Jump to content

antanox

Alpha Tester
  • Posts

    29
  • Joined

  • Last visited

Everything posted by antanox

  1. eventually energy manament!! awesome! really looking forward to this. its so ridiculus to be able to put everything on a construct that fits in its buildspace. balancing will be a thing though but i hope we will see the first iteration before launch. also @NQ please keep in mind that exisitng ships will need an "easy" way to be adopted to energy management without making them completely useless and the earlier we know how this will look, the better. also as expected BPC are going to be kept, just like before. thanks for confirming! i dont care about the rest and since this is beta and i expected wipe anyway i´m completly fine with that.
  2. 1-2 times a week: - check market sales - pay territories - calibrate and ferry the ore to market - if i have time and motivation i build a bit on any of my never ending projects
  3. awesome feature. sidenote: amount of quanta is not in line with the news got only 500.000 instead of 5.000.000
  4. thanks for that detailed reply, i was always wondering why my carefully calculated edges weren´t as strait as expected. im absolutely fine with the new divisions, since we only thought we would have 1/8 1/16 /32 1/64 1/128 precision i dont se the difference where this actually matters. most people wont calculate ther vertex points and just shape by the eye. everyone else can get almost as close to the expected points as possible just like before with the difference of knowing they aren´t... ? only thing im wondering is if a 0.5 result in a grid calculation would end up rounded up or down.
  5. sounds very good so far. reducing the daily work like pressure on the calibration stuff will be a relief! ❤️
  6. very nice changes as already mentioned please center camera position on command seats to allow easier and symetrical custom user interfaces ( huds) - probably easier to push this to the 3d design team responsible for the character animations. also very much appreciate the removal of log writing per ingame LUA any player controllable ingame feature should never be allowed to write data to the physical ( real world) drives, especially if these can be invoked by other players without notice! -> security first! the issues to read game data from screen instead of file for exploiting are not really relevant for this decision as the intention is ( as i understand) to protect the computer system running the game and not prevent cheating, the exploiter will alway find a way... that beeing said, non harming content created with this will need replacecement features and you already started adding these regarding the sound, please continue to do so with the other cases mentioned here! also nice to see you interact with us in this thread more. keep it up and work with the feedback in a transparent way!
  7. well to be fair, i asume they do, but its kind of an edge case, is asume landing on a construct to use the popup menu might have been an overlooked test case reporting might be possible sacrificing the ship used to fly up there and jumping over.....
  8. as cptLoRes stated its not possible to report, since the boarding rejection is preventing to get close enough to do so
  9. i am very concerned about those limitations and would like to know more about how this will effect our builds. atm iss very easy even without vertex manipulation to reach the complexity limits, this does not make sense especially with the vertex editor on the far roadmap
  10. i hope you are wrong, i realy dislike free to play games and their mechanics of pulling you into the game like amazon trying to sell you stuff you dont need. i prefer the honest subscription model.
  11. Q: can you go more into detail regarding the voxel chunk complexity limitation? the mechanic seems to be erratic and not transparent. Q2: also please explain the technical background, when ships are wireframed by the mesh server why do we need that complexity limit?
  12. Q: is NQ still considering single ( non Org) gameplay feasable beyond sancturary and are you planning anything to make this gameplay stile worth while again?
  13. just exactly that. are you planning to make this new mining system less a "work" instead of a game? with the current system we need to loging regulary to not waste charges, calibratio, profit this is not fun! if you still want this to be a sandbox, give us back control over mining and remove the timer based, daily login need, based gameplay!
  14. i was scanning with two seperate ships yesterday and had no issues with the distance. could get more than 5km away and was further away in the past and the scanner still ran when i came back -> running the first and only intel ( i7 6700k) of my live
  15. i can only agree on the point that i would prefer the old mining gameplay style alot more over this, the income is too low an limiting for a single player. the suggested tile restauration / reset would be the best way to avoid the cheese hole effect which increased costs so much. if they had that option i hope they still think about it with the new voxel system, storing a hash for each tile ( if the planet surface and the tile is bound together at all) - terraforming should reset after a given time, if necessary with a maintenance downtime - keeping alterations to terrain could use a new item which disables terrains reset in its area of effect using some kind of fuel so its not infinite for inactive accounts this of course would need alot of dev time, i doubt the have a seed for every tile, they would have to create that, if its even possible generating new planet hashes every month or so to keep the terrain alteration data small is probably also too expensive suggenstion: maybe underground mining could return as a local client based activity. with some kind of drilling machine ( vr) that you connect to and all changes to the terrain below the surface are only visible to that "drill" while drilling and are instantly forgoten when leaving the drilling session. this would result in no data transfer to other players, not to the server ( or very small for tracking the ore nodes) and not eat any memory in the database.
  16. if you want to keep the mining unit charges and scheduled calibration it could also be a nice idea to be able to generate missions for this for other players + generates interactive mission gameplay aside from transport from a to b + payment based on calibration result + players with exces charges could make money from that + partial specialisation in mining skill just for calibration - rdms would need to be set up for this - dev time -------- a similar solution generating missions and trade could be to have a physical object ingame that takes money for the tile tax. the idea is to sell ore from that tax through a dispenser that puts the money generated directly on the tile account. + generates interactive mission gameplay aside from transport from a to b + players without management access to a tile could support the upkeep + lots of small trading and collecting spots for people to bring ore to markets
  17. 1.000.000 per tile per week is just to much for me. besides the daily 150k i´m making almost no money in this game. the ore i mined ist used for building and makig fuel the money i make is used to set up the industry it would be nice to see some acutal calculations from nq on this. what ore prices did they calculate with ( i thought bots are on their way out) the whole concept of tax is ok to me, its just the numbers that look wrong for the single building casual player.... although repeating myself i dont want to feel like working in this game just to keep up my territories that i want to build on. login regular to get daily money = work ( expecting it to be removed anyway) login regular to care for the mining units to even generate money = work yes we do not have the "tedious" mining anymore, the advantage this had was the we where independent of tile ownership and schedules to generate material and money. demeter removes that independency and makes this a daily login game to "get your reward" -> bad mechanic. i dont see the point in the calibration running out it doesnt generate interactive gameplay -> remove it and have the player only calibrate when change the ore on the unit or it stops for whatever reason. i dont see the point in having charges for the calibration it also does not generate interactive gameplay but introduces work like schedules with no value to the game if you want us to mange mining units and not have them running for ever unattended make them consume fuel or energy or something else that we can craft so we can control the time they are running without interaction. you could make it so the the fuel limit is a hard cap to total unattended mining unit runtime in order to make mining not more expensive with this the tax has to be adjusted accordingly. if possible even with regard to the maximum output of ore/h and tier.
  18. although i really like the idea of asteroid mining in DU i cannot see how the current implementation could create interesting gameplay besides very basic risk vs reward. - please replace fixed spawn times of asteroids by random ones for singe asteroids until maybe a max number is spawned in the system - please replace the scanning system by something that involves player skill ( the real one) - scan results should only give a rough estimate of direction to asteroirs ( or other objects) forcing miners and pirate to triangulate asteroids by moving their ship and scanning again, maybe implement a tool to display scan results inside an ingame 3d map of the system - distances of scanned asteroids should only be roughly available when the scanned object is close and the signal is good - please remove the broadcast and centralised access to an asteroids database - asteroid positions can be really valueable trading goods - you never know if the asteroid you are just scanning is already empty or just beeing mined - despawn asteroids either by total living time or by them beeing empty for a certain time to make place for new ones - if a pvp hotspot is needed add an area where its more likely to find asteroids like an asteroird belt ( no need for a artificial density in asteroirs, they can be out of sight of each other)
  19. broad casting asteroids sounds like a bad idea in general scanning system with a mix of real live skills ( know how to) and ingame character skills would be great to get a hint on an asteroids position. maybe even with deviation, so that finding them could lead to an actual challenge for both miners and hunters, where the hunters have no guarantee that there is something to shoot and loot.
×
×
  • Create New...