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Alpha Tester
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  1. ok, cool thanks. I saw some people talking about it and was not sure if I missed an announcement or podcast.
  2. If this rumor is true, then I'm putting on the brakes for mining and production right now and just collecting login cash until there is some definite direction.
  3. Another important factor related to this is the lack of economic growth. PvP is the icing on the cake, but cannot be the sole core of the economy for the following reason: The difference between a PUSH economy and a PULL economy. In a PUSH economy: When overall wealth comes from the lowest/first activity of the value chain, anything that follows it along the creation chain is a luxury (meaning not a necessity) Thus, demand for complex goods happens only where there is excess capital and can be afforded. In a PULL economy: The last link in the production chain is vital to the survival and profit of the main activities. In this case, there is a much larger demand pool because the entire production chain is needed to create the income and vital to providing the defense of income-creation equipment. This is why making money from PvE rewards is much, much healthier for the economy than mining. When overall demand is low as in the PUSH economy, all prices will eventually drop to the level of barely above the cost of input raw materials. This is due to an overabundance of supply competition. The price premiums injected by the high cost of schematics will eventually fade away as it is only a fixed cost, and once people have recovered their initial investment, then excessive supply competition will force it down. The only long term fix is to increase demand.
  4. To clarify my earlier post: PvP is inherently a zero-sum game or less. It is a net loss due to fuel consumption and repairs, even if you win the battles some of the time. PvE on the other hand can be a net gain because enemy space bots won't get burned out on losing big or rage quitting. PvP is best used to control who gets the best hunting grounds for PvE, and defending lucrative turf. As it stands, there is nothing worth defending in the game as almost everything is available elsewhere. Because mines are single use and don't refresh, even the best meganode has a limited lifespan and the costs of defending it or attacking it could reduce its value quite a bit. I don't think that bragging rights of winning a PvP battle is a sustainable reason to spend the huge gobs of time and money that it takes to win it on a large scale. In EVE online, there was lots of PvP, but there was also PvE to practice on, hone your skills, and walk away with more cash than you came in with. At the moment, there is no point to DU outside of crafting pretty stuff. Even when the PvP gets revamped with new mechanics, it may still be missing the most important ingredient - a purpose. Control of generic territory is not a purpose. Since renewable mining nodes are not available, then control over great (and renewable) hunting spots is something worth engaging group vs. group PvP. Individual PvP for stealing other people's cargo just isn't sustainable. Because mining nodes wear out, everyone is basically nomadic at the moment. Renewables make a specific geographic location valuable and worth defending. Only when humans stopped being nomadic did civilization truly begin. I'm mining and staying active with the hope that someday there will be more adrenalin-inducing content, comradery in battle, and a purpose to this grind.
  5. How often is the test server synched with the real server, once per update / once per couple weeks? / Once per week?
  6. PvP: desert, PvE: Meat and Potatoes "How can you have any pudding if you didn't eat your meat?" - Pink Floyd Seriously though, the game needs cooperative battles on a regular basis - PvE against swarms of NPC invaders is the only thing that will keep people engaged and get the economy back up with this new hardcore industry concept.
  7. I like your thinking but I am not sure that what will happen is what you think. We are thinking too linearly, as pirates versus merchants. There are other ways to make the game more fun and challenging other than making it more dangerous for heavy haulers. If you tilt the equation against miners and bulk haulers too much, you may lose a good percentage of them as players. Real-life time is just too valuable for most people to absorb repeat losses. There is a common underlying assumption that if we beat up the miner-haulers enough, they too will become worthy adversaries and then we will all have a good time. Maybe for some, but most just want to be left alone to do their thing. It is possible to have challenging battle without causing pain and grief in someone else. It's a hybrid of realm PvP and group PvE. People work together against AI and other people trying to control the best hunting grounds. Also, if you really want to go against some haulers the game should have protected AI convoys that are tough to beat.
  8. I get the sense that the rush of beta interest is starting to fade. Many people have gotten a taste for the game but now are starting to re-focus on real life issues. To keep DU sustainable long term, we have to look at what a game can provide to a player. 1. A sense of accomplishment: - this is fulfilled by the building aspect of the game and I think is well covered, no urgent needs here. 2. A sense of comraderie, friendship building, and belonging to a purpose greater than oneself: - while building large and or intricate constructs with a team can do this to some extent, I don't think it can be a primary motivator by itself. - hunting as a lone wolf doesn't satisfy most people long term, sure fun to try but that can fade away. For me, I would like to be part of a combat based team that can overcome high odds to prevail against a tough enemy, without stirring up a lot of negativity. Too much of that going on in the world right now. So, here is the problem: - Right now, PvP is architected around people stealing from other people and the defending against that. I don't think that kind of negative experience is going to help the game in the long run. For the pirate, it is a short term adrenaline rush but ultimately gets boring if it is too easy or repetitious. For the victim, they get tired of mining for a week and having it all disappear instantly along with their ship and they start to question their commitment to DU itself. What I think is needed: - A common enemy that is not only other players. Other players have real-life schedules and getting two large opposing groups to be online at the same time is not going to happen very easily. I don't think there really is any alternative to having swarms of low level AI bots protecting something that is highly desired by most PvP players. What is that thing that everybody wants? Is it treasure, rare ores, or bragging rights? Sure, but even more important is having an memorable experience - that's the real treasure. The swarms of low level AI bots are just the guards at the door, but the group that can prove they can work together to defeat them will get access to some real, story-based battles. Hire some real professional writers that have successfully published some sci-fi books and have them create content that is only available to orgs that can enter that zone. Now, what should naturally happen is that an alliance of orgs will try to protect access to those story-based rich hunting grounds, and other alliances will form to wrest control of that gate from them. Now THAT would be worth staying active in the game for.
  9. Thanks Haunty! - I ended up going to their main website, very interesting stuff! I might use end up using it.
  10. The other thought I had was that messages seem to be dropped under load. I hope the backend isn't using Kafka. Kafka will drop packets under load, as it wasn't designed for transactional type messages, only for fast streaming where dropping random video frames doesn't matter.
  11. As I have been playing this game for the past week, I have been wondering about the internal mechanics of the server engine. Obviously without the code I can't know what is going on , but I can guess. 1. There are numerous microservices in a distributed environment. 2. While load is light, these work just fine, very efficiently. 3. When load is heavy, the queues get very deep and cause deadlocks between different microservices 4. Users start cancelling requests with other actions 5. The old actions are clogging up the queues, more incomplete actions pile up between the microservices as users get frustrated and repeat actions quickly. 6. Everything grinds to a halt until a bunch of people are forced to lose connections or the servers are reset. My suggestions: 1. Have a max queue depth of no longer than 10 millisecond's worth of data. Deeper queues are NOT better. 2. consider using parallel queues, if one gets stuck for too long, just kill the whole thing and proceed with the unstuck one. 3. Use backpressure to notify fillers of the queue to wait. It is easier to cancel actions if portions of it haven't been submitted to other microservices yet. 4. Consider using tags to quickly remove cancelled requests from heavily used queues. Anyways, I hope NQ can solve this as I love the game and want to see it thrive.
  12. Sometimes when I loan my ship to a friend he forgets where he put it or loses it. He can't track or set it as destination because it is not his. Can we have a tracking right that allows the recipient to find specified tags in the policy? Thanks!
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