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Mordgier

Alpha Tester
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Posts posted by Mordgier

  1. DU has never had a try before you buy option. Even the beta codes had a paying customer behind them. Certain backers got beta codes - and sometimes when JC does a live stream some get raffled off - but there is no case where you are going to get one for free.

     

    Beta codes are extremely valuable.

  2. 4 minutes ago, joaocordeiro said:

    A workaround is to place partial elements like 2 engines instead of 8 in hopes that you can mirror them afterwards.

    I never understood why you can't link hubs to hubs.
    Are they afraid of a reclusive loop?
    Just make a max depth like 10 and prevent loops. it's not that hard to code.

    I assume it was largely an anti-hoarding measure - obviously you can still deploy an L full of nothing but crates and hubs to hoard stuff - but the fact that it isn't all one giant essentially bottomless box makes for a lot of space mom duties.

  3. I think linking hubs to hubs to hubs etc will be hilariously OP or being able to link to multiple hubs - the two ways I see to make this work currently is to allow to deploy a BP partially and then re-deploy the missing components to it.

     

    Or you link to a container, and the BP claims those components for deployment, link to another, and tag more componnets until your BP is "completed" and can be deployed at which point it yeets the components out of all the chests you previously linked to as long as those components are still 'claimed'

     

    Either way, I am not offering to say "this is how it should work" because I do not have any idea of how complicated what I'm suggesting is - but NQ does need to be aware that this is going to start to become a major issue as people start to have larger constructs.

     

  4. 35 minutes ago, Zamiel7 said:

    I am also interested in a potential solution for this. We're in the process of building our own large ship, and I was thinking this might be an issue.

    Only thing I can tell you now is to make several BPs in stages - but that doesn't really solve it just make you be able to at least place the voxels and then fill in the elements by hand.

     

    This is obviously not a full solution because getting the elements in place in such a way that they all look good is a hassle.

     

    It's even worse for industry as you basically have a ton of elements rather than voxels.

     

    So trying to move an L factory from BP is basically non viable currently.

  5. 11 minutes ago, JohnnyTazer said:

    The only way a lot of these scammers succeed is, based on buyers greed.  Our best guess is official release is probably 18 months away. Give or take who knows, but thats a educated guess.  So that means if you are paying a sub til release, you would have spent $7 X 18 = $126 dollars.  Beta keys you dont have to pay for release, so thats an estimate of their value.  So this person thought they could spend only 5mil of in game quanta for $126 dollars, which is laughably low, because even noobs can make 5 mil in a few hours.  There is a reason for the saying "if it looks too good to be true, it probably is". 

    A beta account can be used as an alt that pays 100k a day AND can train all the skills you don't want to waste on your main, like handling.

     

    Anyone selling it for 5 mil is not to be taken seriously.

     

    Also - I've got beta keys, will sell for 5 mil, please give me the money first though.

  6. 8 minutes ago, JohnnyTazer said:

    I have no arguments with discord so that's whatever.  But ya no ingame sanctions to his character should happen.

    Yeah - it's not a good look if the official discord trade channel is where the scam originated for the community. That's my angle on that. If the trade channel isn't policed for scammers - it's worthless and a noob trap.

     

    On the other hand, if you traded 5 million for an empty trade window, you got exactly what you traded for.

     

     

  7. To be fair, if he's scamming in the official discord by offering beta keys he doesn't actually have, it's probably worth of a ban from the official discord.

     

    It's just good community management of the discord - you ban the scammers from trade chat.

     

    There should be absolutely no game penalties etc... 

     

    I would take this up with the Discord moderators.

  8. It didn't help that the most recent patch that broke linking was actually supposed to fix a linking exploit that let you stay linked to a conainer regardless of distance - even off world.

     

    I still don't think that ore quantities are a real issue. I keep hearing people cry about ore and swiss cheese moons - yet when I go mining I find untouched tiles left and right.

     

    The again - I don't mine next to markets....

     

    Frankly I've been hearing soo many whines about "All the ore is mined out!" and yet never seen it - I'm starting to suspect that the posters claiming that entire moons are mined to swiss cheese have a bit of an agenda....

  9. 31 minutes ago, michaelk said:

    IMHO, there is no realistic vision for the game. It makes me sad. The promises are so vague and grand, people see everything in DU. 

     

    After six years of dev, the foundations for this game should be done and solid as diamond.

     

    You can't build a civilization on a cracked foundation, and this foundation is like a thick soup. If someone told me this game has been in dev for 10 months, I'd believe them. 

     

    JC isn't a game designer. He's an ideas person. It's dangerous when someone like that is at the helm, because they have fleshed out exactly 0 real details about how the game will actually function. It is a collection of "great ideas" and "hey wouldn't this be so cool" without a comprehensive plan. A complex project requires a solid foundation. That means knowing exactly what's going to be built on top of it. 

     

    The balance between building and PvP should have been hammered down years ago; instead, they seem to be completely winging it

     

    Humility is really important in development. Ideas that seem easy rarely are, especially at scale. Everything is soul-crushingly difficult. Being a brilliant roboticist doesn't mean you're going to be a humble leader that listens to designers and engineers that have been down this road countless times. 

     

    If anyone remembers Lionshead and their propensity to overpromise...try "Civilization Sandbox". 

     

    I do hope NQ can focus and make some definitive progress in the next few months. They need a veteran in the field with fresh perspective that can challenge JC's inexperience and hasn't spent 10,000 hours staring at the game...

    I don't think it's as bleak as that - but I do think that the devs have more ideas about WHAT they want rather than HOW they want it.

     

    The devil is in the details and we just don't have them - especially in how territory control will work, what will and won't be PvP.

     

    The fact that we do not know what will happen to Alioth is something I just can't wrap my mind around. Will it be pvp? Will it stay pve? What is this nonsense about half and half? How can we be committed into building large structures if we don't know what will happen to them?

     

  10. 10 minutes ago, Elrood said:

    Truth be told i stopped caring about that stuff long time ago.
    Boundless, Atlas, World Adrift, Second life, Citadel forged in fire - thats only what i can recall out of my head without even going to steam library - are games with great potential squandered by strange choices and/or inability to make game interesting/playable for wide audience. It won't be first time game will lose me as players. Nor will it be last. This game scratch many itches for me, but i can scratch them just playing few different games. Between minecraft, factorio and odyssey update to ED or this new tie fighter sim, i'm not worried i won't be able to scratch one of the itches this game provide. I will take whatever fun i had and leave taking my cash with me. 

     

    This game does something the others don't though - and that is do all these things in one game. That is very appealing to me - but it must do all of these things well enough to hold players.

     

    I think that he mining requirements need to be tweaked - especially just for voxels - and pvp needs to be overhauled for this game to survive. 

     

    I'm talking out of my ass here but I would say that if the game doesn't manage to do these things by end of Q2 in 2021 it's going to lose too many players to recover.

     

    I personally am committed to playing this on my 3 subs till March 2020 and then seeing if I want to keep going.

  11. 1 minute ago, Elrood said:

    I see it very simple - for now we build nice stuff cause its fun. PvP is not fully implemented, so even said cubes are not probably going to last. NQ will have to do something about that meta because if all the players see are meta ships and all the builders emigrated - this game will have neither graphics nor looks to find audience. Not to mention investment going to waste. So i'm not worried and waiting for the future. 

    I am very worried because Worlds Adrift was in a very similar position and things didn't end well for that game despite all the potential it had. 

  12. PVP needs to be rebalanced from the ground up.

     

    Hit chance needs to be entirely based on the profile of the ship from the angle it's being shot at - not the core size.

     

    Vector differences must play a much larger role. 

     

    L weapons should have tracking that is pitiful. An L missile should simply be unable to effectively hit a small ship that is changing it's vector.

     

    HP of voxels need to be rebalanced from the ground up and not just be weight based. More complicated to make voxels should have benefits over simple to make voxels.

     

    A power system needs to be added to further cripple xs ships mounting L weapons - it should be viable to mount upsized guns, but it should come with some serious downsides - IE having to have a ton of capacitors that get drained fully just from a single shot and need time to recharge etc.

     

     

    I disagree that building good looking ships for pvp is pointless. It doesn't matter if your cube is shot up or your pretty pirate ship. You're likley going to be scrapping them both and redeploying from BP anyway because fixing voxels currently is too much of a hassle. Easier to scrap and redeploy.

     

    The only reason people are doing cubes currently is that there is an advantage for filling the build grid but no penalties.

     

    Ultimately a pvp ship that doesn't get hit due to a small profile is better than one that gets hit a bunch but lives - you don't have to fix the ship that never got hit.

  13. 30 minutes ago, Biblitz said:

    Eve Online had/has strict rules for staff interactions within the game. Violation of this code would mean termination of the employee.

     

    Dev's should dev in a specific dev environment/

    Dev's can enjoy the production version of the game on equal footing to other players.

    GM's should only influence the game where needed/warranted. 

     

    I'm sure they have some of this in place already, although this thread rightly brings into question some of it.

     

     

    EVE online only got them after the T20 scandal. And only because a staff member used his personal account to play the game and granted his corp t2 bps. 

     

    NQ-Name is NOT a personal player account.

     

    This has nothing to do with the narrative you are pushing. If NQ were playing non NQ tagged accounts with dev perms - yes that's an issue.

     

    NQ-Name is NOT a player. They are not part of a player org and are not spawning stuff for them or claiming 37 tiles for a player org.

     

    I suggest you become familiar with the issues EVE had and why the rules EVE had were put in place as then you'd understand why the DU case is nothing like it before you start to use it as an example.

     

     

  14. 17 minutes ago, michaelk said:

    There's zero chance that the game will be sustainable long-term if everyone that gets turned off by ever-increasing travel (as their first impressions) "just quits". 

     

    Please understand that we need some level of casual player to sustain the game. That means understanding that new players will be going back and forth to the market often as they discover how to build industry and create ships. If you make that mind-numbingly boring, people will "just quit".

     

    It isn't like going back and forth in a hovercraft or aircraft is actually difficult, it's just time-consuming. Monotony isn't the same as difficulty...it's more a measurement of how much free time you have vs. how skilled you are...Nerfing monotony isn't "handing people everything on a silver platter".  

     

    It isn't good when casual players "just quit".

     

    It means less hardware available for everyone else. Who do you actually think is going to pay for those massive space battles and big cities? Hardcore players on the game for hours every day? Subscriptions aren't based on usage...someone that plays the game less but pays just the same is NQ's best customer. They will be the ones footing the bill when hardcore players organize en masse. 

     

    If everyone annoyed with ever-increasing travel at the start of the game quits, good luck sustaining a server load that will increase exponentially as players begin to organize...

     

    Warp drives travel pretty damn fast  - for a price.

     

    Everything you describe can be sorted by joining an org - and that is the direction the game pushes you anyway.

     

    If someone chooses to be a space hermit - then they shouldn't be surprised that being a solo space hermit ain't easy.

     

    Every thing you say is also true for EVE where you would spend hours warping around and god forbid you went through a lowsec shortcut....

  15. 54 minutes ago, Anopheles said:

    Couldn't get my new metalwork to connect properly to the desired input and output containers.  Just wanted to be connected wrong, regardless of how it was linked.

     

    Tried asking on discord, never got a response.

    Was the outpout out of links perhaps?

     

    Try slamming down two brand new crates and see if it links to them correctly to eliminate the link count issue.

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