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Sawafa

Alpha Tester
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Posts posted by Sawafa

  1. Curently the game provides 5 achievements levels. Skill points reward for getting achievement of corresponding level are:

     

    level 1: 120 skill points

    level 2: 360 skill points

    level 3: 1080 skill points

    level 4: 3240 skill points

    level 5: 9720 skill points

     

    9720 skill points is equivalent to 108 minutes (with 90 skill points/minute rate). It's less than 2 hours. In the same time the amount of time for gaining level 5 achivement is huge. So, this 2 hours reward means actually nothing. I think this reward should be AT LEAST 10x bigger per each level. May be even more than 10x. I would like to see numbers something like 1 mil (it's ~100x times bigger than what it is now) of skilll points for level 5 achievement.

  2. 7 minutes ago, Atmosph3rik said:

     

    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for.

     

    The same was said about Mining Units before intoducing them into the game. But look, now we have a decent amount of not needed ore. I think something similar will hapen with schematics. so it will not be so "highly limited" resource. But it's impossible to us, players, predict it right now.

  3. 1 hour ago, Atmosph3rik said:

    If you think the resource cost to make stuff wasn't high enough, then increase the amount of resources that are needed to craft stuff. 

    And this is called inflation... 

     

    1 hour ago, Atmosph3rik said:

    Why turn schematics into an expendable resource that has to be constantly restocked.  Industry already has that in the form of basic resources.  We can gather resources, we can buy and sell them on the market, and we can use them to make more stuff.

    Because it will provide some dynamics and it will also produce some minimal price for the elements... It will not be profitable for industrialist to sell the element with lower price than corresponding schematics... It should provide some interesting gameplay with element prices... Elements will have some value, even the basic ones, instead now all of them have almost zero value.

  4. 2 hours ago, PlumYeti said:

    So your argument that its ok because if I just throw more quanta at it then i can buy and make more schematics. because you assume that there is going to be massive amounts of people making extra schematics and selling them on the open market that just happen to be exactly the schematics I need?

    >  exactly the schematics I need

    People will sell schematics with maximum revenue/time, SO it will be the most needed by industrialists at given moment... Sure, there will be some fluctuations, but in general people will sell the schematics according to the industrialists needs. It will be a steady quanta income for the players.

     

    And I love "consumable single use schematics" way much more than "schematics will live indefinitely" way with single-time quanta investment into them. The first one is much more dynamic way, and it provides easier way to newbie player start the industrialist game - the process will not need huge amount of quanta to invest, especially, it will not depend on inflation too much, as it's now. 

  5. 3 minutes ago, Kanamechan said:

    Yes ! But this degadration can be made in the future. We have a little time before we are blocked with overproduction. And the time, is what NQ need !

    If the game will go to the release/wipe without global element sink (in any kind) turned on it will be very big mistake. New rules should be applied from the very start of release, and not from some time in the future.

  6. But. In my opinion this schematics revamp will not fix the economy. It will only increase items production cost, maybe it will reduce the items amount but nothing more. With the time we will again see overproduction of all the items and broken economy. So, NQ should turn on element sink in some way. And I am not speaking about the destruction of elements due to collision damage, but rather about elements degradation in some convenient way. They player should not go to every one element and use some hand tool to fix/restore/replace it, it should be possible to do in quick an convenient way.

     

    As soon as element (and voxels) degradation will be turned on the economy should be fine.

  7. 2 hours ago, Yoarii said:

    Those other players also wants to make warp cells to avoid the AFK-game of space flight between planets, not to mention the PvP folks who burn lots of cells iiuc. There just won't be enough WC schems to go around.

     

    > Those other players also wants to make warp cells to avoid the AFK-game of space flight between planets
    NO! The other player doesn't want to MAKE cells, he wants to HAVE them, not make. And he still be able to get them from the market.

     

    > PvP folks

    PvP shouldn't be cheap!

     

    > There just won't be enough WC schems to go around.
    The price will dictate WC availability... 

     

    Not every player wants/needs to run it's own industry. Here is the same what happened with mining units - they now produce too much ore... Very much. In the same time getting schematics doesn't consume any of your time... It's only the matter of pressing the button and going to sleep/work/anywhere else, it doesn't consume active game play time. So, I think there will be quite significant market for schematics. And yes, cells will not cost such a small amount of quanta as they were couple of days ago.

  8. 9 hours ago, PlumYeti said:

    The numbers from the video show 10 Warp cells in 3 hours. Per slot.. so max a single player can do is 400 Warp cells in a day. Not including Pures if we need them. 

    Single player - yes. But you forget about all other people. They can put warp cell schematics (or any other schems) to the market for some quanta. And I am sure, they will! So, you will not be limited in 400 cells in a day. Also, there will be schematics related skills, that will double the possible output. So... market should play very significant role in obtaining schems!

  9. @VandelayIndustries

     

    Bro, this is a video game. Its not real life.

     

    Bro, why do we use our ingame feet to walk in the game? This is a video game, why would we use the same concept as in real life? What does make you to think there is something wrong with relation between "In space there is no "max speed" " and "In game there should also be no "max speed" "? If you like different max speed depending on mass it doesn't automatically means it's the right or not right thing in game.

     

    Your message about mental illness seems very toxic to me.

  10. 15 hours ago, Musclethorpe said:

    - Spotting the wreck: As I mentioned you have a very small window of opportunity to even see a wreck in the perfect conditions. Are we expected to stare at our screens the entire time we are searching? Sure, some one may (perhaps already have) write some LUA to make an audible alarm if a radar contact pops up, but it hardly seems reasonable to have to rely on that. Slow-boating anywhere is an hours long process and to be expected to sit in your pilot seat staring at space is completely unreasonable.

     

    No need to look to the screen for the wreck 24h/7w. Just record (with Lua) any ship u've seen on the radar and your coords at minimal distance to it. It's easilly achievable, if you can't do Lua ask anyone who can do it. Other than that - I agree, wrecks are just too rare. BUT. Without actual element sink it is good.

  11. 1 hour ago, NQ-Deckard said:

     

    Following some research we found that a lot of smaller organizations tend to assign legates quite liberally. We believe that could be in part due to the inability to deploy constructs in name of an organization directly. However we found there are some inconsistencies and a new right dedicated to the allocation of constructs to organizations seemed to be the right choice.

    It would be also cool to have RDMS right that makes constructs visible for the actors. By visible I mean visible in F4 -> Constructs list. Curently, only legates can see the constructs location. So, if you have "use element" right you can control the ship but you can't find it's location other than ask from the owner (or legate) of the ship or if you are registerd at ship's ressurection node. That is also one of the reason why in a small org legates are "assigned quite liberaly".

  12. NQ, 2 questions:

     

    1) You mention that only player with RDMS right will be able to place cores for the org. Currently is not the case, any of org members can assign constructs to the organisation. So, this behaviour will be changed, right?

     

    2) Limit about 5 orgs max per player... So, if I understand correctly, starting from Panacea update there will be no such limit more? As now you can't be the member of more the 5 orgs...

  13. @Underhook Why do you lock yourself in mining stuff? You have enough amount of quanta to build/buy ship and do some transportation missions.... Take a look to "Radar equipment" and "Industry Unit Parts" Aphelia missions, for example. It's Alioth <-> Thades routes, reward is 950k. ~One hour of space flying in Safe zone space and you've done your weekly tax for one tile... 

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