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NasarVyron

Alpha Tester
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  1. Like
    NasarVyron reacted to GarbageKnight in NQ YOU NEED TO DO SOMETHING ABOUT SHIPS REALLY!   
    Ok so here goes.
     
    NQ - we made a voxel game, look you can make movies ships, or all kinds of ships, that are all pretty, and awesome. But making the right angles, and curves welll....HAHA that stupid hard as hell, go learn 100 hours of voxel mancy, to learn how to make a right angle curve in a half circle, without looking like LUMPY CRAP... oh and.
     
    PRETTY SHIPS ARE NICE...BUT ARE AS FUNCTIONAL AS A FLYING ROCK...HAHAHA.
     
     ME and everyone else -
     
    I want a hauling ship that looks like the  Millennium Falcon ----YEP IF THE FALCON HAD 100 AIR BREAKS, 100 ALIRONS, 100 RETRO ROCKETS, 100 Vertical Thrusters, 50 LARGE fuel tanks, 40 LARGE ENGINS, 10 XL SPACE ENGINS... a cockpit just big enough to fit you in it barely.... BECASUE THE WHOLE SHIP IS FILLED TO THE BRIM WITH FREAKING CRAP....so when hauling 6-10 containers of stuff, YOU DO NOT SLAP INTO THE GROUND AND EXPLODE...or BLOW UP IN ATOMOS DURING A REENTRY.... and WARP.....HAHAHAHAHA better warp empty, and sell your load wherever you are...casue the CELLS will cost you as much as you will make selling the ore, or parts you hauling to market.... 1 medium ship with 6 containers.....90-100 cells, FULL CONTAINERS...200+ cells.....for 1 trip...WTF?
     
    warp cell production....200 million for the schematics.....to make 10 cells per hour.....so you can afford  2 warps...to a mining location and back for 300+ warp cells....30 hours of waiting to make that many cells...  better go mine mega nodes of gold, to recoup the loss, and make a profit. 
     
    so making a movie ship, or a pretty ship is great...but functions like a flying TURD....see UEF store...
     
    so if you want function, well just eat get ready to fly a ship that is nothing but elements...made into structure, and use as little as possible....or none at all.....to keep weight down....
     
    I have SEEN WITH MY OWN EYES a ships DECK WAS NOTHING BUT AIR BREAKS.......retrorockets, just to support 10 Large containers full of ore....becasue otherwise IT WILL NOT STOP OR LAND WITHOUT EXPLODING....
     
    I TESTED THIS KNOWING BETTER - droped the 4.xx million for hauler on UEF.  could not even break atmos empty....just becasue i had 3 sticks of gum and a yoyo in my nanopack. TOO HEAVY...LMAO.
     
    SO I MODIFIED IT...from 2 large engines and a medium. to 4 LARGE engines  2 Large stabilizers, 4 medium ailerons.  STILL COULD NOT BREAK ATOMOS..... so i started digging.
     
    SO MANY UNEEDED LAYERS OF METAL VOXELS making it HEAVY AS HECK.... some places the voxels were 4 layers deep... 
     
    I hacked the bottom entry off,  moved storage to top, took out passenger seats,  hacked the back half off.... used 2 fuel tanks for space engines Large, 2 atmos tanks M, went to 4 LARGE engins.... took out all the extra layers of uneeded voxels...and flew off into space.. loaded it...and could not stop..and BLEW UP hitting the ground...becasue i couldnt fit the 100 airbrakes needed to stop....
     
    so i flipped the core to face to the top, fippled the gyro, started to fix the voxels...and well its a nice shell to make a purdy SLAVE 1 boba fett ship...that will fly...but serves no purpose...other than looking nice....
     
     
    My M core Hauler...has some shape to it...but mostly to hide the 100 air breaks L, the 100 retros to go into it, the 12 L engines, 8 M engines, the 50 Ailerons. the 4 Lage ATMOS tanks, the 8 Medium space tanks to fuel all the Hovers and V-thrusters, and still need more breaks...retros...and figureing out where to put warpcore...and  remaining 3 L containers..and not have it look like flying  Square plate.. right now IT LOOKS LIKE A 3D version of the ATARI SHIP from - Space invaders... but i might have to mod it into a just the FLYING PLATE OF ELEMENTS so it just FUCNTIONS and flys...
     
     
    SO NQ IN END - BUFF FREAKING PARTS...SO WE CAN MAKE PRETTY AND FUNCTIONAL SHIPS...... not just one or the other....cause i want a cool looking ship that can HAUL or PVP....not a Pretty ship, or a flying plate that hauls, or a BOX that fights....
     
    OH AND FIX ANTI GRAVITY...that is just stupid.... also add ION engines or whatever you want to call them.. that can do both SPACE and ATMOS... like the USS enterprise....that had a crew of like 5000 people...and carried away ships, and MILLIONS of tons of cargo....on 2 engines.. not 200 slapped to a plate, with 500 wings, oh and 1000 air breaks, and 1000 retros, and 1000 hovers, and 1000 thruster, and 1000 adjustors, and 1000 fuel tanks...with a AGG the size of the empire state building, that need 1000 pads....and a forever warm up time...and if you change one tiny thing....the whole system resets...and you rage smash your keyboard.
     
    i know its all COOL IN GAME PHYSICS OR WHATEVER WHATEVER.....but if i can warp to a planet standing on a plate in space, jump off fall into the planet from space, and not burn up in atmos, or die on impact...but watch my ship explode cause it cant slow down..cause it 100 breaks shy of stopping right... FORK YOUR DUMB PHYSICS...
  2. Like
    NasarVyron reacted to Wh00pAss in [Discussion] DevBlog: Rebalancing the Universe   
    Wonderful, now the people with billions in the bank will get even richer as they will be able to still have a whole factory producing everything and this change will mean very little if anything to them where as the little people who didn't game the system early release will get the shaft /golfclap
  3. Like
    NasarVyron reacted to Olmeca_Gold in [Discussion] DevBlog: Rebalancing the Universe   
    Hi NQ
     
    Nobody can dispute making everything in megafactories was too easy, linear, and out of balance. But there are so many issues with your approach to fix it.
     
     
    PROBLEM 1) You are putting yourselves in quite a position with treating the game as a beta and non-beta whenever it works. On one hand, with the promise of keeping our wealth into the release, we're expected to treat the game as it's an actual launch to compete with other players and organizations. But then there is no support, mechanics can change dramatically, etc. You're also putting at least a 6-months gap between those who could exploit the unbalanced mechanics early and accumulate wealth, and those who couldn't.
     
    SOLUTION: I don't really have a solution to this. Perhaps the best way to operate right now is to announce a full wipe at the end of beta if you can financially handle it.
     
     
    PROBLEM 2) This update leaked to lots of people for several weeks. The knowledge put those people further ahead.
     
    SOLUTION: Either enforce your NDA, or do not disclose (economically sensitive) details of how you'll change things.
     
     
    PROBLEM 3)  Completely unhelpful talents just to unlock elements are a bad idea. Eve Online learned this lesson over the years and they are doing away with artificial prerequisites to start playing the game. Industry is one of the rare domains where talents actually GREATLY matter. Most production will eventually become unviable overtime without respective talents. It's bad analysis if you thought the lack of talents was an issue.
     
    SOLUTION: If you want to wall element usage behind talents, you should do so behind the existing talents. This way at least people get a benefit alongside element access. A sense of actual progression and no waste of days of training.
     
     
    PROBLEM 4) I am quite worried whether the game actually has enough quanta supply recipes for sufficient production.
     
    SOLUTION: The game needs isk faucets besides the honeycomb NPC order businesses. I have low-cost proposals for that in the idea box.
     
     
    PROBLEM 5) Machine-based recipes create lots of issues. It'll be quite tedious to teach the recipes to every single element and to keep tabs on them even in non-megafactories. Moreover, how will our investments be saved? I hope (but am not certain) the recipes will be saved under "dynamic properties" of a machine. But then we won't be able to deploy the same factory from a blueprint. It'll be impossible to move factories. So you're not only investing in the machine, but also in the location of the factory. That'll have even greater repercussions with territory warfare. 
     
    SOLUTION: You should have at least made the recipes character-based. Given that you don't tolerate account sharing and ban those who do, this would still achieve specialization, yet make it way less tedious.
     
     
    PROBLEM 6) Cost is an artificial and unsustainable way to motivate people to specialize. Once people accumulate enough capital, megafactories will begin popping again. Then those who can afford them will be miles ahead of others.
     
    SOLUTION: To achieve truly sustainable differentiation and specialization, there needs to be differentiation in the ways the source materials are acquired. Ore is equally available to every individual. It should take organizational level effort to access some building materials; it should take outside-the-box intelligently developed systems to access others. Moreover, it should make more sense to make one product somewhere and to make another elsewhere (geographically). 
  4. Like
    NasarVyron reacted to Elrood in [Discussion] DevBlog: Rebalancing the Universe   
    Bye, bye self-sufficiency, even with small group. Good thing i got enough hours of the game to not be worried about money i paid for it. 
  5. Like
    NasarVyron got a reaction from Frigidman in Assembly "Controller"   
    All they need to do is give us the ability to set a recipe via the API and we could do this with the programming board and screens. I assume it's something in the works since they aren't done with the API. Also, since we have the ability to detect mouse position/state on screens I have to assume it's on the way. Right now there's little reason for that kind of functionality other than creating simple buttons like start/stop/reset for machines and small arcade games.
     
    Not that I'm against just adding an element that can do this in a cleaner way, just saying we're close to having exactly this already.
  6. Like
    NasarVyron got a reaction from DarkAster in Fuel Intake as link to tank for remote fueling   
    Basically turn the fuel intake element into a fuel tank hub.
  7. Like
    NasarVyron reacted to MaxTheGrey in Apply Handling Bonus functionality   
    Similar to the ability to reset dynamic properties, a button, tool or some other function that enables handling bonuses to be applied to elements and more importantly to industry that's already in place would be very valuable. As it stands now, picking up and replacing elements breaks links and resets recipes which makes upgrading a large complex factory very time consuming.
     
    Related, would be the ability to see what bonuses are already applied.
     
    Adding rights associated with it would also open up a more reasonable path for a  player to offer their skills as a service to those that might want the bonuses applied. 
  8. Like
    NasarVyron reacted to Sarogahtyp in Transfer skill advantages to factory devices   
    Hello,
    my following suggestions are related to skills with the "...when put down ..." note. I'm referring me to factory related skills but it could be useful for every skill with that note.
     
    One could decide to learn factory related skills as much as one can and then offer to sell the skill advantages for factory machines to other players by just putting down his machines.
    In a big factory with hundreds of linked devices this could be frustrating because that player would have to build the whole factory again just to set up those skill advantages to the machines.
    My suggestion is to get a menu entry by right clicking a device to set those advantages without to have to put down that machine again. Maybe there could be a cooldown timer for that action to get a delay between those skill advantage transfers but I think those menu entry is needed to get those gameplay working...
     
    What do you guys think about?
  9. Like
    NasarVyron reacted to yamamushi in Drilling platform   
    No. Please, No.

    At this point you may as well be asking to just buy our resources from NQ with cash.

    If you're really burning through ships and supplies that fast, that's a you problem, not an economy/gameplay problem.

     
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