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Taelessael

Alpha Tester
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  1. Like
    Taelessael got a reaction from Palis Airuta in Remove Safe zone around all planets except central safe zone. Lets test it!   
    Amusing as the chaos would be, that would probably drive more people away right now than it would bring in. 
     
    If you want to get some proper pvp, your best bet would probably be to try and take one of the space-resource nodes (you have a list of them and their coordinates in the system map).
  2. Like
    Taelessael got a reaction from Cybob19 in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    So... lets see if I have this strait...
    You're sitting here in this thread advocating for everyone that plays a game you don't intend to play yourself to lose all their stuff because this will somehow auto-magically cause new people to become interested in the game... and because you have decided the game is dying (it isn't great, but it isn't exactly gone yet either) this makes mocking/insulting the people that disagree with you because they don't want to lose all the work they've invested their time in acceptable?
    ...
     
    Once lost, neither trust nor reputation is easily regained. NQ said beta was soft-launch. While they may lose some old players on a full wipe, enough will stick around (at least for a little while) that any new players gained will learn not to trust promises that their stuff wont be deleted. DU has its problems now, and a wipe might fix a few, but can it really afford one? "All your stuff that took hundreds or thousands of hours to get might be permanently deleted to try and fix a bug or two and undo some poor development choices regardless of the developers saying you'll keep your stuff" isn't exactly a great thing to have a reputation for.
  3. Like
    Taelessael got a reaction from merihim in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    So... lets see if I have this strait...
    You're sitting here in this thread advocating for everyone that plays a game you don't intend to play yourself to lose all their stuff because this will somehow auto-magically cause new people to become interested in the game... and because you have decided the game is dying (it isn't great, but it isn't exactly gone yet either) this makes mocking/insulting the people that disagree with you because they don't want to lose all the work they've invested their time in acceptable?
    ...
     
    Once lost, neither trust nor reputation is easily regained. NQ said beta was soft-launch. While they may lose some old players on a full wipe, enough will stick around (at least for a little while) that any new players gained will learn not to trust promises that their stuff wont be deleted. DU has its problems now, and a wipe might fix a few, but can it really afford one? "All your stuff that took hundreds or thousands of hours to get might be permanently deleted to try and fix a bug or two and undo some poor development choices regardless of the developers saying you'll keep your stuff" isn't exactly a great thing to have a reputation for.
  4. Like
    Taelessael got a reaction from Samedi in Add a "quality" stat   
    Wouldn't that time-scale negate the point of having a decay feature? If it takes months or years then all it will really by doing is annoying people who forgot to do the upkeep before dismantling it (or whatever else requires it to be topped up).
     
    Agreed.
     
    Unfortunately it is not just a game, but specifically an mmo, the "law of conservation of ninjutsu" very explicitly can't apply. If one person or a small group is capable of producing something, then a proportionately larger group must be proportionately capable of producing even more of that something. It would take an unrealistic amount of complexity to make it possible for a small group to have any area of production where they could out-perform a large one. NQ could add a thousand different skills today that each take a month to cap, and by this time next year several of the major orgs would have at least one member that had level 5 for any given one.
     
    Where'd be the fun if I didn't? X)
     
    Scripting perhaps, but anyone with patience and an understanding of physical shapes is a voxelmancy-wizard now thanks to the voxel precision tool. Either way though, if just anyone could make a McLaren by letting a couple of timers run for a month or so, then it wouldn't really special, it would be just like Ford, but with a different decoration on the front.
     
    Until NQ weighs in with a bunch of hard numbers, opinion is all any of us have.  
  5. Like
    Taelessael reacted to Kormolos in space market big lag soluce   
    hello
     
    as you know the spae market is fully laguy often
     
    i suggest:
    no static before 3 SU of the space market.
    ship less 3 SU of the space market abandonned after 7 days
  6. Like
    Taelessael reacted to Yoarii in V key   
    I'd rather not have a static icon on top of my ship. A little indicator by the mini map would work though.
  7. Like
    Taelessael reacted to Kormolos in V key   
    hello, it would be nice a little light that comes on to confirm that the V key is on. so that we are sure to be able to see the ship icons, wrecks etc.
  8. Like
    Taelessael got a reaction from Msoul in Remove warp cells   
    A lot of pvp-groups disagree with you, and burn egregious amounts of cells scouting for people to shoot.
     
    As for there being a lot of people on Alioth... If I had to guess it is more because travel between planets is easy, and resources are relatively close. Near about anything that is for sale can be found on Alioth, so all the buyers go there (in turn attracting even more sellers). Look at EVE's star-map, you'll see a lot of systems with next to no activity (even in high-sec space), but Jita will always be a crowded mess because that's where people have decided to buy and sell their stuff. Alioth is our Jita.
     
    On top of that, if someone needs to go to any other planet in the system it is only one jump away. It is functionally the center of the system, from there you can go anywhere if you want.
     
    New players also tend to collect there, as they are not limited to just operating in their own sanct/haven tiles and the shuttles allow them to go back and forth without having to learn/manage interplanetary flight.
     
    Cell-cost is fine. If you want people to spread out then you need to give them a reason to do so.
  9. Like
    Taelessael got a reaction from Haunty in Remove warp cells   
    A lot of pvp-groups disagree with you, and burn egregious amounts of cells scouting for people to shoot.
     
    As for there being a lot of people on Alioth... If I had to guess it is more because travel between planets is easy, and resources are relatively close. Near about anything that is for sale can be found on Alioth, so all the buyers go there (in turn attracting even more sellers). Look at EVE's star-map, you'll see a lot of systems with next to no activity (even in high-sec space), but Jita will always be a crowded mess because that's where people have decided to buy and sell their stuff. Alioth is our Jita.
     
    On top of that, if someone needs to go to any other planet in the system it is only one jump away. It is functionally the center of the system, from there you can go anywhere if you want.
     
    New players also tend to collect there, as they are not limited to just operating in their own sanct/haven tiles and the shuttles allow them to go back and forth without having to learn/manage interplanetary flight.
     
    Cell-cost is fine. If you want people to spread out then you need to give them a reason to do so.
  10. Like
    Taelessael got a reaction from Wolfram in Make it possible to edit Core Blueprints   
    Wolf's post specifies that you have the core bp where yours does not. People are more likely to agree with their suggestion than yours because odds are if you have the core bp then you are either the original designer or someone the designer has entirely sold their rights on the construct to.
  11. Like
    Taelessael got a reaction from Haunty in Duplicated name on Core   
    Given the amount of client-side stuff in this game, any attempt at forcing unique names is going to be more or less impossible.
     
    As for making construct-id visible in the default auto config windows... well, I do recall NQ saying something along the lines of "custom scripts shouldn't result in major pvp advantage", and making that ID visible in default would seemingly solve the issue...
     
    Then again, with NQ's record I suppose it would be more productive to just find a free script with the appropriate features and link people to it...
  12. Like
    Taelessael reacted to MotherRoshiya in Settings Option to Choose Default Piloting View   
    So I'm weird and actually prefer 1st person view when driving my constructs, though I know most people prefer 3rd view, hence the recent change.

    Rather than have one group constantly having to push insert to get to their view every time, I propose having a Settings Option, perhaps under controls, that allows us to choose our Default Piloting View/Camera for flying constructs.
  13. Like
    Taelessael got a reaction from BlueDevila in ATHENA (0.29) UPDATE NOW AVAILABLE - discussion thread   
    I'd disagree, if its managed to keep going for two decades then they've obviously done something right. The trick is being sure you're copying the good mechanics and not forgetting to add in your own stuff that makes the game better.
     

    Accessible... right... (you set yourself up for that one)

    I didn't get in to EVE until it had its legs under it already, but as I recall hearing at the start it didn't have much. Some cool ships, one massive shared universe to explore, and enough content to keep people interested while CCP worked on more stuff.
    -Mining was boring (to me), because it involved sitting and shooting at rocks for several minutes at a time,
    -Hauling was boring (to me), because it involved picking up a package, hitting the autopilot, and going to do chores for several minutes (or hours) at a time,
    -Combat missions and belt-ratting were fun, because I got to go blow stuff up,
    -Working out what to fly with what fittings was fun, because I like building/functional customization,
    -Exploration was fun because there were new things to see, great rewards, and the universe-size paired with site-respawn made it so that odds were if I found something I was the first there to loot it, but still had to be quick and careful to make sure someone else didn't come in and kill me while I was working.
     
    DU is far from perfect, but it has potential, NQ just needs to get it sufficiently playable with enough content to keep people happy while they work at adding to and improving it (and quit wasting time trying to balance everything in pvp so as to force their idea of what combat should look like before they add in the actual balance mechanics like power/capacitor/heat that would make the desired play a natural thing). 

    -The visual improvements are nice,
    -The missions are annoying (because I was flying those) but they needed what NQ did to them for a while now,
    -The stasis-gun and alien-cores are welcome additions to pvp stuff (still need more, especially power/heat),
    -The speed nerf seems a rather poor solution to a problems resulting from the simultaneous additions of shields that were as powerful as they were and a CCS mechanic that made people feel armor was irrelevant on top of the already existing issues resulting from core-size-capped-weapons and a lack of any balancing mechanics like power/heat to prevent people from just building an engine-wall with guns, 
    -The adjustor-speed nerf seems an overly heavy-handed solution to tracking being near irrelevant because of how fast people can turn (I get that you don't want people swinging battleships about like a kid with a sugar rush pretending a flashlight is a lightsaber, but you've just taken the fun out of my favorite multi-purpose s-core by making fly in atmo like it thinks its a fully loaded L-core freighter).
    -We still need more to explore (nine planets and a bunch of near identical moons doesn't take much to have gone and seen all of. A gas-giant, a lava-planet, and something larger than Alioth with mountains and mesas so big it becomes easier to fly between them than it is to fly over them in the planet's abnormally high atmo would be swarmed by older players even if the resources were trash just because they'd want to see new planets).
  14. Like
    Taelessael reacted to DecoyGoatBomb in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  15. Like
    Taelessael reacted to Emma Roid in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    How about a decision about that possible wipe?. Does not make much sense to play, or post updates while we are in the dark
  16. Like
    Taelessael got a reaction from CoyoteNZ in Barter Dispensers, multi feed dispensers   
    Ah, you a trying to feed your ship-dispenser from an automated factory instead of manually loading it, I see why that would require more links...
     
    I'd be curious to learn why NQ allowed only one link to a dispenser, but barring some manner of game-breaking cheese I'd have to agree with you now Coyote.
  17. Like
    Taelessael got a reaction from CoyoteNZ in Barter Dispensers, multi feed dispensers   
    You can do this quite easily with container hubs.
     
    This takes a bit of cheese with transfer units and additional containers, but is possible already. That said, it would be nice to not need so many extra elements to do this.
     
    Seconded. We still would like these items.
  18. Like
    Taelessael got a reaction from Wolfram in A better replacement for Schematics   
    I'd think a research-system/industry for producing schematics might work better than talents, as it could be serve as both a resource-sink and gameplay loop.
     
    -Let everyone with the appropriately sized industry elements create t1 without a schematic,
     
    -Have an element that eats a number of t1 elements along with some additional materials to produce a t2 schematic of the elements you've fed it,
     
    -Repeat with t2 to get t3, ect... so that players can produce the schematics themselves,
     
    -Give all schematics a limited number of runs so that people aren't just using the system for a bit until they have their schematics and are good forever,
    ---Allow existing industry units to pull new schematics of what they were set to manufacture from containers the same way they pull ingredients so that factory people aren't spending all year reloading their factory's individual industry units with schematics.
  19. Like
    Taelessael got a reaction from CoyoteNZ in Industry slot talent   
    Other people do play cooperatively. We have a few guys on factory-duty because they are skilled for it, a few guys on ship-element placement because they are skilled for it, and a whole lot on mining/piloting/gunning, because they are skilled for it. 
     
    Given the current complexity of industry and the amount of quanta required to set up the enormous chains required for factories to produce the more complex or higher tier items, major factories are typically (though not always) group-projects, and do not require an additional set of skills or other limitations to force them to be such. As such, I don't think a per-avatar industry limit is required.
     
    Dakanamer's post was relatively harshly worded, but he is still entitled to disagree that the proposed limitation is needed. More to the point though if you intend to call someone out for the tone of their post, please be sure that you are not responding to them in a poor tone yourself. Responding to rudeness with even more rudeness makes the person you responded to look like the more reasonable party.
  20. Like
    Taelessael got a reaction from Captain Hills in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Right... Where to start with this train wreck...
    Talk about curing a head-cold with decapitation... People didn't like schematics when they were released because you just suddenly stuffed them in to the game after people had already established themselves and effectively kicked a lot of dedicated factory players just about back to square one with the only way to continue their chosen style being "go buy something only aphelia sells".
     
    Advanced warning that you were going to do that would have taken some of the edge off, adding the schematics but not requiring them for a few months would have helped take the edge off, adding a research system that lets people make the schematics themselves (even if spending the same amount of wealth via material-costs) would still make them annoy people less...
     
    Schematics were added in to cut down on the server and connection loading produced by everyone having their own private mega-factory. If you want to cut out the schematics for all the t1 stuff (since we already make that in our nano-packs) then go for it, but if you drop them all without a system to replace it then you'll be regretting it again later. 
     
    Its' called a roll-back. You keep a copy of how things are right before a patch, and if someone finds an exploit in short order then you get rid of it and re-load that un-abused copy with a patch to fix the exploit. People generally don't mind losing a few hours of play too much if you have a good reason such as fixing an exploit that would destroy the economy.
     
    Or if you kept a log somewhere, you could just quickly close the server down for a bit while you went through it and deleted the the resources produced by the exploit. 
     
    Or you could have gone after people for abusing the exploit and kicked them from the game.
     
    Or you could do another partial-wallet-wipe like you did back near the start of beta (without any forewarning to ensure people don't just move assets around to avoid it).
     
    This whole fighting chance for new players thing is absurd, and if we're being honest here repeating it is a bit insulting to the people that have thought that one through and explained it a dozen times now.

    -Someone will always have more money than someone else.
    -If you wipe the server clean then the returning players will still have more money than any new ones you somehow attract five minutes after the server opens just because they will know how to get it faster (you point this out in your post),
    -The power-players will still have more money than the casuals because they will be putting more time in to it,
    -The people running mission-alts or playing cooperatively will still have more money because this is an mmo, and conservation of ninjutsu must not apply,
    -Everyone will still have a lot more than any brand-new player, because they will have had any time at all to get it while the new player will not.
     
    The only thing this gives to new players (and only the competitive ones that don't think too hard about the existence of beta-players) is the sense that if they want to compete then they wont start far behind anyone else for that first week or two. For all the rest of the new players all you are really doing is clearing the universe of anyone that is willing to give them a head start with free stuff, pay them to run jobs or perform tasks, or inspire them with grand and epic constructs that show them "players can design and build this themselves".
     
    You left out the pro of keeping people's trust, and if you don't wipe and just drop schematics you probably wont lose as many players as you will by wiping the universe clean. If you want to be really nice about it you could even make Aphelia willing to buy the schematics back, (and before someone complains about the exploiters getting money by selling schematics they picked up during the exploit-sale, please consider whether or not that would constitute a significant gain for an exploiter's wallet, and the possibility that she could buy them back at a reduced price for the happy middle-ground between refunding lawful factory-wizards and throwing a few more quanta at people that already have exploit-cash).
     
    That said, I still don't think you should drop most schematics from the game, I don't want to have to pick my tile claims based on how many mega-factories other people have deployed close enough to lag my game out when I'm just trying to build, fly, or work my mining units.
     
    You left out the pro of keeping people's trust, again.
    You forgot the con of the loss of non-factory-players ability to use an established market to advance.
    Also, you've done resets of planets before with things like magic prints and admin-construct excavation. so I must ask that you please refrain from inferring people now need to choose between keeping their stuff or having good looking planets.
     
    This will annoy the market-players, and the factory players, and the ship-sellers, and the wipe-monkies because someone somewhere may still have more stuff than they do, and a lot of other players because they'd be losing some of their stuff. In short, this will probably annoy the most people, but you'll still be able to claim that you didn't negate the whole "beta is soft-release" claim made way back when beta was starting, and people will be willing to see it as a reasonable compromise.
     
    As for old bugged constructs, try opening a thread and listing the specific bugs, I'm sure players would gladly offer input on potential fixes (could always add an "old" tag in the code of old constructs and prints that prevents operation/docking/BPO creation until all elements are moved with the move element tool or picked up with the deploy element tool).
     
    Just be sure to not warn anyone if you decide this, otherwise people will just shift their assets around to try and avoid it, and don't forget to make sure people have something to keep their taxes paid and their fuel tanks full for a bit while they get the economy running again.
     
    On one hand, if you simply didn't apply any new patches to the legacy server then most people would probably eventually migrate over to the new stuff on their own as you enticed them with cool new features (assuming you come up with said features).
     
    On the other hand, such division of population would initially be potentially quite substantial, and would risk making the game seem "too empty", and you'd need to re-run procedural generation of ore distribution so that people don't just pull ore-coordinates from one server to be used in the other.
     
    Of course you could probably take the 3rd option people have presented here where by the two eventually become linked as the previously promised extra solar-systems, but that would probably entail eventually allowing old resources in to the new system, at which point we'd be on the same track as having never wiped, so you'd probably be better off just not wiping if you did this so that old players could still help uplift new ones.
     
    I've already been over the schematic and planet points in this post, but until you make missions have a random start and end location for each and ever person each and every time they take them, I'm going to say this wont fix that particular "economic loophole". 
     
    As far as cons go you forgot:
    -Loss of the trust of a lot of people that believed NQ wasn't going to full wipe after beta-launch unless it was absolutely nessicarily for the integrity of the game, 
    -Bad pr along the lines of NQ being willing to nuke the entire universe to make their job easier in dealing with a few exploiters and/or patch implementation, 
    -Temporary loss of old players' ability to uplift or inspire new players,
    -Loss of established-market use by non-factory players to advance in to doing what they want to do without waiting for factories,
    -Temporary loss of established player's ability to identify/test mid/late-game loopholes and exploits in a time-frame that would still allow rollbacks or "targeted maintenance" to limit the damage they could cause.
     
     
     
    So, what's it going to be NQ? The longer this debate goes on, the more people are just going to get frustrated at it all and question whether or not they should just go else-ware, and the worse DU will look for it. Time to make final call quickly and stick to it, you don't want the pr from all this fence-sitting on something as major as a universe wipe still hanging around when you get to full release.
  21. Like
    Taelessael reacted to Gerdieman in Add Output Link to Parcel Containers   
    So I have always thought it was such a silly thing to not at least have at least one out link on a parcel Container since when a package is delivered it's automatically unpacked. It could even be limited to only a Transfer Unit.
     
    This one small thing would vastly change the way factories are fed.
  22. Like
    Taelessael got a reaction from Tional in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Right... Where to start with this train wreck...
    Talk about curing a head-cold with decapitation... People didn't like schematics when they were released because you just suddenly stuffed them in to the game after people had already established themselves and effectively kicked a lot of dedicated factory players just about back to square one with the only way to continue their chosen style being "go buy something only aphelia sells".
     
    Advanced warning that you were going to do that would have taken some of the edge off, adding the schematics but not requiring them for a few months would have helped take the edge off, adding a research system that lets people make the schematics themselves (even if spending the same amount of wealth via material-costs) would still make them annoy people less...
     
    Schematics were added in to cut down on the server and connection loading produced by everyone having their own private mega-factory. If you want to cut out the schematics for all the t1 stuff (since we already make that in our nano-packs) then go for it, but if you drop them all without a system to replace it then you'll be regretting it again later. 
     
    Its' called a roll-back. You keep a copy of how things are right before a patch, and if someone finds an exploit in short order then you get rid of it and re-load that un-abused copy with a patch to fix the exploit. People generally don't mind losing a few hours of play too much if you have a good reason such as fixing an exploit that would destroy the economy.
     
    Or if you kept a log somewhere, you could just quickly close the server down for a bit while you went through it and deleted the the resources produced by the exploit. 
     
    Or you could have gone after people for abusing the exploit and kicked them from the game.
     
    Or you could do another partial-wallet-wipe like you did back near the start of beta (without any forewarning to ensure people don't just move assets around to avoid it).
     
    This whole fighting chance for new players thing is absurd, and if we're being honest here repeating it is a bit insulting to the people that have thought that one through and explained it a dozen times now.

    -Someone will always have more money than someone else.
    -If you wipe the server clean then the returning players will still have more money than any new ones you somehow attract five minutes after the server opens just because they will know how to get it faster (you point this out in your post),
    -The power-players will still have more money than the casuals because they will be putting more time in to it,
    -The people running mission-alts or playing cooperatively will still have more money because this is an mmo, and conservation of ninjutsu must not apply,
    -Everyone will still have a lot more than any brand-new player, because they will have had any time at all to get it while the new player will not.
     
    The only thing this gives to new players (and only the competitive ones that don't think too hard about the existence of beta-players) is the sense that if they want to compete then they wont start far behind anyone else for that first week or two. For all the rest of the new players all you are really doing is clearing the universe of anyone that is willing to give them a head start with free stuff, pay them to run jobs or perform tasks, or inspire them with grand and epic constructs that show them "players can design and build this themselves".
     
    You left out the pro of keeping people's trust, and if you don't wipe and just drop schematics you probably wont lose as many players as you will by wiping the universe clean. If you want to be really nice about it you could even make Aphelia willing to buy the schematics back, (and before someone complains about the exploiters getting money by selling schematics they picked up during the exploit-sale, please consider whether or not that would constitute a significant gain for an exploiter's wallet, and the possibility that she could buy them back at a reduced price for the happy middle-ground between refunding lawful factory-wizards and throwing a few more quanta at people that already have exploit-cash).
     
    That said, I still don't think you should drop most schematics from the game, I don't want to have to pick my tile claims based on how many mega-factories other people have deployed close enough to lag my game out when I'm just trying to build, fly, or work my mining units.
     
    You left out the pro of keeping people's trust, again.
    You forgot the con of the loss of non-factory-players ability to use an established market to advance.
    Also, you've done resets of planets before with things like magic prints and admin-construct excavation. so I must ask that you please refrain from inferring people now need to choose between keeping their stuff or having good looking planets.
     
    This will annoy the market-players, and the factory players, and the ship-sellers, and the wipe-monkies because someone somewhere may still have more stuff than they do, and a lot of other players because they'd be losing some of their stuff. In short, this will probably annoy the most people, but you'll still be able to claim that you didn't negate the whole "beta is soft-release" claim made way back when beta was starting, and people will be willing to see it as a reasonable compromise.
     
    As for old bugged constructs, try opening a thread and listing the specific bugs, I'm sure players would gladly offer input on potential fixes (could always add an "old" tag in the code of old constructs and prints that prevents operation/docking/BPO creation until all elements are moved with the move element tool or picked up with the deploy element tool).
     
    Just be sure to not warn anyone if you decide this, otherwise people will just shift their assets around to try and avoid it, and don't forget to make sure people have something to keep their taxes paid and their fuel tanks full for a bit while they get the economy running again.
     
    On one hand, if you simply didn't apply any new patches to the legacy server then most people would probably eventually migrate over to the new stuff on their own as you enticed them with cool new features (assuming you come up with said features).
     
    On the other hand, such division of population would initially be potentially quite substantial, and would risk making the game seem "too empty", and you'd need to re-run procedural generation of ore distribution so that people don't just pull ore-coordinates from one server to be used in the other.
     
    Of course you could probably take the 3rd option people have presented here where by the two eventually become linked as the previously promised extra solar-systems, but that would probably entail eventually allowing old resources in to the new system, at which point we'd be on the same track as having never wiped, so you'd probably be better off just not wiping if you did this so that old players could still help uplift new ones.
     
    I've already been over the schematic and planet points in this post, but until you make missions have a random start and end location for each and ever person each and every time they take them, I'm going to say this wont fix that particular "economic loophole". 
     
    As far as cons go you forgot:
    -Loss of the trust of a lot of people that believed NQ wasn't going to full wipe after beta-launch unless it was absolutely nessicarily for the integrity of the game, 
    -Bad pr along the lines of NQ being willing to nuke the entire universe to make their job easier in dealing with a few exploiters and/or patch implementation, 
    -Temporary loss of old players' ability to uplift or inspire new players,
    -Loss of established-market use by non-factory players to advance in to doing what they want to do without waiting for factories,
    -Temporary loss of established player's ability to identify/test mid/late-game loopholes and exploits in a time-frame that would still allow rollbacks or "targeted maintenance" to limit the damage they could cause.
     
     
     
    So, what's it going to be NQ? The longer this debate goes on, the more people are just going to get frustrated at it all and question whether or not they should just go else-ware, and the worse DU will look for it. Time to make final call quickly and stick to it, you don't want the pr from all this fence-sitting on something as major as a universe wipe still hanging around when you get to full release.
  23. Like
    Taelessael got a reaction from FoolsFolly in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Right... Where to start with this train wreck...
    Talk about curing a head-cold with decapitation... People didn't like schematics when they were released because you just suddenly stuffed them in to the game after people had already established themselves and effectively kicked a lot of dedicated factory players just about back to square one with the only way to continue their chosen style being "go buy something only aphelia sells".
     
    Advanced warning that you were going to do that would have taken some of the edge off, adding the schematics but not requiring them for a few months would have helped take the edge off, adding a research system that lets people make the schematics themselves (even if spending the same amount of wealth via material-costs) would still make them annoy people less...
     
    Schematics were added in to cut down on the server and connection loading produced by everyone having their own private mega-factory. If you want to cut out the schematics for all the t1 stuff (since we already make that in our nano-packs) then go for it, but if you drop them all without a system to replace it then you'll be regretting it again later. 
     
    Its' called a roll-back. You keep a copy of how things are right before a patch, and if someone finds an exploit in short order then you get rid of it and re-load that un-abused copy with a patch to fix the exploit. People generally don't mind losing a few hours of play too much if you have a good reason such as fixing an exploit that would destroy the economy.
     
    Or if you kept a log somewhere, you could just quickly close the server down for a bit while you went through it and deleted the the resources produced by the exploit. 
     
    Or you could have gone after people for abusing the exploit and kicked them from the game.
     
    Or you could do another partial-wallet-wipe like you did back near the start of beta (without any forewarning to ensure people don't just move assets around to avoid it).
     
    This whole fighting chance for new players thing is absurd, and if we're being honest here repeating it is a bit insulting to the people that have thought that one through and explained it a dozen times now.

    -Someone will always have more money than someone else.
    -If you wipe the server clean then the returning players will still have more money than any new ones you somehow attract five minutes after the server opens just because they will know how to get it faster (you point this out in your post),
    -The power-players will still have more money than the casuals because they will be putting more time in to it,
    -The people running mission-alts or playing cooperatively will still have more money because this is an mmo, and conservation of ninjutsu must not apply,
    -Everyone will still have a lot more than any brand-new player, because they will have had any time at all to get it while the new player will not.
     
    The only thing this gives to new players (and only the competitive ones that don't think too hard about the existence of beta-players) is the sense that if they want to compete then they wont start far behind anyone else for that first week or two. For all the rest of the new players all you are really doing is clearing the universe of anyone that is willing to give them a head start with free stuff, pay them to run jobs or perform tasks, or inspire them with grand and epic constructs that show them "players can design and build this themselves".
     
    You left out the pro of keeping people's trust, and if you don't wipe and just drop schematics you probably wont lose as many players as you will by wiping the universe clean. If you want to be really nice about it you could even make Aphelia willing to buy the schematics back, (and before someone complains about the exploiters getting money by selling schematics they picked up during the exploit-sale, please consider whether or not that would constitute a significant gain for an exploiter's wallet, and the possibility that she could buy them back at a reduced price for the happy middle-ground between refunding lawful factory-wizards and throwing a few more quanta at people that already have exploit-cash).
     
    That said, I still don't think you should drop most schematics from the game, I don't want to have to pick my tile claims based on how many mega-factories other people have deployed close enough to lag my game out when I'm just trying to build, fly, or work my mining units.
     
    You left out the pro of keeping people's trust, again.
    You forgot the con of the loss of non-factory-players ability to use an established market to advance.
    Also, you've done resets of planets before with things like magic prints and admin-construct excavation. so I must ask that you please refrain from inferring people now need to choose between keeping their stuff or having good looking planets.
     
    This will annoy the market-players, and the factory players, and the ship-sellers, and the wipe-monkies because someone somewhere may still have more stuff than they do, and a lot of other players because they'd be losing some of their stuff. In short, this will probably annoy the most people, but you'll still be able to claim that you didn't negate the whole "beta is soft-release" claim made way back when beta was starting, and people will be willing to see it as a reasonable compromise.
     
    As for old bugged constructs, try opening a thread and listing the specific bugs, I'm sure players would gladly offer input on potential fixes (could always add an "old" tag in the code of old constructs and prints that prevents operation/docking/BPO creation until all elements are moved with the move element tool or picked up with the deploy element tool).
     
    Just be sure to not warn anyone if you decide this, otherwise people will just shift their assets around to try and avoid it, and don't forget to make sure people have something to keep their taxes paid and their fuel tanks full for a bit while they get the economy running again.
     
    On one hand, if you simply didn't apply any new patches to the legacy server then most people would probably eventually migrate over to the new stuff on their own as you enticed them with cool new features (assuming you come up with said features).
     
    On the other hand, such division of population would initially be potentially quite substantial, and would risk making the game seem "too empty", and you'd need to re-run procedural generation of ore distribution so that people don't just pull ore-coordinates from one server to be used in the other.
     
    Of course you could probably take the 3rd option people have presented here where by the two eventually become linked as the previously promised extra solar-systems, but that would probably entail eventually allowing old resources in to the new system, at which point we'd be on the same track as having never wiped, so you'd probably be better off just not wiping if you did this so that old players could still help uplift new ones.
     
    I've already been over the schematic and planet points in this post, but until you make missions have a random start and end location for each and ever person each and every time they take them, I'm going to say this wont fix that particular "economic loophole". 
     
    As far as cons go you forgot:
    -Loss of the trust of a lot of people that believed NQ wasn't going to full wipe after beta-launch unless it was absolutely nessicarily for the integrity of the game, 
    -Bad pr along the lines of NQ being willing to nuke the entire universe to make their job easier in dealing with a few exploiters and/or patch implementation, 
    -Temporary loss of old players' ability to uplift or inspire new players,
    -Loss of established-market use by non-factory players to advance in to doing what they want to do without waiting for factories,
    -Temporary loss of established player's ability to identify/test mid/late-game loopholes and exploits in a time-frame that would still allow rollbacks or "targeted maintenance" to limit the damage they could cause.
     
     
     
    So, what's it going to be NQ? The longer this debate goes on, the more people are just going to get frustrated at it all and question whether or not they should just go else-ware, and the worse DU will look for it. Time to make final call quickly and stick to it, you don't want the pr from all this fence-sitting on something as major as a universe wipe still hanging around when you get to full release.
  24. Like
    Taelessael reacted to Kurock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

    At beginning of beta it was announced "no more wipes except as required for updates" (like the mining update that was done).  So if NQ do decide to wipe, it would be yet another promise broken.  This also completely ignores that people have been paying monthly to play...

    As for "removing unfair advantage" and "level playing field". These are fallacies to help people sleep better at night.  The players with the know how will return to the positions of abundance they have now in short order.   There will always be "haves" and "have nots".   All a wipe does is a slap in the face of the people that put time into the game after being told a wipe would not happen.
     
    Make a system that creates schematics rather than remove them.  The problem with schematics, like the markets, is that they do not give player agency.  A player cannot make a schematic at all, they have to be bought.  Make science research a thing.

    Cons for wipe have already been mentioned:   As I said, the "NQ thoughts" are heavily aligned to a wipe disregarding promises and small details like leaving an empty world, avid supporters of the game just leave, and paying customers just get their stuff removed.  

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.
  25. Like
    Taelessael got a reaction from CoyoteNZ in An Addition - The Mining Manager   
    We'd need some method of ensuring those manager-units continued to consume calibration-points to avoid massive land-grabs and flooding of the market with even more resources. It would probably be better to just suggest that the skills for calibration-points instead set how many mining units a player can have while asking to remove calibration entirely.
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