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Madrummer

Alpha Tester
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Everything posted by Madrummer

  1. Oh that's fine of you to say that, but no, it wasn't getting my feelings hurt, don't think I have many of them left at this point anyway. It was the constant triggered masses dogpiling while I'm just trying to tell someone "I agree, and here is where I think the problem lies," whenever they say they are frustrated with trying to do basic industry and someone else tells them "lol then don't even bother, specialize in something else." I actually really love the idea of this game and what it has done, but people being pricks to try and shout down anyone who says "yeah that's a shitty system, it needs to be fixed" is definitely turning people off. Again, it's not just me, I saw warnings and just didn't think it was actually "a thing" until I came back and saw it. People really, really, REALLY wanna defend this system and don't want it changed at all, despite that fact that it is fairly arbitrary and not fun. It's a social mindset of "I did it, so you should, too!," despite the fact that MOST people did NOT do it, and were already pre-established before the new system was put in place.
  2. Seriously, if someone makes a critique, you need to stop spewing the same company talking points. And stop dogpiling. No wonder so many people quit the game and new user acquisition is so low. I mean it, especially Mason just wow. I've never seen a community so good at pushing buttons. I'm usually pretty chill and friendly, but WOW any time someone mentions that they dislike the schematics system, and I say "Yeah I know, it's pretty terrible. If it were up to me, there'd be the basic tiers available for the factories so you could at least have fun trying it out to see if you wanted to invest all your time in those talents," I get fllllaaaaamed hard! And eventually, I broke. I said some damn dirty things in chat (which I do not regret, you guys were all being scumbags) but I swear, it's A BETA! You're SUPPOSED to talk about the things that you think don't work right! This is NOT the final product! I'd heard in videos and read in articles that this community had taken a weird turn for leg-humping, but wow experiencing first hand with the dogpiles and the absolute jack-assery that pushes people to just say "Eff you and your animal soul" was...well I'm out. You think the changes are good for the economy, eh, because more contribution means more production? Well, you bastards are about as bad for the economy as can be, because you're turning people off who want to play the game in any other way than you exactly do. Deuces, douches.
  3. Well that's really not 100% accurate. You can get personal vehicles by building stuff yourself, but you can't just have fun exploring the game's mechanics on your own without being forced into mining for credits lol Don't get me wrong, I know it's part of the gameplay, but I think it's waaaay over-pressured and definitely there should be less of a barrier to new players before they're able to play with making a little manufactory themselves. Not that you can becomes a super-rich self-entity, but you should be able to at least have fun practicing making a tiny little factory on your own. But yeah, anyway, not to argue, but....you're wrong on how you talk about honeycombs. If I want to just make concrete (which I can do in real-life by the way lol and I don't even have the ability to mine all the stuff myself in large quantities) I have to buy like a 50k schematic. Sure, that doesn't sound like much, but when your basic speeder can only haul like 7-8k worth of stuff, and your starting point is a 12 minute speeder ride away from a market (one-way, mind you), and you already spent like an hour your first time finding stuff to sell, and hauling it back bit-by-bit..... I mean that's just not fucking fun at all haha. I appreciate where you're coming from, but there are just some very, very simple problems already that should be addressed before they grow in linear fashion, but I do appreciate your point of view for sure.
  4. Nevermind I just realized I'm stupid. There are 9 Build and 11 Explore. That said, maybe the expansion should reflect that, anyway. Combine tools in some way or something. It just feels "odd" to be honest.
  5. There are 10 base tools for free and build modes, but only 9 slots. Please just expand it by 1! That's all we need just one more little box for a quick and much-appreciated little QOL implementation. Thank you for your consideration on this!
  6. I don't think it's a good model for this game, honestly. The monthly subscription is probably the best model here, as it keeps the game as a "Game" and not as something that people will min-max or meta-mine. You'll see a LOT more cut-throat stuff going on (and I don't mean in the fun gameplay way) if real world money is introduced into the game as a base.
  7. I really just wanna make some space-beer while eating some space-steak at Milliways. Is there any possibility in the future of making craftable, tradable, consumable RP items? It'd be fun to set out a table full of beers and have your Org brothers toast to a successful profit margin in the last quarter, or to walk around your ship handing out beers congratulating your crew on a well-fought battle or on the safe arrival of a long voyage. ...also yes I want there to be an interactive Milliways lol
  8. Schematics are bad. They are way too broadly applied, and force everyone who was not already established pre-patch into the serf class. It wouldn't be horrible if it were applied to only specific items (cores, thrust components, complex materials like fuels, weapons and ammunition, warp drives and relays, scanners, etc etc) but I mean...having an individual one for every single voxel, having one for every part of every machine you want to make...it's just tedious, and worse yet it's not fun. The larger economy will not suffer because people can make their own voxels and their own basic parts (I shouldn't need to buy 5 schematics to make a Medium Assembler, which I also need a schematic for, and then need schematics for anything it's going to make). Buying the schematic for something should include all of the components it takes to make it included in it (not talking about player-made ones like for ships and such, obviously). I think the solution to this is pretty simple, and keeps the economy moving while not keeping people with the only use for mined elements to be to sell them to a friggin' NPC lol. Okay so here's my proposal: treat the schematics more like "licenses." You can make all the simple and safe-to-own stuff you want (voxels, doors, signs, chairs, etc), but anything "dangerous" or obviously complex (engines, weapons, fuel, cores) you need the license (or schematic) to produce. And in order to keep the economy stimulated and to stop "lone wolfing" (which I don't think should be prohibitive for anyone who just wants to rock Small or XS lifestyles, being a space-faring hillbilly of off-the-gridder should still be an option, just to a XS/S limit), you just have to make it so the cost of production is a little higher (use about 15% more materials and take about 25% more time) and then have that offset by progressing through mid-tier Talents (so people who aren't going into the industry line will still have a reason to interact with people who do if they want Medium-or-Up stuff or want to buy in bulk or "want it now"). The purpose to this would be to promote more of a sense of self-pride by saying, "Yeah, I furnished this house! It took longer, it was more expensive, but I made it," without punishing the economy, and without the gatekeeping being that you didn't sell mined ores to the NPC traders over-and-over-and-over again. There needs to be some change. I don't like that all new player will get out of the game for the first week or two is "learn to mine, learn to grind, caravan your goods back-and-forth." After all the cooool shit the tutorial teaches you, you really only ever use the mining, waypoint, and market. And as more players join, their starting tiles will be further and further away from the markets. Nobody's going to want to stick around a game where they have to wait 20 minutes out of every hour just going back-and-forth to a market until they can buy stuff from other players to make their little ship able to cut it down to 15, 10, 5, then 1 minutes over the first week or two. And as more nodes are mined out and more people join, that's going to be the state of the game. Even with incoming missions, I still think that early access to minor industry is a MUST in order to keep the game fun for EVERYone. And remember, some people reeeally love the idea of this game, and really want to have fun playing with people, but just can't devote the time that others can. There should be a sliding scale for casual gamers in this, and I think these proposals allow for that. :::EDIT::: I may have posted this in the wrong forum. I meant to make a different post here about consumable items like space-beer haha. This was supposed to be put in The Gameplay Mechanics Assembly. Sorry, I think I just switched to the wrong tab when I started typing `:D
  9. That's a good idea. However I do think that interdictions should become a possibility, but that would probably wreck the server load and piss off a lot of people anyway. The warp drive safe zone drop-off though...THAT is a good idea!
  10. Don't forget to mention I showed you a new trick on how to right-click in chat to set coordinates ?
  11. I disagree 100% on the "no one would want to use them." I think it'd be fun to make trading cards, commemorative coins, Guild or Corporation-specific minted currency...and again, my MAIN reason is because I want to make ticket booths and start an entertainment company that goes around setting up carnival games, rides, faires etc, and I want to build a casino. RDMS will do _nothing_ for those. I want something dynamic that can be done at the player's whims. Want to ride on the roller coaster? Insert ticket, get temporarily-granted RDMS to get in the ride. Once the ride's loop is completed, the RDMS is reset, and another ticket will have to be used to ride. Out of tickets? Well feel free to purchase more at a kiosk! I don't know why you're so against a feature that has apparently WAY more operational reach and creative possibility than you gave thought to. And the ID Badge thing was just an idea for some fun RP, and something that would allow more dynamic control of functions (such as in terminals) and would provide TONS of options for making interactive puzzles and setting up little dungeon adventures for people.
  12. Madrummer

    currency

    I get it, but I still say yeah, probably not this crazy idea haha Besides they already explained the currency system and how the amount will be semi-finite based on npc purchase orders for ores
  13. You can't have ramming or self-made weapons, otherwise anyone with a Large core, a respawn on a nearby ship, 6 or so large engines and a cubic kilometer of dirt or carbon could make massive and remarkably cheap kinetic region busters. That's just no fun to think that you could blueprint and deploy big chunks of dirt in orbit and drop them at ridiculous speeds to wipe out huge developed cities. It's an invite to grief and in a game of persistent objects that may have taken weeks or months to build it's just really gross to think of it as an option. Now launching a missile barrage from orbit could be cool if you can lock targets from that range, especially because it takes time, effort, and material cost to enact such a campaign.
  14. Madrummer

    currency

    Altogether it is a bad idea, buddy. There is no real talent to magically hoard money and wealth. That denies the purposes of the trade and social economies of the game. I'd say bail on defending this idea which you yourself called totally stupid and laughable from the onset.
  15. I like the idea of planting forests, because I mean we're supposed to be revising societies and part of that is terraforming. However, I don't want people planting lag-inducing forests, so maybe have a maximum number per territory (and make it less than can procedurally spawn for safe measure), or a minimum "root distance" so you can only plant so many so close to one another. I think that would be efficient and it would be cool to have a gardener or botanist tool for it.
  16. Nope, I don't like this idea. I think the blueprints idea is good enough for this. This is what you have designers and engineers on your payroll for
  17. STU should last for up to 2 months after your last sub ended, effectively giving you the ability to take a couple of months off without worrying about losing everything. I also feel that for people who may be deploying with the military or sent off to work for an extended period of time in remote locations, there should be a "request account freeze" option that safeguards your territories for a given amount of extra time.
  18. Madrummer

    currency

    I really can't see any benefit to this, personally. I mean, isn't this indirectly how all other talents that make mining and production more efficient work? Getting more for less? I can't get behind a "rich boy" specific talent, it doesn't make any sense to me.
  19. The RDMS isn't suitable for things like ID badges where you might dynamically allow changes to different clearance levels via LUA. And it CERTAINLY isn't practical for things resembling coin-op machines. Anyway, what makes you certain that player-made RP items won't be a thing? Of all the stuff they have implemented and plan to implement in the future, it seems like a small step to add in the ability to create a "ticket" or "coin" item that displays the producer's name and allows you to name it on production. Hell even just calling it Ticket or Coin and showing the producer's name would be enough for unique identification, as long as LUA interaction were allowed.
  20. Thanks, I genuinely believe that's the only functional way for stun effects to be practical in this game. And on that note, it makes it quite practical...!
  21. Read that again and realize the problem with this. "[...]our prison system" implies restricted use to just you. Again, if you start making capture and containment a simple thing, you WILL have slave trades and griefing.
  22. Will there be player-made trade items, even if just for RP sake? Like food, beer, tokens, tickets, ID badges...etc? Most importantly for me is the ticket/token options (with RP food and beer that have little emote actions tagged to them), because I want to run an entertainment business where I sell carnivals and set up faire grounds for other corporations. For the ID Badge thing, it would be cool to have a VIP section of a lounge that people could buy passes to, or a Workplace badge that got you into a maintenance section of a space station, or a crew quarters area which requires a certain level of badge. Kind of like "token" items created for low resource costs and be nameable in batches, and be recognized by LUA and manipulated within it. The key to this is that it would need to have the person who created it attached to the item, too. So like, say I as Madrummer make a "Faire Ticket." The LUA could read it as "Faire Ticket" but anyone could create something with that name. The unique identifier would be that the LUA would tell it apart based on the manufacturing tag on it that is locked into the account name. This would allow ID Badges, Faire tickets, tokens, etc to be used by the LUA to do a MULTITUDE of different cool things!
  23. New to the crew. Hope to get into the alpha when I'm back in town!
  24. Mmmm nahhh. I appreciate the idea but am against the idea of imprisoning people at this stage in the game. Sure, for you cops, that's a cool idea. But that would bring rise to actual slave trades if you could incap and bind people. Griefing would get out of hand. Now, for a non-lethal alternative, maybe have a system with diminishing returns. First "stun" lasts at 100% of its time, up to say 10 seconds max. From there the stunned player gets a 1 minute stacking buff that gives 20% duration resistance to the next stun effect. That would guarantee over 30 seconds of positive control over someone and give you and your crew the opportunity to surround them and tell them to peacefully "comply or else." At the end of that 30 seconds of control, they will have 1 minute of autonomy before you can incapacitate them again. See, you can't just hijack somebody's account by enslaving them. That ruins the fun for them, no matter how much pleasure you get out of it. But if you can have a control method where you can convince them to RP with you and comply to your demands, well that's different. At the same time, the player being set upon ultimately gets the final choice of whether to try and run, fight back, or go peacefully and maybe reassess their options again later.
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