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JayleBreak

Alpha Tester
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Posts posted by JayleBreak

  1. 13 hours ago, Maxim Kammerer said:

    Where do they come from?

    I have 4 Small Mining Units (crafted in my nanopack). 2 for Coal, 2 for Quartz. I collected 6390L of Coal and 6426L of Quartz in 15minutes (Calibration spawns). I also collect 70L per hour of Coal (100L Max) and 42L per hour of Quartz (61L Max) after that.  For a 24 hr period that comes to 8070L of Coal (@45q = 363 150q) and 7434L of Quartz (@36q = 267 624q) worth 630 774q right now based on buy orders at Alioth M6.
    I actually have 8 charges so if I wanted I could have 8 units covering all 4 ore types.
    However, I'm told new players start out with 1Mq and basic Mining Units L are costing 240 000q at Alioth M6. So that would be another way to go (not worth it IMHO).

  2. 2 hours ago, CptLoRes said:

    Not that long ago everybody was saying get out of sanctuary as quick as possible because it is a dead end. And now suddenly it is supposed to be the solution?

    I don't consider it a  dead end (I'm actively building on my Sanctuary territory), but  having said that the most consequential MMOs have all had there newbie zones (don't tell me you never payed your dues killing rats) and  they could be considered dead ends because they were just the first rung on a ladder that you moved up.  Perhaps a problem with DU. Alioth provides everything you need until you are ready for the end game if that holds any interest. A two step ladder is not very interesting. 

  3. Q: Why (after 2+ years) would I return to DU after the rumoured full wipe prior release?
    A: Because DU would feel new because of the following:
     

    • There is a "New" Alioth
      1.  Aphelia declares Alioth a Sanctuary (the other one becomes Moon 3), and all planets/moons have a 3SU "Safe Zone" enforced by Aphelia. PvP exists everywhere else. Note: current Alioth has too many water territories, just swap the name with Sanctuary and move the Ark.
      2.  New Alioth has a central market at the Ark which is restricted. Satellite markets provide access to the central market and are distributed such that no territory is more than 30km away from one (about 60 markets in total). Thus, no need to go further than the local market to trade.
      3.  12 regional markets (reachable by teleport from other regional markets, each regional market has 4 satellite markets with teleports within the region) provide free, safe, shuttle service to the corresponding market on Moon 3.
      4. All Basic schematics should be found on Alioth for negligible prices (~1Kh). All Uncommon schematics should be found on Alioth Moon 3 for reasonable prices (~50Kh). Note: Next to building, Industry is the most widely enjoyed content that DU provides (it also provides an incentive to build). Make the early stages broadly accessible.
      5. Add a new moon to Alioth (nothing special). Assign one Tier 2 ore to each moon. The T2 ore should be found on each territory of the smaller moons and are findable (e.g. 1 in 10 territories) on Moon 3. No higher tier ore should be found on Alioth or its moons.
    • Helios is smaller
      1. Move all the planets closer to Alioth. Reduce their distance from Alioth by at least half.
    • Make No Promises, but Provide a Vision for the Future (let us hope)
      1. Here is a story: Colonists revolt against Aphelia's heavy hand (and taxes). One by one, Aphelia withdraws her planetary protection until only Alioth and its moons remain. As Aphelia withdraws her protection, territory warfare brakes out between colonists.


    All of this could be done with what DU software provides today, but it does require work so it can't be done today, or even a week, but certainly by the time of release. In my opinion, it would be enough to get the majority of people who have drifted away to come back and try DU again.

     

     

  4. 20 hours ago, CptLoRes said:

    For once I have to agree with Cergorach. There will always be some degree of P2W in any game that is not totally free to play. That is just the nature of the beast.

    Even free to play will be P2W if having a faster computer, better internet connection, or just more computers (boxed) gives an advantage.

  5. 6 hours ago, Xennial said:

     

    New players are likely only going to be around alioth , so T1 MU's. 100L/h , x 48hr 4800L of ore per machine

     

    Why do all of these calculations ignore the surface spawn that you get with the calibration? It can be quite substantial (I've seen anywhere from 25% to 100% increase over the 24 hour yield).

  6. Everyone seems to ignore that you have a territory on Sanctuary which is free. Even a new player can craft a bunch of nano-crafted mining units there - and each calibration can surface spawn over 3K of ore that can be harvested in 2 minutes. So, its easy to get over 20k of T1 ore a day with just 10 minutes of effort (after a few days of skill training and surface harvesting), and you can spend additional time harvesting T2 ore (there are loads of it) for additional cash.  In fact the problem for a new player is getting the ore to the Markets to sell...
    There ARE barriers to graduating beyond this that NQ has to address - I have suggested adding Tiered Territory Scanners for example.

  7. 1 hour ago, Jake Arver said:

     

    I'd say making a realtively minor change, with really not as much of an impact as you seem to want to imply, which may well retain paying customers.. Seems like a good idea to consider.

     

    The limiting factor on the number of MUs you can productively have at any given time is the recharge time. The drop off time can be extended to 7 days, but then the time to recover the calibration charge has to be increased correspondingly to keep production levels constant. More active players who want to switch between ores that are being mined every other day (for example) might not like that.
     

  8. While building, I placed a ceiling using the deploy voxel tool and was warned that the complexity of the voxel chunk had reached 79%. The chunk had almost no shaped voxels (I do detailing like door frames and such afterwords) but it did span the exterior wall, interior wall, floor, and ceiling (for 2 floors). The walls did have header and footer textures. But all this is typical in a build. I continued to build putting a second floor above the first floor ceiling and the chunk's complexity rose to 85%.
    Why is such a straight forward construct on the threshold of being too complex? Will adding shaped voxels (e.g. door frame) push complexity over the limit? What is the complexity measure trying to tell me, and can it be put into words that I can act on?
    Addendum: I completed the chunk by adding a 45% slanted wall using a material already present. The complexity went from 85% to 104%.  The location of the chunk is: ::pos{0,26,1.9579,12.0628,347.0015} if you care to see for yourself. A picture of the offending wall is below.

    TooComplex.jpg

  9. [I won't make any value judgements here in the hope that the forum spamers will ignore this post]

     

    The introduction of tiered mining units which can only be deployed on static cores which require the territory to be claimed has made Territory Scanners an essential part of a players inventory. But the current territory unit is more of a mid-game item due to its mass, size, and cost.

    My suggestion is to introduce tiered territory scanners These can be sized versions of the current scanner (much like Assemblers in Industry). For example, the T1 Territory Scanner should be 1/10th the original's size (~1.5m tall) and maybe 500kg in mass. The current TS size is suitable for T3 or higher.

  10. Just now, W1zard said:

    Difference here is that industry runs on server-side, while scanners run on client.

    If by "runs" you mean the server records when you started an industry element and what the job was - then sure. But the actual results and the cascading effects are not computed until some player (client) comes within range of the construct (which is probably why links can't span constructs). A detector triggering a programming board to run is another example of this way of operating.


    And yes, I see no reason why scanners (which are deployed in constructs) can't operate the same way. Perhaps the client that started the scan job has to (or did before Demeter)  compute a lot of data (node sizes, locations etc) and upload it and that stopped if you moved away from the construct. But now all that needs to be stored on the server is the result of a random number generation for a tile (if even that - it could be purely algorithmic with the tile ID seeding the random number generator).

  11. 1 hour ago, Underhook said:

    Oh yeah apparently some ore pops up after calibration.  I never found it.  I didnt know that apparently a message pops up after calibration telling you the location of the ore.  I never noticed the message and never got the ore.  So, if your new watch out for that one.

    After you set the final position , the number of leters  is shown on the left hand side of the dialog and above it is a button to set the current destination (waypoint) to the location of the surface ore. After pressing that it is easy to find the surfaceore.

  12. 5 hours ago, Underhook said:

    I have done around 25 scans on Symeon.  Every tile had the same ores.  Bauxite around 20 to 40lph, Chromite 20 to 40lph and Garnerite from 90 to 200lph.  Since it seems that T4 and T5 ores are going to be incredibly rare.

    I've had a similar result on Ion but with Coal, Limestone, and Acanthite. Seems like there is an incentive to move to the outer planets which is fine. Just wished they could have given those planets more interesting terrain.

     

    I nano-crafted a couple of small basic units on Sanctuary. I didn't expect much from them and didn't get much, but the surface ores that pop up when you calibrate are a nice kick start. For a new player experience, I would suggest starting players out with at least one charge so they can calibrate when they set the unit up as otherwise the unit won't do anything which will confuse new players to no end.

  13. I've updated the planetref.lua file so it can be used with the atlas.lua file now being distributed as one of the game files. That file's id field is used to initialize the BodyParameters.bodyId field, and BodyParameters.planetarySystemId is set to 0 (since there no comparable value in the file). The BodyParameters.__tostring method has been updated to format the additional fields that are not otherwise used but are of course useful. You can get a copy of the file from the gitLab repository

  14. On 11/20/2021 at 11:25 AM, Zarcata said:

    If there is to be a wipe, then it must be a real complete wipe.

    No. It would take too long to get the resources and skills to recreate what I have even with blueprints - I would just keep screenshots (as I have for Landmark) and move on.

    The only full "wipe" I would support on release would be all the dynamic constructs parked on Aphelia owned territories.

  15. 18 hours ago, Jake Arver said:

     

    You are looking at this the wrong way though. Previously, if you emptied out a tile you needed to find another.
    Now, once you find a tile with ore you need, you have found an INFINITE supply of this ore without ever needing to look elsewhere.

     

    This simple fact will change the entire foundation of the game and open up a good number of potential loopholes unless NQ really do their homework which so far they seem to not even realize they will need to do.

    For one, it will become trivial to obtain unlimited amounts of T1-T3 ores very easily within the Alioth/Madis/Thades safe zone. This by itself will mostly limit the game to this area as the majority of the left playerbase is there, need no T4 or T5 ore and so has no need anymore to leave the safezone.. ever..

    In the process Asteroid mining becomes irrelevant for his same group of players as well.

     

    So it's not that the calculatoin is wrong, it's that you do not grasp the consequence of this, but you may now. 

    I agree (and said so in an earlier post) about the significance of the unending ore supply from a territory. But I think you are making a classic mistake in assuming that since NQ has not announced a change there won't be one. Specifically, that there won't be a change in the location (planets & moons) and distribution (probability of a territory having) of higher tier ores.  I recall (hopefully correctly) one PTS forum post that reported no Alioth scans (presumably from a large number of scans)  had T3 ore.  There was also a question in the Vlog about hard to find ores to which the response admitted that rare ores will be harder to find they will still be found on the outer planets.


    If T3+ ores are harder to find, then Asteroids may in fact be the principle source of higher tier ores for those not lucky enough to claim a territory supplying them (see first sentence above).

  16. 18 hours ago, Shredder said:

    Does anyone know what will happen to dynamic constructs that are in underground bases when the patch hits? Will they be destroyed? Will they pop to the surface? Or will they have to be dug out (but remain in damaged)?

     

    My corp has like 30 of them in our large base but I don’t have access to fly all of them, and drag moving from deep underground will take an absolute age.

    I'm pretty sure they will be buried. If they appear in your constructs menu then you can "fetch" them. Otherwise, if they are on your base, you could have the static cores they are in excavated by NQ by submitting a ticket.

  17. The biggest reveal in the VLog to me was the change so Territories never run out of ore. The change in how the ore is extracted is trivial compare to this change from a gameplay perspective. Its even more impactful then taxing territories.


    In light of this, I have completely changed my opinion on legacy scan reports. I feel they must be wiped with Demeter.  To not do so, provides those with the most scans an extraordinary advantage over other players that was never anticipated by me or others (I'm sure). And an advantage for everyone over players who will join in the future.


    Trying to be optimistic, I take this change to mean that territory warfare is a definite, not too far off feature. That is the only counterbalance to a feature that gives an otherwise unassailable advantage to legacy players which will be deeply resented by the have-nots (now), and (hopefully) far more numerous future players.

  18. Flying around Alioth I see claimed terratories every 5 or 6 hexes, and 90% of them are totally undeveloped (and it feels like most of the rest have a space needle and not much else). I think a Tax is justified, to reclaim abandoned/unused terratories. However, I think the tax rate should be based on the economic value of the tile.  So high litre per hour (+ ore tier) tiles should be taxed at a higher rate, then low productive tiles. 


    As far as existing scans go, my knee jerk reaction was to have scans deleted, although it does penalize people who spent a lot of time collecting them. But with the new system it seems that the difference between an "average" tile's productivity (ore per hour) and a "great" tile's is far less than what we have now where a meganode could keep a person mining non-stop for many hours without any down time (i.e. moving to a new tile, digging/searching for a node, and mining 6kL - repeat). At least I hope so.

  19. 18 minutes ago, Atmosph3rik said:

    Right now it's pretty frustrating trying to figure out if an element is obstructed, and if it is, why.

    I don't know how to predict what will be obstructed (and by what), and how much obstruction will be seen (and perhaps when).  A Devblog that describes what can generate obstruction, under what conditions, and what will alleviate the problem in somewhat quantitative terms would be appreciated.

  20. Without a Terratory Scanner, picking a terratory to mine will be an expensive gamble for players. But TS are kind of advance item, which will be out of reach of new players until they have progressed far enough to not only buy one, but to have a ship capable of transporting it. I don't think that surface mining will be satisfying for that long.

  21. 3 hours ago, Jake Arver said:

    There never was a vote on safe zones at all, Initially it was just an area around the ARK ship, then around the markets on Alioth, then came Sanctuary and finally the massive blob around Alioth/Thades/Madis.

    Historically, ALL of Helios was safe - no PvP at all. Then a small region of space was defined as PvP Zone. Then PvP zone was extended to what we have now. Thats what happened, but the dream envisioned was PvP everywhere (including on planets) except Sanctuary and an extended region around the Ark ship (which incuded markets before the Ark was moved).

    To paraphrase: No dream survives first contact with reality.

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