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Honvik

Alpha Tester
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Posts posted by Honvik

  1. One of the issues around the current 'ore mechanic' on planets is that the ore seed never changes at all.  Why not implement a shifting ore seed mechanic that every so often it shifts and therefore ore seed is redistributed.  With Auto-mining it reminds me so much of Star Wars Galaxies mining and how ore shifted every so often and you had to chase the quality/quantity for your production.  It was not unheard of spending sometime to find a new field and planting your mining units.

     

    In DU it lends to find it and keep it forever if you pay the tax on the tile.  That means if someone got lucky then they are set up forever.  Equally a new player wont have much chance.  It also means on NQ's side mass Automining on an epic sale wont just see it 'planted on the planet' that player or org will need to think and shift it around.  

     

    Thanks

     

    Honvik

  2. Please please please can NQ visit the steam page and respond to people on there?  This is your potential players who may buy DU asking for info.  Also please do a pinned post for all newbie help videos too there?  It may significantly help new people from now and release!.

     

    Having posts about DU is a scam do not help.  As much as I respond it seems so hard to make your point :)

     

    Thanks

     

    Honvik

     

  3. With element destruction a reality finally for PvE the repair unit needs a refresh so totally broken elements can be repaired easy by slotting new ones into a box and a repair unit can repair it quickly.   This is more a quality of life as I knw you can replace elements by hand.  However if stuff is inside it can be a pain.

     

    Also scale time to repair by number of things need fixing.  

  4. On 8/23/2022 at 3:17 PM, Cergorach said:

    Oh god! Where is my barf bag? 😉

     

    I'm going between just YOLOing it, see how it all now works and going full out with four accounts and see when I throw up my hands and walk away angry...

     hahaha :)

  5. This was the most disappointing stream I've seen for a major announcement you literally didn't release any new feature rich new additions.

     

    I expected a major announcement to be new systems coming for launch like territory warfare which was due last year or energy systems.

     

    Do you folks realise adding either of those two features later on is not ideal especially energy ?.

     

    I totally understand the planets and I also equally hoped a chance to move them all closer to avoid the snooze fest of flying slowboating.

     

    Anyway it's disheartening indeed after all these years playing.  Your not convincing people to give it a go.

     

    Honvik 

  6. 3 hours ago, Cobqlt said:

    Well, with the last Ask Aphelia, NQ seems to take the wrong way again.

     

    So they decided that all tier of ore will be available in Safezone (outer planets are just an extension of the safezone without territory warfare or any cancel warp mechanic)

     

    What are the pros and cons for this decision?

     

    PROS

    - Players will don’t have to go in Space and they will not cry on forum against those terrorist nolife who killed them

    - Can fit with the territory warfare (but how? when? And if we got something similar to alien core outch…)

     

    CONS

    - Recreate the same problem of imbalance between players who are here at start and others

    - Players will got no interest in PVP content, asteroids or in alien core

    - If any balance is needed NQ will be stuck for change value of ore, when they will don’t have this problem if high tier will only be foundable on roids (put less/more roids with less/more ore and you solve any balance problem). Imagine trying to balance ore on planets where ppl decided to put they entire MU or else… It’s clearly the right way for redo the same beta mistakes

    - Creating a DualUniverse with no risk (don’t talk about alien core, it’s just for keep PvP players busy far from other players) will result in less interest in org/alliance, less interest in mercenary, in piracy… just in every interaction possible, friendly or not.

    - The economy will be again ruined by the 0 lost elements/ship rule setup by NQ in PVE and with nobody in PVP

     

    Why NQ can’t listen any suggestions PVP oriented?

     

    Because they don't want to make a game that could do well.

     

    They want a game as easy and maintenance free.  Gone are the civ building alliance game they talked about early beta and pre alpha !

  7. 12 minutes ago, Elitez said:


    Safe zone is needed for Second Life activities. They can easily release in 2023 a new system without Safe Zones. Its not like they want but its needed. The majority population is PvE in DU and it will be PVE!

     

    They dont need SZ everywhere.  You can warp from one to another.  For a Civ/Conflict game its a huge shame.  Star Citizen does it well its risky and good reward (yea it lacks building in SC tho) it was their one opportunity to resolve it.

  8. A few interesting points.

     

    Major one.

     

    Removal all safe zones except haven or another planet.  Look at star citizen all content is in pvp space.  I can mine but maybe at risk.  Where is this old vision for DU to be like this ?

     

    We need the civ building conflict mechanics back into the vision and what better way is on wipe day !

     

    If I get shot at and killed so be it.  Hop into new ship with groups sorted.

     

    Builders can still build and explore.

     

    You could added tiered base Shields too so not just 48 hours.   Even 7 day ones.  They should legit need to be fuelled to keep them running too !

     

    I agree constructs docked should be protected (means you build a base with a hanger a bit like old videos showing station wars)

     

     

  9. 7 hours ago, Noddles said:

    Look the wipe would be the perfect time to change things up and introduce new mechanics. 

     

    First Id delete all but 1 of the outer planets and move the safe zones back to their original promised borders. 

     

    Second I'd bring in player markets and remove all the markets outside of the alioth safe zone. 

     

    Third I'd finally create and introduce energy systems to be the great balance that everything needs. 

     

    Also anyone who thought there wouldnt be a wipe post beta was kidding themselves. If youd been here since the alphas and knew all the exploits and bugs, you'd know a wipe was the only option. 

     this

  10. So firstly thanks for the news finally for wipe/reset.

     

    We do need to know content for launch as we really want DU to work and survive.  Currently DU is lacking a lot so we want it to have the best chance.  Can you release energy/Territory Warfare and Org refreshes too in time?  Convince us to invest in your game please!

     

    Secondly why not Org names too wiped?  So many good names taken up by redundant dead players so if I considered to change my org I cannot as people hold the titles.  It should be active people only keep their org names tbh!

     

    Thirdly are you removing Safezones?  Prime opportunity to reduce them to bring that Civ Building, Conflict game as originally planned?  Currently way too much is 'safe' so if starting afresh isnt that a good idea to keep Safe zones to a minimum?  We now have mechanics to protect stations if you choose to build them out in space.

     

    Thanks

     

    Honvik

  11. Is it me or is this moving to slower ships and more element only ships again?  Nothing affecting cross-section builds.  mmm.

     

    I do miss the old hulking ships with actual designs and not this speed fest because we have to when outnumbered :).

     

    Remember any changes in weight etc will also make slowboating slower!  Slowboating is the most boring thing in DU

  12. To be honest it is all smoke and mirrors.  A lot of what was stated in this Newsletter are things promised in 2021.  Why not show some of the early systems for TW, Recycling etc?  We can give you some feedback early on so you can develop it but equally it gives us something to get 'excited about'.

     

    Currently the game is dead, empty, quiet because of the Wipe Hype no one is sure what asset is going or staying and that makes it even worse.  If I know 100% everything but BP's are going I'll get on, fly my stuff, PvP like you want us to to test for you knowing if I die (lets face it its likely I'm going to be outnumbered) I wont give a hoot.  However not knowing means I'm still cautious on asset loss.

     

    This past week I've seen more of my org quit/cancel subs than any other week as they are bored as hell, fed up not knowing about the wipe and wont put the time into the game until they know one way or another if it is worth to do so!.

     

    We need answers and a roadmap.  Remember its been a few months since the last big update was launched so by that a new one si due around the corner (yes I originally read no more major patches but this post kinda says otherwise).

     

    End of the day we just need to know to plan.  Sadly I'm spending less and less time in game and chilling in other games which is a huge shame.

     

    Thanks

     

    Honvik

    Premier of the Empire Org

  13. Note - Firstly we thought Alien Cores in lockdown don't produce items but apparently they do.  It still takes a significant amount of time to get it into lockdown but anyway not sure if thats correct or not.   A group of us have randomly been hitting cores on and off due to numbers.  Secondly from asking NQ we wrongly assumed if the Core/Base shield goes down and we capture it then the base shield goes up and we capture it

     

    The Preparation

     

    With the majority of the PvP base in Legion plans went on behind to secretly arm non-PvPer's to a huge event before the impending wipe decision, a lot of our PvP'ers have paused with NQ's post about a wipe.   For props Deadrank/Caerus contacted with a potential idea to gather a group of orgs and equally arm, provide logistics support for one final event but also a good way to give NQ feedback.  They had built warp sleds to carry vessels and other orgs built ships and poked their non-PvP players so a very raw and quick into PvP for many.

     

    The Day

     

    The day had finally come to give it a go.  Prep was completed and the gathering point confirmed.  Forces from multiple orgs were ready and an rough plan was formed.  A fake attack was made (maybe more too) but the bulk of the fleet was near the Alien Core.  Orgs/Groups were split into comms with A 'Siege wing' sole role to target the core (Reality is they should have just shot ships now what we know).  We knew Legion potentially had a 'Warp Beacon' Nearby so knew it had to be as quick as possible as unfortunately if your the attacker you really are limited compared to the defender who could keep warping more ships in.  We had around 30 people to start with which is a mammoth amount of people (this increased slightly as more joined in) but one of us was dropping off 'decoy' ships just to mess up the radar (they even had weapon looking stuff on them!).

     

    Transponders were broken still as NQ did not fix it in time so this was even more of a challenge with a huge list, people new to scripts/Lua.  

     

    The fight begun with one of us blasting in to spot a couple of Legion Ships.  We did call out core ID's to target but this was a newly formed force so no simple task at all.  I personally was chasing a L ship for a period and swung back to the core to assist.  The L cores of our group begun battering the Base shield with others targeting legion ships (core ID's).  Our channel had the bulk of people and it was a little chaotic.  I had personally split off with a few Legion ships and chased an L core which I successfully Cored and with more on radar for me it was to quickly get off grid to vent my shield (was low).  I rejoined the fold closely and we were still at that point successfully coring Legion allied ships but equally ours were slowly being popping off, then rapidly more and more Legion ships appeared.

     

    The tide had totally turned quickly.  Multiple ships, multiple double/triple seater ships (A lot of ours were single seater things) all targeting people with ease.  Some allied forces had already begun to flee unbeknown to the core group but the Alien core shield was still going down.   It was obvious without the people and ships it was only a matter of time before it was a full retreat.

     

    It was at this point a few ships named the same as Legion and strafed into the fold to keep hitting the core.  The shield was close to breaking point.  It was at this time at 1% shield I failed to escape and at 1.8SU away one final shot hit me and BOOM.............  I did however exit in time to float about in space.  I managed to fly to the core in case we needed to repair to capture it.

     

    At this time Lovoda finally made it on 'grid' his ship opened up onto the Alien Core and BOOM the core died.  A few of us frantically tried to repair the core and they did so we thought huzzar! we won the day.  Sadly this was not the case in fact Legion blew it up within minutes (we did delete some plasma and took 1 that's it).  Thinking it was a bug one of us kept coming back with a ship and kept re-coring it or we flew to a wreck and reactivated old ships that had cores stored in their containers.  Honestly we thought it was a bug so kept going!.

     

    Running out of throw away ships, wrecks to use we called it a day.  I guess we thought wrongly if the core died, repaired its yours with a shield.   So its good feedback to know that is not the case.

     

    Anyway this was a blast but that was the last made hussar from the group.  Reality is you equally needed a trained PvP group to combat another PvP group so well played to Legion it was an absolute blast and more importantly the SERVERS HELD UP WITHOUT MAJOR LAG!!!!!!!!

     

    Thank you to all who made it happen and turned up.

     

    NQ has lots to do but this certainly has given food for thought

     

    Honvik

    Premier of the Empire

  14. Mining units are fine as we do have asteroid mining if we need extra 'ore' the issue and its a big one is elements do not decay or die (even in PvP due to the meta).  NQ turned off elemental damage.  Therefore ore goes in, no ore goes out (product wise) thus market is flooded or people hoard their elements.

     

    If we had decay mechanics proper ones and destruction was on.  Ore prices would go up as ore would be in demand.  Ore is literally not in demand anymore due to what I am saiying!  Plus the NEED for voxels on ship's is not there.  Another hope was voxels mattered and they really still dont due to the changes in Athena.

     

    Honvik

  15. On 5/3/2022 at 4:27 PM, Cobqlt said:

    I must admit that a post like this was what I would have liked to see before, being able to speak with devs and understand your vision is important but also being aware that you are reading and analyzing our feedback. Thx for that.
     

    From my point of view; the speed limitation equation by the mass of the ships need to be less rude, to allow to have competitive ships with some voxel and a skin/identity, not just a stack of elements, your orientation pushes too much to lose all what is best designed in DU: the construction and the voxel.
     

    Shields should be limited by core size; Shield L for core L only, M for core L and M etc..
     

    I sent a TTK video test to Deckard regarding tanking a ship with voxel and taking the whole box of an L core, it dies in 20 seconds with a good focus, during a fleet fight with 100% hitrate from anywhere, having ships with so many weaknesses (large cross section, slow, expensive in HC and elements ...) which become throwable and it's clearly not a solution. You need a real balance, the small ships are very powerful due to the misses, weapon damage are really too high for allowing another meta if you change anything.

     

    100%.  So with Athena update I did think 'Well we will need siege ships' mainly for attacking Alien cores but the result of that would be any defenders who are more mobile, easier to turn would eat that L core up fast because CCS is still poor and even voxel HP overall is still poor.  What I thought with their 'fix announced' on the calculations that CCS/HP would perhaps be tweaked so voxel is more effective especially considering weapons damage overall has drastically increased with previous updates.  I think I envisioned even in a fleet fight there would be 'tanks/capitol ships', then the rest.  It is still lending itself to even smaller ships than M cores now for speed but equally they can still do a reasonable amount of DPS.

     

    Point i'm making is you should be rewarded for using Voxel armour not hindered by weight CCS etc'

     

    Honvik

  16. 4 hours ago, Kveen00 said:

    NQ-Nyota,
    As a player that started just after Beta started and had logged on and played every single day up until this thread started (I have not logged on since-possibly permanently done depending on this decision) I am happy to provide my feedback. Note that I have paid for my subscription(s), and did not have any free beta keys. Find what I believe are the main issues and recommendations below. Just a thought to keep in mind however....anything you do confers advantage to someone. That includes a full wipe. You can't wipe organization discord channels you don't control, so a full wipe absolutely provides MASSIVE advantage to existing large orgs simply because they are already organized and can pool resources to rebuild faster than anyone else possibly could. Nothing you can do will prevent that in any way from happening. For the 'full wipe' crowd, I think some honestly believe that is best, I can respect that, but some are advocating that strictly so they can dominate some aspect (e.g. PvP) of the game where having a large cooperative player base will vastly outperform anyone else that tries to compete regardless of wipe status, but even more so after a full wipe. You need to balance some degree of leveling with the need to keep some part of your existing player base by not making it to hard for single players or smaller orgs to restart or they will give up and go away.

    Issues:


    1 Talent Points: Given a paid subscription, wipe of talent point is a non-starter for me. Since I have paid for the subscription, you would be removing value that can only be obtain through payment of real-world money over time. I could MAYBE see the argument for removing talent points for free beta keys, but any removal of talent points would feel, to me at least, like theft. Other people obviously feel differently about that, but that issue is a non-negotiable from my perspective, at least for anyone that has been paying for a subscription. 


    2. Territory/Quanta reset: I can understand quanta wipe, I can understand territory reset where  players need to reclaim territory. Both of those are reasonable, and probably necessary at this point given some extremely poor decisions (e.g. WTF on auto-assigning 5 HQ tiles....most of the junk that needed cleaning up belonged to players that had less than 5 tiles anyway, so you destroyed any positive effect of the rent and cleanup mechanics with that one....sorry that was a terrible decision, made at the last minute). 


    3. Schematics: The only reason I can think of that you now want to remove schematics is that someone did the math like I did and went 'whoa' when they saw the number for how long it would take to restart any reasonable economy or even create the capability to build most elements if everything was wiped and you had to restart the economy from scratch. With the mission nerfs you are putting in, there simply won't be enough quanta in game to finance schematic purchases to rebuild factories fast enough, at least before any new players get frustrated and bail. With the new resource distribution and lack of a 'grindable' mining mechanic elements that are now common and inexpensive would be nearly impossible to build for weeks or months, at least in any quantity. The small number of players and large orgs that might do so would effectively have a near monopoly on advanced through exotic elements (including you know warp drives and warp cells) and would get WAY richer than most are now. Sooooo, you remove schematics so more people can build by taking the brakes off, but run into the same situation pre-schematics where no one really needs to participate in an active market. 


    4. Economy restart: You have backed yourself into the corner on this one with the resource distribution and auto-miners with Demeter. A number of people pointed this out in the pre-Demeter comments, but apparently you all missed that. The only change that was made was to allow the DSAT to be build with lower tier ore which makes it theoretically possible to restart the economy, just very very slow. Had you made the recipe for autominers to only rely on ore from 1 tier down from what the miner mines (that was recommended pre-Demeter) a economy bootstrap would be MUCH faster. Restarting the economy from a complete wipe will be VERY time consuming, even without schematics and any benefit you hope to gain from new players at launch is likely to evaporate quickly since there simply won't be easily available stuff. This is a hard game to master and is only viable for new players in many cases with help from existing players/orgs OR the availability of relatively cheap parts/elements on the market. Have you looked at a factory progression/restart from a complete wipe to building warp beacons? I have, I know I could do it, but I am seriously questioning why I would want to as it would be in no way fun or enjoyable, just a painful slog to get back to the bare minimums. It requires layers of bootstrapping. See item 3 on schematics....removing schematics probably puts this in the realm of weeks and that is just because of build times delaying progression and assumes ore is actually available in quantity, which i am not sure of.  However, regularly availability in the markets for anything higher than 'uncommon' elements could easily be months due to scarcity and price gouging for what is available. I would be shocked if the first warp drives that hit the market were priced under 10M each, and it stayed that way for some time. Keeping schematics puts this likely at months, if not the better part of a year unless you dropped schematic prices to almost nothing. A small number of players will be able to ramp up SOME production in either case, but there will be no common or reasonably priced availability for most elements for a LONG time. Orgs that band together will go quicker, but it will still be weeks or months before their internal needs are met.  Just building the industry units to build more industry units to build higher tier industry units will take a long time any way you cut it. The ONLY way you have left to get higher tier ore is asteroid mining, at least until there is enough availability to start putting out autominers, but even then there won't be nearly enough in operation to meet demand for weeks or months, which means huge inflation and price gouging and the same people that are currently rich getting rich again with no effective change.


    Bottom line here, your tone in the devblog clearly indicated that a full wipe was the preferred decision of whomever wrote it. (Yes we have all used the 'present non-viable/flawed options first' then the preferred choice last approach to shape a decision process. Whoever wrote the post did exactly that, whether they realized it or not) but I don't think you understand how non-viable a complete wipe is given the current factory and resource mechanics.


    5. Player advantage: I am going to be blunt here, in the immortal words of one of my org mates: "Did you win DU yet?". If you don't get it you don't get it, but this was supposed to be an open world sandbox game with persistent creations but it is also an MMO. People that want to acquire stuff will do so, no matter what, but most of your creative player base just wants to build stuff and have Friday night races and such. Be careful when you 'remove advantage' since the starting point with the current game is NOT anything like the starting point when Beta started. If you remove all the 'stuff' from the economy, well, see item 4 above. Bit of a potential nightmare there, probably the quickest way to kill the game for good. A lot of veteran players will feel betrayed and not come back, and the economy restart....well it might not restart, at least not the way you think it will, which will bleed off any new players quicker than you think is possible. What you should really be focusing on is enabling new players, not looking for ways to nerf existing players, or at least some balance of the two. You have a hard call here, but you seriously need to think about balancing the benefits new players get from the large number of existing players willing to help them out, because those existing players HAVE resources and the time to help and are not scrambling to build the next tier autominer against the 'level playing field' you seem to want to create where everyone is scrambling for limited resources for potentially months. Any leveling you do accomplish will be short lived at best, and I honestly don't know if it will provide some marginal benefit or kill the game within 6 months. Also, 'removing advantage' really does not work. It will only benefit a small number of large orgs that will be able to immediately pool resources and will simply dominate everything, and single players will be left worse off than before. By 'removing advantage' you run the risk of actually giving ALL the advantage to a small number of large orgs, which is probably why a good quantity of the people that advocate for a full wipe are doing so, they know that your approach to 'leveling the playing field' will give them (or their org...you know who they are) a HUGE advantage over everyone NOT part of a large org. Well, everyone else could also band together you say....but what about the new players that don't know they need to do that. There is no simple answer here, but actually zeroing out what you apparently perceive as advantages, simply gives certain player groups their own MASSIVE advantages. Bottom line, whatever you do, some people or groups will start with massive advantages, but if you get to extreme with trying to level things, you will alienate a significant portion of the dwindling hardcore player base and they will leave, while the playing field will be even less 'even' than it was before.


    6. Trust: You don't have it with your existing player base. New players get:

    time mark 10:34. Unfortunately, this the only 'up and coming space sim' video where I have even seen DU even mentioned, and the mention is not good in this case.  I also have a hard time disagreeing with TheYamiks on this one, as much as I would like to do so. This contributes to frustration and fatigue on your existing player base and will drive off any hope of new players. There is a strong perception that when you do listen to players it is to a very small minority of very vocal players in the official discord echo chamber. When is the last time you actually put out a player base wide survey with meaningful questions to your entire player base? (That is clearly a rhetorical question, the answer being 'never') There are the occasional pop up surveys in-game that don't really cover anything substantive, but that is really it. Example, from all prior communications, the party line has always been along the lines of, we will avoid a wipe at all costs, but if we do, veteran/beta players will keep something and I am pretty sure talent points were explicitly part of that something or at least heavily implied. Yet that was CLEARLY not my takeaway from this dev note, which dropped talent points squarely in the 'advantages we need to nerf' category. It was also pretty clearly preferring a full wipe the way the  pros/cons were shaped to make that appear the only viable solution. That is why since last week I no longer log in every single day like I did for more than a year and a half, and depending on what your decisions are here, I may not ever log in again. All my subscription(s) have now had auto-renew turned off for this simple reason, I don't trust NQ to do what they say. I am not unrecoverable as a customer, but you need to convince me it is worth my time to come back.

     

    Recommendations:


    1. Talent points: leave them alone or reset them into a pool that can be re-assigned, at least for paid subscriptions. Harder call on free beta keys, but at least an option to convert to a paid account is probably in order there. Will they provide an 'advantage', sure, but not that huge of one in most areas. If you are doing an economy reset, your industrial players will absolutely need every single talent point they can get if you want the economy restarted within months vice a year. The ONLY place there might be an 'advantage' issue is the PvP specific talents. Training single weapon or function talent trees for PvP functions would likely be possible before the parts become readily available to take advantage of them anyway. The large PvP orgs would likely WANT you to wipe talent points since they have a large enough player base to quickly rebuild specialized talents and will simply dominate everyone anyway within 2-4 weeks no matter what you do here. 


    2. Territory/Quanta reset: Unfortunately, I think you have to do this and wipe territories and quanta. Had you NOT auto-assigned HQ tiles to effectively inactive players, or used a better approach to cleaning up dynamic constructs it might have been possible to keep territories, but NQ messed that up hard and I don't think there is any other option there. Quanta is a harder question. Due to the previous mechanics, you likely need to get most of it out of the game, BUT with the mission nerfs, if schematics are left in, there is a problem for ramping up the economy again if you don't include new quanta injection. Unless you are adding purchase bots back in to the markets for things other than tier 1 ore, capital injection into a restarting economy is going to be an issue.  I don't  know that there is a good answer there, so nuking territories and quanta from orbit is probably as viable as any other approach and I don't think there really is a 'good' solution here, only different levels of 'bad'.


    3. Schematics. I think you screwed yourself and all of us on this one. With the current resource distribution and more limited quanta injection due to mission nerfing, leaving them in at anything like the current costs significantly delays any sort of economy restart. However, there is a need for a mechanic that requires capital investment in industry, otherwise there won't be an economy, and people will just build their own stuff. If you leave them in, reduce costs significantly and for gods sake just allow them to be purchased on any market, making people run around to different planets for schematics does nothing useful other than waste time and annoy people. If you remove them, the way resources are distributed now will probably provide the short term 'brakes' that limit everyone from building their own factory. That MIGHT be enough in the long term, I don't claim to know the answer there, but nuking them MIGHT be OK but I am wary of that as to simple an answer to a complex question.


    4. Economy restart/peoples stuff: This one is problematic. However, there could be a partial solution. If you allow each player to bring over a limited volume of items that they select, this could mitigate somewhat the economy jumpstart issue. Allowing everyone to bring unlimited items would be terrible, but if each player can select some volume that can be retained, this possibly addresses economy restart. If each player got a 'magic container' of fixed volume or even say a Sm or XS static core they could pack to their preference this would allow a economic restart much quicker, and how 'successful' each player would be is dependent on the choices they make on what to bring. I am not sure what the correct volume would be, but probably no more than you be able to pack into a Med core WITHOUT allowing containers, or a SM or XS allowing containers. Would some players get ahead doing this, of course, that that is going to happen no matter what, and part of that would depend on how good their decision were on what to bring. Could someone pack 20 warp drives (or even 100) and get rich....maybe unless everyone else did the same thing, and lets be honest, 100 warp drives would be a drop in the bucket on what the demand would be after a reset and how rich would they get when no one had any money to start? Miners would bring autominers over, industrialists would bring industry machines over, ship parts would be available in some quantity. As long as the total volume for each account is limited, whatever comes over is it until a new industrial base is created, so some people would have an 'advantage' but a limited one at best. If you pack your volume with industry machines, you can have a factory up quicker, assuming someone else brought miners and is mining resources for you. If you pack your volume with warp drives, you get an immediate influx of cash, to the extent that people have cash to spend, but no long-term benefit after that. If someone wants to use their volume to bring over a bunch of space engine XL, great, but those take up a lot of volume, so there would simply not be a lot anyone could bring if the volume is limited so it is self-limiting based on the number of paid accounts. It will disproportionally advantage large orgs, but that is going to happen anyway with a full wipe, so this would at least allow single players or smaller orgs to avoid a from-nothing bootstrap and possibly encourage people to stay that would otherwise leave. This would introduce more diversity of products and get different sectors of the economy working faster than a one-size-fits-none standard starter pack for veteran players and would be an almost interesting mini-game in itself....kind of: :"you have to pack one bag to live on a desert isle for a year, what do you bring? Choose wisely" where any advantage that is accrued is based almost solely on peoples game play type and decisions. If you feel it is necessary to balance that for new players, give them a standard starter kit which the new FTUE is essentially doing anyway but don't give that to veteran players or make it an option for them to do one or the other. That probably levels things about as well as possible while adding enough diversity to engage different player types, restart some of the economy faster,  and retain at least some of the people that will simply not come back with a full wipe.

     

     

    DU is a MMO.  You say organised orgs will habe an advantage but isn't that exactly why people have an organisation to work together in an MMO ?

     

    Solo players should never be able to raise that kind of funds to be mass producing warp beacons.  Ideally yes a small core of factory but nothing like it has been.  If you want something work together to build it surely?

     

    Regarding industry at the start it will be GOOD it will take significant time to rebuild it if a wipe occurs.   Exotics were achieved quickly and with missions (mass alts) even more quickly.  If we end up all flying with basics for a bit then that's OK.  Schematics were OK and having things gated were OK.

     

    Regarding PVP I'm still on the opinion this wad always mentioned a building game and Civ building/PvP conquest game and a great reset will help this especially removing safe zones that should not have been turned on.

     

    Lastly you make good points on talent points.

     

    Honvik

  17. 6 hours ago, CyberDay said:

     He says that because for some reason, it was decided it was ok to sell beta keys for quanta. The beta keys should of only had X time on them, and should of been used for their intended use (get a friend into the game and into a paying account eventually). They just ended up being used for alts for missions and talent points. 

     

    This 100%

     

    If someone is subbing for alts I'm not bothered they are putting in £££.  Unfortunately majority of alts out there are th3 free unlimited time ones from alpha packs etc.

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