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Gillimus

Alpha Tester
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  1. Like
    Gillimus reacted to Celestis in Happy Birthday Dual Universe!   
    However, the subscription is so expensive that I'm not coming back just to get a statue and go on a few rides.
     
    If the subs was $5 for a month I might have considered coming back to see what it's like now.
     
    If I could pay for Game time with in-game currency that would be good.
     
    Have fun all of you who have reasons to keep paying, enjoy a Happy Birthday for Dual Universe!
  2. Like
    Gillimus reacted to le_souriceau in number of players connected   
    Its little bit trickier. Depends on who you ask.
     
    If you ask players who expected something even remotely on level of EVE, player-driven galactic opera so to say -- at this threshold game as dead as your egyptian mummy. 
     
    If you ask someone who are mostly for "Landmark in Space" and comfortably enjoying their stuff on level of large Minecraft server (as you mentioned above) -- game for them is totally alive. And they are right, inside their framework.
     
    This why we have sometimes arguments and lots of passive-hostility in these talks. Because people speaking pretty much about different planes of existence.
     
     
  3. Like
    Gillimus got a reaction from GraXXoR in Idea: Get Rid of/change Boring Mini Games   
    Except on Thades
  4. Like
    Gillimus reacted to CodeInfused in New: Albatross HUD public release   
    A new piloting HUD is available to everyone. It's not an autopilot however, just a more advanced skin to replace the flight controls, including customizable color. Read the instructions for how to set up
     
    Albatross HUD
     
    Known current issues:
    AGG support

  5. Like
    Gillimus reacted to CodeInfused in Getting Started with RDMS Guide   
    Hey, I've put out a video that covers setting up RDMS on constructs and individual elements with security in mind. I also cover how to target all the elements on a construct with Composite Tag rules.
     
    If there's any interest, I'm thinking about doing a followup to expand on what else you can do with Composite RDMS. Thoughts?
     
     
     
  6. Like
    Gillimus reacted to VanDamage in *Important* for people who are having heat issues while playing DU! FIX for any build!   
    i've noticed people were having heat issues while playing DU no matter what system build they have even watercooled.
    I have found a solution for everyone who does without any impact on performance ( i was getting high temps myself with a high end Build with sublime cooling )
    The solution is very simple :

    Go to your active powerplan in energymanagement of your computer:
    set minimum and maximum processor status to 99% instead of 100% as in the photo.

    And that's it! while playing DU you will now have a 30% cooler system with higher cores set on Voxel rendering in graphic settings.
    i was very happy with this fix so i hope it can help other people too.

    ENJOY.
     

  7. Like
    Gillimus reacted to JayleBreak in *Important* for people who are having heat issues while playing DU! FIX for any build!   
    For me, on Windows 10, I found it by
    Click "Start" menu button Select "Settings". Select "Power & sleep". On the right hand side, under "Related settings" click: "Additional power settings." Under "Preferred plans" click on "Change plan settings" for the plan your PC is using. Click  "Change advanced power settings". You should now see the pop-up in the picture above (in your active language setting). Continuing: Expand "Processor power management." Expand "Maximum processor state." Click on the "100%" link and set it to 99. Thanks to VanDamage for pointing this out.
  8. Like
    Gillimus reacted to Wyndle in RESET: HOW TO PREPARE - discussion thread   
    Essentially everything except core blueprints are being reset.  That includes talent training queues.  You have to log on at least one time after the official launch and while you are logged in set a training plan that is at least 6 months long to take full advantage of the launch event talent point [passive earning] boosting (2x one month, 1.5x three months, and 1.25x for two months).
     
     
    I see room for some confusion in the statement, and not just with pre/post activities.
     
     
    I don't know the inner workings of NQ but I have noticed a significant drop off in forum participation.  It is possible the post may have been at least partially motivated by a need to rebuild scuttlebutt (word of mouth, talk) about the game.
     
    The time zones issue should be addressed (looking at you, NQ).  It is understandable to fumble over dates and times when put on the spot during a live stream but it should be clear and obvious in writing by now.  I would even go so far as to pre-emptively state that even if you can't start the server by XX:YY UTC due to launch day issues as long as you're trying your best and keeping us informed the majority of your (current) players will be forgiving.  Most of us have witnessed the insanity of launch day issues and I know how hard it is to see the first new expansion quest giver in the mass of 1,000+ players blobbed around it.
  9. Like
    Gillimus reacted to Distinct Mint in RESET: HOW TO PREPARE - discussion thread   
    Taking this line out of context is confusing. However in it's full context, it's quite clear that it is referring to queuing talents after launch:
     
    Finally, if you've subscribed to the game, ensure that you have at least six months of talent training queued up. The talent point accelerator event, which is open to all players, will boost your talent point acquisition in the first six months of launch by:
    100% for the first month 50% for months two, three, and four 25% for months five and six 
     
  10. Like
    Gillimus reacted to CodeInfused in New: Albatross HUD public release   
    Update to 2.1.0 with new antigravity control widget, brake toggle option, and a few more options.

    https://github.com/codeinfused/Albatross-HUD-Community
     
  11. Like
    Gillimus got a reaction from GraXXoR in Sell orders   
    This is now almost a week old and still not fixed. @NQ can we get some kind of update? I'm a small-time miner but i still mine 2 million liters a week, and i don't have enough adderal to create 2000 separate orders.
     
  12. Like
    Gillimus got a reaction from Knight-Sevy in Sell orders   
    • Fixed the inability to create sell orders with quantities above 1000 units.
     
    Thank you.
  13. Like
    Gillimus reacted to Dimencia in Lua API Suggestions   
    Just spitballing a bunch of ideas for Ligo to consider with the new API changes.  Some are more viable than others, but my main thought was that there's all these new functions - but we can't use them because they require us to link to things.  Ship controllers can never reasonably link to all of any given element type, which is why the engine commands exist, so more things along those line would be great
     
    Take them as you will, if anything can't be done then no big deal, but just posting it in case Ligo might see something useful
     
    Element.getWorldPosition Core.getElementWorldPositionById Construct.getMaxSpaceBrakes, Construct.getMaxAtmoBrakes Modify System.lockView - Previously it didn't work if not sitting in a seat; but a frozen player should also be able to have their view locked - if it doesn't already work that way with the new API.  This is important for custom UIs to work with the new click controls, when not in a seat Construct.getMinimumStallAngles - Returns a vec3 of the smallest of all stall angles for the construct's airfoils along each of its local axes; for example, if someone is using both airfoils and ailerons for pitch, it would show the stall angle of the ailerons along that axis Construct.getMaximumStallAngles Construct.getLiftEfficiency(vec3 axis) - Returns a 0..1 value indicating the average efficiency of all airfoils along that axis, determined by currentLift/maxLift.  Can be used to optimize turns toward the highest efficiency, which implies the maximum speed/angle at which it can turn along that axis in the current conditions Might be better as Construct.getEngineEfficiency(taglist, vec3 axis), which could also work on airfoils Construct.getSustenationSpeed Modify Library.getPointOnScreen - take a local position Library.getWorldPointOnScreen Improve efficiency of getPointOnScreen - apparently it is less efficient than our current methods, regarding overloads Construct.getObstructionFactor(engineTagList) - returns the average(or total?) obstruction factor of all engines in the taglist Modify Construct.getCurrentBrake - Ensure it includes obstruction (if it doesn't already, I haven't been able to check).  So should any other 'current' engine readings, again, if they don't already Construct.getCurrentThrustAlongAxis Construct.getPitch, getYaw, getRoll - In degs or rads, and possibly return these values relative to the velocity vector when not near a gravity source, since at that point they have no meaning - or relative to galaxy center would work.  It would be nice to have a consistent value across all ships, instead of each AP possibly choosing a different way to calculate it Core.getWorldNorth - Returns a vector pointing north from the core for the current planet, normal to gravity, in world coordinates.  Currently we can sort of guess this by assuming the north pole is the point on the planet at the highest global Y (or is it Z?), but a tilted planet would mess that up, if there ever were one.  0 when not in planet influence Player.getRaycastObject - Gets some sort of info about what the player is currently looking at.  Particularly I'd like it to be able to detect whether or not the player is 'aiming' at another player, for VR shooting games, but construct info (looking at a ship in space), itemIds, and/or local element IDs could all be useful The main goal of detecting player 'hit' is so that these games could involve complex (real) arenas and rely on line of sight, rather than always being able to 'shoot' through walls
     
  14. Like
    Gillimus reacted to Gillwin in New server - way to reconcile PvP and no-PvP players   
    I cant help but think a lot (not all ) of DU's problems have to do with poor communication.  This is probably a lot to do with inexperience in creating a game.  It would be great if they took some time (or had taken some time) and look at how other companies communicate with their players.  
     
    Take Camelot Unchained as an example.  This company is probably one of the most open and communicative game developers i have seen.  Every week the put out a pod cast that goes over the top 10 things the group worked on that week.  Sometime the list is 15 items and sometimes it is only 5 but they still call it the top 10.   They often rotate who is on the cast, having the developer one week, then game designer the next, graphic team, programmer, etc.  They then open up for questions, so the players can directly communicate with each department asking about why they did something or what the plans are for the future.  They do not select only the questions they want to answer, but try to answer all the questions they can in the time allowed.   All of this information is then put in a newsletter and sent to all the players.  The players may not always agree with the decisions being made, but they know exactly why it was made and how those decisions will affect things in the future.  If you read the Forum pages for Camelot Unchained they are 90% positive, because the gamer feels like they are a part of the CU team/family.
     
    Du is exactly opposite.  They try to keep everything as secrete as possible, only giving basic overall game ideas.  Usually the only communication we get is when a patch is ready.  They do let us then discus the patch among ourselves but because they have never gone into detail how exactly they envision the final game to work, we are left confused as to why they did what they did in the patch. Then telling us they 'Heard Us' , but never taking the time to tell us exactly what they heard and how this has affected the overall game design.   This leads to the gamers feeling isolated and confused, and unheard.  Treating the players like an unwanted step-child has lead to 90% of the forums being negative.
     
    I would love Du to be successful, but they really need to take a few minutes to see where other gaming companies have succeeded or failed.  Then make the needed changes, because it feels like they are just winging it and failing. 
     
     
  15. Like
    Gillimus got a reaction from Walter in Questions on Blue Print and Schematics.   
    Does this mean that constructs will survive the reset?
  16. Like
    Gillimus got a reaction from Yoarii in Tell NQ your game loop (non-PvP)   
    Thanks to everyone for your replies. It's comforting to know that i'm not the only one looking at the current state of the game and starting to ask myself, "why am i doing this?" Love the concept underlying the game - build anything! explore! shoot people! - and flying a ship in DU is one of my favorite video game things ever. I hope they figure something out.
  17. Like
    Gillimus got a reaction from Samedi in Tell NQ your game loop (non-PvP)   
    I'm in an org with another guy - 4 accounts between us - and this is how I play DU.
     
    I log in before work to calibrate MUs.  My org has a spreadsheet for this. Once the MUs are calibrated i check the status of the warp cell factory, and add resources as necessary. I check for any territories that need their taxes paid.
    We have MUs on two different planets. Once a week per planet, we go get the ore and take it to market. I call this "Space Trucker." This is my favorite part of DU because i get to fly spaceships. As a terrible pilot, this is exhilarating and terrifying at the same time. Landing 7000 tons on Alioth may be easy for you fancy people but for me it's hard, and fun, and scary in equal measure. My crash rate has declined, but it's not zero.
     
    And that's it. I'm not good at PvP. I'm not good at building. I log in every day because i love the game, but i log out because there's nothing to do unless i'm hauling ore.
     
    Reply to this post and tell NQ your game play loop. 
  18. Like
    Gillimus got a reaction from Hecticus in Gameplay Balancing   
    jesus, why does everyone think the devs are reading this forum looking for ideas?
     
  19. Like
    Gillimus got a reaction from sHuRuLuNi in Gameplay Balancing   
    jesus, why does everyone think the devs are reading this forum looking for ideas?
     
  20. Like
    Gillimus got a reaction from Sabretooth in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oof, i hope these numbers get adjusted. My little org with 2 players and 4 accounts is well over 300 constructs. We have 41 mining bases, over 30 ships, and a 3-hex base on madis that is mostly paved.  Taking that down to 100 constructs would mean reducing our "stuff" by two-thirds.
  21. Like
    Gillimus reacted to Roustabout in Mining Units: A weeklong in-depth review   
    Background / Summary
    I backed DU early on and have three accounts - honestly, I tried to give my beta keys away to friends, but no one wanted them.  So, I have a character dedicated to mining / refining, one to piloting, and one to industry.  All three have some combination of radar, gunnery, and ammo skills.  Each of them is around 50M skill points.
     
    My play time prior to Demeter could be classified into three categories, active, passive, and mindless.  The active playtime involved building, pvp, asteroid mining, or using the markets.  I’m sure most of you reading this know the autopilot time as you scanned an asteroid or traveled to a planet.  This is the passive; dare I say AFK time.   What I call mindless time includes digging around in an unclaimed tile, you could simply zone out, watch a video, or listen to music.  I liked this time, it was relaxing, easy, and still offered progression without any risk.
     
    Prior to Demeter, On average, I spent about 3 hours each day playing DU.  About half of this time was active or mindless mining and the other half was some mix of ship building, industry, or solo pvp.  Occasionally, I would spend an entire session repairing my ship because...well you dicks with the giant towers know why.
     
    On an average day, I would generate $46M.  About half was ground mining and the other half Asteroid mining.  This worked out to about $30M / hour of money making activity.

    With the advent of Demeter, the mindless playtime has disappeared.  My playtime has shifted to only two categories and the overwhelming majority of my playtime is now active and focused on three tasks - calibrating, hauling ore, and picking up ore from the bonus ground spawn.  The passive time is almost non-existent and involves flying 60km on the same planet.
     
    After playing the minigame 15 times, trudging out to some random spot to collect between 2 and 4k ore, and then doing my best impression of a garbage man picking up all the auto-ore from 14 containers, I generate on average $10M over 90 minutes or about $6.7M / hour.  I could probably generate $30M / hour asteroid mining again but that would be at an opportunity cost of the passive ore mining or I would have to fully dedicate my entire 3 hour play time to money making activities.
     
    The real takeaway here is that my money making active playtime has shifted from scanning and mining to babysitting autominers and picking up ground ore - both steps down in the level of fun and engagement. Sure, I could go back to asteroid mining exclusively and will likely get to that point but for the purposes of this dsicussion, I focused on really exercising the auto mining system.  
    Additionally, to keep the automiers at a reasonable level (not even optimal) I have had to set timers, reminders, and build a spreadsheet to track the decay so I’m hitting the right autominers at the right times and carefully balancing my calibration charges.  While I’m perfectly capable of managing all this, it is quite annoying and doesn’t lead to long term engaging gameplay.
    At the current market rates, I’m able to generate about $5M per tile per week.   My tiles are probably slightly above average but are all T1 and similar to most of everything else I have seen around Alioth - so nothing special here.  
     
    I have seen several posts of people complaining the taxes are too high and hopefully the next section will help show how to make automining profitable.
     

    Setup
    I put some of the refunded mining skills into the “on deploy” auto mining skills on my main mining character and had all three characters train to 4 4 3 3 (Calibration Charge Optimization / Efficiency at 4 and Improved versions at 3).  So, as far as investment into auto mining goes, I’m pretty deep but not outside of what most folks can do with a week of skill training.  This gives the three characters the ability to comfortably manage 60+ autominers across 14 territories.   A single character with 10 days of training can easily handle 7 territories - perhaps not at a perfectly optimal level but enough for a good profit margin.
     
    While I was fortunate enough to have some scanners already available, I haven't found many territories that couldn't turn a profit with proper management.  The tiles that had 500 of one ore are best as you can get 4 miners working that tile with no leftover.  But most tiles offered at least 3 full miners and some partial miners.  The proximity bonus is key so simply picking a spot that has 7 open tiles will almost always yield a profit.
     
    I currently have 14 T1 Territories with 7 being very bauxite heavy and the other 7 evenly distributed across all 4 T1 ore types.  There are 63 autominers currently running with the lowest base rate being 70 and the highest being 125.  With the territory bonus, the optimal rate ranges from 126 to 226 per hour with most clustered at 183 per hour.
     
    For production bonus purposes, the tiles are clustered around a center which means one tile gets a 60% bump and all others get a 30% bump.
     
    In order to maintain this, I do need to log in every day so I don’t overcap my calibration charges.  My characters generate 5.7 calibration charges per day and if I don’t use them every day, I lose 1.4 charges.  With current skills I can refill between 60% and 72% if I get lucky with the minigame.  If I don't get lucky, it's around 57% which means I need to calibrate when a mining unit decays to between 30% and 50%.  While I may over cap the 100%, I found calibrating when the unit is between 40% and 45% is the safest time.  The tracking sheet below highlight the units that need adjusting.
     
    Given the base rate of 125 for most of the miners, I can usually get 4 full miners on a tile and one partial. On the 60% bonus tile I see around 1.1KL / hr of total ore and my lowest tile currently generating around 500 L / hr.  Optimal generation is around 700 L / hr on average.  I have also found that unless the unit is on a 60% tile, a rate below 90 would be better deployed elsewhere as it relates to spending calibration charges - there is something to be said about convenience so I have a few mining below that rate, but they are lower priority to calibrate.
     
    Bonus Ore
    Each day I spend about 15 calibration points and get an average of 3k bonus ore which works out to 45,000 L in bonus ore or about $2M income.  Getting the bonus ore is relatively quick but tedious and feels like a chore.  The bonus ore makes up 20% of the weekly income so it is unfortunately required to maximize the tile.  Without the bonus ore, I would still see a profit but it would reduce down to $44M / week (still not bad).
     
    Sample Tracking

     
     
    Financial Analysis
    Initial Investment
    Territory Unit: $175k -> $2.45M
    Territory Claim Fee: $500k -> $7M
    Small Static Core: 12K -> $168K
    Basic Mining Unit L: $175K -> $11M
    Container L: $300K -> $4.2M
    -------------------------------------
    Total Investment: $24,800,000
    Time to setup: 8 Hours
     
    I should note I have a ship with two L containers that handles the logistics.  This ship costs about $15M.
     
     
    Maintenance Costs
    Nitron Fuel: $70,000 / week
    Scrap for those unexpected times:  $250,000 / week
    Territory Tax: $1,000,000 / week -> $14,000,000 / week
    -------------------------------------
    Total Maintenance per week: $14,320,000
    Maintenance Time: 90 minutes / day or 10 hours each week
     
     
    Income
    Raw Sales: $72,000,000
     
     
    Balance Sheet (Week to Week expectation)
    Expenses: $14,320,000
    Income: $72,000,000
    -------------------------------------
    Net: $57,680,000
     
    Given the initial investment of $24,800,000, I fully covered this investment in 4 days and had a first week pure profit of about $16,600,000.  
    This works out to a little over $1.7M / Hour of play time in the first week. I expect around $6M / hour of playtime next week
     
    Territory Summary

     
    Daily Log

     
     
     
    Bugs
    Can’t access the Calibration menu that tells me things like when it was last calibrated and the location of the surface ore pop if I have no calibration charges Tooltip on Adjacency doesn’t have a % indicator -  should be  “a 30% bonus” not "a 30 bonus" The small 50L of ore are physically much smaller than the normal surface rocks that only deliver 20L of ore The harvest time on the bonus ore is not scaled with the regular surface ore - it takes less time to harvest the 50L and 150L rocks than it does the normal 20L ore The bonus rocks are labeled incorrectly, they show up as their pure counterparts instead of the raw ore label; Aluminum Rock vs Bauxite Rock
    Improvement Suggestions
    As mentioned in the Q&A, the transition screens on the minigame are painfully slow.  Can we eliminate or speed them up? The current reasonable cap of calibration charges is 9.  You can get more by investing more skill points but 9 feels like where most folks will end up given there are far more interesting skills to train.  I’d like to see this cap at least doubled if not tripled (or removed all together, why cap it?)  If I decide not to play for a few days, I over cap and there is an opportunity loss. Where can I see my current calibration charges?  Or is the Autominer UI the only spot?  I’d like to be able to see the current calibration charges on some character screen. The minigame is prone to RNG which causes a reduction in income for things that are outside of my control.  Could we have some of the mining unit skills affect the size off the tools in the minigame so that if I choose to invest points in those skills, I see my efforts less affected by RNG? The bonus ore is nice for the minigame but it's a chore to go out and collect it.  Can we have it simply deposited into the container The surface rocks offer a performant way to create a small faucet and give new players a way to earn money.  However, the way they are designed is both tedious to gather and painful to look at. Could we instead have larger nodes that leverage the mining talents spawn on the surface and offer the same amount of ore just more concentrated?  We could even add a piece of equipment that allows me to scan my territory to identify these pockets or leverage the territory scanner.
     
  22. Like
    Gillimus reacted to le_souriceau in CURRENT DISINTEREST THROUGH YOUR WIPE STATEMENTS   
    While on paper its good solution, in reality it will be more complicated.
     
    Remaining vets are... lets say very dedicated (some -- absolutly crazy). They just will spam another X alts into new system, raping actual newcomers as hard as they can, both by land grabs and economic presssure and speedruns on pvp. And then eventualy finish job by pulling all their old stuff from old system (and I remind everyone, thats there are still immense ammounts of exploited stuff around).
     
    So whole solution will be quite meh...
     
    Only full wipe. Only exterminatus.
     
     
  23. Like
    Gillimus reacted to BlindingBright in All things in balance.   
    I love DU- and IMHO this game is in a better place than it's been since I started playing right after beta launched.  NQ has started to turn things around, is it perfect? no. Is it improving? mostly! Does it still need work? well it's still beta haha

    When missions came out, it opened up the flood gates of quanta for many small-to-large orgs. It was profitable to run Aphelia missions in the safe zone, and in pvp space as a solo player.  Currently with the inflation in the market on ore prices quadrupling in a matter of months.... causing fuel costs to skyrocket, it's nearly impossible to turn a decent profit for running aphelia missions anymore... and I see a ton less people  taking them/delivering at Market 3 on Madis as time goes on.

    Meanwhile, asteroids come out- with them giving us something to fight over... high tier ore that's in short supply planet side. Activity flourishing, finally orgs have some new targets and possibly something to actually fight over. With it, spawning an entire player-driven war of sorts, creating player driven content and contention. Though, in time- the price of high tier ore has decreased to the point of roid hunting/mining loosing it's profitability- with nearly the same hour of time spent mining an asteroid a player can make on a planet mining T1 / T2(and not even meganodes....), not even including the risk of loosing a ship.... a ship that was ultimately dug out of the "ground" by hand..... and for many not worth the risk.

    The missing piece? autominers, they're coming soon, people are getting ready for them and old players are starting to have their ears perk up a bit again... and probably one of the hardest to balance. From land being horded/claimed in mass- to how much they'll mine per hour.... and price of creating them.  And while any suggestions may be too late, I would urge... air on the side of /more/ I'd personally like to see this game move from spending countless hours mining- to spending countless hours creating and growing the player made content in the universe.  

    With enough ore supply orgs could finally have the resources to expand without burning out members on the "grind", it'd allow for more people to get into PVP- with my hopes to allow orgs an easier way to gain ore and fleet fields of ships to be destroyed... so not every major PVP loss feels like hours of your life gone. This PVE content could help balance the needs of PVP, bringing lower tier ore prices down- making roid hunting and high tier ore mining more viable again... and in doing so balance the price of fuel/mission system to be more viable again as a solo player.

    So am excited for this next path, and hope that it brings some much needed balance to the game.
  24. Like
    Gillimus reacted to Olmeca_Gold in Why the Industry changes are no good [DISCUSSION..   
    People can say what they will about Eve, but it has well-functioning emergent markets. What makes Eve markets function though, isn't some huge level of initial money investment in order to make anything.
     
    - Eve resources are way more diverse. It does not take the same base 25 resources to make everything.
    - Resources are unevenly and diversely distributed. You commit entire playstyles on gathering one or two types. It takes significant effort to begin collecting moon goo (t2), doing reactions (t3 cruisers), doing PI (citadel and implant production).  You don't get to roam around the universe for 5 days and get everything you need to build everything you want doing the same exact thing (mining planets). Every resource comes with it's own know-how.
    - Eve has many alternative chains of value generation. The only income track DU has is mining -> industry -> construct making. You can choose your place in this chain (eg you can be just a miner), but it's one single chain. Once a few people come together there is no reason to not to horizontally complete this chain (mine and build everything in-house), Eve has many chains. So one can be completely uninvolved with the ship production chain yet generate value to go to markets and buy ships. That's why people go to markets in Eve. They have ways of making ISK unrelated to the production chain.
     
    If markets aren't functioning as NQ was expecting, the culprit is the feature incompleteness and lack of several deep chains of value generation. It's true that higher investment levels can be better for t4/t5 production, but getting everything behind huge investment walls isn't the answer for specialization and market activity. When the sole prerequisite is money, it just means making money with money is heavily buffed. Eventually rich people will return to their gigafactories and the rest will just starve.
     
    EDIT: One thing I forgot. Well-functioning markets are grounded on traders. Traders (among many other roles such as organization managers) can't function without a market API. JC seems to be categorically opposed to APIs. That's a bad choice.
  25. Like
    Gillimus reacted to Kingpin in Server Status Thread   
    servers are up right now !
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