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Hachiro

Alpha Tester
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  1. Like
    Hachiro got a reaction from McXerXes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After all the shitstorm (and my quite frustrated post earlier) I wan't to say:
    It's nice to see that the "problem" is engaged, but it's from the totally wrong angle.

    Some aspects that need to be considered for future planning of this issue:
    People who are ship designers need many cores
    (even if you create a new and better ship you often dont want to destroy the old one) Especially ship showrooms need many cores Players who reached lategame and find mainly entertainment in building will build larger projects than just 1-2 L-Cores You can be in a large organisation (that needs cores) and in a small team that works more or less independent too (needs cores too). Many larger orgs have main bases and several semi-independent squads. Event areas (Racing Nights, Expo...) need many many cores Nearly every large project needs preparation before the project really starts. Often you will use this project to attract new players to you org. But if you don't have the players before the project starts, you can't start it because less players means not enough cores. And most important: Never make random cores abandon if the limit somehow drops. Just don't allow to place any more new cores, but let the old ones remain. No one want's to loose creations that they worked for weeks or even months just because of a game mechanic.  
    Maybe a system where you can achieve some type of rank with your org would be nice (like milestones). So the core amount is more or less stable and does not go up and down with every single player. You will stay at the current core limitation for some time and when the milestone is reached, the limit expands by a huge amount. Then it's stable again until you reach the next milestone.
    Issue just is: how to get the milestones. Currently there are not much opportunities for this (ores, specific elements, quanta, player amount). Maybe a combination of all of them.
  2. Like
    Hachiro got a reaction from Sabretooth in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  3. Like
    Hachiro reacted to fridaywitch in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The current slot limitation is fine.  It's the one that's been proposed that's a REALLY BAD IDEA as it's been explained
  4. Like
    Hachiro reacted to NQ-Nyzaltar in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Hi everyone.

    Thanks a lot for all your feedback on the topic.
    We understand the slot limitation described in the devblog is quite frustrating and we're transmitting all your feedback to the Game Design team.
    We'll try to come back ASAP with a reply from the team. Please be patient.
     
    Edit: "current slot limitation" changed by "slot limitation described in the devblog".
     
    Best Regards,
    Nyzaltar.
  5. Like
    Hachiro reacted to fridaywitch in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Let's assume that I have spent an insane amount of my precious talent points to max out ALL of my cores.  15 personal and 25 org for a total of 40.
    Now you want me to pay taxes on my tiles, and you expect most players to run mining units to pay those taxes.  That eats into a lot of my cores.  Then add in a few for a factory, a few for a handful of ships...  Honestly, this isn't enough AT ALL.  I'm apparently not allowed to have a ship collection anymore, despite my love for people's ship designs.  I also intend on selling ships in the near future.  I guess I'm not allowed to spare any cores for a showroom, am I?
     
    I run a huge mining setup with multiple players and I needed to literally run my org cores to the max (200+) just to be able to handle it all.  Now all of those players and myself are going to have to invest a ton of talent points just to run shy and now I'm going to lose a percentage of my mining setup.
     
    This doesn't even account for the ships needed to move this ore around and factories to process it.
     
    These numbers ARE IN SERIOUS NEED OF RE-EVALUATION.  If I start losing stuff because of this, I am likely to simply stop playing.  I have worked too hard on building and making things to start losing large chunks of it from a rules change.
     
    This is such a badly thought out issue that affects me so hard that I actually took the time to actually sign in on the forum to voice my opinion on the topic.
  6. Like
    Hachiro got a reaction from Ashford in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  7. Like
    Hachiro got a reaction from decom70 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  8. Like
    Hachiro got a reaction from Bazzy_505 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  9. Like
    Hachiro got a reaction from 39of42 in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  10. Like
    Hachiro got a reaction from Cebo in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  11. Like
    Hachiro got a reaction from Scherbe in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  12. Like
    Hachiro got a reaction from Trisbarl in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  13. Like
    Hachiro got a reaction from GruGru in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  14. Like
    Hachiro got a reaction from Devily in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  15. Like
    Hachiro got a reaction from blundertwink in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  16. Like
    Hachiro got a reaction from NQ-Ligo in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  17. Like
    Hachiro got a reaction from Arisan in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  18. Like
    Hachiro got a reaction from SniperHodges in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  19. Like
    Hachiro got a reaction from ElKayro in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  20. Like
    Hachiro got a reaction from HotBanjo in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  21. Like
    Hachiro got a reaction from Kelmoir in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  22. Like
    Hachiro got a reaction from Zeddrick in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  23. Like
    Hachiro got a reaction from Haruka in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  24. Like
    Hachiro got a reaction from RudiGaterau in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  25. Like
    Hachiro got a reaction from Juventer in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

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