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Msoul

Alpha Team Vanguard
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  1. Like
    Msoul got a reaction from i2eilly in To whom this may concern,    
    I am sure most people here are already aware of all this but to the newer players reading through, note there are differences between simple pvp banter, trolling, and harassment. Pvp banter is just the friendly back and forth conversations you get before and after fights. You are under no obligation to participate in pvp banter and can simply choose to not respond when engaged. If you do wish to chat and are relatively new to said banter, I recommend you start off with a "good fight" or "nice one" and let the other party know you are still learning. In the event the banter becomes unfriendly or someone is bothering you (aka trolling) in chat, blocking them is a very effective solution. In the event that someone's conduct rises to the harassment level, you can contact NQ support and submit a player abuse report. If you have questions about what constitutes harassment, I encourage you to read up on the official code of conduct or message one of the community moderators/managers.
     
    Hope that helps.
  2. Like
    Msoul got a reaction from TildaW4 in To whom this may concern,    
    I am sure most people here are already aware of all this but to the newer players reading through, note there are differences between simple pvp banter, trolling, and harassment. Pvp banter is just the friendly back and forth conversations you get before and after fights. You are under no obligation to participate in pvp banter and can simply choose to not respond when engaged. If you do wish to chat and are relatively new to said banter, I recommend you start off with a "good fight" or "nice one" and let the other party know you are still learning. In the event the banter becomes unfriendly or someone is bothering you (aka trolling) in chat, blocking them is a very effective solution. In the event that someone's conduct rises to the harassment level, you can contact NQ support and submit a player abuse report. If you have questions about what constitutes harassment, I encourage you to read up on the official code of conduct or message one of the community moderators/managers.
     
    Hope that helps.
  3. Like
    Msoul got a reaction from Omukuumi in To whom this may concern,    
    I am sure most people here are already aware of all this but to the newer players reading through, note there are differences between simple pvp banter, trolling, and harassment. Pvp banter is just the friendly back and forth conversations you get before and after fights. You are under no obligation to participate in pvp banter and can simply choose to not respond when engaged. If you do wish to chat and are relatively new to said banter, I recommend you start off with a "good fight" or "nice one" and let the other party know you are still learning. In the event the banter becomes unfriendly or someone is bothering you (aka trolling) in chat, blocking them is a very effective solution. In the event that someone's conduct rises to the harassment level, you can contact NQ support and submit a player abuse report. If you have questions about what constitutes harassment, I encourage you to read up on the official code of conduct or message one of the community moderators/managers.
     
    Hope that helps.
  4. Like
    Msoul got a reaction from blazemonger in To whom this may concern,    
    I am sure most people here are already aware of all this but to the newer players reading through, note there are differences between simple pvp banter, trolling, and harassment. Pvp banter is just the friendly back and forth conversations you get before and after fights. You are under no obligation to participate in pvp banter and can simply choose to not respond when engaged. If you do wish to chat and are relatively new to said banter, I recommend you start off with a "good fight" or "nice one" and let the other party know you are still learning. In the event the banter becomes unfriendly or someone is bothering you (aka trolling) in chat, blocking them is a very effective solution. In the event that someone's conduct rises to the harassment level, you can contact NQ support and submit a player abuse report. If you have questions about what constitutes harassment, I encourage you to read up on the official code of conduct or message one of the community moderators/managers.
     
    Hope that helps.
  5. Like
    Msoul reacted to Tekhamon in Quesque me veut l'éditeur de ce jeux ????   
    Bonjour Freemans et Msoul
     
    C'est exact, ce message préviens les organisations maintenant lors d'un "check", une vérification. A chaque fois, ça abandonnera de façon aléatoire un certain nombre de tes conxstructs (Core Statique, dynamique et spatial) en trop et le message revient tous les 14 jours si le problème persiste.
     
    Organsiataiton ► onglet construct et là tu as à gauche le nombre de construct que possède ton orga et le nombre de slot pour autoriser ça que ton orga possède réellement.
     
    Tu pourras donner jusqu'à 25 de tes autorisations à ton organisation Freemans. Le reste doit être à ton nom, tu pourras "tokéniser" les constructs pour les redistribuer en ton nom propre ou à ton orga selon tes disponibilités (clic droit sur la construction ► avancé ► tokéniser et ensuite dans ton nanopack sélectionné "actif", utiliser la clef token pour toi ou ton orga).
     
    Et pour finir, un talent à débloquer (il prend 14 jours le dernier level et te donnera 5 constructs) dans Mining and Inventroy ► architecte ► Améliorations des Unités centrales
    Et ça permet ensuite d'en redébloquer 3 talents derrière qui autorisent encore 10 construct chacun de façon rapide en 3ème level (faut débloquer ça sera utile).
     
    De mon côté, ça m'a sauvé ma collection et les bâtiments de mon orga, mais pas tous les construcsts, j'ai prévenu un camarade pour voir si il veux sauver le reste (cf le screen de manque de slot :s
     
    Bon jeu à vous, Tekh

  6. Like
    Msoul got a reaction from Mineur in Quesque me veut l'éditeur de ce jeux ????   
    Mon français n'est pas très bon alors excusez-moi d'avance. La limite de construction d'organisation par défaut est désormais de 10. La formation du talent "Gestion de la construction d'organisation" augmentera cette limite. Appuyez sur F3 et sélectionnez votre organisation pour afficher un résumé actif du navire/bâtiment. Une surbrillance jaune indique un problème, soit trop de navires/bâtiments, soit des talents insuffisants. Veuillez soumettre un rapport de bogue si vous avez reçu cette notification et que la page de résumé ne montre aucun problème.
     
    Plus de détails peuvent être trouvés ici : (désolé, ils sont en anglais)
    Dual Universe Wiki: https://dualuniverse.fandom.com/wiki/Construct_Slots
    Dual Universe Devblog: https://www.dualuniverse.game/fr/actualites/revisiting-construct-slot-changes
  7. Like
    Msoul got a reaction from blundertwink in How do I cancel all subs for this stupid game   
    Blundertwink's method can also work but I suggest you submit a ticket if you are having difficulty. The support team might even be able to refund your last payment if it occurred fairly recently. You can use this link, just make sure to change the category to cancelations: https://support.dualthegame.com/hc/en-us/requests/new?ticket_form_id=360000815499
     
    Best of luck either way.
  8. Like
    Msoul reacted to NQ-Nyzaltar in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Hi everyone!
     
    Just to let you know:
    The reply to your feedback posted during the weekend and the past two days is taking a bit longer than expected (we're trying to reply to as many suggestions you made as possible), and should be released tomorrow or Thursday, February 3rd.
     
    Best Regards,
    Nyzaltar.
     
    @Warlander
     
    You've clearly crossed a line with this kind of statement here.
    The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
    There are forum rules, and you're clearly ignoring some of them. Inciting to devs harassment and/or see them fired? Not the kind of behavior accepted on this forum. Your forum posting rights are now revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer.
     
    @LeeRoyINC
     
    ... Except there isn't currently any financial issue in the company. The budget is tight but Novaquark is in no danger at the moment. The current limitations that are going to be implemented in game are meant for long term sustainability of the game (more info on that in the next reply from the dev team).
    Due to the agressive tone, the intent to spread misleading information and blatant lies, and the lack of the most elementary respect for Novaquark staff, your forum posting rights are revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer. The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
     
  9. Like
    Msoul reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
  10. Like
    Msoul reacted to NQ-Deckard in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    In short, I suppose this is possible. The chances of that happening however are very very small. 
    How often have you accidentally collided with asteroids so far?

     
     
    Zarcata hit this nail on the head.
     
    We still have no intention to reset everything at this time, and will avoid doing so if we can.
     
     
    Quite a few of those are still out there undiscovered!
     
     
    All these questions will be answered in a later devblog when we have more information to share with you. Many of the listed features and systems are still undergoing a lot of change. As such it's to early for us to go into specifics at this time.
     
     
    The Camera Lua API will provide a way for control units to retrieve the view direction of the player. Allowing for improved tracking and overlaying in player made Lua scripts such as some of the already very impressive "Alternate Reality" overlays some of our players have been making. It will not however introduce new camera views.
     
     
    Sure, it needs to happen during a maintenance. The materials for the maintenance are not ready, and rather than introducing new bugs and issues to the game it was postponed by one day.
     
    - NQ-Deckard
  11. Like
    Msoul reacted to NQ-Nyzaltar in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Hi everyone!

    As you were quite a few to wonder what was the reasons behind "it's more complex than it seems" regarding the tax rates, here is an explanation frome the Game Design team: 

    "It's all about faucets and sinks. When implementing a major system like taxes (which should have been there from the beginning),  "more complex than it seems" refers indeed the interconnection of several systems: Tax rate/Upkeep of course, but also resources generation through Calibration and Asteroid Mining. Another important factor quite difficult to anticipate is "Player habits". When taking into account all these factors, it's extremely difficult to make it right on first try. When balance issues occur, the best way to find a long-term solution (and to be sure to have identified the right issues) is to analyze at least a few weeks (if not one or two months) of data. Fixing a balancing issue too hastily has a high risk to backfire, as it might generate other unbalance issues if not handled properly.

    Now to explain a bit what was the original plan:
    It was about to provide enough Tier 1 resources (through calibration and asteroid mining) to pay the taxes and have a comfortable margin of T1 resources for building.
    Unfortunately it seems that players got a lot less Tier 1 resources than we expected, which generated this feeling of "struggling" for many of you. It was not intended.
    The Game Design team is actively working on tweaking the balance of various systems (not just one) so the global player experience improves again. Still, we know that it will never satisfy everyone: some will find that it's still not enough, some others will think it's too generous. Just keep in mind that we will have to find an acceptable middleground for the majority."

    Best Regards,
    Nyzaltar.
  12. Like
    Msoul got a reaction from TobiwanKenobi in Space only vessel and no adjustors?   
    Engines can produce both torque (used to rotate your construct) and force (used to move your construct), whereas adjustors exclusively produce torque. Thus it is currently possible to create a ship that utilizes engines in place of adjustors. This is sometimes used on bigger ships since they need large amounts of torque and we do not currently have an XL adjustor. With that said, please keep in mind the following points.
    Engines have significant fuel costs while adjustors are cost free. Engines have a warmup-time which causes a delay before activating (increases with engine size). Since engines produce force, you need to ensure that you balance your rotational engines to cancel out translational forces. Failure to do this will cause your construct to also move while rotating, which makes flying really complicated. Adjustors are not sensitive to this and any imbalance just means you spend more time turning one way than the other. Engines are auto-configured for directional movement control using the keys W, Alt+A, S, Alt+D, space and C corresponding to forward, left, backward, right, up, and down respectively. In order to utilize an engine for rotation you will need to first right click it (while in buildmode) and enable torque. Then modify the engine tags to mirror adjustors (with the appropriate lateral/vertical/longitudinal tag based on orientation). This should allow you to use the standard controls but you can also create your own control scheme by giving the engine a custom tag and then activating it using "unit.setEngineThrust(tag, power)" in the lua code.
  13. Like
    Msoul reacted to Leniver in I wish you all a merry Christmas   
    Hello everyone,
     
    I wish you all a merry Christmas.
     
    We often complain about bugs or gameplay that do not suit us.
    I thank NQ for being there for the community even during the holidays. I didn't need their services but by looking at the "help" chat I could see that they were present.
    So, thank you for this effort and merry Christmas.

    Kind regards
    Leniver
  14. Like
    Msoul got a reaction from Megabosslord in Why I'm Leaving DU...   
    It is always sad to see these posts. While things have drastically improved, it is true that the development process can be very hard for players. In the very early days I saw many get frustrated by bugs and leave. The ones who stayed, the ones who put up with those hardships, those dark days, did so because they saw the sun on the horizon. We are now reaching the end of the current roadmap and it has once again become harder to see the future (even for the devs). Many will get frustrated precisely because they don’t know what comes next, they don’t understand why some changes are being made, or when to expect their desired feature. That fear of the unknown is real but help is coming.
     
     
    The decision is yours, but if you can, I encourage you to hang in there a little longer. If not, then I thank you for everything you have done for this community and wish you all the best.
  15. Like
    Msoul got a reaction from Efeliel in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  16. Like
    Msoul got a reaction from Markones in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  17. Like
    Msoul got a reaction from Markones in Why I'm Leaving DU...   
    It is always sad to see these posts. While things have drastically improved, it is true that the development process can be very hard for players. In the very early days I saw many get frustrated by bugs and leave. The ones who stayed, the ones who put up with those hardships, those dark days, did so because they saw the sun on the horizon. We are now reaching the end of the current roadmap and it has once again become harder to see the future (even for the devs). Many will get frustrated precisely because they don’t know what comes next, they don’t understand why some changes are being made, or when to expect their desired feature. That fear of the unknown is real but help is coming.
     
     
    The decision is yours, but if you can, I encourage you to hang in there a little longer. If not, then I thank you for everything you have done for this community and wish you all the best.
  18. Like
    Msoul got a reaction from Physics in Staggering Upkeep - Discussion thread   
    The devs briefly mentioned this in a devblog but I will elaborate here for those interested.
     
    Prior to Demeter, there were cases whereby some individuals and organizations owned several hundreds of tiles each. A very impressive feat, considering how prohibitively expensive claiming land could get, coupled with how little value it held. The ones who did this were gambling that its worth would skyrocket with the introduction of auto-mining and territory warfare. A very logical conclusion since the devs would need to add incentives to territory ownership in order to make said features viable. Then Demeter came and owning territories became profitable.  The developers introduced calibration limits to put a cap on how much quanta you could extract, but this alone was not enough. Players had already shown they were willing to spend vast amounts on land when it was worthless, what do you think they would do now that it had actual value? Territory taxes and the associated reclamation system were not introduced to cleanup constructs but to prevent an uncontrolled land-rush. Without these measures a single player could (in theory) slowly work their way up to owning a whole planet.
     
    Now a more interesting question is why did they remove the scaling costs for claiming tiles, isn't that counter productive? I suspect this was in future consideration of territory warfare. Losing a single territory would be far too punishing under the old system and therefore disincentivise pvp.
  19. Like
    Msoul got a reaction from Squidrew_ in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  20. Like
    Msoul got a reaction from Physics in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  21. Like
    Msoul got a reaction from Warlander in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  22. Like
    Msoul got a reaction from Squidrew_ in Why I'm Leaving DU...   
    It is always sad to see these posts. While things have drastically improved, it is true that the development process can be very hard for players. In the very early days I saw many get frustrated by bugs and leave. The ones who stayed, the ones who put up with those hardships, those dark days, did so because they saw the sun on the horizon. We are now reaching the end of the current roadmap and it has once again become harder to see the future (even for the devs). Many will get frustrated precisely because they don’t know what comes next, they don’t understand why some changes are being made, or when to expect their desired feature. That fear of the unknown is real but help is coming.
     
     
    The decision is yours, but if you can, I encourage you to hang in there a little longer. If not, then I thank you for everything you have done for this community and wish you all the best.
  23. Like
    Msoul got a reaction from FoolsFolly in Patcher download location   
    Hello FoolsFolly, don't worry you still have time. I suggest you submit a ticket to the support team via https://support.dualthegame.com. It may take a day or two but they know all the intricate details about the launcher and will be able to walk you through a fix. I strongly recommend you wait for official support if at all possible, but I am also going to provide you with an unofficial workaround to your issue.
     
    By default the launcher stores temporary files in this location before extracting their contents to your installation directory.
    %AppData%\..\Local\NQ\DualUniverse\Temp\ Updating will fail if there is insufficient storage space in this location. As of writing, it is non-trivial to change this working directory so instead I am going to guide you through a direct download and manual install of the game.
     
    How to Perform a Manual Game Update:
     
    The download link changes with every patch and I don't think NovaQuark would appreciate me publishing it here. Instead I will explain how you can find it yourself.
    First run the launcher as usual and let it start downloading the game. Close the launcher once you see it has started downloading. Open an explorer window and enter the following in the address bar to access the launcher logs directory %AppData%\..\Local\NQ\DualUniverse\ Left click the logfile called out-daemon.txt to open it in notepad You will see a line labeled "Downloading Whole Game Archive" followed by version and checksum information along with a link to a "Dual.zip". Use that link to directly download the game files ("Dual.zip") to any drive you have sufficient space on. Once the download completes, extract the zip contents to a Game subfolder inside your DU installation directory like this:
    C:\ProgramData\Dual Universe\Game\<Bin+data> Note you will need to create the Game subfolder yourself if it does not already exist.
     
    Now create the following text files in your installation directory:
    C:\ProgramData\Dual Universe\Game\Bin\version.txt C:\ProgramData\Dual Universe\Game\Bin\sha1.txt Copy and paste the version and checksum you found in out-daemon.txt to the newly created version.txt and sha1.txt respectively. To give you an example, we are currently on version 0.27.8-Demeter which has checksum of 9a5da5a9028d3f3568a73d91c823ac02f7d65a76 so that is exactly what you put in these text files (do not add any spaces or newlines).
     
    After that you can launch the game and if you did everything correctly the update button should turn into a play button. Please play cautiously for the first 30 minutes (ie: avoid flying). Performing this workaround bypasses the launcher's built-in integrity checking, meaning you could be playing with a corrupted game client if any files did not download or extract correctly. This would cause client instability, resulting in graphical glitches or random crashes. The third party anticheat system (EQU8) performs passive checks on file integrity and will let you know if it detects any issues but you need to give it time to work.
  24. Like
    Msoul got a reaction from Verliezer in Space only vessel and no adjustors?   
    Engines can produce both torque (used to rotate your construct) and force (used to move your construct), whereas adjustors exclusively produce torque. Thus it is currently possible to create a ship that utilizes engines in place of adjustors. This is sometimes used on bigger ships since they need large amounts of torque and we do not currently have an XL adjustor. With that said, please keep in mind the following points.
    Engines have significant fuel costs while adjustors are cost free. Engines have a warmup-time which causes a delay before activating (increases with engine size). Since engines produce force, you need to ensure that you balance your rotational engines to cancel out translational forces. Failure to do this will cause your construct to also move while rotating, which makes flying really complicated. Adjustors are not sensitive to this and any imbalance just means you spend more time turning one way than the other. Engines are auto-configured for directional movement control using the keys W, Alt+A, S, Alt+D, space and C corresponding to forward, left, backward, right, up, and down respectively. In order to utilize an engine for rotation you will need to first right click it (while in buildmode) and enable torque. Then modify the engine tags to mirror adjustors (with the appropriate lateral/vertical/longitudinal tag based on orientation). This should allow you to use the standard controls but you can also create your own control scheme by giving the engine a custom tag and then activating it using "unit.setEngineThrust(tag, power)" in the lua code.
  25. Like
    Msoul reacted to Roustabout in Mining Units: A weeklong in-depth review   
    Background / Summary
    I backed DU early on and have three accounts - honestly, I tried to give my beta keys away to friends, but no one wanted them.  So, I have a character dedicated to mining / refining, one to piloting, and one to industry.  All three have some combination of radar, gunnery, and ammo skills.  Each of them is around 50M skill points.
     
    My play time prior to Demeter could be classified into three categories, active, passive, and mindless.  The active playtime involved building, pvp, asteroid mining, or using the markets.  I’m sure most of you reading this know the autopilot time as you scanned an asteroid or traveled to a planet.  This is the passive; dare I say AFK time.   What I call mindless time includes digging around in an unclaimed tile, you could simply zone out, watch a video, or listen to music.  I liked this time, it was relaxing, easy, and still offered progression without any risk.
     
    Prior to Demeter, On average, I spent about 3 hours each day playing DU.  About half of this time was active or mindless mining and the other half was some mix of ship building, industry, or solo pvp.  Occasionally, I would spend an entire session repairing my ship because...well you dicks with the giant towers know why.
     
    On an average day, I would generate $46M.  About half was ground mining and the other half Asteroid mining.  This worked out to about $30M / hour of money making activity.

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

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

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

     
    Daily Log

     
     
     
    Bugs
    Can’t access the Calibration menu that tells me things like when it was last calibrated and the location of the surface ore pop if I have no calibration charges Tooltip on Adjacency doesn’t have a % indicator -  should be  “a 30% bonus” not "a 30 bonus" The small 50L of ore are physically much smaller than the normal surface rocks that only deliver 20L of ore The harvest time on the bonus ore is not scaled with the regular surface ore - it takes less time to harvest the 50L and 150L rocks than it does the normal 20L ore The bonus rocks are labeled incorrectly, they show up as their pure counterparts instead of the raw ore label; Aluminum Rock vs Bauxite Rock
    Improvement Suggestions
    As mentioned in the Q&A, the transition screens on the minigame are painfully slow.  Can we eliminate or speed them up? The current reasonable cap of calibration charges is 9.  You can get more by investing more skill points but 9 feels like where most folks will end up given there are far more interesting skills to train.  I’d like to see this cap at least doubled if not tripled (or removed all together, why cap it?)  If I decide not to play for a few days, I over cap and there is an opportunity loss. Where can I see my current calibration charges?  Or is the Autominer UI the only spot?  I’d like to be able to see the current calibration charges on some character screen. The minigame is prone to RNG which causes a reduction in income for things that are outside of my control.  Could we have some of the mining unit skills affect the size off the tools in the minigame so that if I choose to invest points in those skills, I see my efforts less affected by RNG? The bonus ore is nice for the minigame but it's a chore to go out and collect it.  Can we have it simply deposited into the container The surface rocks offer a performant way to create a small faucet and give new players a way to earn money.  However, the way they are designed is both tedious to gather and painful to look at. Could we instead have larger nodes that leverage the mining talents spawn on the surface and offer the same amount of ore just more concentrated?  We could even add a piece of equipment that allows me to scan my territory to identify these pockets or leverage the territory scanner.
     
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