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Hagbard

Alpha Tester
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  • Gender
    Male
  • Location:
    Germany, NRW
  • Interests
    Making stuff, 3d printing, openscad,arduino, raspbery Pi, RC, etc.....
    and of course DU
  • backer_title
    Patron
  • Alpha
    Yes

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Hagbard's Achievements

  1. Thx NQ, really appreciate all the small balance changes you did to the demeter Update. - HQ Tiles: Great Idea! this helps us keep a lot of the player made content outside of sanc - Wiping the scan results: Absolutly the right decision!
  2. thats why in my other thread i suggested that when placing a non mining TCU on a tile, the ore pool gets blanked and will need a long time to recover (e.g. 3 month) after removing the non mining tcu. This would stop people "reserving" the tile just in case or because of the ore pool data...
  3. love that tool! we all waited so long, can't wait to start playing around with it.
  4. Ok, so what could be NQ's intention with the changes in Demeter that we are criticising here? 1. Reduce operational cost. => remove ground mining which creates massive amount of data in both server side storage and Internet traffic. => reduce number of tiles & constructs owned per player by implementing cost, this as well removes massive amounts of data in their database and helps with cost saving Additionally this will probably lead to the salvaging opportunities mentioned in the roadmap 2. Slow down player progression and therefore enable a longer player time in game (similar to introducing schematics when a player was able to reach "industry end game" in some months.) => make it harder to progress so reduce the amount of ore which gets injected into the game => slower player progression leads as well to less constructs and therefore less data, which helps with point 1 above 3. Fix Lag. => we all know that massive haulers with an extensive number of elements are currently not working in the engine as it is today. SO using a simple change like the airbrake obstruction would kill those massive atmo capable ships and force players to use separate smaller atmo and space capable ships. this will effectively remove the Lag monster ships from game All of these changes could make sense and create a working game, but the break in the gameplay for existing players is probably quite brutal. In alpha all of that would have been OK. There was no “persistence” promised for the Alpha. If NQ would communicate a bit more with the player base we wouldn’t have to speculate and maybe find ways together to come up with ideas and potential solutions and/or alternatives...
  5. maybe we could have a new Mining Territory Unit.. if you use that, you will be able to use mining units and the high tax is due for that tile. but if you use a standard TCU, it will remove all ore pool values from the tile permanently ( or for e.g. 3 months) but it will only cost a one time fee similar to as it is today, this would allow content creators to get tiles for their projects and only if you ever plan to mine on a territory you would use the other new MTCU. with the fine adjusted taxes / placment charges this would stop people from massivley claiming minable tiles and still allow creative gameplay
  6. linked containers seem to be bugged on PTS. i just flew to my space station 130km above my base and my linked container (which is 130km away) ist still being displayed/is accessible. So free mass transport over any distance?
  7. In my opinion every time you make substantial changes to the gameplay, some players will dislike it and some will like it. this is normal and expected.. the goal should be to create a gameplay to enable the game to grow. i completely understand why ground mining has to go in order to lower operational costs. we just need to find a way how this change will be beneficial for the majority of existing and new players. when 0.23 was released, that was a needed change to the gemaply. but the majority of players felt like NQ took something away from them and thus stopped playing. with Demeter it is essential to avoid to create a non working gameplay. it has to be assured that the majority of existing players will find a new gameplay and that new players will have a fair chance of progression. a possible solution would be to establish mechanics to stop dominance of individual orgs/players. so it has to be assured that no single instance can easily claim all the valuable tiles. first delete all existing scans. second make it harder to scan huge number of of tiles and remove the "patterns" that allow players to easily hunt down the most valuable tiles. the other thing are the territory "taxes".. we need a mechanism that allows new players to claim territories to allow the content creation gameplay. then we need a mechanism to stop the "dominance" of single orgs/players to easily claim a unreasonable high number of tiles ( just to claim mining tiles without actively mining them) then we need income sources for new players to replace the previously underground mining. missions as they are today are not sufficient for this. it is not huge changes that are required to make this work, but rushing out demeter as it is on the PTS would be fatal.
  8. i know players / orgs that have scanned full planets in this game.. and i do not know all players ;-).. so if you have a lot of scans it is a matter of minutes to identify the one tile which is a hotspot .. so withing 24h for sure this will be done for all valuable tiles . even if you would delete all existing scans and make players start to scan again.. it would be maybe a month before the same situation would be there..
  9. this would still lead to all good mining tiles to be claimed in 24h
  10. resolving the problems would probably not be too hard. here are some suggestions: 1. territory costs should be cheap for the first tiles.. then increase exponetially.. stop the possibility to have players claim unlimited number of tiles using orgs/suborgs. 2. delete all existing scan results and make it a lot harder to identify the mega tiles. make it impossible for single orgs/players to claim a high quantity of them. we've seen players finding patterns before, scanning full planets and being able to claim all undiscovered mega nodes of high value within months before.
  11. i'm ok with territory taxes... but would opt for incremental tax depending on the number of owned territories. but the whole mining unit system has the problem that the tiles with the valuable l/h will be claimed in no time. so the workflow will be useless for all players joining in the future
  12. i just opened another thread just before this Q/A was created... Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems. 1. Territory costs of 1m per week: this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time 2. Scanning results do not get deleted and show l/h for mining units this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify the most powerful tiles for mining units if you have containers full with scanner results. so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans. NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server - New players some days later would not have a chance to find income opportunities despite missions. - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow. - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game please reconsider your decisions.
  13. Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems. 1. Territory costs of 1m per week: this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time 2. Scanning results do not get deleted and show l/h for mining units this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify the most powerful tiles for mining units if you have containers full with scanner results. so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans. NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server - New players some days later would not have a chance to find income opportunities despite missions. - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow. - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game please reconsider your decisions. Hagbard.
  14. I would take a different approach. A capital ship powered with rockets/atmo engines shouldn't be able to easily land on a planet Espceialy if they only use normal atmo engines. We do actually have better engine types: AGG's. The AGG's used to be really useful when we've been able to operate them at higher speed. and honestly they are the most expensive engine tech in this game currently, but became basically useless with the slow ascend/descend speed they now have. If they are that expensive and high tier, why not make them useful? Why have an altitude limit on them of 1000m which leads to all the AGG towers everybody hates? My proposal: keep AGG's expensive but make them useful again! Remove the 1000m altitude limit and allow them to be used with higher ascend/descend speed. If you want to "nerf" them, maybe put in a mass limit at which they can be operated or make them even more expensive.
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