a weekly maintenance but the old exponential cost increase worked so well. Why was that system dropped? It worked so well to make it a manageable cost for solo players and small orgs but also did a pretty good job of reining in large orgs of taking over. The flat tax is just oppressive and a blunt instrument when we needed a scalpel. 
  3. Like
    DecoyGoatBomb got a reaction from FrozenFace in Call for Demeter-related questions   
    Those ships should not be possible in the first place. I get around it by building purpose built ships. A heavy amto hauler, a heavy space only hauler, modest all around hauler as a few examples. The game balance is busted with no limit on how much crap you can stick on a core. All in one ships that have so much bs on them they can do everything well with the only drawback of using lots of fuel is so broken and needs to be fixed. 
  4. Like
    DecoyGoatBomb got a reaction from jkspartan in Call for Demeter-related questions   
    What is the benefit of a flat tax on territories. I love that it is now a weekly maintenance but the old exponential cost increase worked so well. Why was that system dropped? It worked so well to make it a manageable cost for solo players and small orgs but also did a pretty good job of reining in large orgs of taking over. The flat tax is just oppressive and a blunt instrument when we needed a scalpel. 
  5. Like
    DecoyGoatBomb got a reaction from Physics in Call for Demeter-related questions   
    Those ships should not be possible in the first place. I get around it by building purpose built ships. A heavy amto hauler, a heavy space only hauler, modest all around hauler as a few examples. The game balance is busted with no limit on how much crap you can stick on a core. All in one ships that have so much bs on them they can do everything well with the only drawback of using lots of fuel is so broken and needs to be fixed. 
  6. Like
    DecoyGoatBomb got a reaction from Shaman in Call for Demeter-related questions   
    I honestly think this is a problem across most ship elements as they are using size as a factor in balance. I would say large atmo engines are one of the worst offenders. You have a clunky elongated cube that is so hard to make look good in any design that is not chunky industrial styles. Most people bury them as best they can having only the tips poke out.
     
    There has to be a rebalance of elements with some type of quantifiable limitation on the core. This would allow NQ to rebalance elements beyond "if it fits it sits". Small Core Dynamics have no reason to have the ability to functionally fit XL Space Engines, Large Shields and even a DSAT all on the same core.
     
    The balance of the game will always be broken until there is some limiting factor to how many elements you have on a ship beyond fuel economy. You can brute force a ship by strapping on 50 engines of each type with 50 Large fuel tanks and do pretty much anything you want. This makes for terrible looking but highly functional ships. This is by far the biggest weakness of ship building and balance in DU and is somewhat easily remedied. 
  7. Like
    DecoyGoatBomb reacted to Yoarii in Call for Demeter-related questions   
    Can we please have more calibration charges on the PTS so that we actually can test the units more than once?
  8. Like
    DecoyGoatBomb reacted to RugesV in Demeter will probably Kill the game if it goes to live servers..   
    I also dont like the max 3 months pre fund limit. 
    I think you are on the right track here.  Different costs for different activities.  I think a checkbox that you select. For instance, Mineral rights that you check if you want to mine. Industrial rights if you want to do industry, storage rights if you want to use containers. market rights if you want to place dispensers. Build rights if you want to place static constructs.  With a fee that you can opt in or out of for each and basic tax for owning the property. 
     
    So 100K a week for claiming the tile as a mandatory fee. 
    50k to build
    150k to storage
    200k to sell
    250k for industry
    250k for mining
     
    So you could have your territory for as little as 100k.   If you just want to build on the territory it would cost you 150k a week.  If you just wanted to mine on a territory you would need to build, storage and mining. it would cost you 600k per week (initial, build, storage mining).  Same for industry. 600k.  Or if you wanted to do everything it would be 1,000,000 a week. 
     
    However there should be a tax. Because the real reason behind the tax system is to get rid of abandoned territories. (although sanctuary is always free for you forever. 
     
  9. Like
    DecoyGoatBomb reacted to Area51 in Call for Demeter-related questions   
    Why don't you add some Mining Units in the Markets for those of us without access to our Factories? Having to make them first is a bit of a pain when we have Mega's to mine out and what we should be testing is how badly the Mining units are going to perform and how ridiculous the Taxes are going to be! Of course we'd need a working ship to go buy them but............. words fail me (non expletives that is)
     
  10. Like
    DecoyGoatBomb reacted to Shaman in Call for Demeter-related questions   
    I am loving the changes so far (especially the ability to play your most recent emote), but I would like to mention:
    I don't think you should be taxed for the first tile you place on a planet, just like how the first tile was free pre-demeter, so that you can safely have your house on a tile without it being evicted if you leave too long. Not doing this will leave most planets empty as many people will migrate to space. IK you guys are taxing for mining but I think its a bit unfair if you don't want to - e.g. you sell ships and money can be few and far between, so could you guys maybe consider changing this? Perhaps you could add an option to your tiles where you don't get taxed, but can't mine either? I'm usually pretty stoic about changes you make, but the new brake system really struck a nerve. these things are too flat and large to fit on the outside of sleek / detailed ships. can we see some changes so that we don't have to scatter them around our constructs like plate armour? maybe xl brakes? thanks! -Shaman ?
  11. Like
    DecoyGoatBomb got a reaction from JackIV in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  12. Like
    DecoyGoatBomb got a reaction from Barbecue95 in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  13. Like
    DecoyGoatBomb got a reaction from Shaman in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  14. Like
    DecoyGoatBomb got a reaction from Vulnor in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  15. Like
    DecoyGoatBomb got a reaction from Drexel in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  16. Like
    DecoyGoatBomb got a reaction from CoyoteNZ in Mining talents reset with Demeter update - Discussion thread   
    Honestly I think terraforming talents are just as effected in this scenario as mining talents. They are much less of an asset when mining asteroids. Full talent reset would be overkill but I would suggest including terraforming talents in this reset as well. 
  17. Like
    DecoyGoatBomb reacted to NQ-Deckard in Upcoming Organization Changes   
    We’re making some changes to the way organizations work. 
     
    Currently, organizations can cascade within themselves thus making it possible to create a near-infinite multitude of sub-organizations. This poses a problem from both a design and cost perspective as it removes any form of scaling limit to the amount of constructs and organization that can be in the game. It also leaves the door open for various ways to circumvent limitations needed for balancing. 
     
    These changes will address these issues as well as clear up a number of anomalies that are affecting some existing organizations. They will be included in the 0.26 update, which gives you more than a month to reorganize as needed. 
     
    New regulations for organizations will be:
    Each organization must have a player as its super legate. An account can only be the super legate of one organization. Nested organizations will still be possible but will require a player as super legate of that organization, and that player cannot also be the super legate of the parent organization.
      To ensure a smooth transition and have things set up the way you prefer, we encourage you to restructure your org(s) accordingly. Organizations that have not been updated will undergo an automated modification process. This will be done in a prioritized order as described below. 
     
    For players that are the super legate of multiple organizations:
    One organization will be selected as the player’s primary organization according to the following parameters: The number of players in the organization. The number of constructs in the organization. The age of the organization. The player will become a designated legate for any other orgs to which they belong.
      To address situations where an organization is nested within another so that there is no player designated as super legate, these are the solutions we’ll pursue: 
    The legate with the most seniority that is not already a super legate of an organization and has connected over the past month at the time of the change is promoted to super legate. If no legates exist, the oldest member that is not already a super legate of an organization and has played within the past month at the time of the change is promoted to super legate. The oldest legate that is not already a super legate of an organization is promoted to super legate. The oldest member that is not already a super legate of an organization is promoted to super legate. If none of the above apply, the organization will be disbanded.
      Constructs and territories for any properly structured organizations or organizations that are assigned a new super legate will be unaffected and remain in ownership of that organization. The constructs and territories of disbanded orgs will be reassigned to the first former super legate in the chain of organization parenting. Any other construct will be abandoned, and territories will be unclaimed.

     
  18. Like
    DecoyGoatBomb reacted to MoriarTheChosen in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    While the docking is nice, I am firmly against the Eject players.
     
    SInce the dawn of time, stowaways have been a staple of history. If someone is able to infiltrate a ship, they should be able to. 
  19. Like
    DecoyGoatBomb reacted to Oran_Gootan in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Energy systems are the only way to balance PVP. The damage output of weapons is meaningless if you can slap 50 large turrets and 25 XL engines on a block of solid gold. Energy has to be prioritized before we can even think about balance, because without it any attempt at balance can just be circumvented by adding more things to the ship.
     
    Shields would be really nice to have, something I've been anticipating for a long time, but without energy systems they're just another thing you can stack on a ship to make it even more OP.
  20. Like
    DecoyGoatBomb got a reaction from Shaman in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way. 
  21. Like
    DecoyGoatBomb got a reaction from Luckso in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way. 
  22. Like
    DecoyGoatBomb got a reaction from BlackFalcon375 in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way. 
  23. Like
    DecoyGoatBomb got a reaction from Noddles in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way. 
  24. Like
    DecoyGoatBomb reacted to XKentX in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    If you make at least 50% what's written there in coming months, you saved your game.
  25. Like
    DecoyGoatBomb reacted to Elusive_Voltis in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    tl;dr rent is too damn high. 
     
    I hope part 3 is talks about how you plan to make the game fun. 
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