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Elitez

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  1. Like
    Elitez reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  2. Like
    Elitez reacted to NQ-Nyzaltar in Dual Universe QA Team is recruiting!   
    Dear Noveans,
    We are glad to inform you that several QA jobs have just opened at Novaquark. As having a deep knowledge of the game is a big plus and some of our devoted players may be interested in breaking into the video game industry, we wanted to announce it here first before posting outside the community. 
     
    This is a permanent, full-time, remote position. 
     
    Responsibilities:
    Create test plans and test cases for assigned areas of the game based on production expectations containing accurate verification points, including edge case test scenarios and potential knock-on issues over other areas that could be impacted by specific integrations. Execute test, document results, and measure impact. Report on the user experience and test results, escalating when necessary. Analyze information provided by the Development and Production teams and identify risk areas. Partner with Development, providing solid communication and collaboration. Ensure all test tool data is high quality and updated daily. Document and maintain all necessary testware. Participate in test closure activities; i.e. testware evaluation, knowledge transfer. Always champion the customer experience.  
    Requirements:
    Able to develop and foster strong working relationships with development partners, customers, support teams, and management. Excellent verbal and written communication skills, including accurate and timely reporting. Excellent organization and time management skills. Passion for software quality and a keen eye for detail. Able to analyze and interpret data/workflows, recognize critical issues, and raise concerns. Previous experience with issue tracking databases (JIRA, Hansoft, DevTrack, Mantis etc.) Good troubleshooting skills. Fluent in English (written and spoken).
    Pluses:
    Gray-box and white-box testing experience. Certified ISTQB advanced test analyst or equivalent. Experience with application lifecycle and test case management tools. Previous quality assurance experience with an online title, preferably a MMO.  
    Qualified applicants should send their resumes to jobs@novaquark.com. 

    The Novaquark Team.
     
  3. Like
    Elitez got a reaction from UnscriptedVert in DEVBLOG: THE FUTURE OF DU PART ONE: REFINING OUR PROCESSES - Feedback Thread   
    Keep up the good work

    +1 for Communication.
  4. Like
    Elitez reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 1   
    PART ONE: REFINING OUR PROCESSES 
    As promised last week, we would like to give you a glimpse at the changes, improvements, and additions we have in store for Dual Universe. 
    We’ve learned many lessons since our beta began seven months ago.  Going from a backer-focused game in alpha, under NDA, to a public, wide-open beta with many new players gave us a lot of insight in several areas: processes, economics, and gameplay. In this blog, we’ll focus on processes with the latter two being the topics of subsequent blogs. 

    THE LONG HARD LOOK
    At Novaquark, we’re still a fairly small team. Given the ambition and complexity of this game, it can be quite a challenge to make the right decisions on how to make the most of our resources. To date, we’ve been focused on bug fixing, stabilization, balancing, scaling, and improving our server and database infrastructure - plus firefighting when necessary - to make the game work better. 
     
    Not to say that this is all behind us; it never will be (such is the way of MMOs), and we know some bugs and exploits still need to be addressed - this is a beta after all. Still, we paused earlier this year to ponder what the next phase of development of DU should be, to stay the course of the original plan or adapt to how things have evolved since beta began. After taking a  long hard look at everything we’ve learned from the beta, we decided where we need to focus next, based on what we think will be best for Dual Universe and its community. 

    “IF IT’S BROKE, FIX IT”
    Maintaining a live game while we continue to develop it ended up being quite the leap from our tightly-controlled alpha environment. As much as we prepared for it, actually doing it was a whole different beast. That’s probably one of the areas where the reality check was the most brutal for us. The world of Dual Universe is a persistent one, and every time we introduce something, it impacts the player and the delicate balance of its economy. There’s no safety net, and player feedback often came once bugs or balancing issues had already impacted the game’s common universe. 

    Let’s start with how we plan to improve our processes and quality control, because this is an area where doing something wrong can have a major impact on players. We have three goals in this area: 
     
     
    Gather feedback from players earlier in the process, so that when new features and changes are introduced in the game, their impact on the persistent universe is properly measured.  Have a more flexible and collaborative development approach that will allow us  to take player feedback into consideration, modifying plans when we’re able.   Overall, improve the quality of our releases, which means fewer bugs and exploits, and less hot-fixing.
      When it comes to gathering feedback from players earlier, we are evaluating some options on how we might get feedback on game design ideas from players at an earlier stage before they have actually entered the production pipeline. We are already seeing significant improvements in this area since the launch of the public test server (PTS), which lets us test prospective new features, improvements and bug fixes in a non-persistent environment where it won’t impact players’ progress on the Live server. If enough players test features on the PTS, we’ll be able to prevent bugs and balancing problems from making their way to the persistent universe. 
     
    When we deployed 0.24 on the PTS first, players gave us invaluable feedback, helping us to identify several issues that we were able to address before they reached the production server. Although  our PTS-to-production process isn’t perfect yet, we are still working to improve it and think it’s getting significantly better with each iteration.  In the future, we will expand the use of the PTS to testing prototypes of features, outside of regular releases, so that all players can give their feedback as early in the development process as possible. 
     
    Another major improvement to our processes that we are addressing is flexibility. On our way to beta, we had a fairly rigid roadmap that was dictated by the necessity to lay the foundations for all of the gameplay pillars for beta as well as fulfilling our promises to our backers. While the overall plan and long-term goals for DU haven’t changed, we need to be able to adapt to the feedback of players along the way whenever it’s feasible. For example, if we decide to make a major overhaul of our mining mechanics, we need the flexibility to iterate as much as necessary until we find the right formula before we move on to something else. 
     
    Although they may not be visible to players, there are many other things happening internally  that have already proven to improve our releases. First and foremost, our internal release process is undergoing a revamp, based on the learnings from our past launches. We’ve allotted more time for QA than we used to, and we will postpone a release if we think it’s not ready (as we did  with the 0.24 update.) These new processes are still being refined, but we’re seeing improvements already.
     
    We remain steadfast in our promise to deliver the best game possible. We feel confident that the changes we’re making now to our processes are a big step toward making that an attainable goal. 

    Ready to discuss part 1? Click here.
     
  5. Like
    Elitez got a reaction from GraXXoR in OUTSTADING FAILURE   
    And here we are playing since September 2020 and we managed to get past the frustration learning curve puts on us.
  6. Like
    Elitez reacted to NQ-Naunet in NQ should ban all stolen IP events   
    Hey there.

    "Copyright is intended to protect the original expression of an idea in the form of a creative work, but not the idea itself. A copyright is subject to limitations based on public interest considerations..."

    Star Wars-esque constructs and/or events fall within "fair use" (not sure what it's called in Canada/France, so forgive the US terminology).
     
    We appreciate the concern, however. It's always good to surface subjects like this to ensure we continue to be compliant. ?
  7. Like
    Elitez got a reaction from Hazaatan in NQ should ban all stolen IP events   
    Why do you care how others play the game ?
  8. Like
    Elitez reacted to ELX987 in More restrictions on the Forums?   
    ( i just typed in oh no and copied a link :D, still works!)
  9. Like
    Elitez got a reaction from OrionSteed in DU as Civilization Gone Wrong (Poor game design)   
    Last time i have checked JC
     
    1: Correct. Not even i with 10k+ survival ffa hours in games like Ark or Rust want another survival/ffa mmo.

    2: That linked forcefield will be a thing. Tiles with the same sinergy will have bonuses to defense.
  10. Like
    Elitez got a reaction from Hazaatan in DU as Civilization Gone Wrong (Poor game design)   
    Last time i have checked JC
     
    1: Correct. Not even i with 10k+ survival ffa hours in games like Ark or Rust want another survival/ffa mmo.

    2: That linked forcefield will be a thing. Tiles with the same sinergy will have bonuses to defense.
  11. Like
    Elitez reacted to Walter in Comrademoco - A Fond Farewell   
    I intend to play until Arthritis gets me so here comes the obligatory: Can I have your stuff?
  12. Like
    Elitez reacted to NQ-Naunet in [Discussion] DevBlog: Organization Wallets   
    More DevBlogs describing more additions are on the way!!  Stay tuned!
  13. Like
    Elitez reacted to NQ-Naunet in [Discussion] DevBlog: Organization Wallets   
    Alrighty, let's talk about today's DevBlog!
     

    What do you think of the plans so far? Is this a good starting point or are there additional functions you think wallets will need?
  14. Like
    Elitez reacted to Aaron Cain in NQ does not want your ideas (or do they?)   
    patch 0.23, and schematics exploid is the sowing.
     
    Every corporation or government throws with thansparency in the start but after  the first comment transparency usually stops.
     
    So now to dig into the love/hate thing some here think exists.
     
    It does not.
     
    What is alpha, what is beta and what is expected of the people who participate:
     
    Both are testphases for the game and parts of it that are under development, player/tester is expected to write tickits for bugs, exploids, things that dont work. Also we are invited to give an opinion on the game and what we think can make it better.  No developer will get better with comments that only tell them oooh your so good, your perfect, game is perfect. nope it is the intention of alpha and beta to comment about not working stuff and how things are disfunctional.
    Apparently this is accepted when it comes to PVP but not when it comes to not listening to ideas, not acting on rules, comments on exploids and not fixing, comments on found errors in databases,  comments on additions.  But then there is no reason for alpha or beta At all, its just a release but we dont feel ready to name it like that because its only finished for about 30%.
     
    When people place comments in general, feedback what it actually is, there can be 3 reactions, thank you i will look into it, No your wrong its like .......but thanks for the feedback, uhmmignoreignoreignore
    First two are perfectly acceptable by anyone who writes comments/feebdack a lot. And lets ignore what happens when something is ignored, you can read that all over the forum in other posts.
     
    So what have we seen in the past about ideas? we had a nice system where ideas were looked into and rated, yes/no/notyet/maybe someday. But that system is gone i think, Something happend during development where someone decided that That system had to go and reactions to ideas should just stop. Next thing we had was pushed upgrades for incentives to push players in corners they did not want to be pushed into, but frankly the only thing that has been introduced that actually made an impact in the game was markets, longlong ago and industry, also longlong ago. After that nothing new was implemented, and no PVP is not implemented as what we have now can by far not be called PvP so lets say weapons and defense is implemented.  Then we had momentarely a list on the internet where you could vote for implementations but that list was missused within a week and scrapped probably. So then what are the introductions and what are the incentives and what adds more to the overal game appreciation.
     
    Implementation:
    Cores
    Ore
    Flight
    Markets
    Industry
    Weapons & Defense
     
    Incentive:
    differentiation of cores        (if you dont do this someone can just fly their base to a new planet if they want too)
    not all ores on all planets   (why would you fly to another planet if you dont have to)
    Bots                                       (Else nobody would sell their ores on the market )
    different engines (freight/regular)  (uhmmmm)
    Daily quanta                          (help the market economy and get people to trade)
    Talent points                         (people should specialize, we dont want 99% miners)
    Industry Only on static cores (else people just fly away with their industry to another planet, planetary warfare is then void......well just packup your uindustry and ship it as BP)
    schematics                            (Industry was so popular everyone was doing it. That was not intended only some should do it so lets make it uninteresting for the majority)
     
    Best would be to just get rid of most of the incentives and make some more realistic, like ores should be on all planets But the composition of these ores should be different, traces of some abundance of others. Talent points, nice idea but does everything need to be a talent, i need a talent to puch a button to make glass. But another talent to make it efficiently.  and another to make the machine using less ores.
     
     
    Feel free to add to the list
     
     
  15. Like
    Elitez reacted to NQ-Naunet in DevBlog: Organization Wallets   
    Hey Noveans,

    Joining an organization in Dual Universe has many advantages, especially when it comes to pooling and sharing resources. The introduction of org wallets in the upcoming 0.24 update will add a convenient way to transfer money to and from organizations, just as players have been requesting.
     
    But wallets aren’t limited to organizations alone. Many of these features will be useful to individual players as well. This should be welcome news to everyone who will be raking in the quanta via the new Mission system.
     
    Let’s take a closer look at all the wonderful things wallets can do.
     
    WALLETS 101

    Each organization now has a wallet.
     
    There are two new rights related to organization wallet management in the Right and Duty Management System (RDMS):
     
    Consult wallet: Gives the right to members to simply know the current balance of the organization. Edit wallet: Gives the right to do all the wallet operations available to the organization wallet. It includes buying, selling (and paying taxes by doing so), browsing the log and transferring money (see below).
    Giving the right to edit the wallet of Wave Corp to another player.
     
    HOW IT WORKS

    Any player with the “edit from wallet” right of an organization can:
    Sell unclaimed items or items claimed by the organization in the name of the org. Once sold, the money goes to the organization wallets. Buy items in the name of the organization. When doing so, the wallet of the org is used instead of the wallet of the player. Also, the item is then automatically claimed by the org when purchased. Edit and/or delete orders owned by the organization. NOTE: Going to the “My Orders” panel of the market UI, allows the player to see their own orders as well as the orders of all organizations for which they have the appropriate rights. Payable dispensers owned by organizations will use the organization wallet, instead of the Superlegate wallet.
    TRANSFERING QUANTA
    All players can give any amount of quanta to any other player or organization. Players with the necessary wallet rights of an organization can also transfer money from the organization wallet to any other entity. Transfers are tracked in the wallet logs of both the sender and the recipient.
    There are a few rules regarding quanta transfer, mainly intended to protect players from griefing through spamming the recipient’s wallet log :
    A transfer requires a minimum amount of 1,000 quanta.
    There is a cooldown period of 10 minutes between two transactions with both the same sender and the same recipient.

    Transfering money to the organization Wave Corp.
    THE WALLET LOG
    Managing an organization and giving the right for wallet operations to several players requires basic management functions. That is why we are adding the wallet log.
    All entities (players and organizations) have access to a wallet log that reflects all transactions related to their wallets.
    Each entry contains the date of the operation, the type of operation (such as money transfer, market transaction, various fees, etc.), and additional information, such as the name of the player who completed the operation, for instance.
    The wallet log.
    SHARE YOUR THOUGHTS!
    What do you think of the plans so far? Is this a good starting point or are there additional functions you think wallets will need? We look forward to reading your feedback in this forum thread.
  16. Like
    Elitez reacted to NQ-Nomad in Beta 1 Release Notes. Last updated on September 8th   
    Hi Noveans, 
     
    We just released a small update to fix an exploit with market orders. DU is now in r0.23.12 version. 
     
    Cheers, 
    Nomad
  17. Like
    Elitez reacted to NQ-Naunet in A credible source said DU might wipe, heres the reasoning as well as my thoughts   
    Hahaha your credible source needs to keep me in the loop. I've heard nothing about a wipe! ?‍♀️
  18. Like
    Elitez got a reaction from Novean-51583 in [Guide] Protect yourself from Hauling (Courier) Mission System scams.   
    I am not saying this is perfect or that you will be covered 100% but i will try to add value when you will Create A New Mission, especially Hauling Mission if things will happen and you will lose your cargo and mission lost. For the sake of the situation lets put some tiers in the talk. T1-T5 cargo will be issued to make it simple. I am not telling you exactly what to do i am telling you what i will do if/when i will want to move stuff. Feel free to add value to this thread when you want. Collateral is great but its only great when you know how to use it, otherwise you lose more than you gain.

    Tier/Collateral info:

    * Tier 1 items. Tier 1 items can be T1 Ore, Pure Ore or Basic Components, Basic Elements, Basic Elements, etc.
    * Tier 2 items Tier 2 ore, elements, components, etc.
    * Tier 3 ore, advanced stuff, etc.
    * Tier 4 ore, gold, rare elements, components, etc.
    * Tier 5 ore, exotic stuff, etc.

    Here is the trick. Each tier has a different collateral value. Since Tier 1 items are overall present in game and not hard to get you will want to add some margin % value compared with market price if Cargo is lost. Always, always assume cargo will be lost especially Early Days when people will try to do scams more than ever. System is new. Some things might not work out. The more we learn, the faster we adapt.

    For Tier 1 - Cargo Value - Market Price 100 mil i would add 10-25% value. So if Cargo is 100 mils, up to 130 mils would be good. If they lose the cargo, they will pay.
    For tier 2 - Cargo Value Market Price 100 mils (check market). Do you sell T2 stuff that is hard to find? Hard to mine? Hard to craft ? Somewhere between 25-75% margin , your pick. No need to worry. They fail, they pay.
    For Tier 3 - Cargo Value Market Price 100 mils. Still not that hard to find, Acanthite might be thou. Weapons and other rarities, should check market when you decide the collateral margin%.

    Tier 4 - Tier 5 are on the same boat. Stuff is hard to find, hard to get, hard to mine, hard to craft and it will be easy to get it from you if somehow we will be able to see what is in inside the Cargo and margin is only 25% more.


    So, lets assume we cant see the Cargo. There will be players out there that will Create Hauling missions with SHORT time and High Collateral dmg so you cant do it. They will create the mission and they will camp the planets and the pipes so they get the collateral from you.

    Lets assume we can see the Cargo. You have 1000kl of Illmenite on Jago and you want it sent to Alioth. Illmenite Market price is 2000. there are 18.000 piece in market. Since we live in times where quanta is inflated and we already know that Always Assume Cargo Is Lost would you like to trade your 1000kl  illmenite for 2.000.000.000 b quanta to somebody? I know i wouldnt but you also dont want to do it. So setup a price between 2b value X somewhere between 2 and 5 and create the contract. "Would you like to move my 1000kl Illmenite with 6b collateral?" Yes or No. I hope the system it wont be that hard.


    There will be people who will abuse and trick the system since the 1st hour so its smart not to put your best and most valuable/rare items on the Cargo especially with T4-T5 stuff since you never know if you will ever receive it

    1: Never pay collateral quanta payment upfront via trade to anybody. Always do it via Missions Systems.
    2: There are lots of players in game with alt accounts. They will try to win/trade/reward system to gain reputation as Honest Traders and scam you if your collateral %margin is not correct. It was done before and it will be done again. The scam is simple. You literally sell your cargo for the price you are asking in collateral :).
    3: Check delivery time. If the Contracter wants to camp/kill your ship and get your Collateral and his cargo back, he will try to kill you. Always assume it will happen in pvp zone.
    4: Dont accept friend requests from Contracters in game. They will try to track you down in space if you slowboat.
    5: Always add value to Cargo, to time needed to scan it, mine it. Dont think that market reflects the true value of the cargo. Only you can do that.
    6: Collateral values like x10 - x50 is nothing (but you will need to have it) since sometimes that mechanic wont trigger if you dont open the cargo.
    7: Test the system before you hand out items to the new mission systems.

    Always assume that the Cargo will be lost, check the Delivery time to see if you have time to do it right. Sometimes it will be wise to warp, sometimes not and if you are in pvp zone there will be some of us there waiting for you.

    If you are into Hauling Stuff, Create and Org, find more players like you and do hard missions in group.

    o7
  19. Like
    Elitez reacted to MukkBarovian in [Guide] Protect yourself from Hauling (Courier) Mission System scams.   
    Pizza delivery reporting for duty! I had to collateralize 100$ for the privilege of delivering you this pizza. I am an thrilled to be undertaking such dangerous and exotic missions.

  20. Like
    Elitez got a reaction from fiddlybits in [Guide] Protect yourself from Hauling (Courier) Mission System scams.   
    I am not saying this is perfect or that you will be covered 100% but i will try to add value when you will Create A New Mission, especially Hauling Mission if things will happen and you will lose your cargo and mission lost. For the sake of the situation lets put some tiers in the talk. T1-T5 cargo will be issued to make it simple. I am not telling you exactly what to do i am telling you what i will do if/when i will want to move stuff. Feel free to add value to this thread when you want. Collateral is great but its only great when you know how to use it, otherwise you lose more than you gain.

    Tier/Collateral info:

    * Tier 1 items. Tier 1 items can be T1 Ore, Pure Ore or Basic Components, Basic Elements, Basic Elements, etc.
    * Tier 2 items Tier 2 ore, elements, components, etc.
    * Tier 3 ore, advanced stuff, etc.
    * Tier 4 ore, gold, rare elements, components, etc.
    * Tier 5 ore, exotic stuff, etc.

    Here is the trick. Each tier has a different collateral value. Since Tier 1 items are overall present in game and not hard to get you will want to add some margin % value compared with market price if Cargo is lost. Always, always assume cargo will be lost especially Early Days when people will try to do scams more than ever. System is new. Some things might not work out. The more we learn, the faster we adapt.

    For Tier 1 - Cargo Value - Market Price 100 mil i would add 10-25% value. So if Cargo is 100 mils, up to 130 mils would be good. If they lose the cargo, they will pay.
    For tier 2 - Cargo Value Market Price 100 mils (check market). Do you sell T2 stuff that is hard to find? Hard to mine? Hard to craft ? Somewhere between 25-75% margin , your pick. No need to worry. They fail, they pay.
    For Tier 3 - Cargo Value Market Price 100 mils. Still not that hard to find, Acanthite might be thou. Weapons and other rarities, should check market when you decide the collateral margin%.

    Tier 4 - Tier 5 are on the same boat. Stuff is hard to find, hard to get, hard to mine, hard to craft and it will be easy to get it from you if somehow we will be able to see what is in inside the Cargo and margin is only 25% more.


    So, lets assume we cant see the Cargo. There will be players out there that will Create Hauling missions with SHORT time and High Collateral dmg so you cant do it. They will create the mission and they will camp the planets and the pipes so they get the collateral from you.

    Lets assume we can see the Cargo. You have 1000kl of Illmenite on Jago and you want it sent to Alioth. Illmenite Market price is 2000. there are 18.000 piece in market. Since we live in times where quanta is inflated and we already know that Always Assume Cargo Is Lost would you like to trade your 1000kl  illmenite for 2.000.000.000 b quanta to somebody? I know i wouldnt but you also dont want to do it. So setup a price between 2b value X somewhere between 2 and 5 and create the contract. "Would you like to move my 1000kl Illmenite with 6b collateral?" Yes or No. I hope the system it wont be that hard.


    There will be people who will abuse and trick the system since the 1st hour so its smart not to put your best and most valuable/rare items on the Cargo especially with T4-T5 stuff since you never know if you will ever receive it

    1: Never pay collateral quanta payment upfront via trade to anybody. Always do it via Missions Systems.
    2: There are lots of players in game with alt accounts. They will try to win/trade/reward system to gain reputation as Honest Traders and scam you if your collateral %margin is not correct. It was done before and it will be done again. The scam is simple. You literally sell your cargo for the price you are asking in collateral :).
    3: Check delivery time. If the Contracter wants to camp/kill your ship and get your Collateral and his cargo back, he will try to kill you. Always assume it will happen in pvp zone.
    4: Dont accept friend requests from Contracters in game. They will try to track you down in space if you slowboat.
    5: Always add value to Cargo, to time needed to scan it, mine it. Dont think that market reflects the true value of the cargo. Only you can do that.
    6: Collateral values like x10 - x50 is nothing (but you will need to have it) since sometimes that mechanic wont trigger if you dont open the cargo.
    7: Test the system before you hand out items to the new mission systems.

    Always assume that the Cargo will be lost, check the Delivery time to see if you have time to do it right. Sometimes it will be wise to warp, sometimes not and if you are in pvp zone there will be some of us there waiting for you.

    If you are into Hauling Stuff, Create and Org, find more players like you and do hard missions in group.

    o7
  21. Like
    Elitez got a reaction from Wolfram in [Guide] Protect yourself from Hauling (Courier) Mission System scams.   
    I am not saying this is perfect or that you will be covered 100% but i will try to add value when you will Create A New Mission, especially Hauling Mission if things will happen and you will lose your cargo and mission lost. For the sake of the situation lets put some tiers in the talk. T1-T5 cargo will be issued to make it simple. I am not telling you exactly what to do i am telling you what i will do if/when i will want to move stuff. Feel free to add value to this thread when you want. Collateral is great but its only great when you know how to use it, otherwise you lose more than you gain.

    Tier/Collateral info:

    * Tier 1 items. Tier 1 items can be T1 Ore, Pure Ore or Basic Components, Basic Elements, Basic Elements, etc.
    * Tier 2 items Tier 2 ore, elements, components, etc.
    * Tier 3 ore, advanced stuff, etc.
    * Tier 4 ore, gold, rare elements, components, etc.
    * Tier 5 ore, exotic stuff, etc.

    Here is the trick. Each tier has a different collateral value. Since Tier 1 items are overall present in game and not hard to get you will want to add some margin % value compared with market price if Cargo is lost. Always, always assume cargo will be lost especially Early Days when people will try to do scams more than ever. System is new. Some things might not work out. The more we learn, the faster we adapt.

    For Tier 1 - Cargo Value - Market Price 100 mil i would add 10-25% value. So if Cargo is 100 mils, up to 130 mils would be good. If they lose the cargo, they will pay.
    For tier 2 - Cargo Value Market Price 100 mils (check market). Do you sell T2 stuff that is hard to find? Hard to mine? Hard to craft ? Somewhere between 25-75% margin , your pick. No need to worry. They fail, they pay.
    For Tier 3 - Cargo Value Market Price 100 mils. Still not that hard to find, Acanthite might be thou. Weapons and other rarities, should check market when you decide the collateral margin%.

    Tier 4 - Tier 5 are on the same boat. Stuff is hard to find, hard to get, hard to mine, hard to craft and it will be easy to get it from you if somehow we will be able to see what is in inside the Cargo and margin is only 25% more.


    So, lets assume we cant see the Cargo. There will be players out there that will Create Hauling missions with SHORT time and High Collateral dmg so you cant do it. They will create the mission and they will camp the planets and the pipes so they get the collateral from you.

    Lets assume we can see the Cargo. You have 1000kl of Illmenite on Jago and you want it sent to Alioth. Illmenite Market price is 2000. there are 18.000 piece in market. Since we live in times where quanta is inflated and we already know that Always Assume Cargo Is Lost would you like to trade your 1000kl  illmenite for 2.000.000.000 b quanta to somebody? I know i wouldnt but you also dont want to do it. So setup a price between 2b value X somewhere between 2 and 5 and create the contract. "Would you like to move my 1000kl Illmenite with 6b collateral?" Yes or No. I hope the system it wont be that hard.


    There will be people who will abuse and trick the system since the 1st hour so its smart not to put your best and most valuable/rare items on the Cargo especially with T4-T5 stuff since you never know if you will ever receive it

    1: Never pay collateral quanta payment upfront via trade to anybody. Always do it via Missions Systems.
    2: There are lots of players in game with alt accounts. They will try to win/trade/reward system to gain reputation as Honest Traders and scam you if your collateral %margin is not correct. It was done before and it will be done again. The scam is simple. You literally sell your cargo for the price you are asking in collateral :).
    3: Check delivery time. If the Contracter wants to camp/kill your ship and get your Collateral and his cargo back, he will try to kill you. Always assume it will happen in pvp zone.
    4: Dont accept friend requests from Contracters in game. They will try to track you down in space if you slowboat.
    5: Always add value to Cargo, to time needed to scan it, mine it. Dont think that market reflects the true value of the cargo. Only you can do that.
    6: Collateral values like x10 - x50 is nothing (but you will need to have it) since sometimes that mechanic wont trigger if you dont open the cargo.
    7: Test the system before you hand out items to the new mission systems.

    Always assume that the Cargo will be lost, check the Delivery time to see if you have time to do it right. Sometimes it will be wise to warp, sometimes not and if you are in pvp zone there will be some of us there waiting for you.

    If you are into Hauling Stuff, Create and Org, find more players like you and do hard missions in group.

    o7
  22. Like
    Elitez reacted to NQ-Naunet in [Discussion] DevBlog: The Mission System   
    I brought your concern to the team, and they shared their thoughts:
     
    "Missions have a predetermined source and destination points, yes, but that's no different than any other flight from planet A to planet B. Pilots don't have to take direct routes between the source and destination points. Also, a red warning message will appear if the mission leaves a safe zone, which should make strategizing easier. Try indirect routes, pay attention to the warnings and don't name yourself something conspicuous like "Mission Hauler" and you should be fine. "
  23. Like
    Elitez got a reaction from Heidenherz in [Discussion] DevBlog: The Mission System   
    How will the scoring system work ?

    My only concern...Point/Reward/Scoring system. How do you reward somebody knowing you can abuse the system since day 1 with alts, org alts, friend's alts, friend of friend alts, etc?!!?!

    Scoring/Value system will have problems if with 1 account you can Create Missions and Vote multiple OTHER accounts on daily basis. How will the scoring system work ?
  24. Like
    Elitez got a reaction from cAIRLs in [Discussion] DevBlog: The Mission System   
    How will the scoring system work ?

    My only concern...Point/Reward/Scoring system. How do you reward somebody knowing you can abuse the system since day 1 with alts, org alts, friend's alts, friend of friend alts, etc?!!?!

    Scoring/Value system will have problems if with 1 account you can Create Missions and Vote multiple OTHER accounts on daily basis. How will the scoring system work ?
  25. Like
    Elitez reacted to Moosegun in Give us the ability to restart/transfer on a new server if you don't want to wipe.   
    The big issues i have with this sort of thread:
    The game NEEDS civilisation, it needs to be busy and have life.  Ideally we need to create that before the game is filled with new players again (at launch).  Wiping actually just puts everyone back to stage one, where the same players will get the same advantages (knowledge) and get just as far ahead Does it actually matter how everyone else is doing, this is not a competition tbh and also not a game which can EVER be fair How 'specifically' do you think the economy is messed up - please note I have followed the economy for three years, so your answer better be good - not just that you had read it on reddit Unless you are a big org, you will never be at the top of the tree, does that actually matter, we inhabit a world where the 1% own pretty much everything, it will be the same in DU, and just like real life, it wont effect you, you are not as important as you think What benefits do you think a wipe will bring?  If you are talking about development improvements (I actually agree) if you are talking about some ridiculous notion of player parity, sorry you are in the wrong game  
    All that aside, another live server is completely impossible to do, nor something NQ will ever think about, according to pretty much everything that comes out.
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