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ColonkinYT

Alpha Tester
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Everything posted by ColonkinYT

  1. What am I talking about. It's not even a question of mathematics. And the fact that many seem to think like Pinocchio. That money grows on trees. And bread probably also grows in the garden. And cars reproduce by budding. Of the sources of quanta in the system, in fact, only one remained - missions. Daily 100 thousand is just laughter. As for the disposal of quanta from the system, there are many more of them: taxes on the territory, prices for schematics, taxes on the markets (by the way, so far a very small value). Moreover, taxes on the territory are burned by the quantum, regardless of the character's economic activity. And then everything is simple. The influx of quants > the outflow of quants + produced goods - an inflationary economy. Influx of quants < outflow of quants + produced goods - deflationary economy. It's even simplified here. Because here it is necessary to understand that not all quanta that have come into the economy will participate in the economic turnover. Quite a significant part will be frozen on accounts, including inactive characters. I draw your attention to the fact that at the moment we can say that the entire modern capitalist economy is developing according to an inflationary scenario (only high inflation is bad). This is the only way to ensure the reproduction of capital. With deflation, the reproduction of capital is not possible. You are facing a deflationary spiral. That is why in developed countries they prefer to distribute money to the population than to allow deflation. The game economy is not much different from the real one. Simply because the same people operate there as in the real economy. with the same behavior. P.S. The inflationary economy is easy enough for developers to control. It is enough to introduce a dynamic component of taxes in market transactions. There, even a change of 0.1% will have a significant impact with such volumes of transactions. And with an inflationary model, everyone is much more willing to spend money. This revitalizes the market and interest for many professions.
  2. mmmm... One question. And without bots, where will the money come from those players who have to spend it?
  3. C'mon. This is "if" reasoning. On the example of the same schemes, it was clear that the developers were hitting a concrete wall with the stubbornness of a ram. What they were trying to achieve we can only guess. But even this system, with the right balance, could be made more interesting and efficient. Here the discussion is only about this. We understand that they will do what they want anyway and then they will wonder why the players did not accept it. Regarding the NPC, there is currently no viable option to do without it. Not in the gaming industry either. Perhaps, of course, I don’t know of reverse examples and you will develop an ingenious system without NPCs.
  4. We were talking about principles. What can be done for the benefit and interest of all. Naturally, there must be a balance. Give somewhere, take it somewhere else. Mega super elements should not be. But high-performance specialized elements - why not?
  5. No need to invent new money. ))) Your tokens are the same quantum. Especially for ore. As for the schematics, it can be developed further. Estimate each mission in your own number of tokens and exchange for tokens in the Schemshop. Or a random mechanic. I did the mission - I got random schematics (depending on the complexity). You need - you use. Not needed - sell. But only unique schemas can be distributed this way. But for the ore, yes. Exchange tickets for schematics of common products or materials. Alternatively, it is through these missions (the most difficult ones) that you can distribute ultra rare schemes. That would be a challenge. ))) In the end, the same schemes can be made "Common", "Rare", "Exotic". "Normal" - you craft in a nanopack. "Rare" - only in missions of any difficulty level. Let's say the probability is 20%. The bonus is either the speed of production, or productivity and efficiency. Let's say savings in input materials of 5 or 10%. "Exotic" - let's say 5% chance in 5 star missions. Let's say the production of the declared product in 50% of the amount of materials (or 2 products per run instead of one). The numbers are just for illustration purposes. Even the current system can be made interesting and meaningful.
  6. I'm honestly against the distribution of free quanta. This does not reflect the actual contribution of a particular character to the economy of the universe. Especially since it's not my job to come up with game mechanics for free))). They still don't read us. But. An economy with an NPC at least in the form of Aphelia looks much more viable. In addition to issuing quanta in proportion to the contribution to the economy, people could be occupied with useful things. Don't just buy resources. And to buy resources for the construction of stations. For example. First there are markets on Haven. The rest is just platforms. And the goals of the community are to collect resources for money. We collected resources - another market appeared. Etc. This would give insight into the purchase of ores and materials. By the way, it would be possible to buy products in the same way. Not just like that, but for something. There is a lot of room for creativity here. But these are only dreams and will not come true. The same with the transportation of resources to the planets and into space. Under this, it would be possible to organize the clearing of space from rabid xenos (and the guys on the initial ships would have someone to shoot at). But who cares...
  7. In a certain sense, yes. But there are verification mechanisms in place to prevent abuse. For example, if you want to change the speed of the ship programmatically, then this is very quickly calculated by the anomalous change in the speed delta. Which does not match your construct. Simplified - data validation is much simpler than calculations. See for yourself. If the calculations were on the server, then there would be no such lags in displaying nearby flying objects. Your construct and your sky neighbor's data would be sent to you at the same time. We see a completely different picture with "jumping" ships.
  8. It's definitely a failure. From the player's point of view. However, we do not know what tasks were set by the management for game designers. It is possible that just the same, all tasks were completed successfully. ))) Grinding for the money should definitely be more fun.
  9. Maybe I'm not going to say a popular thing, but the vision of JC's game was much nicer to me. Regarding the economy controlled by the player. I have only one question. WHO WILL BE THE MONEY EMISSION CENTER? And as a result, after that, a lot of other questions: If it's not Aphelia, then who is it? And if Aphelia, then how to distribute money between players without bots and according to what principle? And the most important thing. Without the NPC, most people will simply have nothing to do here ... As for the players' markets, the dispenser is not even a substitute. This is the crutch of the crutch. But we must admit that it would be a mistake to give players such a tool as the admin market. There are still too many unresolved issues here. And the main one is the place of storage (containers). With the current limit of 10 links per 1 hub, the maximum that you can do is about 7.5 million liters. For the market, this is very small. If given as is, many will simply use the markets as bottomless free storage.
  10. The thing is, the core processing is on your PC. Not on the server. ))) Otherwise, the ships would not stop at the logoff. Actually, when the question came up about dynamic cores, the problem there was precisely that within one core it was very difficult to make a calculation with cores greater than L. For a ship, this is critical. When your half-ship would not have been calculated. By the way, there was a similar thing in Starbase. Specifically, when deploying the base, when you are on one edge of the core, the other edge (opposite) could fall into the LOD object. There, the issue was resolved fairly quickly (apparently by simply increasing the range of transition of structures to the LOD object).
  11. More and more topics, more sadness ... Firstly. We must understand that if something is being done, then someone needs it. Even if we do not understand the purpose of the input. Agree with many. Some mechanics are introduced intentionally to slow down the development of players and corporations. Only corporations could not be slowed down. As a result, the nerf was received mainly by solo players and small groups. A simple answer to the question "why". Because it is not planned to introduce a large amount of additional content. Therefore, we get the classic lengthening of the grind. Secondly. Pets, emotions and more. They will be introduced in any case and in any (even useless) form, because they promised. This is necessary at least in order to formally fulfill the promises on kickstarter. After these issues are closed, you can at least close, or do something else. Formal promises will be fulfilled. Thirdly. Gameplay suggestions from players. I myself once believed that the forum read. I think that they still read it now, but very selectively. After all, members of the forum do not have the right to vote. Unfortunately in many things NQ management prefers to reinvent the wheel for the tenth time. Instead of using either the ideas of the players, or the experience of 30 years of the existence of the gaming industry. And if this does not happen, it is only because someone at the top needs it. Fourth. Yes, we understand that NQ is a small studio. Moreover, it is possible and necessary to attract talented players to generate content. There is nothing wrong. People who are truly passionate about your game can do interesting and high-quality work. But for some reason UGC is not used. I could write many other points. But even this is enough to ask a question. "Why does everything happen the way it does?" It seems that the project is being prepared for closure. All DACs distributed to sponsors will be worked out, several months on self-sufficiency and "the project did not live up to our expectations ...". I'll be happy if I'm wrong! If you can't do it yourself, give it to someone who can. But I don't remember anyone giving their project to someone else. It's easier to bury.
  12. So I just rely on the fact. The fact that these cores are in the public domain (we see them). The game engine processes them (there are no problems for players with falling through, displaying, etc.). All. Everything else, as you correctly noted, is speculation. Including yours. And they look like an attempt to justify why this is not possible (just kidding). 😉
  13. Oh yeah. This is a very handy phrase that fits everything in the world. Is not it? Hell. Let's see the launch! Maybe they shouldn't have done it if they couldn't give us a GOOD WORKING GAME? With the normal accrual of rewards for packages. A month has already passed and my STU is not on the horizon yet. So maybe it was not worth prematurely releasing if: the planets are not ready (by the way, the end of October has come and where are our 3 planets?), And I will remind the phases. Although that road map has already been hidden. End of October: Phase 02 (Sinnen, Sicari, Talemai) End of November: Phase 03 (Simeon, Ion) End of December: Phase 04 (Lacobus, Feli) mechanics are not ready, charges are not ready. In this section, at least something can be done normally? Or is it different? And also an exception? Let's not justify unwillingness with impossibility. We all make mistakes. I don't see anything wrong, to admit that I was wrong. And do it right. But this is not the NQ way. I do not deny that there may be quite objective reasons for not giving us XL cores. For example, unwillingness (in terms of server load) for someone to place 10 thousand machines there. Because inside one such core you can do a lot and transfer details without human intervention. It's too common and too easy to say "we can't give you this that works properly...". I have already accepted a lot for myself regarding this game and these developers. I just won't renew my subscription after it ends. I will keep all my DACs and will not use them until they take a step towards the players. It looks like NQ understands only one language - the language of money. And yes. We are not talking about simple girls and guys who write code, support the forum and discord. Solve player problems. To all these people - a huge thank you and low bow. It's about who makes the decisions.
  14. The presence of XL sized static cores on the market disproves any claims that there could be any problems with them. They stand in the markets (on the same 6th Aliot market). They just don't want to. One of the reasons is that some people will start to industry on XL cores. Apparently that's what they don't like. With dynamic cores, yes, there may be problems due to the fact that the calculation of zones is configured in this way. On the other hand, after the debility speed nerf for large ships, even L dynamic cores are not really needed...
  15. The idea of schemes was not that machines could avoid them. It's about getting money out of you. The issue of using high-level machines could be solved by accelerating time in the production of products of lower levels. For example, the basic - uncommon -10% of the production time. basic - advanced -20% of production time.
  16. The truth is that even the existing mechanisms and channels of communication are sufficient. Provided they are used. There are enough ideas on how to diversify the gameplay on the forum for 2 games like DU. We have very talented people in the community in all aspects of the game. Just look at DU - Creators and various codes on github. There is such an ingenious tool as a survey. With the help of which developers could find out the opinion of people about certain ideas. If you want, you can always find a way! Concerning advice of players. There will always be insiders. And the changes that we see seem to have been lobbied by just some players (I mean limiting the maximum speed from the mass of the ship, etc.). This is stupid and ignores all current physics and life experience. for a certain group of people. The same goes for advice. People will promote their "brilliant" ideas, ignoring the interests of all players and common sense. Not because people are bad. It's just a property of a person who is confident in his own rightness. In this case, such advice will further aggravate the situation. I think the guys from NQ should just get closer to the players. For example, select an individual person to communicate on the forum and simply choose interesting gameplay items. And finally, start communicating with the community not only in Discord.
  17. I do the same. But even with an average production size, there is no control over the current number of schematics. Sometimes it seems to me that they were introduced only for the pain of production workers. And they made it as bad as possible to use.
  18. It seems that in December they will add skill branches for schemes. Perhaps it will be easier. But without any date banks for distribution schemes, it's still a pain....
  19. PvE missions can be done very simply. 1. Introduce rebellious relic drones (as an option). One-piece 3d model without elements (as in the same Empyrion). For a kill, depending on the shield and weapon, a certain reward is given to the killer (and only to the one / those who were online at that time and are divided between the participants). Inside, with some probability, a box for the sale of Aphelia (there is such a thing in eve). Or, as an option, a T3-T5 scheme (which is very expensive and can be taken to the market. By the way, this is more interesting. Plus, an element of randomness will add interest. For example, knock out a drawing of a Warp beacon. Can you imagine the joy of the players?). And now you already have a lot of pve missions to clear. Where fuel, cartridges are spent and there is an opportunity to earn money. For those who want to shoot. This will at least allow novice players to train. Missions can vary in difficulty in the number and size of drones. It is not at all necessary that they (these drones) show miracles of tactics. Just swarm. And frankly, AI of this level does not need a lot of resources. 2. In addition to transport missions (by the way, when I saw them for the first time, I thought that I myself need to produce something, and not take it from aphelia) introduce production and mining missions. Let's say we mine 100k T1 ore. Or T2. Or produce 100 engines L. And bring it somewhere later. And the ore will be removed from the market and the money in return. Naturally, the price for missions needs to be balanced. And please, there will be work for everyone. At least everyone will be able to get distracted by piu piu both in the safe zone and in the pvp zone. Yes, no need to write about the universe created by the players. All these pve activities are needed to balance both the economy and the interest of the players. And to some extent learning. But the construction of everything in the world is our task. Everything will be created by the players. By the way, about the UEF store. Why not make a competition among designers with the gradual addition of player constructs to the store for a small share. I think there would be a whole Miss Universe contest that would envy the intensity of passions))). Moreover, what I wrote above does not require serious revisions of the game mechanics. (well, except for the bots, maybe).
  20. And where does wipe? We lost in gameplay. You can try to prove the opposite to me, but the numbers online in Steam clearly show the trend. For many, today - tomorrow - in a week, a monthly subscription will end. This will be a significant and exciting period for NQ and for us... I'm more and more inclined to believe that NQ was forced to release an unfinished game. It happens sometimes.
  21. There are so many alpha testers here because we know how it used to be. And what we lost on the release. )))
  22. I'm not going to teach the NQ guys how to make money and what to do with my product. But so that people do not poke developers into their promises, roadmaps and planning are needed. Then the answers of the developers will lie within the framework of the map and plans. Nothing will lead them astray. Even if for some reason there is a delay, the community will still wait. Because it will be albeit with a delay. The lack of plans and roadmaps gives rise to uncertainty and thoughts that the entire project is a scam. After all, in addition to money (not very small for projects of this level), we spend a lot of our time. Hoping not to see in 2 months (like in Starbase) that we finish the updates and return to the project someday because we ran out of money...
  23. Usually, when they are silent with a direct question, this means some kind of deception. I don't blame. But there is no roadmap, there is no feedback on where or what the game is moving towards in the long run of six months or a year. This brings to mind the fear of publishing such things and the non-renewal of the subscription by many who still play. Too expensive to pay 14 euros per month for waiting. Just my morning nonsense.
  24. So after all, PVP should not be the goal. It is a means to an end. Including control over any region. But we don't even have the mechanics of tax collection in corporations, let alone third-party players. Under any pvp activity there should be an economic goal and not just killing everyone flying past you. All this could have been done long ago. I hope, at least in space, we are given not only the opportunity to destroy each other's ships, but also some kind of meaningful justification for this. Mining territory control type and so on.
  25. The situation with T1 ores may change somewhat. For the current two-week cycle, the distribution of asteroids was as follows: 155 asteroids in the safe zone and 235 in the pvp zone. If in the near future they introduce another 2-3 planets according to the plan (and do not introduce an additional respawn of asteroids), then the situation with the safe zone will worsen (i.e. the distribution will be even lower into the safe zone), which means that the supply of T1 ore on the market will decrease slightly ))
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