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Sawafa

Alpha Tester
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Posts posted by Sawafa

  1. The issue is... this game started as very friendly to builders (well, I'm not speaking about voxel tools available for builders at that moment or even right now :) )... It had infinite resources at prealpha/maybe alpha... Then it was completely PvP-Free for a very long time... But thing changes from that time and the players who were playing with one style can not play with that style anymore... So, they should either way adopt to new changes or leave... All players who says taxes are too high, there is to big resources nerf in the game, etc - they simply do not want to adopt to new changes, sadly.

  2. On 1/16/2022 at 11:52 PM, Taelessael said:

     

    You could always just set up a second dispenser linked to the same container

    No, you couldn't. You can not use the same container for more than one dispenser. I do not know why :)

  3. @Gillwin

    to replace a bunch of stuff on there ship everyday 

    Who did say "every day"? Sure not. "Free" usage period should be long enough, definitely more than a day or even a week.

     

    Dont use anything cosmetic,

    Use it, noone stops you from using them

     

    > people moved whole factories to sanctuary to avoid taxes 

    People should stop doing such things. This game is MMO, not single player game. MASSIVELY MULTIPLAYER online (game). People should learn how to interact (and gain profit from such interaction!) with each other ingame and stop playing SOLO mode in MMO game. Use markets, people. They simplify things very very much! Don't lock yourself inside your HQ/sanct tile.

     

    Game curently provides a lot of instruments to generate quanta, starting from harvesting and mining (not only with mining units, but roids too) and finishing with Aphelia (or players) missions. Do you think you can't earn much money because you're solo playing? Stop playing solo! Just get in contact with 2-3-4 players nearby and you will have many opportunities how to grow faster. Join any bigger corporation and I am sure they will teach you how to acquire quanta with missions safely and effectively.

     

    >  I mean how many times do you willingly buy something before it becomes cheaper and easier to set up a line and save yourself a trip to the market every day to replace stuff?

    cheaper to set up a line? Did you see schematic prices? And did you see curent elements prices? It's almost always more profitable to buy something at market than setting up the line for it producing. Since schematics were introduced in 0.23 patch producing elements by your self is no more efficient. Every producing line payback period is couple of monthes, in case of rare/exotic elements it could easy be around a year... So, the only case when you need to setup a line is when you plan to produce something for the market and not for yourself.

    So, to answer the question "how many times": I buy almost everything on markets.

     

    Conclusion: Just change your playing style if you're playing solo... and things will be much easier.

  4. Will this stress be visible?

    Sure, it should be visible... In build helper, In Inspect item, and also by Lua API, maybe in other places.

     

    > Will it be repairable?

    No, it shouldn't. As this will fix the element sink, that is the purpose of this whole Element Usage Stress.

     

    players will get an inventory full of nearly broken stuff

    The game should have some disassembler, that can consume any element and prouce something usefull from it... Maybe parts or pures or scraps...

     

    antigravity engines on large ships. Instant ship gone if that happens

    It would be cool! :) But sure, you should be able to see, if your elements are going to die soon.

     

    And if you have a lot of elements who is going to check them all? 

    it could be something like core.getElementUsageStressById(elementId) for example

     

     Isn't that going to be super annoying to have to replace parts on a daily basis?

    Yes, it will be super annoying. And I mentioned that. There should be some solution for quick multiple replacement of all broken elements. Curently there is Repair Unit element in game which makes exactly that - it replaces all broken/destroyed elements and honeycombs with the new ones. Maybe something should be tuned here, but in general I agree - you don't want to replace all dead elements by hands.

  5. What we have curently with elements/ore prices on markets? They constantly are going down. One of the reason of such trend could be the fact the market is oversaturated with elements. Or noone need all elements in such volumes that could be provided by manufacturers. Why? Because there is no element destruction mechanic in the game besides PvP.

     

    NQ tried to introduce element destruction after colision, that was not well rated by the players because of the multiple bugs that resulted in element destruction not by player fault. OK.

     

    What I propose is to introduce element destruction mechanic like Core Combat Stress mechanic. What I mean: elements should accumulate Element Usage Stress. Every time when element is being used it accumulates some stress, when accumulated stress is reached some maximum value, element live is decreased by one (and possibly element becomes broken and need repair*). So, the element that are not actively used will remain healthy.

     

    Some examples: Engines (normal engines/airfoils/brakes/adjsutors/etc...) could accumulate stress points while they're producing thrust. The more thrust is produced by element the more usage stress will be acumulated. High tier elements could have more maximum usage stress values. Industries - each produced element will add some value to the industry's Element Usage Stress. Elevators/Doors - every single opening of the door or usage of elevator will add a tiny bit of Element Stress Value to them.

     

    The Element Usage Stress should remain with the element for a life time of the element. It can not be reduced by repairing the element. This will introduce the need to replace the element at some point in time. And this is what will make markets live - It will be additional sink for resources in game.

     

    What I also care about is the need of multiple replacing destroyed element by hand on the big constructs (with 1000+ elements). So we need some mechanic that will simplify this - the player should have the possibility of replacing all destroued elements at once, by doing some action single time only. Maybe curent already available Repair Units should be usable for that.

     

    ---------------------------------

     

    Such changes will make the industrial life much more funny - as market will always need the products produced by them! As is now if you start some production the market price for manufacturing item will always fall, as there is no sink for this produced element.

  6. 28 minutes ago, Kveen00 said:

    is not detectable by script given the current LUA API

    Actually, you CAN detect the problem. Not directly though. Just store how much of the resources should be present in container buffers and check it via LUA. If there is not enough of resource found in corresponding container you can raise an error flag.

     

    But in general, yes, this is so huge issue... I simply do not want to check all my machines... And I have thousands of them... I am tired of this... :( Almost every single patch since... I actually don't remember when it started... may be it was even in Alpha versions?..

  7. Quick solution to fix this problem without the need of actual stop/starting the machines: Just remove some materials from the input container of the error state machine and place it back again. This should trigger the right state for the machine and fix the problem. Repeat the same for all stopped machines.

     

    At least it worked in such manner all MILLIONS previos times, I just wasn't able to check if it still works such way. But some times machines are completely stopped, and this solution will not help in such cases :(

  8. This will made much part of game play for mission runners useless. Mission runners will not need to wait while their clients will grab the mission packages... Why would you wait for someone if you can do all by your self? And this is bad for making sense in grouping people together.

     

    Definitely voting NO.

  9. Legion's pilots are not so skilled pilots. Our asteroid detector gun-less ship was able to escape pursuing of 3 battle Legion ships simultaneously 2 times out of 2 meetings. 100% success rate.

     

    Again, 3 (!!) Legion battle ships were not possible to do any harm to the single gun-less mining hauler! And that is not about diving in the nearest safe zone, all was done 100% in PvP zone, dozens su away from Safe zone.

     

     

    Another issue was at today's night. CVA miners successfully completely depleted fresh not scanned T2 asteroid, and successfully captured 100% of ore from it. That was 2nd time our mining hauler successfully escaped the pursuit by 3 Legion ships. So, Legion pilots do not know how to fly???

     

    Legion, GO HOME!

  10. Mining units:

     

    I like the idea if mining units will generate ore income depending on available ore in the tile. The more ore tile has the more output would be produced by mining unit. This will reduce the need of ore mining at all and will make territory warfare meaningfully.

     

    Another option would be taking into consideration the area of your linked territory (not the total amount of tiles you/your org owns), so the more tiles are connected between each other the more benefits it gives to mining units. This also will make territory ware even more meaningfully.

  11. 10 hours ago, blazemonger said:

     

    A gameplay solution would be to:

    • Introduce a "one time access" option to RDMS, allowing an owner to grant access to a construct once and this right is removed automatically once the character doing the buffs leaves build mode.
    • The character doing the buffs enters build mode and removes elements  and then undoes this to have buffs applied, links will be preserved/restored when the removal is undone.
    • once complete the character doin the buffs exits build mode and as mentioned the access to build mode for the construct is automatically removed.

     

    The Solution NQ decided on:

    • Right click > apply talents

     

    As constant element upgrader of the ships (and static constructs too!) I am very happy with the solution provided by NQ, I mean RMB -> apply talents. It is very time consuming solution 1000% needed to be done from the start (as well as dismantle the whole construction in one click, for example).

     

    Removing/undoing element tends to a lot of problems (like problems with undoing broken element, or element with properties; like problems if you'll just disconnect from the internet because of what ever reason; or just game client will randomly crash).

  12. 5 minutes ago, W1zard said:

    But how is unfreezing ship can be treated as exploit and be forbidden, if it was intended. I think that if restoring constructs speed is forbidden and counts as an exploit, then this mechanics should be removed.

     

    1000% agree with this quote! Storing speed while you offline is limitation because servers can't handle movement calculation of all dynamic constructs. But why in this case is not allowed to resume this movement calculation by some player onboard????

     

    Either change this mechanic or declare this action as OK.

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