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Alpha Tester
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Everything posted by Greviouss

  1. The point is to keep the market platform clear of inactive constructs, and im sure that if you dont physically ping for presence people will abuse it, and if you give them a 2 week grace period they will just swap in a new alt every 2 weeks. besides, I dont get a leeway on parking rights or fees when i visit or move to a new city for a few weeks... do you? if someone new is learning to build a speeder, one of the first things they will learn is - probably dont do it on the market platform if its gonna take 6 hours but that said, the inital parking fee for one
  2. and im almost sure that this was the devs intent when they broke up the tier 2 3 4 and 5 ores across planets, creating a system that would force people to move things around for the production needs of other planets. Theres alot of things the devs didnt predict, and theres alot of mechanics that dont work the way they did when alpha started making other mechanics not sustainable at all. Like industry machines that work forever.... This T1 altering is not difficult to implement, and wouldnt require rewriting anything really... It would be an easy fix that the de
  3. No. Didnt say anything like this. I said : Remove 1 random T1 from each safe zone planet Remove 1-3 random T1 of each current pvp planet Including the moons - excluding sancutary moons Why? Simple. Effort Vs Reward. These other planets provide enriched expensive high end resources, and to settle there you have ZERO DRAWBACKS. Theres Nothing other than PVP that prevents you me or anyone from producing the entire T1 production line and populating the entire planet and its markets with these t1 elements. All with no need to move any ore
  4. Sure... players leave, for alot of reasons. As for whats to come, i think your missing the scale of the devs plans for expanding the universe, and any portion that might be engaging on that would b based off of the established foundations of the economy and general state and ruleset of the worlds in the universe when the game actually goes live and comes out of Beta. (which might receive a wipe) But with your logic of "alpha was 6 months ago take your ideas there cause you missed your chance".. in the IDEA BOX THREAD Really? If you want that mindset fine, it in
  5. Not that NQ themselves have been any clearer in explaining why. Maybe they just dont think its ready yet?
  6. I cannot decypher the NQ intent portion of it lol what i see is : NQ knows their wrong, NQ knows this is the right thing to do , NQ isn't doing because?... they know that its right? I think? or NQ isn't doing because?... they know there's several successful prior universe examples that show that its right course of action? ive really read it 30 times and i cannot clearly understand the implied NQ reasoning and intent
  7. Thank you for your constructive feedback on the subject and not a random 2 cents of garbage that's barely a coherent sentence. The point of reopening this thread i believe was for ideas to b brought forth? So I do thank you for your on topic and invaluable input on the actual subject at hand.
  8. this would answer all the parking at market and clutter issues i agree with your map updates, those would b nice
  9. this solves the parking problem without redesigning the universe
  10. having said that the problem i see is the way that they have already implemented fuel in almost a comical weighted /consumption fashion... that the same people will be responsible for defining the numbers behind this.
  11. This will b the major impact to the existing game
  12. also warlander, i dont think you understand how voxels work. atleast not when it comes to the storing of and whatnot. I dont have the best computer ever, but its ok, and i dont have your problem. What i have noticed, is that people with lower powered systems especially lower end video cards will get the error messages while mining or doing terrain work, and thats cause those lower end machines pass off hardware baked tasks to software, which takes longer to process, and the changes to the environment locally dont or cannot occur right away seeing a difference in what is and what shou
  13. ive toyed with this idea as well, what if ore nodes produced like 1billion fold of thier current ore, and weight of said ore was equally increased. Waltzing through a whole hex worth of nodes of ore and leaving behind ultimaely a desolate husk of a hex takes a solid team of 6-10 dedicated skilled miners about a day... im not sure whats gonna power pvp with land providing materials as a driving force if theres nothing of value to be had in the land hexes... cause by the time land pvp comes, the ore in any major rural area will be gone for KM all around. we dont need t
  14. implement a list display option for inventory contents. Not much else to that, the argument is easily justified by the demand for a more functional inventory.
  15. Prints are a good idea, but the current iteration of implementing them in industry is a bit tedious. Id think that if NQ were to move the print bank to the core for the construct, and then you can go to the core and put in as many of the prints as you want to have in that building Then at the industrial unit itself you can select from a list of available recipes instead of the current iteration in which each machine has its own bank, that is unnecessarily tedious. This makes for altering industry as a whole much more streamlined say if you wanted to alter the production chain of
  16. Do you have a hard time landing at a marketplace because people leave their crap laying everywhere? Yes you do, I do, NQ Definitely does. I present the solution : Parking Meters. Parking Meters would be a window popup that lets you buy time in blocks of an hour max and after that your construct gets "towed" into impound space. This window can appear say.. 10 -15 minutes after a person lands a ship on the market platform. When it appears, you pay for up to 1 hour. At the end of that hour a window appears again. You should get a few minutes (5?) to acknowledge the win
  17. JC you and NQ have made a wonderful virtual world. You are great programmers and us lesser programmers are in awe and aspire to be like you. JC you and NQ are not economists, your programmers. Stop beating the market with your programmer hammers and hire an economist already. Theres no shame in doing this.
  18. Yea sure i know, but the very problem is exactly that, and perfectly illustrated in your statement. You are out there producing, and created a factory with ease. And others are way out there doing their own thing, and everyone can go anywhere with ZERO forethought on material logistics etc and that makes for madness. Moving should require planning not just "we want to exist here because we do" Sure you need non base materials. But thats circumstantial in production preferences. nothing stops you from populating every market in your planet with t1 everything. Thats broken. Liv
  19. CCP hired a real economist to fine tune and maintain theirs after its initial implementation.
  20. Currently every planet has all the base ores available out there. Thats nominally broken in my view. This allows anyone to go anywhere and mine up the material to just pull off whatever without regard to transporting materials or the need for basic trade, and without any regard to scaling difficulties of the distant planets. Basically anyone can just go to any planet and make an empire with out any concern for logistics involved in getting materials out to a planet and setting it up, <-- this is an afterthought for more expensive materials as a primary focus and that, is b
  21. What does eve have that makes it engaging and alive in a way that DU - AS GOOD OF A GAME AS IT IS - is lacking? Lets examine the two and see for a second: General premise : Eve online exists as a player driven world where all the things that occur in the world are player driven. Does DU have this? : Yes World : While not fully owned and operated the vast amount of space in eve is player owned. even in high sec in eve players can control traffic and transport of goods while providing assistance etc to those around them. Yea the npc owns the safe h
  22. Currently industrial machines on a non pvp intended landscape have an infinite lifespan. This means that the market for them is only as viable as peoples lack of ownership in them and nothing else, once u get one u have it forever and that... that is unsustainably broken. Id think that a 6-10 week operational lifespan, with machines throwing random errors after thier lifespan stopping production, and requiring either consistent repair or just flat out replacement. This will create a sustainable market for industrial machines ... i think.
  23. you can do alot with this if it still exists i used it to program all the boxes contents in my databanks using the old industry model (pre schematics) with the core element iteration i could tell what boxes contained what with a bit of pre structuring on the entire construct and then relay that to various screens displaying what the box contents and how full it was
  24. to clarify i think some source of ore, possibly non minable by hand, or not even visible to the player, will likely end up existing in individual hexes, possibly below the max dig depth line ... these "ore" materials will require i believe an element / fixture that is complex and expensive to build and requires being placed on a static construct and supports a direct down non planet material destructive digging footprint. (ie it digs and mines without actually digging) disagree with this sure please do, but then tell me : your interpretation of exac
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