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Cybob19

Alpha Tester
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Everything posted by Cybob19

  1. Pretty sure you cant warp in missions because it would be way too lucrative... What's the cost of a few warpcells if you can print tens of millions in one back and forth taking 20 minutes. There would be people flying that on autopilot all day long, no need for alts warping scales with weight (though you can be even faster with alts). Inflation would be off the charts and we would definitly have a bunch of multibillionaires. You might enjoy better ore prices for a short while before the markets are totally [filtered]ed, what's to stop someone with unlimited cash reserves to buy everything out that underbids them, in order to offer it at their price.
  2. I would not mind controlling parts of my ships with buttons in my cockpit, thing is I'm still far from building anything different than a plane, allready have issues sticking enough elements on that. One thing I have been wishing for longer, lock 0° angle and 0° inclination... a button so I fly straight basically.
  3. Also I feel like the more elements there are on a ship, the worse the framerate will get in flight... Im on a ryzen 2700x 64g ram 2080ti, and a a 1,5 kt ship will yield around 14 fps... the novark speeder has fluid framerate. Possibly the difficulties stem from 60+ instances of lift and drag being calculated.
  4. TBF if they did implement some VR support it would probably pretty cool. I'm not a fan at all, I don't have glasses... But skydiving in DU must be something, and large structures would feel really large.
  5. Yes the game can be imposing or frustrating, when developpment progresses at a rythm incompatible with all the shite you got on your plate, or seems stagnant when you got spare time... The story about the guy showing up 2 weeks later is a good demonstration. But I will concurr that there has been a lot of pull these past months, and if you care you should at least read up on the game every 6-10 weeks, stuff did not fall out of the blue. Now some speculation: NQ wants these short timers, for example they could have lengthened taxation delay but halfed tax amount instead. I reckon they prioritize the ability to get rid of obstacles quicker, map cleaner, wallet heavier.
  6. I kinda thought that it allready did before albeit in a lesser degree. May you have good success it was a slog when landed this week ^^.
  7. Yes I also regularly struggle with it, they should give us a key to swap arm, could also be used for RP/machinima purposes.
  8. De[filtered] does that have to do with 2022 it's travel not a loading screen. The scale of the game is impressive, the speeds at which we travel make it easy not to notice, unless you're going really far. If I want a moviefied spacegame were travel happens at humanly processable speeds, where simulation is sacrificed for adrenaline filled dogfights, there is better choices. I also never play DU in fullscreen, hard to justify kicking the GPU for what it is... I'll accept 83°C with true eyecandy and raytracing tyvm.
  9. I don't consider it super fair to act like nothing happened in 8 years. What happened under NDA I consider prototyping. Yes it's an unconventional developpment cycle, but given that they're doing an MMO it's understandable why the prototype went through more hands. If anything I'd start counting from the day the servers became permanent. And even if you don't I can point you to a bunch of ambitious titles that started selling in the early teens and they're not getting half the hate, eventhough their netcode still struggles on anything but local coop.
  10. Yeah it's really weird how people dont get that... "you know how much I could mine by hand in 20minutes?" "i know, do you know how long one would need to grind to earn the same amount of ore than gained by a week, a month or year with MU?" I easily made as much ore, if not more, since the MU dropped, apparantly im not even minmaxing im far from 28tiles per account, than in hundreds of hours of grind, and yeah I had more than one meganode and yeah it wasn't that fun to mine a meganode. SMH in utter confusion.
  11. It's kind of a stupid idea but sometimes I think they should do exactly 1 asteroid in the safezone. It should hold mostly t1, a bit of t2 and trace amounts of t3.... But it would be huge, allmost the size of a moon, so those who do not like the MU basically allways have a place where they can mine by hand, and that place would be kind of lively with ships landing and taking off on a regular basis. As I said it's kind of stupid, but not that much.
  12. I allways erred on the side of caution, measuring my plans against NQ's etc... Never had any "big bad surprises" but I will admit that I didn't "do" a lot yet considering how rich I am (around 350m in quanta and schematics and something between 5-10 million liter ores). I'm basically somewhere between 500-1000h grind deep, and still regularely flying one of my first ships ?. It seems like common sense to me, but I do understand the frustrations... There is one silver lining though: constant changes means the game is evolving at a decent speed. You got to chill out people, keep some motivation for when the game really launches ☺️.
  13. It's 50% more MU that you can maintain not double. To maintain the equilibrium we had before, it would have been required to raise calibration recharge time in equal proportions to MU grace period. The changes are fine, but also very generous. But more than anything this forum proved it's utter uselessnes and I hope NQ is drawing conclusions from that. Seems the only thing this community can agree is the "we need more talking" talk, gonna spare you the mysoginist stereotypes that are rushing through my head...
  14. This is silly, by that logic we sould wipe again after the wipe, whenever prices go a bit haywire. Highest I've ever seen was around 90-100, thats times four not x10... Let's be generous let's say 120 quanta... For a billion you'd need to sell 8,33 million liter t1 that is assuming dumping so much ore wouldn't depress the price. For 8,33 millions liters you'd still be mining AT THE VERY LEAST 40hours on meganodes, that's 40hours non stop clicking the green outline. More realistically it was like mining random T1 nodes 4 hours a day (assuming 200k in 4h which is neckbreak paste even with max talents), for about 41 days.
  15. The guy took a big fat load right next to the pionneer zone, after he said his goodbye, let's not act like it wasn't a major tantrum throw and middlefinger to the folks that stayed. You crash your ship into the horizontal sky needle you're very much entitled to let some insults fly. I got something similar at market 17, but no reason to believe Sinnic is gonna abandon it so that's fine, also he's not at 1000m altitude.
  16. Why would we assume that after somebody lost ownership, and a few days later got their ship deleted, the blueprint will be magical? They allready lost ownership I don't see the BP to be anything other than a courtesy.
  17. BTW, I hope we'll be to read up on timers we might have ticking down, under constructs in the map menu. Also crank notifications up to 11 for these events.
  18. Man, especially the aphelia territory timer is rough... But I'm not against it ? All in all fairly reasonable changes, glad everybody seems to feel alike. Also I do not begrudge dispenser shops on market platforms, especially since you can't use pilot seats in VR hehe.
  19. I think we need both the passive + the active. Similar to what you envisioned there should be several passive power sources limited in number a player can own (per tile?), but also a baseline power level that is allways available if a tile is active, and then some generators for the really big users... plus a few storages for the passives, so they can maintain an equal output throughout the day. Something akin to those orders of magnitude: Baseline power 15Mw, let's just call em MW for the example's sake. Passive like something up to 10 units at 50MW, output highly dependant on environment + expensive elements. Active like 150-200-250MW according to fuel, guzzles about 5-20kl a day, but cheap elements. A refiner, or metalwork, or electronics industry would take 1-5 MW (1 for basic, 5 for exotic), the larger assemblers would need quite a bit more than that.
  20. i tried to put up a warning sign that isnt too much of a danger itself, there is little strings that stretch from +-1075-1140m as i indicated
  21. We can agree on the second paragraph, actually I was a bit surprised that we'd agree, but now that I reread you I realize the first question was directed at me and not rhetorical or anything. I would just like people who claim the economy is broken to elaborate, because that statement in and of itself doesn't say much... and I've heard weird stuff before, like people expecting that one needs to be able to turn a profit by buying ore and selling it as pure or intermediary parts (pipes, screws, etc those with +50% the talent) and I'm like: you realize how quickly those talents are skilled, and why no serious industrialist would want to be dependant on the market for such a basic step? So yeah if you think the economy is broken, elaborate please.
  22. Can you please elaborate what you would expect to be able to do, in order to not consider the economy broken? Which prices are too low or too high in your opinion? Is there a lack of supply or demand for a particular good? Is it the price of a particular schematic, or schematics in general? Do you think there is a giant wealth gap causing problems, if so which problems? ... idk... is the collaterals on player made missions? Don't need to answer all that at once, just like, can we have a broad idea of what expectations towards the economy you consider unfulfilled? Why do you consider the economy damaged?
  23. If you periodically wipe DU there is litterally no reason to not play another game that does flying or shooting better. I'm not saying that timers that bite of big fractions of the day are the greatest thing since sliced bread, but if I wanted to play another game I'd play another game.
  24. It is an issue, I lended my alt to somebody I know IRL and even though I've known him since preschool and we have contact regularily, it was awful and unmanagable. I'd give him what he needed to progress every time he found himself in front of an obstacle, he'd rip out all the elements, build something less functional for 3 days, try his luck once at what he wanted to do, and then either decide it was beneath him or waste another week on a crappy method. Like the guy was convinced he'd be mining faster if he first carved a tunnel grid into the tile, spent easily like 2 days tunneling before he turned his scanner on once... And thus I watched him fail upwards, and just kept providing him with more stuff, and more RDMS priviledges he kept constantly whining for instead of using the [filtered]ing game mechanism I tried to teach him for once. One day I show up and he basically helped himself for about 800kl ore... That is after allready having splurged every quanta he ever made when we split up bounty. Yup after he spent his, he started taking my half. Allways for projects stupider than the one before too, the guy had never hauled more than 300t and was sinking his ressources in a dynamic L core that filled out the whole space of the core, by the time I kicked him out of my account. Honestly I tolerate him bc I know him IRL, but it's really impressive how imperveous he is to advice and how talented he is to allways try the worst method first, which compounds into something truely awful because he can stick with something for years if it half worked once, and keep blaming it on the cirumstances if doesn't work when it shouldn't. Skilled all my talents to lvl3 too, even the ones I have at 5 on my main, he was just too special for any kind specialisation or planning ahead.. So yeah we need something beyond RDMS and the mere trust that participants will hold their end of the bargain. Noobs risk to be exploited, orgs risk to have monitor their members constantly. At the moment we could like, gate certain zones, with double airlocks that assure there is allways just one person per lane, then transfer unit what they bring or get, out and into the lane, let LUA track the whole thing... But omitting the design and programming challenges of theftproof member bays... So what you happen to request 400kl you need to either stay in "decontamination shower" until the transfer unit is done or have a superlegate present?! Sure we could do loads of bookkeeping via LUA, but that's like a full-on programming job, and not the most fun at that, and you might still hit some hard walls. So there are ways, but it's far from optimal, or even feasible for many players that are not programmers... There should be way, way easier solutions that don't require extensive knowledge of LUA, human ressources, and building an out-of-bonds glitchfree base.
  25. Sorry for the sarcasm. Sometimes I am just baffled. <- this was allready written before zarcata posted. ngl you had me in the first half because I'm feeling kinda guilty I might have went overboard. Anyway... Here is something I've read more than once recently: players going bankrupt since demeter. And really like, what? I don't get it, did they just pay 3 weeks of tax in advance, on god knows how many tiles, see how it goes? Seriously what's the worst tile you ever scanned, do you happen to live on a similar tile, if so why? Not trying to be condescending here just trying to think through it. You wanted to sustain your tiles by selling ore. You needed 1 000 000 per tile. T1 will allways sell at least 25 quanta. That's 40k T1 a week, any liter above is pure profit. I mean if it's that what you want, a foolprof low effort way to have a passive income. 40k divided per 7, that's 5714 liter a day, 238 liter an hour. Basically, 2 basic mining units L can sustain a tile with a few talents trained, not necessarily up to level5, what's left over is for you. You can further boost income with adjacancy bonus, the guy with the white wolf avatar claims to manage a 7 tile flower with one account IIRC, I'd be interested to know how he splits up his calibrations. If he doesn't want to divulge his strategy that's fine too, but let's have transparancy instead of narrative, if you're unhappy show us your worst scans and tell us why you'd wanna stay there, what are your best scans in comparison if you have no particular reason for staying? And remember all of that is just for the low effort foolproof way to turn a profit. I am aware that sticking to that businessmodel, currently the "obvious" instinct is to increase the worth of the output of each MU, by going for more expensive ore. Thus the prices of higher ores keeps falling, and oh no maybe will stop hauling higher ores to the safezone alltogether... except then prices will raise again it might take a while but they will, and in the meantime if the price of the ores is anything to say about the price of the elements, the relative buying power of somebody who joined the game just yesterday is way higher compared to what it was 4 months ago. I don't monitor the prices of elements, but fuel and scraps are cheap at the moment. In my eyes all of this creates opportunities for trading playstyles. It took schematics to make me care about quanta, I could have solo grinded this until all the ores in all the planets got sparse, still havent touched a milliliter of the t4 and t5 I hoarded... So as I said it might take a while for the prices of those ores to rise again, but eventually everybody will want to fly the hottest stuff, I strongly suspect I am particularely patient when it comes to that. Let us have a look at the big picture here: Before we had a theoretically infinite supply of quanta, and a finite amount of ore. Now to be clear, many act like it was allready all tapped, but tell you what I found and bought about 4 T1 meganodes, all in a 120km radius around D6 as late as spring-summer 2021. But ultimatively the ore supply was finite. Now we have both an infinite supply of quanta, in form of missions, and an infinite supply of ore, but are very much only capped by the time it takes to enact those mechanisms. NQ was well advised to act prudently and not shower us in ore, it could only have delivered another talking point to the wipists. As it stands, I'd prefer less pressure to play too, less of a hamsterwheel, just let us split up our time into less frequent but longer sessions, but still persistence does need to be rewarded (I've elaborated my precise thoughts on MU rebalancing somewhere in this forum earlier). And then all would be fine for a moment, a cheap supply of ressources, means we can play and fill the worlds with megaprojects more easily, there are still huge ressource sinks to fill in that regard, but they're more like landfills rather than actual sinks. Long term a lack of sinks will be an issue but that's not where we are right now.
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