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Cybob19

Alpha Tester
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Everything posted by Cybob19

  1. Hm, there is something to that. I doubt we as a community can do much more than elucidate their design decisions from all angles, it's up to NQ to come up with solutions, because we don't know their technical and economical constraints. To invoke another grand pipedream isn't going to help anyone, and I see many default to real life analogies or examples of how survival games do it. Well first of like, drinking, eating and sleeping are crappy timefiller gameloops - heck, burping farting and pissing are more entertaining functionalities for a game to feature (see postal2, gta2...). Even if done well from an animation standpoint like rdr2, those survival mechanics can only provide the level of immersion a ghost train would. I'm for emergent gameplay. But not to the extreme that I'd think JC's vision of everything being player driven is sustainable, sooner or later we will need some god damn fauna to our flora (the implications for missions, AvsA combat, and tile value are huge, and en passant NQ could just bring in a whole slew of temporary buffs to produce and consume, made from the organic sources found in flora&fauna, and also elements pertaining to the different production chains that opens up). But as I said, that kind of wishful writing will only waste their time. I can only provide my subjective experience, may it inspire others to change their perspective: When we could mine, that's all I did when I found the motivation to play actively, other than that I would only login for daily rewards. The thinking was that ressources are finite, and I could allways build whatever I wanted once my skilllevels were higher. Later I also became constrained to mine to make money for schematics, and at first I was super frustrated, it felt like this artificial brake made it such that I was playing to the benefit of those who could affort to buy ore. Now I realize it was implemented the way it needed to be, basically anybody who wanted a minimum of autonomy was skilling the same industry skills, at least up to lvl3 or 4, it was somewhat silly to speak of specialisation before schematics. Anyway fast forward to the present, at first I was weirded out by the inability to make huge progress with long sessions of active grind. But I am adapting. I actually have time to fly around and build now. I am planning ahead, planting TU means it can only be removed in 7 days, but it free for 3, if I stay for 10 days does it cost less than staying permanently, what flying routes will I take when, to get all my things lined up and running in best time... It's simple just fly missions everytime you need to calibrate, make no travel emptyhanded and things will kinda pay for themselves, now you have both a money and an ore instream, and are interacting with way more different gamemechanics all at once. But nobody is forcing you onto the hamsterwheel, I think one can easily fit sick bases into 5 tiles, and when you don't want to play super actively just don't pay the taxes, if you're not playing you don't need industries running nor a easy money passive income. Pay taxes for only one week at a time, recalibrate as soon as you did that, there boom, you broke even if you decide one day later to go play something else and come back to dual universe who knows when. My heart goes out to new players though, the inability to mine by hand must make the first 1-3 months feel like an actual browser mmo. One thing though, some are talking of more calibrations, for heaven's sake please no. It will make whales more powerful because of the nature of multiplications, force us all to do a lot more of micromanaging and minigames, and picking up all the rocks is allready hell of time consuming as is, plus it doesn't even contain the trace amounts of dopamine the old mining system had, it's just plain dull, I might actually leave the rocks where they are once I've normalised my income streams and accounted for some overhead... (man those stories about people who found themselves kinda softlocked for a month because of the sudden changes are as sad as they are funny, why won't you plan ahead dude its a game where you can fly 4 hours to crash in the blink of an eye and be respawned where you started, or even worse depending on how little foresight was enacted ?)
  2. Unless players are in excess of 5 HQ tiles nothing will be "wiped". 1 million a year? It now costs a mere 75 billions to monopolize Lacobus for a year. Make elements fully destructible? Congratulations you removed the incentive from PVP, now we can only pew pew out of sadism.
  3. This is why it's so difficult to take the suggestions seriously... I get it I'm pretty displeased with my own ability to formulate suggestions well, it's difficult to talk of design concepts... But so often the suggestions do not accomplish what OP says they will. PVP is not a sink, PVP is redistribution. Fundamentally different economic effects.
  4. Les absents ont toujours tort. Absentees are allways wrong.
  5. Agreed it was a predictable issue, then again who are you giving more time then the others without accusations of favoritism. I waited past first taxation cycle before paying. A for the staggering issue. B for observation reasons. C out of fear for double billing (played enough early access titles to be got again by that kind of bug) edit:I am very worried though about all five being assigned... A lot of ugly stuff will remain frozen this way. Any sensible players didn't spread out over kilometers.
  6. Over the time I've had 3 people play with me/ live beside me in the game. 3 times I got them on their feet and taught them everything I know. Lately I've been super forthcoming offering to get their stuff to sanctuary where it's safe forever even if I die tomorrow... It's incredibly difficult to make them give a shit, only the requisition function motivated one out of three to login 30min so we can fly his stuff to sanctuary. Ironically I'd have no issue to make them all agree the game would be better served with a wipe; eventhough I know pertinently how they'd throw the towel after looking the rates of their MU for half a week.
  7. I doubt anybody is going to put down one of their limited HQ on some salvaged tile... They might just take the valuables and be too lazy to remove voxels, but in that case somebody else will be able to salavage voxels a month later. My only anxiety is the "abandoned construct" clause, but those can be claimed by coring them right? So basically cleaning up voxels after a thief won't even require paying for a claim, or am I misjudging how salvaging works? (I never did salvage anything abandoned) I for one am looking forward to salvaging in two weeks, it's a good method to incentivize players to remove clutter. I got my sights set on a few tiles for their placement or because they look rich, but I doubt I will systematically dismantle a maximum of bases. Any skytower I get to claim though I'll rip out of the ground, I hate them they are ugly. I'm against build limits though, arbitrary restrictions like that kill immersion. We can improve the game though in that regard: the yellow no docking effect should be customisable so a player can make them show from further afar, possibly scaling the distance according your movement speed. Also the general accuracy of that yellow glow could be improved.
  8. I'm tired of the formally polite yet contentious. If I can't verbally abuse a private business it's tantamount to infringing on my right of expression...Tons of parallels to RL outside. Yeah let us slip in 40 different formulations of "they don't work" and "they don't think", and make a surprised pikachu face if the engagement leaves to be desired. I'd be them I'd also talk to y'all exclusively via distant and monolithic statements... Just take the wipe debate "we can not guarantee a technical issue wouldn't force of to wipe" becomes "wiping for balancing reasons isn't off the table"... I just know that at my own job, I meet a sophist of that kind he can sort his shit out by himself, still gonna clean after the clueless bastard anyway; I'm not going to invest additional effort to stroke their ego with attention, be it positive or negative. I mean has anybody thought how objectively awful a wipe would feel at the current state of the game. LOL everybody really convinced themselves, as if the wales weren't going to put several orders of magnitude between them and the others within a week, even in the current balancing. There is like 60 users at the very maximum one's likely to read over here; 4/5th of them allways bitching. Yet they collectively delude themselves to think they have valuable input. Easily half of the suggestions that have been made recently are half baked and have more glaring issues than what NQ came up with. Visit the discord, the reddit, the ingame chat, none of them are such toxic cesspools. Polls over here have a ridiculous sample size, and a glaringly bad demographic distribution. I'm not saying I didn't wish myself that interactions between NQ were more of a two-way street. But to think what happens here is just that, is so absurd, it makes me doubt the mental faculties of anybody who believes it.
  9. It seems to me many are overlooking one essential strategy, but I did not try it out ingame (I'm still scanning for a second mining station/HQ, can't afford to sink in 500k and have a claim stuck for 7 days). When you place a territory claim it allways costs 500k, and the tile is active for a week right? Well that means we can do mining nomadism. I suggest raising the tax intervals, not from 1 to 2 weeks, but to 10 days! Why? If a player does not miss out on a single daily quanta bonus, after 10 days when his claims will go inactive, he will have 1,5 million quanta, enough to claim 3 new tiles, the perfect amount for hassle free calibrations. This way people who absolutely want to only creative mode, can have a reasonable influx of ores, without having to bother with the markets. Also the general pressure is a bit eased, as is it stands I haven't seen many tiles that would generate a lot of profits on their own, especially taking into account missing a day or two to login because life, and market volatility. But also this way the calibration balancing remains mostly unaffected... I have not maxed out / calculated through it yet but the max charge amount/ recharge times seem reasonable. Then is there is this simple little gameloop that makes the perfect segway to later: missions. Staying in the safezone, living on alioth, you can earn 1,8 or 1,9 million with a flight and back to madis or thades respectively. If you can do that a few times every week, during the periods where you play dual universe more actively, you can keep the lights on in your HQ, have the machines burn through all the ore from the mining nomadism, plus some passive income while the machines run. I understand the changes from a standpoint of keeping the whales in check, and reducing lag etc, but it's a bit punishing to solo newcomers who want to play actively to see returns, and people who want to be less involved for some period of time and live off their passive income, it would be a little less punishing with 10 day tax intervals, while not amounting to margins I'd begrudge the whales for, or messing up the whole calibration balancing NQ had in their head... The elephant in the room are people with alts. Honestly, I'm not super opposed to it, since it can help keep the lights on at NQ. And the gameplay loops involved in doing it aren't the most stimulating, so if somebody has like 1-3 alts, and is flying missions manually, or juggling a bunch of MU minigames every evening, honestly that is fine by me, especially given the current lack of ways to progress quickly. Where it starts to get whacky is if somebody has like 5-10 or god knows how many alts, add LUA autopilot scripts to the mix and it gets kind of unfair, though they can be acquired in the ingame economy, but add macros that care of the alt juggling and we need to talk about some serious bans IMO. On the other hand if you got hundreds of buck to splurge on subscriptions every year, yet nothing better to do than log in every evening to do the same minigame 45 times, and log in and out dozens of times, whatever I got more serious stuff to not loose my mind over, it's just a game. Are there any limitations as to how often a day one can accept the same mission? I'd love to have total clarity as to what is allowed and what not, in regards to alts, and what measures if any have been taken so far, as I have one alt myself because I couldn't stand see skillspoints go to waste, and so far none of my friends stuck with the game (and I flew my first mission ever today, I need to know if double dipping hauling missions is forbidden before I make a habit of it). On the subject of skills: MU and manual hand mining skills make up a lot of skillpoints... Do I understand correctly that the VR won't even apply MU talents on calibration? That is rough and totally rule conform players without alts are at a massive disadvantage here, should you be one of the lucky owners of a truely valuable cluster of tiles, you could easily dedicate 1 or 2 alts to manage it with full talent boni, while a solo-casual is robbed of the few bonus liters he could be mining off world, seems nedlessly punishing to the little guy, the yields don't exactly justify us taking out an evening every two-three days to fly out there, get the ore and recalibrate in person. Personally I didn't hate the old mining system. I burned out on it a few times, causing longer breaks. But I miss the ability to put in some ellbow grease to make real leaps forward. As it stands I am very unsure wether I can justify skilling hand mining, though I will admit that I haven't mined an asteroid yet, so I got no idea if they are easy to find, or carry much ore, especially comparing safe-zone & pvp. I do hope there are plentyful and big asteroids in the safezone that last long enough for the commoner to fill up on t1&t2 ore up until a few days before they despawn, or are at least easy enough to find. The DSAT schematics got more affordable right? That's a relief a least. I am more tempted than I ever was to join an alliance or whatever, but allready recoil at the prospect of all the frustration trying to get a few people together regularely can cause, I have a hard time with that sort of stuff. Closing words: A standardized mission form to put out calls for calbiration, with rewards scaling to calibration success, easy listing going by distance, %cut, payment method, review score, the necessary LUA fuff to make it easy to output user feedback, present the choice to be paid in either ore or quanta, remind to leave a good reward etc would go a long way. Make more pleasant to use mining platforms, possibly vr accessible, find freelance calibrators more easily through good review scores. That, and consider 10 day tax intervals please, if not 2 weeks, while leaving the rest as it is.
  10. Best is when they pitch pvp as the thing that is going to make or break the game... In software that has been advertised as lock&shoot from the beginning. And then in the next breath some will even tell you how it actually sucks, because it isn´t romanticised dogfights that emulate fighter jets, as if space warfare would look like that... ?
  11. Yes that is one thing that could be done... I was thinking the other day that automated mining could be like roombas picking up surface rocks within a tile. Once avatar vs avatar comes out temporary bodyguards would be cool too, they could be drones too if pathfinding is an issue. Then you have the pets that backers were promised, they should also roam the surfaces to add some sort of collectathon to the game, bonus points if they can also help out in avatar vs avatar combat. Then they could spawn in weekly challenges, much like they spawn in asteroids weekly, except these would be challenging construct v construct or avatar v avatar fights that can not be won alone. In a world where everything can be automised, shopkeepers aren´t a necessity but hell, if you can make their interface a bit like the barter screen/ more classical rpg shops, it´s definitly a plus, especially if you can actually finetune them in terms of haggling. Also lethys is correct as it pertains to NQ´s wording. Personally I´m thinking that maybe one day they might do a map overhaul thats results in all our constructs and claims being compactified into weightless blueprints, but the resulting landrush would leave more than one player frustrated.
  12. I own teardown and it's cool but actually not that impressive once you play it. Smashing things with hammer allways feel the same, only metals feel like more than a voxel you can smash into smaller voxels... hell some structures will even levitate in the air instead of breaking if you remove everything that touches the floor. It's really really cool but it gets old very quick. And I don't see it ever running in multiplayer, even on my highend pc its trivial to drop the framerates, just put on a fire and throw a handful of bombs in quick succession.
  13. People still aren´t over launch? If you wipe now you alienate the people that stuck to the game, for a short rush of adrenaline. How likely are the quitters to stick around the second time you think? I do think it would probably have been better to launch later, even if that meant breaking a promise and going into beta unwiped or later. At this point everybody has had months to catch up with the people from the bots buying everything incident, I don´t think anybody has had the constitution to grind uninterruptedly since launch, and even if they did they totally earned what they grinded for. It´s no use being butthurt over this forever, there wil be other things that mess up for sure. Also yes we will need at least fauna, if not spawned in hostile AI dynamic cores. We get the vision JC had but there is few benefits in being a purist here, the npc can be very rare, but none leaves the world a bit empty.
  14. No. First off, I was allready kind of burned out before 0.23 came out, so 0.23 broke my neck. Yes I can confirm that it also ruined all links on my ship and some lua (not that I was doing anything impressive so I don´t even understand how it could have been broken, but I still haven´t bothered to look at it) which was additional annoyance that arrived at the worst moment. But now I understand how important schematics are to the economy... We were all kind of doing everything at once, each on their own, or at least people without an org were. A few things I´ve read and like to adress: So the claims that you can´t sell ore or only at 0.02 are ridiculous, I sold hematite at 64 shortly before the asteroid update, granted it was probably at an all time high but as the economy is developping the prices are actually starting to make sense - buy and sell orders were allmost the same price for a hot second. I could see the prices rise with sustended volumes and correctly predicted very close to peak price, knowing 0.26 would increase supply again. It would be cool though to be able to hide those insulting 0.0x buy orders. Researching schematics sounds like the worst idea, a similar update made me never play Empyrion again: instead of demanding grind, or alternatively brains and a little less grind, locking schematics to talents is telling the player "you won´t craft this before a year from now no matter how much effort you put into it". I´m also not sure if I´d want "you only need one schematic of each" because that sounds like we will be back to how the economy was before but with extra steps for beginners. I allready found it non-sensical todo dedicated production streets before 0.23 but allmost everybody was doing it since it meant less micromanagement, even if they were far from keeping it running 24/7. What would be cool would be an element actually called schematics bank, that acts for the whole core, because reading 20 schematics that all start with the same words is anything but fun. And as to souriceau´s post: it is a fair summary. But one could also do a summmary that puts things into the perspective of: actually the delays on them reaching their goals have been extremly reasonable since beta launch. Yes the latest roadmap is a bit lackluster but guess what, it only goes until fall, which is pretty soon actually. They started with the hard parts, I´m confident they will be able to tie it all together. Wether the court of public opinion will still look favourably upon NQ once it´s finally done is another question though. But it´s a very hardcore game being made for adults but requiring amounts of time no adult actually has anyway. Still I have faith it is going to be the best product among it´s competitors.
  15. Building has many many comfort of life issues: -Remove the freaking hand and the tool, it's extremly cumbersome when you try to place something big in the bottom left corner. -Add the option to stop elements from flashing, it's uncomfortable and distracting when you do details near elements, makes everything around it less visible. -Add the option to toggle the outer grid, it often hides what I'm trying to see. -Add the option to toggle the center of mass lines, it allways distracts from, and hides the true middle because one is almost never oriented in the perfect middle looking perfectly straigt along the grid. -For the love of god don't do voxelmancy ripples, bulges and bumps on only 90° and 45° lines... Please give us a way to see and erase those metadatas. Also did you have to make all nanopack aluminium voxels so überglossy the grid is basically invisible in 97% of lighting conditions, gosh I'm so glad the flashing elements reflect on the shiny voxels ? Honestly it's so awful I keep stretching my neck - as if that would help - because I can't freaking see what I want to do.
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