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Modgud

Alpha Tester
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  1. Like
    Modgud reacted to Distinct Mint in RESET NEWS ANNOUNCEMENT - Discussion thread   
    While NQ are resetting Alioth, they might consider spacing out the districts/markets a little bit, rather than having them in a nonsensical circle which just increases congestion and lag. I mean, why would you have 10 of them in close proximity? Time to resolve the situation!
  2. Like
    Modgud reacted to Rokkur in What Social Features Are Missing in DU?   
    Wanted to talk about some of the missing ways that would help build community interaction if the game draws attention at launch.

    1. Better Chat System
    2. Player Mailbox for Offline Messages
    3. Event/Location Search Directory for player based community locations/events.

    What are your thoughts?
  3. Like
    Modgud reacted to DuskLight in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full wipe and do it right this time. There is no point of shackling the devs as they attempt to salvage the game. The community must be willing to make sacrifices for the benefit of the game as a whole. 
  4. Like
    Modgud reacted to Skeletmaster in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    NQ why are you managing things that we as players could also do, dont waste your time on things like this. Put more efford in balancing and economy problems then in smt that WE as a community could do the same. If you want to give us a place for advertisment give us a pinboard or so as a menu point, where we can post ads, events, org recrutment... (maybe with a price for some quanta a week. 
  5. Like
    Modgud got a reaction from Skeletmaster in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    To be honest ... the whole idea is a total mess and goes in the wrong direction. NQ is right that the players need more conncetion and communication to other ideas, projects and player groups, but the solution couldn't be a static construct on a static place. You deliver an idea which doesn't scale with the active number of players, could be build by players and needs regulary work from NQ to change the exposition. The rules are vage and the time frame for the exposition change is not even called. Will you do it, if someone by NQ find time for it ?
     
    If you want a place for ideas and goods/ services who doesn't fit in the market, look like the players do it so far.
    1. Discord - not the best solution. Not every player is in Discord or active on a special server. For some players it's a barrier.
    2. extern websites - like https://du-creators.org/ . A barrier to, because it's extern, but widely known and used. Why ? We need something like this.
     
    What we realy need is not a static, NQ managed, construct. We need more ways to communicate ingame.

    1. A virtual ingame blackbord as part of the interface and menus. A place where every player can announce for a fixed time frame and and maybe some Quanta a message, commercial, call to the arms and so on. Nothing complicated a small menu to upload an image and some lines. A catalog which can see every player with pressing one button, without any barrier in DU.
    2. An ingame calendar. In the past we had player driven events but no way to apply for it. Yes there is the discord-channel for events, but see Discord barriers. Same as point one, a way to announce my event for a limited time and for a price.

    The goal of this is that a new player without knowing all websites or discord servers or a large org can log in, press one button and can see all the crazy staff other players do in DU and want to share. A static construct can not do this.
  6. Like
    Modgud got a reaction from SchlagIto in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    To be honest ... the whole idea is a total mess and goes in the wrong direction. NQ is right that the players need more conncetion and communication to other ideas, projects and player groups, but the solution couldn't be a static construct on a static place. You deliver an idea which doesn't scale with the active number of players, could be build by players and needs regulary work from NQ to change the exposition. The rules are vage and the time frame for the exposition change is not even called. Will you do it, if someone by NQ find time for it ?
     
    If you want a place for ideas and goods/ services who doesn't fit in the market, look like the players do it so far.
    1. Discord - not the best solution. Not every player is in Discord or active on a special server. For some players it's a barrier.
    2. extern websites - like https://du-creators.org/ . A barrier to, because it's extern, but widely known and used. Why ? We need something like this.
     
    What we realy need is not a static, NQ managed, construct. We need more ways to communicate ingame.

    1. A virtual ingame blackbord as part of the interface and menus. A place where every player can announce for a fixed time frame and and maybe some Quanta a message, commercial, call to the arms and so on. Nothing complicated a small menu to upload an image and some lines. A catalog which can see every player with pressing one button, without any barrier in DU.
    2. An ingame calendar. In the past we had player driven events but no way to apply for it. Yes there is the discord-channel for events, but see Discord barriers. Same as point one, a way to announce my event for a limited time and for a price.

    The goal of this is that a new player without knowing all websites or discord servers or a large org can log in, press one button and can see all the crazy staff other players do in DU and want to share. A static construct can not do this.
  7. Like
    Modgud reacted to blazemonger in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    Great.. but ..
     
    Why is this not integrated with markets? I made a detailed post on this three years ago with a suggestion of how to do this, keeping the market building at the centre of the "hub" and then create one or more "malls" on the outskirts of the market areas to allow players to place their market stalls, after vetting by NQ. Combine that with extended parking at distance and possibly trains going between parking, the malls and the market. All of this is possible in game now and all of it has been done already by players.
     
    This idea creates commercial hubs and by possibly allowing bigger stalls up to S or even M size you could create a one stop shop area where players can come, buy constructs or services or whatever from stalls and then pop over to the market to buy the materials they need. It centralizes and solidifies this all-in-one organisational set of structures, and you could do this for maybe 3 or 4 of the current markets to spread it out a bit.
     
     
    Right now, we have a place which showcases certainly goods in du-creators.org which is frankly a well-designed and managed site. Why does NQ not at least try and integrate this into their plans, talk to the creators of the site, give credit where it is due and pay the man. A lot of work has been done and it would probably be far easier to integrate that site INTO THE GAME.
     
    Also, I could see potential for a "services" section on that site as an extension which then also get sin to the game as well as becomes available outside.
     
  8. Like
    Modgud reacted to W1zard in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    For me it's sounds a bit strage how is the first words in this devblog is:
     

    In the devblog about NQ-driven solution.

    For me NQ-driven and player-driven is quite opposite terms, and I don't see how this concept supports it.

    Also 16 slots seems like way too little, do you think that at release, if there will be 10k+ active players 16 slots will be enough to promoting player-made content?
    How much of these exchanges will be needed at release to satisfy all the players who want promote something?
    Is this concept even scalable to reasonable amount?

    Why not just integrate a player-driven shop system for constructs BPs and scripts ingame, the one that would replicate DU-Creators, but actually inside the game, with the ability to purchase a BP from there directly?

    What if some players use this exchange for promoting their org, and there are much more orgs that would like to promote themselves, than just 16.
    Would that mean that these NQ-selected 16 orgs would be dominant in player-counts, because NQ desided so? How is that a player-driven?
  9. Like
    Modgud reacted to m0rrty in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    I am a bit confused...
    Did we build our own Showrooms, where we can sell constructs bigger than XS, and did we have a marker on map to invite players to visit our shops, didn't we?
     
    It looks like with the Alioth Exchange we will have to abandon our showrooms and stick to this one, as this one will be surely visited by a huge number of players...
    Why do you want us to stop using our own showrooms, or I understand this concept incorrectly?
     
    Best regards
  10. Like
    Modgud reacted to Knight-Sevy in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    You are not afraid that the concept is not real future proof in terms of workload for NQ?
    From what I see it is not automated, and requires direct intervention from NQ.
    Given the size of the current community, 16 elected seems ok. But I'm afraid that also corresponds to the current number of potential buyers.
    But let's project ourselves into the future and the release with many more players and potential buyers. This will give really important exposure to those lucky enough to be selected.
    This will also require a lot of work for NQ to regularly select new sellers...
    16 booth, 32? 64? How are you going to manage these if the number of requests explodes? Why isn't there an automated perk system to relieve NQ.
  11. Like
    Modgud reacted to Poljack in The siege of Gamma   
    I'm actually totally stoked that this happened in game. I am 100 percent all for this kind of content, having fought legion and i think empire a bit at the old serenity alien core on PTS, this is actually making the game feel somewhat alive. I for one think these cores are a great addition to the game. I'm not sure what other people think but i would have liked to have seen the current solar system broken up into zones/areas with one of these cores giving you control of  1 said area/zone each. Maybe you would take 2 cores that hold 2 zones so you could run a specific mission route and offer it to all your friendly org's, there would be a bit more reason and thought behind holding certain cores. This for me would have created interest for org's that are not necessarily pvp interested, to be allied with the zone owners to run either trade routes through friendly areas or mine asteroids etc etc. It would encourage people to have pacts and help smaller groups maybe to feel safer venturing into zones of the game they may not normally because of pvp. It would also have encouraged pvp orgs to protect their solo/small org's (the pve crowd if you like} when in their zones (maybe offering some sort of compensation if they are destroyed) I do think these core are a great addition and i do welcome them, I would just like to see a bit more of a reason for owning them or taking them. But GG all round i shall applaud you for what looked like a superb fight. big thumbs up from me.
  12. Like
    Modgud reacted to Novean-61657 in Limit what can be manufactured on the starter moons (Sanctuary/Haven)?   
    I was brainstorming a bit about expensive factories, their costs, their exposure to eventual pvp, their location, resource supply, etc.
     
    Before the the whole potential wipe announcement I was planning on building a Warp Beacon factory, and the safest place for that was on my tile on Sanctuary (no pvp ever). I never got that far due to that potential wipe announcement (I went pretty much dormant due to that). But the recent unannounced change to Warp Beacon building (plasma from the 10 alien cores), made me think that NQ might be pushing a ton of pvp related stuff. And having factories on the starter moons producing 'end content' stuff seems extremely counter productive. I suspect that NQ will eventually realize that as well and make that change at a later time, after folks have spent billions and 100s of hours on it building on a starter moon...
     
    As you can only mine T1 and pick up T2 ores, why not limit starter moon (Sanctuary/Haven) factory production to T2 elements max. That would allow people to make basic stuff, but nothing more. If starter moon space stations will also be in a pvp free zone for perpetuity, also give those space stations the same limitations.
     
    I know that I'm shooting myself in the foot by asking for this, but I prefer shooting myself in the foot now over NQ shooting me in the knee at a later date...
  13. Like
    Modgud reacted to GraXXoR in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I really just don’t understand why miners and industry territory beacons, weapons AGGs, warp beacons don’t require fuel to run. 
    They are perpetual engines. 
     
    even NMS has better fuel and power management gameplay than this game, and that’s a casual minecraft like game. 

    imagine if it actually required copious amounts of energy to keep everything running. Balanced correctly that would keep things in check far more than stupid taxes and keep consumption rates high. 
     
    element maintenance requiring bolts, pipes and chambers etc should obviously be a thing. Every x hours a component on your ship needs one or more of the parts it’s made from replacing.  Leaving it unmaintained would cause it to degrade and eventually need replacing. 
     
    the gameplay could be simple like repairing but instead of just scrap, it needs the actual parts in your active container.
     
    Or it could be more involved like swapping the parts with working parts (using a new swap tool) and taking the broken parts to a dedicated service station 

    even these alone would ensure greater need for parts and services. 
     
     
     
  14. Like
    Modgud got a reaction from Megabosslord in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    At the moment, no. This is the plan for the future.
  15. Like
    Modgud reacted to Sycopata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    My points to defense the wipe: 
     
    -It is a publicity claim, although many players believe that new players appreciate landing on a server full of life, the reality is that most prefer virgin worlds. 
     
    -Sanitation of the database, all the servers as time goes by tend to work worse and worse, and even more so if they have suffered major infrastructure changes, due to big patches. 
     
    -Restart interest in the game for old players, who, when they return to the game, after a pause, do not finish rejoining comfortably, hindering their previous progress 
     
    -Relaunching the project, if the wipe is accompanied by a map change, graphic improvement, and a patch with a lot of content, can be an excuse to re-present the project as something new. 
     
    -Eliminate the feeling of a dead world, despite the fact that there are many things in the game built, the vast majority are abandoned, flying over shells of large projects that do not advance, in reality it only shows that the game is in decline. 
     
    -Eliminate from the game a lot of illegitimately gained wealth, despite the fact that we are convinced that it is easy for the smart to become rich again after the wipe, there are many rich who are not so because of their intellectual abilities, but because of their lack of scruples exploiting to the maximum game glitches. 
     
    -Restart of many communities, there are many communities that a wipe can reactivate, since most projects decline when the players of a community disappear little by little, leaving many orphaned players who end up also stopping playing due to lack of partners, or joining other communities where they will never feel 100% part of the project, a wipe allows communities to restart and start again side by side to build projects in which you can feel involved. 
     
    -Illusion to have everything to discover and to be back in a technological career, to start from scratch, it is always an emotional push, where you feel motivated to unlock both individual and collective achievements, a wipe offers a restart to those feelings. 
     
    -Exponential increase in income for the company, although they are temporary, they can buy time so that the company can find a way to retain players, adding more and more content, instead of continuing in the dynamic of cutting content to adjust costs.
  16. Like
    Modgud reacted to Sycopata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    The best point on 0.23 pach:

     
    [IMPORTANT] Elements now have limited restoration attempts using scrap before being permanently broken and requiring a new element to be replaced with.
     
    Most elements can be restored 3 times.
    Item and fuel containers can be restored 5 times.
    Core Units can no longer be restored using scrap at all.
     
    It was such a good aspect, that our corporation created an internal market to be able to offer spare parts, each one of the members specialized in the production of a series of spare parts, and we created an area of stores with dispensers, after reversing this patch for the pressure of the players, that industry was no longer necessary because no one needed spare parts anymore, the stores stopped making sense and the market was dead. and let's be honest, the problem is not lag or bugs, the problem is that there is a part of players, who do not want to suffer any penalty for their mistakes, and who are only interested in seeing their wealth grow.
     
    The tools are in the devs hands.
     

  17. Like
    Modgud got a reaction from CoyoteNZ in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    Especially an event "transaction made". This alone can push the potential of dispensern.
  18. Like
    Modgud got a reaction from Megabosslord in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    Especially an event "transaction made". This alone can push the potential of dispensern.
  19. Like
    Modgud reacted to CoyoteNZ in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    We need Lua for Dispensers!
     
    set contents, set price, and events transaction made, or transaction failed. 
     
    Was really hoping this time when the post said new Lua functions 😩
  20. Like
    Modgud got a reaction from Steffstoff in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    The big problem are not the grind or exploits of the past. The real problem is how players used new features, like it never was intended. NQ has changed a lot in the last year. Every time a new thing was annouced the players have looked for a way to exploit it. That's okay in the sense of testing. But it hurts the game intention in a finished version. Why ? The "exploit" way is a cascade. Every advantage you gain from one patch rise the advantage on the next. And yes, same features are never was intended to be finished. There was/ is a first version to give NQ feedback to this topic. To remember: The game is in a beta. We are tester, not gamer. So it's ok to test and exploit something. Grind like hell to test the balancing of the game is ok too. But after this the developer must have the possibility to draw conclisions and fix the mess. In this sense: Full wipe pls.
     
    Your complain is not the wipe, it's missing pvp activity. For this we need more players. A lot more new players.  With this the rare t4/t5 MU spots on planets are not enough and you will see more activities at the asteroids and in space.
  21. Like
    Modgud got a reaction from Squidrew_ in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full Wipe yes.

    Like NQ i see a lot of faultings in the actual game, which are consequences of unpolished features of the past. A clean start can fix this. The game can grow like intended. Better planets are big bonus too. But some questions are open.
     
    If NQ skip the shematics, what replaced them ?  There is not much time left for a new solution. Will we return to pre 0.23 ?
    Quanta ? Hopefully part of the wipe. Without it's useless.
    Talent points ? A very hot topic. Will we see a reset here too ?
  22. Like
    Modgud got a reaction from Quaideluz in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full Wipe yes.

    Like NQ i see a lot of faultings in the actual game, which are consequences of unpolished features of the past. A clean start can fix this. The game can grow like intended. Better planets are big bonus too. But some questions are open.
     
    If NQ skip the shematics, what replaced them ?  There is not much time left for a new solution. Will we return to pre 0.23 ?
    Quanta ? Hopefully part of the wipe. Without it's useless.
    Talent points ? A very hot topic. Will we see a reset here too ?
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