Jump to content

Physics

Community Helper
  • Posts

    394
  • Joined

  • Last visited

Everything posted by Physics

  1. If NQ made a friend / foe system that actually worked well and was relatively easy to use, i think you would find these factions emerge. We definitely do need this system, not just some half baked transponder things. Would it be that hard to make a system based on organisations and their players rather than single ships?
  2. Think it goes without saying that's the tricky part for them. To get staff they need cash, to get cash they need players, to get players they need staff.
  3. Link cap is 10 for output and 10 for input. When building bigger industry players get around the cap by using a transfer units to move some of the parts / materials to another container giving you another 10 links. Rinse and repeat when needed.
  4. I think Blaze is right about Territory warfare claimed tiles having some kind of ability to shield friendlies from hostiles. But that is good in my opinion. It creates raid & defend gameplay to break these shields down. Edit: Rather than the whole tile being a shield we may find an element such as a shield emitter unit that can only be placed on Static / Space cores that will provide pvp immunity, with set down times depending on when placed.
  5. One thing I know is our Community Management team is passionate and hard working, very hard working. However i’m guessing that once you go deeper into NQ internal, the management of the internal teams have more closed ears and tunnel vision. If NQ is going to turn things around they need to turn up the transparency just a tad and @NQ-Sophon and other Team managers needs to always remember one key fact. The Community Managers are the voice of your company’s customers and probably the most important assets you have at this point. At the same time when at the design stages of production never be afraid to ask for suggestions here to fill the idea box. You never know what feedback may spark a good idea to run with.
  6. This kind of constructive criticism is what i personally value the most. I think pretty much everyone here is still some what passionate about this game and its potential, otherwise we would not still be here. The points about the pvp system needing effective counter measures is bang on the money in my opinion. The main part about the OP idea is to make warp a certain kind of counter measure in the fact that it would enable players to change direction, move off the common "pipes" and change their destination warp exit points. The whole point of that is to lower the chance of being detected by gankers as you come out of warp and at 0 speed. This of course will not be enough of a counter measure on its own and others will need to be developed and released before the big atmos pvp change comes and all safe zones outside the centre 3 planet triangle is removed. Maybe it would be a good idea to start a forum topic for a countermeasure think tank, because if there was a time to throw suggestions such as this out there, its now. I do still feel that the bandaid does need to get peeled off gently, otherwise when the patch that removes the safe zones comes people will need to adapt at a much more rapid pace. When it comes to NQ they are always open to constructive criticism and their front line team do an amazing job in recording and reporting feedback from the community. With that said if i personally feel like they are on the wrong track i will never hold back on unloading both barrels towards them. Just like everyone here i want this game to succeed and do well. This sadly is a prime example of criticism that is not constructive at all.
  7. I completely agree with you that the current pvp system and mechanics is unfinished and is in desperate need of the planned overhaul. I hope as well as the targeting side of the overhaul, decent counter measures like you mentioned are implemented to the pvp system as well because yes they are needed, desperately needed. I do believe the PVP overhaul and energy system will come much sooner than Atmos combat and territory warfare, so in my opinion something does need to be done about the ability to complely negate contested territory using warp before territory warfare comes in to play and the game has a sharp change of direction rather than a slightly smoother one. If you keep the current warp system when territory warfare hits, you will find gank squads at the set exit points. I also agree with you on the 0.23 industry change and i am completely against the way NQ has implemented it. What i do not agree with is the personal attack on me and my org in your comments. You clearly do not know me or how i play the game. The same goes for the comments about the organisation i am in. I will ask however that any Mod who reads this post does not delete it because of the personal comments, because i don't want them to take away the valid points Arctic has made.
  8. I do find these anti pvp posts fairly amusing because they appear to have no basis. What are we trying to accomplish with them? Are you aiming for a U turn on the future vision of the game? For example should we scrap any future plans to make the planets outside the safe zone triangle contested and lets have the safe zone bubbles on them remain forever? If these remarks actually don’t have any basis let’s return to the actual subject at hand.
  9. People will always have a large safe area to chill and not even think about pvp. From my understanding the vision has always been that if you want to reach and visit the contested planets and areas there will be risk. The reward is the higher tier resources and maybe other bonuses. The vision is coming, will it be a smooth or a 1 solid hit transition. Military escorts, pirates and scouts need business too.
  10. For Solo play counter measures would currently be limited to avoiding detection and using speed. However encouraging solo players to use services such as military escort’s and scouting is never a bad thing. As already stated. Warp skipping is coming to an end one way or another. At least this is a much more softer approach.
  11. The whole point of the Warp mechanics idea I posted is to lower warp camping. Being able to cancel warp and change warp direction randomises destination warp exit points.
  12. I really look forward to some kind of warp interdiction mechanics. Hopefully further down the road they will get incorporated ?
  13. With the current system players are able to mine and warp haul the rarest resources back to the safe zone triangle with absolutely no risk, just pure reward. This removes any need to tactically think of ways to haul these resources back, hire military escort services or scout their travel path. This of course will end with the release of Atmos pvp / territory warfare but this may well be a long time away. So I have a proposal that should be light on development resources that would bring the risk aspect back in to the game while also giving ways to avoid pirate warp exit point camping. Warp cost change. Currently the cost of warp is calculated from a formula that takes total warp distance multiplied by ship weight. You set the warp at A and are frozen until you reach B of which the warp cells used are removed from inventory on arrival and ship unlocks. A better way of doing this is for the Warp cost to start at 1 cell, the cost then increases while you are in warp due to warp distance you have covered. If you reach the warp cell limit of your inventory you will drop out of warp wherever you are on the line. Additionally you can now choose to exit warp at any time of the journey. This allows players to change direction and move off the common travel routes without the need to slowboat. Doing this will also change your target planet / moon warp exit point. Now finally until Atmos pvp / Territory warfare is introduced I recommend moving the warp exit points and warp interference radius of planets not in the safe zone triangle out in to the pvp area of space by around 5 - 10 SU. This will finally add some risk for the higher resource rewards from these planets.
  14. Even on one of the Small BOO/Blitz frigates, you can play spot the adjusters. It’s just comes down to working with design limits.
  15. I cannot see an elements buff coming tbh. However it’s only a matter of time until advanced, rare and exotic variants of the other elements such as air brakes are released. Also keep in mind the ability to warp skip past PVP for rare resources will be coming to an end soon. The sooner the better. So if you want your designs Rare resource ready, it maybe an idea to prepare for that.
  16. My alts are ready to boost my reputation ? TBH I do hope a majority of the bot missions entice players to enter the no mans land of space for any decent quanta return.
  17. I’m sorry but I’m going to have to disagree with everything you suggested. My stance on this whole subject is very straight forward. Wipe and Lock outs are game killing. NQ did not listen at first and look at the backlash 0.23 caused. Want a market? Make it so everyone can make the basics but if you want to be able to make better exotic space engines than the other guys selling on the markets then that’s where the grind and work comes in. Many many system ideas to make craft quality happen. Only thing I would agree to have removed from the game to accommodate this is put down talents. Edit: While on the subject of wipes, lock outs and 0.23 my message to NQ is this. “Only fools make the same mistake twice”
  18. Anyone asking for a wipe is more naive than NQ deciding to deploy 0.23 what was effectively an Indy wipe. What is the problem with DU? Most people are bored of doing the same old thing to progress, dig holes and mine ores. So the idea here is to wipe? What would that accomplish? Oh wait.. more reason to dig holes and mine ores. That will keep people interested in playing the game I’m sure. People have put in too much time in building their foundations with the promise from NQ not to wipe unless there is no other option, e.g Game killing bug that cannot be recovered without a wipe.
  19. I think it goes without saying the base foundation behind the schematic system is actually a good idea, however the desisions on how NQ released the system within 0.23 was poorly thought out and was extemely damaging to the game and playbase as a result. What NQ should of done with such a drastic change was to ensure the playerbase was equipped to handle it. The mission system and other forms of quanta generation should of been the focus of 0.23 and the schematic system should of been scheduled for a later patch. It is too late now the damage has been done. NQ now needs to work on ways to restore the game and try and earn the trust of what i believe is the majority of the community back. With that said and after many discussions in different discord servers and in ATV, i would like to put foward some of my own suggestions for NQ to think and talk about in one of their many many meetings. First the schematic system. The idea behind the system NQ had was to slow progession of people achieving end-game production of elements / items. NQ choosing to use this system to impose a hard quanta lock out is destined to fail horribly in my opinion and creates a bad power vacuum on the markets. NQ can still fix this by adjusting the base bot formula from P = 500 * 1.5^Tier * max(100, SchematicsRunTime) to P = 100 * 1.5^Tier * max(100, SchematicsRunTime) and having some elements placed on an exception list that does not have element stats such as Warp Beacons, following this NQ can work on a new more involved idea of industry progression while still using the schematic system (Reverse Engineering). Reverse Engineering. The idea behind this system is so everyone in the game can start producing items / elements again with out too much trouble. However if you want to be able to produce the best items in the game and make a reputation for yourself and your future store you are going to have to work for it! The reverse engineering system is aimed at all elements / items that has specific stats. How could this system work? Every element can be reverse engineered by the element creator or organisation legate if the element was made in an org machine. This is done by simply right clicking the element in the nano pack or container and choosing the reverse engineer option. When an element is reverse engineerd it is destroyed giving back just a few of the base components / pures used to create the element. The amount of return is dependent on the current state of the element (how many lives left in current system). However there is a very small RNG chance the reverse engineer may produce a new schematic for the same element but one of the stats is now boosted on this schematic say +10% HP. The reverse engineer can now plug this schematic in to the industry and produce these improved elements. With the new elements produced the person / org can now have the option to reverse engineer again destroying the improved elements to have a chance of gaining yet another upgraded schematic with the same stat resulting in +20% HP or another stat maybe improved, for example on an engine you may now get a schematic result of +10% HP & +10% max thrust. This process can be repeated again and again until a game cap on the schematic is reached of +50% stats across the board. Great this engineer now has a game capped schematic to produce the best engines possible, but it cost them a good few hundred or couple thousand elements to get there! I feel that this approach to progression is far more better and immersive than this cold hard quanta lock out on elements. Moving on is the problem with constructs retaining momentum when a player logs back on or someone enters rendar range. This has caused all sorts of problems to fix a very minor one. The current system needs to be reversed asap until NQ has had more time and resources to deploy a much better system in govening this. When improving on this some gameplay rules need to apply. When a core is killed in space it need all momentum taken away. Im sorry but i do not see a better option in the near future for this, gameplay trumps realism in this regard plain and simple. I have more suggestions than time writing this so i'll update this first post with my other feedback later.
  20. May I make a suggestion for NQ up the chain. Take the suggestions CM’s are noting down from these feedback posts and authorise the CM’s to make a post, “following our community feed back here are the changes to the upcoming patch 0.23 and here is what we could not do because of x,y & Z. This will give us a feel good feeling that our input is having an impact on game direction.
  21. The PVP scenario will need to be addressed before implementation. It’s more important than a bit of fuel saved from an instant stop. You have the ECU code. Can it not be made that the server dedicates resources for the time it takes for the construct to brake its self upon loss of player contact?
  22. Original aim of this topic is to lower the viability of death cubes? Cross section needs to be added to the hit chance calculation. Max core build box size minus cross section to give a percentage. Add that percentage to the end of the hit chance calculator with a cap of 50 or 60% so we don’t get L core, small ship meta.
  23. Reading through it looks like people have been going in to the PVP zone completely unprepared and have paid the price. Currently the safe zone is huge and no PVP is happening within 500km of the planets. However this will change when the PVP content updates roll out. If you and your teams want to venture out to the unsafe territories and take on the risks to gain the rewards of resources found there. You must ensure you are prepared, otherwise the risk of you being pirate food will increase dramatically. PVP needs more content updating, gunning needs to be more immersive but does it need to be nerfed because a few people got their 1 layer thick aluminium walls broken down? No...
×
×
  • Create New...