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Cybob19

Alpha Tester
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Everything posted by Cybob19

  1. [filtered] yeah let's gate every tile such that they're all the same, that way there is no need for trade and specialisation, god forbid strategy should have anything to do with. No give everyone the same, linear and singular path to success. While we're at it fix all prices so a player knows in advance how much they earn in a given time, and fix them such that no matter how disjointed the players plan from the ingame economy is, all strategies, no matter how poorly thought out, need to allways reward the player equally. That oughta create ambition and a player driven universe.
  2. This is what it will (not can) achieve: They have the illusion of a level playing field for half a weekend, before they realize they have jobs and are months away from actually doing something in the game, redact a roman worth of bitching before ditching the game.
  3. Damn you quote function making formatting impossiible on the smartphone why am I above the quote? Anyway I was not as lucky, could it be that the date when the core was put down plays a huge role in this?
  4. My friend, picture this: In a ship dedicated to the task, you have 1 screen per MU, it shows all the info the MU does, as well as when it was last updated. On your bore-stations you have transponder that can submit status to the ship if you push a button on the ship. The little MU interface is DRM protected and watermarked, so orgs can use it as a valid proof of work: accept hauler into hangar, weigh ore, double check on the screens he actually calibrated and not just emptied the containers, pay him for his work.
  5. 100%at least an api so you display all the info on a screen without having to open the MU menu. Yeah I still like the idea of skittle roomba too, aaaand it would set them a few steps closer towards implementing npc.
  6. Look the answer kind of went over my head too but as I understand it, it does not add what you're talking about and I alluded to... It's more like you can code pokemon go in lua with it, scripts that use player orientation so to speak.
  7. Hm, I wound up making my peace with the system but since NQ could be convinced to revise it, I'll make a list of suggestions that I think would make the MU more bearable, while not completly loosing all sense of scale, because as it stands, if managed properly they definitly are profitable even at bot prices. -Tax cycle 10-14 days. Idk why but I like the idea of it not falling the same weekday forever better, less repetitive. -Calibration start degrading after 72 instead of 48 hours. -Degradation should be such that if set on 100%, monday at 00:00(am) from thursday 00:00(am) to sunday 23:59, it shouldn't degrade more than 30-45%, and by the end of the tax cycle, if not recalibrated there should still be around 10%-35% calibration left. -It takes 60 hours instead of 40 to get 10 charges. -The maximum amount of charges that can be stored is doubled, so 20 charges. -Harvesting ground rocks is allways as fast as it is for 25l rocks, no waiting allmost 10seconds for 400l, remember they're a reward for the overeager. Together these changes would it make such a player can still manage the same number of tiles, calibration wise, but doesn't loose calibrations so long as he logs in once every 5 days, to have perfect calibrations rates, MU need to be recalibrated every 3 instead of 2 days, but as tax pressure is lower, it's less of a problem to not manage a tile perfectly, while it's still allmost as hard to grab a lot of land for a long time.
  8. Unless you specifically deactivated DRM on your structures, requisitioners can not blueprint them either, nor copy paste voxelmancy into another structure.
  9. -Be careful not to spawn shipwrecks in the pipes. -I'm happy the current talent screen gets scrapped, I even preferred the one we had before. -Camera LUA api... So like special cockpit viewmodes we can customize? Pretty cool. Will we be able to still use screens and buttons in a custom camera mode? Like say I give myself a overshoulder third person view, can I still push buttons in the cockpit? Can it affect visitors? Like could you do puzzles with resident evil like viewing angles? -Impatient to see the new vertex tools. -I hope you are not playing with the idea of making dynamic cores claimable. Ships that are suspended in the air are a nuisance, but contrary to land, which is finite in mutliple ways, I don't think we can justify taking ships from inactive players. I think I made this suggestion before but here is what I would wish for: Zones can be "tagged" as parking, it's an area where if you fully halt your ship (be it landing or logging out with velocity to be restored) special rules apply. First hour is totally free. After that you get spawned into a parking lot. It would show an animation similar to taking the shuttle to sanctuary if you choose to go to the parking lot by yourself. You can also pay parking fees to keep having your ship physically present in game, like for dispenser shops on the market plattform. Once you retrieve your ship from parking, you're shown a little animation again, and spawn in one of the many docks in front of the parking lot, allways the dock that has been inactive longest, to avoid queues or crashing or what have you. On the problem of inactive ships suspended in flying paths... I have a solution that doesn't allow for griefing but it's weird: if a construct has been suspended mid-air for too long or the account is inactive, and someone crashes into it, it won't take damage, but it will ragdoll away and land wherever momentum takes it (and not restore velocity if it was ragdolled away). That way there is still air mines, but at least you can only crash once into them, tell yourself you took one for the team, and get on with your life.
  10. Heh EMP kamikaze not bad. Just hard to understand from a lore perspective why it couldn't be mounted on a big ship but the idea is kind of cool. (unless you require it to touch the target, but that seems like an unreasonable difficulty) Slowdown on hit is also a bit unrealistic, but from a gameplay perspective pretty cool, a little nitpick: how about a hit slows down 2%, but a shot slows down the attacker by about 0,1 to 0,2%, you could miss 9 to 19 shots and still find yourself in a comparable situation if you get that one hit, to try again for another cycle so to say.
  11. oh man I struggled so hard to find a decent starting lane to get momentum with the speeder in what I presume must have been an older hovermode, and no airfoil providing lift, even that swamp shrubbery was terrifying ? I dread the day they come back I'm still exclusively flying "plane" type ships to this day
  12. The way I see it, many of those survival games added these craft-tree timesinks to boost the average amount of time played by each player. In empyrion's case it's just most striking what a vapid filler material it is, others didn't make it as bad as bad as empyrion, some even make it work very well. Should you ever transcend the bold part, I beg you to spread that wisdom in the real world, you'd be onto something world changing.
  13. Hm it seems so but I don't understand the system well enough to see how it wouldn't suffice to turn or mirror or whatever the image to get it sticking to any case. TBF if the amount of schematics one can craft is capped by an ingredient that can be found ingame, and is distributed smartly among the right gameloops it could be done ok. But to also give merit to the current system: it's pure economics and very likely to cause the desired insights/questions (do I really need the schematic or do I only need the element once or twice). Your system is more fun to solo players, I have no issues admitting that, but I'm also confident that it's bad for specialisation and thus the economy as a whole, why trade what you can make yourself.
  14. I can't see this turning into anything else but the majority mocking another minigame, criticising the lack of emergeance. The caps aren't ideal either, basically every player will have the same factory, unless some can be tricked into giving up a comparative advantage... With everybody having the same number of calibration, and the same number of schematics, the only real strategy to be had is to group up, might be a design choice but I' m not a big fan. And subjectively: I never touched empyrion again the day they skillcapped their recipes. I could see how a society would trade non fungible stl files (schematics)... Being unable to run an industry unless you shot enough aliens is the dumbest thing I ever saw. So IDK maybe I'm just biased because of empyrion. But seriously I think it's a good thing warp beacon schematics are unnaffordable, rather than a little puzzle one can look up online.
  15. ow. lol the depravity. give the totu some anti-linked container measure in the overhaul, that should annoy them at least
  16. That was never a thing. They rushed t5 on moons (in that I am not sure they actually landed something safely, there are ways), to sell it to the bot's automatical buying orders, which made enough money to buy all the components they needed for their nice blueprints, which in turn had them scanning tiles at neckbreaking pace within days, which in turn had them selling more t5, to buy components that would have been impossible to craft by yourself in such short time... That in itself was just thorough min-maxing by the players, and the reason why we can't have bot buying orders for the high ores. Over long term it would have been completely unsustainable, all buying and sellings order all had the same spread you can still see in t1 now. It was not possible to buy ore from a bot, process it, and sell it to a bot for profit. The thing with the wreckages though was a balance disaster... I'd rather not talk about it even if I doubt the NDA still holds any value retroactively.
  17. "Direct feedback is a vital part of any comprehensive analytics pipeline. I'm not saying it should be their only data. " Should have put "direct" in italics. If I tie a noose around my belt, lay the rope over my shoulder and pull; the pants crushing my nuts, that's direct feedback. If you stop me midway to tell me it's going to hurt, that's just feedback. Also "That's not really a subjective stance...understanding feedback is a massive field and companies (across every industry) that care about customer engagement generally outperform their competitors. This is very well-researched. " I got like a strong hunch that the people that do that for a living would care to differentiate between economic success, customer satisfaction, feedback and engagement. I'm not so convinced the differentiation is in the best interest of the customer. Feedback matters on a macroscale, to sort out the most common issues. Personal opinions don't. I work in the private-public sector, right at the intersection between the public and the institutions, we introduced a big change in fall, I'm not gonna dox myself more, other than saying it affects everybody who lives here, on weekly to quarterly basis (and has nothing to do with corona ?). We switched over to the national standard, the standards of our neighbouring countries are even stricter. But actually the new system is more convenient in all aspects, frankly our small region of aproximately 100k inhabitants were the only ones who kept doing it like cavemen. It's just that exactly 4 "edge cases" cause huge waves in the perception of people. It's still more convenient overall, but as you said "it's about perception and customer service": there was the old way and people were used to it, acting normatively, and then there are some people who are way more affected than others. The new system is progressive, the more you cause, the more it affects you, with lots of direct feedback involved. In the old system those particularely concerned could offload theirs onto the community, by having the institutions deal with what they cause, and everybody be affected equally at the end of the year, with very little direct feedback. Anyway because of the old way setting the norm, even those barely or should I say rarerly affected bitch and bitch so hard everytime they stumble upon the revelation. My life quality dropped noticeably, eventhough in theory, my job got easier. Wanna know the stats? Out of approximately 14400 visitors on 80 days, around 15-20 complaints a day (6 and a half hour days), sometimes short remarks, some going into 10 minute long shouting matches, it's a spectrum pretty evenly distributed, we deal with absolutely all stratas of society. So far with all that feedback: 20-30 times we don't set the weather nor the weekday lady but we understand it's upsetting, 9 times oops our bad very comparable to quick bugfix because of an oversight, exactly once [filtered] right I'll talk to my superior about it. The others? Talking out of their ass, grasping for straws, bordering on verbal abuse, usually all at once. In theory it is me who wields authority over them, and it's unwise for them to be on bad terms with me, in practice I can't deal with any more antagonism. I'm not there to haggle but they're all convinced they can set out the terms for themselves, just because of how things used to be... Sigh So my perception in such matters changed drastically, and I was allready quite the cynic before that. That's where my weird take no bullshit diplomacy comes from, and why I had to those nitpicks at the top of this post. Because I'm not impressed and the generous use of italics smells like the same condescension I deal with everyday. A lot of posts do TBH. I happen to agree that when it comes to recreative stuff, the best design strategy is to allways aim for pure customer satisfaction. I just have an inelastatic demand for a single shard sandbox mmo, that checks a bunch of boxes even if I must admit the end result of having boxes checked has usually been quite sobering so far ?. IDK what the haters are doing here there is other options they don't tire themselves to cite, some with merit. Call me a simp or a stan, but I am still impressed with 30000kmh through hundreds upon hundreds of kilometers of actually present space, even if it's empty ("well to pilot at those speeds..."?), and I don't see anybody else pulling something comparable off before NQ else I'd be there and not here. But tbf it's a niche game and a good showcase of why most of the time, it's probably better self-regulate the scope of your projects into something more manageable if not quite as impressive. Then again if you say it like that can't all the early access titles be categorized the same way? There it is again: "it's about perception and customer service" must seem like barely saying anything to you, but to me it's about the only part of that whole text that carried a strong meaning. Don't take this like an insult afterall I'm rambling way worse. TLDR I believe less and less in "feedback".
  18. "Player feedback is gold" You don't deal with the general public, or changes often, do you?
  19. I will admit it takes a fair amount of time. There is tricks to make it more manageable: -Don't harvest ground ore/ paste coordinates into a list and do it only once the tile is littered. (hey blazemonger, what is a hagboard? are there lua scripts able to sort coordinates and arrange them into the most efficient path? a bit like racing works atm) -For those where you don't harvest ground ore (I'll pick up t2 and beyond, I'm not harvesting quartz ground ore) you don't need a good calibration, I think the absolute worst case (destination spot at 0% density, no skills, battery empty) you gain 35% calibration. ->slap down ONE largest circle where the MU is, set destination on brightest spot, done, why use all the battery and all that time and effort on t1 with 98% calibration left?! -This one is a zero-sum game, but you do have a few liberties: if you apply better handling skills on a MU, the base rate stays the same. Meaning a MU that was left standing, but upgraded will need aproximately 80% calibration (optimal) to pump it's 100l/h fully. If you put the MU back down anew the base rate will be adjusted; desirable in cases like 100-150l/h where you don't want a second MU. The other can be useful in cases where there is like 190l/h, have one machine pump 100l/h at ~80% optimum, and one pump 90l/h at ~75% optimum. You might be able to "reset" handling skills placing the MU in VR didn't try I have alts. GONE AFTER I COME BACK A FEW DAYS LATER So yeah according to how important I deem the MU I'm sometimes also only spending a couple of seconds on them. I do agree though that it's very tamagotchi'ish, and requires a lot of tending to (sitting two more accounts since demeter, putting me at 4 accounts with max charges... sigh). So here is my take: I don't think any longer that the tax cycle should be longer, even mediocre tiles are profitable if managed reasonably well and it's trivial to fly a mission a week to finance a few tiles if you want all the ore to yourself, and if the ores prices are in the cellar, you can just buy it instead of mining it. I wouldn't complain about a 10-14 day tax cycle but I don't feel it's a necessary improvement anymore. But to ease the micromanagement I think even players with a single account who want every last liter might enjoy. The thing is if you lessen only calibration charge time, we will do more of it to minmax, same if you lengthen only how long the calibration lasts... The only way would be to change both in equal proportions... So we have like 4charges/day (skilled) and decay starts after 3 days, instead of 6 charges a day decayiäg after 2 days. Would reduce tamagotchi activities by 50% and I think most could appreciate that, the issue is: it effects newcomers worse. ATM if you want the most profit possible and quick, you should have the least tiles possible and aim to harvest surface rocks every 24h. So there should allways be at least 4 charges a day, one for each t1 on sanct. Sure back in the day you could mine 200k in an evening, if you went hard at it. Now you need 8333l/day for that... Then again manage 3 tiles well for a year... that's a quantity of ore I wouldn't want to grind 4000 liter vein steps for...
  20. If those machinimas count as false advertising, you can basically sue away at any box-art ever made.
  21. Very likely that it will not make DU feel like more of a game, I think it's main purpose is to impose challenges on real big factories, give the people who could buy out most of the ore and dominate all production lanes something to bang their head against, it should be very negligeable for "small" players. I tried to say at a few points that it's kind of fallacious to inject ideas into systems that do not yet exist, eventhough I wasted like a long paragraph doing just that lol. I agree that annoying counters that serve no purpose other than debuff you if you forget about them, like hunger and thirst, are not gameplay either, they're time"fillers", more like empty calories. Hmm what else could they do besides mobs, I feel like a hands on the ruleset approach, like for example let orgs fight for the control over certain important institutions, is just more believing the anarchistic element that is the player will do all the content for them.
  22. I know it will never be a first person shooter but let's be honest here: a sobering number of modern MMO are still lock on target. Even if they like to create the impression that you're doing something by giving you misses if you don't stay in range, or if it's more fancy, make you miss according to the animation cycle.
  23. The obvious thing and I'm like a broken record on this: once avatar vs avatar is ingame we need animals. Without it, those who will have lvl5 skills and exotic weapons will dominate another sad battlefield. If you put animals in the game, you can make good on an antiquated KS promise, and from there on you can add all kinds of other items to interract with them in different manners, baits, traps, fishing rods, but also stuff on the other end of the production line: healing potions (or pills or syringes, it's the future afterall ^^), buffing potions, cosmetical items and trophies, maybe even ammo types or what have you. And NQ can aim small on this one, it's not the primary reason the game exists, eventhough other games get by on nothing but that. Of course we can dream of some day where we can collide with giant sandworms, see smooth monster animations, or have special acid attacks corrode ship hulls or what have you, but we needn't go there. Dumb[filtered] empyrion grade AI that isn't there when nobody looks would allready be a massive enrichment if the procedural spawn-in is credible, and the ways of locating them engaging. Better than radar pinging hotter or colder is being dependant on a second player who operates a scanner or a baiting mechanism even if it's just a minigame that is kind of fake. If all you need is a handtool and some skill specialisation, these things might become super interesting avenues for new players, if a 4 ton haul could hold some serious value that equates to a week of grind. Puts a stop gap to bigger is better. Live cheap on sanctuary, do PVE for a living. And territory warfare on it's own doesn't cut it IMO. Sure with mobs running around there might be more reason to reserve a special tile... But this is a difficult one because it's unavoidable you take the game down more narrow paths no matter how you add onto territory warfare. Being able to formally declare war between orgs is an important detail. But like... I don't even really believe orgs controlling "hardcoded" places, like markets or taxes or something like that, is the best option. You can make it work, other games do, and dual universe does have tools allready that these games don't (vehicles, self made vehicles are yuuuge difference ? it could devolve into fortnight inspired firefights, where quick building is rewarded, but I don't think such a thing is particularely realistic, IMO the game is paced down in many small details so lag and desync don't matter as much, like having to hold a bunch of commands for a good second). I think it needs to be handled more elegantly, like events naturally attracting players to certain parts of the world, so there is more pressure on ressources in very small spots, that regularely change. IDK ground rocks are no fun to pick up, if 400l took at little time as 20l... but no... spawning in surface asteroids, so meteroids (that can be reserved through claim, though they would have to be huge to justify that) is kind of tacky too. We still don't know what thoramine does don't we? I'd assume it can be turned into DAC but they can't just hand out free access like candy forever and ever. I see one avenue but is energy management still part of their plans? We haven't heard anything since a while, and taxation in some ways achieves what we allways pointed towards energy management for, when in reality that's pretty difficult to balance without making it lame. The way I see it could work something like this. The TCU generates a small amount of energy that would explained lore wise like "It derides it's power from the arkship, so long as you pay" (which you need to do anyway if you have industry, or mining units), then there would be a few passive power sources, like solar and wind, that are restricted in number per tile, and possibly also energy storage options. Tiles of the same entity would be able to share their energy. And if you need more energy than that, you can allways burn fuel in as many generators as you want. Well if we had something like that in place, we could have events like hotspots where energy is cheap for a while. (if the game is super well balanced, at that point it might be for example profitable, to claim no-mans land, just to produce hydrogen and oxygen with the abundance of energy for a while and bring it back to make fuel, I don't think such a degree of balance is very realistic without the game turning into a super slug where everybody is yearning for energy to progress) But even if people have to move over their whole industry for the cheapest energy it could lead to some fun. They could also do artifacts that produce an abundance of power until they run out, but are easy to locate and only work in pvp space or what have you. But it's easy to soapbox ideas into a system that does not yet exist. Good incentives for engaging territory warfare are a though nut to crack, so is the claiming problematic, but I think I read somewhere eve has an ok solution? Like 2 weeks of time and the defender can decide when it starts or something like that.
  24. Fair. And juicy details, I hope ubisoft guy knows who to exploit dopamine circuits. But sounds kinda bleak as you say it.
  25. you need tou étirer the aah when spikingg franglais I swear I miss him lol
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