Jump to content

Buck_Rogers

Alpha Tester
  • Posts

    33
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Buck_Rogers got a reaction from Microwave in Let's talk DU quits   
    I quit. You don't give a shit about us. Tech support now useless even though most of the problems were caused by your bugs which haven't been addressed since beta started. I'm a solo ship builder and wanted to stay that way so you personally crapped on me. I could go on but I just don't like NQ and the game anymore. Bye.
     
  2. Like
    Buck_Rogers got a reaction from Supermega in Combat trashing   
    Scuttling your ship so the enemy can't get it is also a rl military tactic.
     
  3. Like
    Buck_Rogers reacted to Umibozu in Combat trashing   
    You have decided to play a role of a scum of the galaxy and prey on weak and gullible, and when those found only way to get back at you, you start complaining.
    Victims can loose  hours of hard work and millions of quanta so can you.
  4. Like
    Buck_Rogers reacted to Arctic_fox in Dec 7 Twitch Q&A - Let's Discuss!   
    A problem for builders in the game as it stands currently is the lack of viable ways to generate lift and how inconsistant they are. For example many smaller lift surfaces having better weight-lift-cost ratios over single larger elements. Or there being no large wings/ailerons. With this being the case you are either required to stack wings, engines or both and in many cases using smaller lift elements is far more efficent then larger ones leading to some odd design quirks that can be painful to design around.
     
    This limits heavily ways to make nice looking heavy cargo ships by forcing you to design around this limitation or to "brute force" the issue with more engines and/or stacks of wings. Additionally it encourages AGG useage as a primary means of lift, an element we know is getting nerfed soon tm. 
     
    Are there plans in place such as you adding more ways of generateing large amounts of lift i.e sci-fi repulsors, larger wings, additonal lift surfaces, Voxel lift elements ect. Barring that perhaps looking at changing current element values. Or perhaps even incentiviseing non AGG elements with for example fuel tanks in wings as is done irl? Or even wing/engine combos.
  5. Like
    Buck_Rogers reacted to Makashima in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  6. Like
    Buck_Rogers reacted to blazemonger in Discussion about End-warp Obstacles and Ramming   
    Especially in the safe zone Triangle NQ created this problem by removing any options for us as players to deal with these ourselves. And as there has not been a word on this from NQ there is nothing to give us a sense that hey will take ownership of this issue or that they even considered this when they made their choice regarding te safezone.
     
    Not that either of these two should come as a surprise since both are pretty much a pattern with NQ.
  7. Like
    Buck_Rogers reacted to blazemonger in Org theft carried out today - 22,500 KL , 70 Ktons - nearly 200 Large containers worth   
    There is active and known RMDS exploits which will allow access to containers. Also, by posting this information you pretty much indicate you also used the linked container exploit as this amount of material is near impossible to simply lift off of a planet.. But thanks for the evidence which I have saved and will keep in case it is needed
     
    It was only a matter of time before the exploiters in the game would come out as NQ pretty much wrote them a blank check.
     
    you are part of the problem here, never forget that.
  8. Like
    Buck_Rogers reacted to DarkHorizon in Eyes & Ears - Search And Rescue   
    Weekly Update - July 15 - 2020
     
    The 822-hour super test (June 11th to July 15th) has finally wrapped up with 23 rescues being made throughout this test. This brings us to 73 for Alpha 3 and 129 rescues overall.
     
    -----------
     
    I started this test right where I left off on @Rub3n213's ship out in deep space. We traded fuel, parted ways, and I haven’t heard back from them since so rescue 107 is a lock.
     
    Alioth's moons have a unique propensity to attract new space fairing players to it like moths to a flame. @sleepydas happened to be one such player that crashed on the moon, luckily @remdawg12 was available to respond and helped them make the needed repairs to their ship and completed rescue 118. Not three days later, @Hostile became another such victim. Once again, remdawg12 responded with scrap for rescue 120.
     
    One of the latest features to be added is warp drives. @personality_matrix approached us after their requests to friends had all gone unheeded. After someone had purchased all the warp cells at the market on Jago, the player requested an expedited warp service to deliver them some warp cells. Eyes & Ears quickly met this request by dispatching @Haunty who completed rescue 126 in record time!
     
    Finally one of our newer members, @Buck_Rogers, cut their teeth in their first rescue by giving @MRog40 a ride from Alioth to Madis for rescue 129.
     
    A big thanks to all the players who made rescues during this test:
     
    Welcome to the newest members of the team:
    @Assar246 - Rescuer
    Buck_Rogers - Pilot, Rescuer
     
    ----------
     
    Last month, the topic of in-game advertising took a front and center picture with advertising signs (some, of the grossly huge variety) occupying much of the space near commonly used market entrances. While a great way to get eyeballs, some signs were proving a nuisance to the community. With Beta just over a month away, it became apparent that this issue would only grow if it wasn’t tackled.
     
    Eyes & Ears undertook a Lua related project throughout this test. Our goal was to consolidate these in-game advertisements into one construct and present them in a way that was appealing to both the viewers and advertisers. With a minimally viable product now available, we’re getting ready to come forward to the greater community. More details on this will be shared in a dedicated thread, for now though, we are running down the list of organizations for any groups interested in this project. With enough interest, development on this will continue into a somewhat more polished product before we perform our initial launch at Alioths major marketplaces.
     
    That aside, it was mentioned in an earlier post that no major projects were going to be delt any progress due to wipes. Well with one month of continuous testing and nothing to do, I decided to initiate work on a small planetary outpost. Now some of you might remember back to Alpha 2, my little spot at the end of Market 1. To say that it was too big to fit any reasonable use case was an understatement. With a tri-large-core design that will serve as a system headquarters for our heavier constructs, a single medium core should serve well for two small constructs.
     
    I hope to have multiple outposts spread throughout a system, optimally one on every planet to keep our response time down, but how things will play out remains to be seen.
     
    Oh, uh, and apologies for taking most of the rescues. While building this construct, I've just hit a creative dead end. Getting eager for beta I suppose, but more or less for release. More players, more things to do, more places to go. I guess I feel like I'm stuck in a rut in this game, the creative juice is tapped out. Hopefully once things become more, dynamic, maybe I'll get that joy I had back in pre-alpha.
     
    So much has changed, and much more is going to change. I hope it's for the best.
     
    That's all for now, until next time, fly safe everyone!
     
    - DarkHorizon
×
×
  • Create New...