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antanox

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  1. Like
    antanox reacted to Aviator1280 in DSAT   
    Hello, I was surprised when I started to use the DSAT.
    I may understand that to give some gamplay the discovered of an asteroid will be, for some strange and not realistic reason, broadcasted after 2 hours since the player approach it. What I can't really appreciate is why has to be announced immediately to everyone that a particular asteroid has been approached. In this way in very short time you may have company. Who is coming to look for you don't even need to fly all the 5 WPs because at a distance of 2 Su can already detect you with a radar which means jumping probably the last 2 WPs.
    I find this really unpleasent above all for the solo players.
    With Demeter the asteroids will be probably very populated and you are pushing people to be in PVP to get resources (unless you are fine with the basics in the safe zone). Not only pushing people to be in PVP but also to be attacked within 20 minutes from the moment he/she touches the asteroid. In 20 minutes you can get a ridiculous little amount of ores even more if mining the higher tier which are pretty slow to extract. This will make the asteroids out of the Safe Zone not accessible and not convinient for players that are not interested in PVP. In this way you are reducing their capability in getting better resources which will be available only getting territories on outer planets.
     
    The other thing I don't agree at all is why has to be a fix timing for asteroids to spawn. Asteroids should spawn randomly at any time not based on weekend neither on Time Zone! May be many players have more time to play on weekend but not all. You need to give the same possibilities to everyone and not predelict only 1 category of players. Within hours the asteroids in the safe zone will be gone and only those out of the safe zone will be left. The players that can't play at your Time Zone in the weekend will be definitly disadvantaged.
     
  2. Like
    antanox reacted to DontPanic in Demeter 0.27 Release - Discussion Thread   
    Dear Developers.
     
    What I don't understand is why NQ isn't able to include a soft terrain wipe feature that allows mining underground without any permanent impact on the database.
     
    Another voxel game, Empyrion, that has implemented this.
     
    The difference with the current terrain reset in Dementer is that the terrain around the base, and even in the base itself, is not changed. So if you have an underground base, the terrain in and around that base is not reset.
     
    But no, they remove a well-functioning game mechanic to switch to the autominer, which I have to constantly calibrate to pay my taxes with the meager yield.
     
    If NQ doesn't have such a feature they should program it and bring back underground mining, that would be a positive addition to the autominer.
     
    So personally I don't enjoy the game at the moment, so please make something that covers a wide range of play styles, only then can the game be a success.
  3. Like
    antanox reacted to miaminice in How to progress after Demeter?   
    Yeah, i see they work offline. So its nearly 2k ore per day. Also i can mine all 3 secs 20L of T1 ore by hand mining. So thats 400l every min if i dont fall a sleep regarding of boring gameplay. 
    Before Demeter i mined around 4k ore all 5 minutes with cool gameplay. Scanning and so on. Now i am a stupid slave that is dump enough to press left mouse button all 3 secs? Sorry that is no kind of gameplay. That is something i will call work, not gaming. 
  4. Like
    antanox reacted to BlindingBright in How to progress after Demeter?   
    His point is the huge wall between you and even getting to that point in the game. Starting from scratch right now is insane compared to yesterday, unless you do pure org group play as a noobie it'll be a huge grind to get established as a solo-player compared to before demeter.  Oof. 

    As an established player, these changes are rough- but for new players starting out... it's near pure brutality mode now. 
  5. Like
    antanox reacted to Vhaeyne in As a game...   
    My biggest fear was that this would be a chore. I hate chores. Mining was something I wanted to do. 
     
    When I was broke, I could take things into my hand and go mine. Now I have to babysit this system and plan ahead. I hate it.
     
    If I wanted to babysit and waste all of my free time just to maybe have something cool to look at in the end, I would invest in a salt water fish tank. At least with a salt water fish tank visitors to the house would be impressed... No one likes it when they come over, and I try to show them the ships on my computer...
  6. Like
    antanox got a reaction from Selena in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    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.
  7. Like
    antanox reacted to Celestis in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Some of us are not slaves to this game!
     
    We don't forget about the 150000 Quanta per day, we just don't log in every day, we have other things to do with our lives.
  8. Like
    antanox reacted to Grimscale in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    You actually trying to force existing players to keep playing, in order to keep the work they have put in.
    1,000,000 a week, so not only do you want to force players to spend time in the game, you want to drive out anyone who cant put allot of time into the game in order to keep what they have. To be able to afford the upkeep.
     
    Nice business model, keep paying the subscription and spend time in the game or loos everything. no option the take a long break from the game, go on holiday or just don't have the time due to work commitments to play all the time.
     
    As I understand there is a HQ territory that's free of taxes, iv seen above that some think that will be five territories.
    I have only seen one territory mentioned any ware.
  9. Like
    antanox got a reaction from CptLoRes in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    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.
  10. Like
    antanox got a reaction from Celestis in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    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.
  11. Like
    antanox reacted to Novoca1n3 in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    As a relatively new player (4 weeks) I'm already finding it extremely difficult to make enough Quanta do do/buy anything. Adding an additional 1m to my outgoings every week for every tile I'd like to purchase/mine is ridiculous. This on top of an initial 500,000 per tile basically makes it impossible for me to get anywhere or do anything in the game. I don't want to play a game where all I do is missions and sell ore so I can pay taxes.

    BTW, if I don't have enough Quanta to buy/build mining units how will I ever get to a position where I can extract enough ore to pay my taxes? You need Quanta to buy/make units but need units to make Quanta.  And I guess there'll be another 30 or so Talents that take months to get just so I can use the mining units (or use them efficiently). Thinking it may be time to cancel my 12 month subscription.
  12. Like
    antanox reacted to vylqun in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    so, basically the tax system killed the DU racing league and only a few selected tracks will remain, is it really your wish to reduce the already lacking content of DU even further?
  13. Like
    antanox reacted to CptLoRes in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    That is all well and fine, except for one minor detail.
    DU is a voxel building MMO. And with the TAX there is absolutely no incentive any longer to spend time building, except for on 5 HQ tiles for the entire universe.
  14. Like
    antanox reacted to Scott1sh in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    1M a week?? Welp. Shouldnt have bothered renewing my sub. Completely killed the game for solo players. Thanks NQ.
  15. Like
    antanox reacted to Slayer031992 in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    1,000,000 quantas a tile?!! A Week?!! Right. Not all of us live in Mommy and Daddy's basement playing DU for ever, we have jobs and like coming back home to our families and then getting on DU for some building and shooting. Not logging in to pay taxes or moving ore to pay taxes. I do that a plenty in real life thanks. I am aware that its necessary for a tile tax but that is nuts. In the DevBlog they said that a million a month was getting poor reviews from the player base, and now they take it one step in the wrong direction. Mine to pay taxes, pay taxes to mine. HQ tiles were to be TAX FREE, NON-TAXABLE, TAX SHELTERS to give players an offset from the tax issues. Why have the DevBlog and a Q&A video if they aren't gonna stick by what they said. This is infuriating.
  16. Like
    antanox reacted to BartholomewBainbridge in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I'd love to see how you came up with 1,000,000 a week in taxes.  I honestly feel like this is way to high, it is to much for smaller and more casual players.  This makes me much less excited about Demeter.  I get why you need a decay system, makes perfect sense, and I agree with it, but 1 million a week is just to steep.
  17. Like
    antanox reacted to BlindingBright in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    So, two week if paid taxes followed by two weeks before the tile goes unowned due to non payment?
     
    The only real issue with this is timing. Your adding this system while removing mining as we know it. It will take a couple weeks for the economic engine of autominers to even begin to start.  For those that are less... wealthy, this change will hurt massively initially. 
     
    Require players pay taxes on tiles... while taking away players primary method for obtaining wealth. This is the real issue IMHO.
     
    Please give players a proper grace period if your NOT gonna lower the tax rate.  Two/Four weeks is a bit tight. 
  18. Like
    antanox reacted to Hirnsausen in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I thought, 1 million quanta a month, and I was feeling strain on me. But now reading that it is four times more (!!!) as the tax is paid weekly and not monthly, i do not know how to generate so much money ingame. My focus is to fly around and interact, mining is not so much something i do so aggressively. And especially new players will find it hard, too, to make so much money.

    Unless the start-up territories on the Sanctuary Moon have a significantly better ore output than now. hen new players won't struggle. Remember, there is no "average player", so many of us who are not loud and are known to you, are playing on a lower level, nott mining aggressively or in big groups.

    Also, if all of us palyers have to start mining aggressively, won' this cause that ttoo much ore is given to the markets and prices will fall, thus making it harder to earn the quanttas needed to pay the insane territory tax?

    Finally, I remind you for one of my previous suggestions in which I described a tax that is oriented on the ore output value of a territory. hat is how it should be. I urge you to reconsider.
  19. Like
    antanox reacted to NQ-Deckard in DEVBLOG: MINING UNITS 101   
    Mining units are one of the key features that will be introduced in the upcoming Demeter update. What are they? How do they work? How will they impact the gameplay of Dual Universe? Read on for the answers to those questions and learn more about these handy-dandy little ore vacuums. 
     
    HOW DO MINING UNITS WORK?
    Let’s start with the basics. 
     
    Mining units are new elements that you can deploy on your static constructs on the surface of planets. They need to be linked to an output container and, once started, they will autonomously dispense ore at regular intervals into this container without the need for you to be connected to the game. 
     
    There is one mining unit for each tier and they are large elements. Each tier of mining unit is able to mine ores of the same tier. In addition to these five large mining units, there is also a small one for tier 1 only. This special small mining unit is intended for beginners.
     
    Let’s have a look at these beautiful beasts in action.
     

    A minimalist mining building with an active mining unit and its best friend, the container
     
    These mining units work only if the mining ray you see in the screenshot above is not obstructed and can reach the ground. The mining ray has a maximum range of 50m.
     
    Once the mining unit is deployed, linked to an output container, and in range of the ground, you can select what ore it will mine and start the machine. Once calibrated (more on that below), It will then mine regularly and deliver a batch of ore in the output container every hour. To further automate the process, the output container can be designated as the entry point of an industry line. (Note: If the container is full; the mining unit will no longer collect ore, so you’ll need to empty the output containers from time to time or have them feed directly into an industry line.)
     
    There are two primary considerations when deploying mining units. First, you need to make sure the territory where they are deployed actually holds enough ore underground and the units will need to be calibrated before they will begin collecting ore.

    TERRITORY POOLS
    Various types and tiers of ore are dispersed with limited availability across Dual Universe. You won’t find them all grouped together in a particular place. 
     
    To represent that, each territory in the game can provide up to a certain volume of ore each hour. That’s what we call the ‘ore pool’. A territory scan can show the kinds of ore present on a territory tile and their yield rates in liters per hour.
     

    This territory is capable of providing a variety of tier 1 ore
     
    The image above illustrates the territory-based maximum rate for each ore on this territory. Since there’s a maximum yield per hour, adding more and more mining units becomes useless past a certain point. Each active mining unit “consumes” a part of these available resources. These territory pools represent mining rates, not a total volume of available ore. For example, if a territory has a pool of 100 l/h of a given ore and each mining unit is capable of extracting 50 l/h, then you need two mining units to maximize your extraction capacity, and any additional mining unit beyond two won't give you more yield.
     
    Unlike the previous ‘manual mining’ system, the new ore pools are infinite. You will always be able to mine these ores at this rate for as long as you have a calibrated mining unit running here.
     
    These territory ore pools are varied and different. On a planetary basis, this new repartition should match more or less the previous allotment for manual underground mining. There are a few changes, but basically a planet that used to contain some tier 3 ore will still contain some tile-wise though, the issuance is very different between low and high tier ores, even from territory tile to territory tile. Typically, you should find tier 1 ore in abundance on nearly every territory tile in the system, but tier 5 ores are only on a few small spots on the most distant planets.

    ACTIVE TERRITORIES
    For mining units to work, the territory must be active. That simply means that the territory tax for it must be paid. That’s right, if you want the shiny rocks, you gotta pay your taxes. You can learn more about territory upkeep in an upcoming devlog. 

    MINING RIGHTS
    If you share your territory tile with your friends or organization, you might want to keep the precious underground ores for yourself or, conversely, allow only specific people the ability to operate mining units on your territories. For this purpose, we’re adding the Mining Unit Right. Without this, mining units belonging to other players are unable to access the ore pool and cannot mine on your territories. 

    ADJACENCY BONUS
    Mining units are social. They like to be around friends. That’s why if you own several active territories near each other, the mining units working on them get an ‘adjacency bonus’ to yield a greater amount of ore beyond the ore pool in each batch. Note that the territories must be owned by the same entity. If you find a great tile with precious ore under it, it might be worth it to own and maintain a few adjacent territories.

    EXTRACTING AND CALIBRATION
    As explained above, mining units are fully autonomous, doing their appointed duties regardless of where you are and what you’re doing, including when you’re offline having real-world adventures (which you should be enjoying from time to time). The reality is just a bit more complex as mining units need to be calibrated to work efficiently.
     
    Each mining unit has a ‘calibration score’ and slowly loses calibration over time if kept unchecked. When the calibration score is below 100%, the mining unit will produce less ore; at 0%, it won’t produce anything at all. To remedy that, it must be calibrated.
     
    To calibrate, you will need to enter a specific interface where you will manually probe the territory in search of underground ore. This is ‘extracting’.
     

    Manually extracting ore and calibrating the mining unit
     
    In this extracting session, you will use several tools to probe the territory tile, but you will need to keep a look at the probe battery at the same time. The goal is to find the optimal point with the best ore density that you’ll select at the end of the process. Depending on the quality of the location, this will have two effects:
    It will increase the calibration score so that the mining unit can continue to do its job. It will also extract a few ore rocks in the process and those will pop to the surface of the tile at the selected location. These may be harvested manually at your convenience; they don’t expire.   
    Calibration is not unlimited. Each player generates calibration charges at the rate of one charge every few hours. You can use your charges on the mining units owned by other players or organizations as long as you have the rights needed to access them.
     
    Finally, a single mining unit cannot be extracted twice in a row. There’s a 24-hour cooldown period before calibrating it again. The upside is that mining units will not lose calibration for two days after being calibrated.

    MINING UNIT TALENTS
    Since mining units are a big new thing for Dual Universe, they come with a variety of new talents to complement their use.
     
    You will have talents that improve the:
    mining unit efficiency, on element deploy base mining rate, on element deploy speed at which your character will regenerate calibration charges  maximum mining charges your character can hold amount of ore extracted when calibrating  
    GETTING TO THE CORE OF TERRAFORMING
    One change we do want to make you all aware of comes as part of the terraforming changes where previously a number of players had dug down to the center of certain planets or moons. Each planet or moon will now have an impenetrable core at the center that forms about 80% of the planet's radius with a minimum digable depth of 5 km below its “sea” level.
     

     
    As such, some constructs may be located below this line after the incoming terrain changes. In these cases, we will raise those constructs up to the relevant planet’s surface. (See this article about preparing for the geometry reset for directions on how to request assistance.) 

    A CHANGE OF HEART, THE REMOVAL OF SCAN RESULTS
    We received a considerable amount of feedback from players who were opposed to keeping old scan results relevant. And following some internal discussions on the topic, we feel that it is indeed in the best interest of the game to provide a clean slate when it comes to mining data to prevent the hottest of hotspots from being immediately taken. As such, we will be clearing all scan results from the game when Demeter goes live. 
     
    We realise that this will inconvenience some of the players who have large amounts of scan data; however, we do believe it is the right thing to do.

    DO YOU ‘DIG’ THE MINING CHANGES?
    Mining units are a significant departure in how mining is done in Dual Universe. The old underground mining system is gone, replaced by mining units and asteroid mining. We hope that you will appreciate the new feature, from territory management and optimization to the extracting sessions. We really think that the new state of mining in DU is more sustainable and hope you’ll agree. Share your feedback here. 
     
  20. Like
    antanox reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  21. Like
    antanox reacted to NQ-Deckard in DEVBLOG: INSIDE ARES, PART TWO   
    This is the follow-up to Tuesday’s devblog, Inside Ares, Part One. Here we’ll go over the improvements and changes to warp sequences as well as docking and boarding. Even if you read the previous devblog about docking and boarding, you should give this a look; we’ve been finessing the original plans to make them even better. 
     
    WARP IMPROVEMENTS
    Based on player feedback, we’re turning the knobs down a bit on warp drive. The ability to cancel a warp at any time made it more powerful and flexible than originally intended. To curb that, warp speed has been divided by 4. Although it may seem like we’re overcorrecting, in effect it’s not as drastic as it sounds. Travel will take a little longer at the new rate; expect trips to be closer to the minute mark rather than 15 seconds. This will take it from “blindingly fast” to “still pretty damn fast”. 

    The cooldown has been adjusted to 150 seconds (2.5 minutes). This will require more judicious use of warping as you weigh the convenience of using it against having it available in case of needing to bug out quickly if you unexpectedly encounter threats. 

    Probably the most impactful change is that auto-align strength during the warp sequence has been reduced to 20%. This change will correct a situation where the warp alignment was way too powerful for larger ships. Keep in mind you can still align manually before warping and skip this step. We hope this will keep pilots more engaged and thinking about the warping process either by passive aligning to an extract point or actively aligning before warping.

    We’re also adding spool-up time. Spooling is a post-align state in which your warp drive is spooling after aligning. This is intended to curb the purely reactionary defensive use of warp drives. Going into a PvP zone is a risk, and the risk vs. reward needs to reflect the weight of those situations. If you’re paying attention, hitting warp could get you out of most dangerous situations in a flash and we felt that this was a little too strong. Initially, the spool-up time will be set to 15 seconds.

    Last but not least, weapon fire taken during the initialization sequence - be it starting the warp, alignment, or spooling sequences - will cancel the action. (Note: Hits taken once the ship enters warp after the spooling process will not cancel the warp and the ship will continue to warp.) This is a behavior players have requested and we've also intended to implement for a while. Although we don’t want to shift the risk-vs-reward ratio too far the other way, we believe this is a good change.

    DOCKING AND BOARDING REVAMP
    Since we published the Docking and Boarding Revamp devblog, we have continued to iterate on the design to make it even better. Before explaining the incoming changes, here’s a quick recap of what we previously announced.
     
    The owner of a construct or ship is considered the “parent”. As a parent, you will now have more control of, and more information about, your current docking and boarding situation. On the information side, you will always see your current avatar/ship boarding/docking status. You are free to (un)dock/(un)board while in the immediate proximity of any construct to which you have RDMS rights. To get ''in'’ the construct, you will need to be docked/boarded to that construct or you will be repulsed.
     
    A new widget will display your construct parenting information. This will also be available in the control unit data in Lua. We’re also adding a build helper window that lists parented masses (player or construct) to the inspected construct. This will allow you to evict any unwelcome guests. 
     
    Thanks to your feedback, we’ve revisited our plans and made some additional adjustments based on your input. The introduction of two alternative docking modes to complement the existing default “manual” mode. 
    To change your docking mode preference, you will need to reset it in the context menu action on the targeted new parent construct or by using the new shortcut to switch active docking to the closest docking candidate. 
     
    The "Automatic'’ mode will automatically dock you to the closest ship for which you have docking rights. ''Automatic (owner)'' will do the same if the ship is owned by the same entity as the pilot.   
    The docking widget is changing to display these changes.  

     
    New Lua functions will give you more flexibility to create docking rules for your constructs. 
     
    Players also told us that having to use a context menu while maneuvering the construct felt awkward. To address this, we’re making changes to the reticle that will give more fluidity by allowing you to see the best docking candidate of the maneuvered constructs, using the same shortcut (Alt-T) so that you can switch docking of the maneuvered construct without using a context menu.
     
    COMING SOON
    Production to transition Ares from PTS to Live is well underway. It bears repeating that players, especially those who enjoy PvP, should spend a little time on the test server to see the impact these changes will have on their personal gameplay. 
     
    We’d love to hear your feedback about Ares. Join the conversation in this thread. 
     
  22. Like
    antanox reacted to Knight-Sevy in Please Remove Schematics   
    Now, in the current state of the game, I no longer understand complaints about the schematics.

    Especially when it comes to groups of ten or more players.

    I think there is a lot of ignorance and annoyance, people who were angry either blew their brains out so they could keep complaining endlessly or they need it to justify stopping the game when so many other missing or badly made mechanisms justify it more.
     
    I recently reviewed one of our industries that makes almost every T1 item in the game: 35 million shematic. Apart from the core unit, you can craft any PvE ship in the game !
    With the current price of ore (eg T2) you can make just over 10 million quanta in just 2 hours!
     
    Really complaining about the price of the shematic is stupid now. There is no longer a valid argument for wanting a return to the no schematic version of the game.
  23. Like
    antanox reacted to Kobayashi in Please Remove Schematics   
    They were needed to stop player trying to make everything themselves, in stupid massive super factories, like this is Factorio not an MMO.  It worked, a lot more people now buy stuff rather than trying to solo it all.

    Whilst I dont think they were the best solution, I do think it achieved the required results. 
  24. Like
    antanox reacted to Elitez in Please Remove Schematics   
    Post Schematics nerf every1 was 1-man-megafactoring and that was not ok. This is not a single player game and when ppl started to sell items cheaper than crafting cost something had to be done.

    And stop playing the victim card, players left for different reasons, including lack of pvp.
  25. Like
    antanox reacted to Elitez in Please Remove Schematics   
    Schematics are needed. If 15 players cant be organised to get all schematics you need, maybe something is wrong.
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