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ColonkinYT

Alpha Tester
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Everything posted by ColonkinYT

  1. This is true. Although the situation could be corrected by the banal introduction of mining missions. If you do not want to update bots. For example, the delivery of ore, albeit a little cheaper than the market. It would also remove excess ore from the market. (this is just my crazy suggestion how to quickly solve the problem. Possible as a temporary solution). I see that the developers only like delivery missions. To take a mission on Alioth, and take the ore, say, to Aegis in the amount of 2 kt, is also the same task. You won’t do it quickly (you still need to take the mission and land on Aliot for this). You can’t do it on a light ship either (2+ kt of cargo weight is already a normal howler, albeit on an S core. And now the machines are working at full capacity!) You can deal with this quickly, beautifully and with interest for many.
  2. Use what is at hand and do not look for something else. My sarcastic tone is simply due to the fact that there were too many promises. And now I'm counting only on those mechanics that are. I, too, would like a lot and differently. Unfortunately now even there is no road map. For example, I don’t understand what is being prepared for and what to expect at least for the next six months. Unfortunately, guys with guns have nothing to do in this game. Although of course there are funny and interesting fights. ))) After the introduction of unit mining and the weird top speed, players and rivals are the only things I like about DU. Maybe that's why I'm still here. ))
  3. I understand that very well. As well as what an under-monetized economy is. When money becomes the most valuable thing and not goods. This leads to deflation. And getting out of deflation is much harder than getting out of inflation. But in your reasoning, you forget about missions that can bring serious income. As for tiles, there are also options. If there is no mining industry on the tile and only production, then you can pay for it once every 3 weeks. Which also saves a lot of money. In general, I agree with you. However, in NQ economists. And we passed... P.S. There are options here. NQ can see how the economy will behave without bots and, if necessary, periodically return them for money interventions.
  4. We just need to remember that the "free" market is not a soulless machine, not some kind of evil or good genie. It's the same as we are all players who sometimes bring the situation to the point of absurdity. Therefore, there is no "free" market anywhere in the real world. They are always regulated. So that bankrupts are not thrown out of the windows again. P.S. I have already stopped myself several times so as not to write about the money that players could issue. Well, to have quite an "economy" created by the players. Because I know how it will end. I watched in EVE online how banks and lotteries were born and fell)))
  5. Oh yeah. Let's get interdiction! As well as getting a new star system, pvp atmosphere... And much more that should have been in 2021. ))Yes! I also forgot the energy))). If there are interdictors, then let the Cloaking device be introduced! )) And many many other fantasies... 😉 I understand that there is a lot of sarcasm. But I hope you understand that many things are promised to us for so long that they have already become a kind of gaming meme. And the game just before this "introduce" may not survive. Or plans change. Or they will change the owner or the road map again ...)))
  6. As one of the options. This has been discussed by the players many times. But who is listening to us? Or listen very selectively. As a result, we get a situation when we close one small problem and get several new ones. And there is no complete game cycle. Especially in the specializations of the professions of the players. I understand that many things must be tested by time. Therefore, it was necessary to immediately pay attention to the experience of other games (not necessarily copy everything. But take the best).
  7. I mean otherwise. We have 2 mining options (or rather, we saw them). 1. Classic mining. We must find the ore, extract it. All. After that, you can no longer mine anything on this tile! Those. ore is finite even in perspective. We do not consider the issue of costs. 2. Mining unit. Suppose we have a tile on which, let's say, 350 liters per hour of hematite. We need to calibrate it every 3 days. For simplicity, let's count 2 times a week. We put 3 units on hematite. During the work of units per week, we will receive (albeit on average) with good skills 50.4 kiloliters of ore. Plus, from 2 calibrations (we will assume that all are successful) another 21 kiloliters. Total round up to 70 kiloliters of ore per week. For a month 280 kiloliters. You know, finding more than a million meganode was a great success. And here, in 4 months, a million ore from the air continues to work ... Not to mention the fact that few people liked classic mining. He took a lot of time and effort. And how much time and effort does it take to mine a unit? 2 hours a week? This is the imbalance I think is the most serious. And I do not take into account bonuses from adjacent tiles. There are completely different numbers. And if you turn on recalibration for T2-T5 ores at all, there are generally wild numbers of overproduction looming ...
  8. You understand what's the matter. DU is too straightforward and oppresses some at the expense of others. If we talk about purchase orders for bots, then why such a loss of rights regarding production workers and pvp fighters? Why buy only ore? If we are talking about MMOs, then it is logical that people will have specialties. According to your preferences. Why then only miners are encouraged? I think developers should think about this.
  9. Actually, this is the main problem of introducing mining units. Ore is taken infinitely. And it doesn’t matter the calibration or the operation of the mining unit. As for the exit to the pvp zone behind the asteroids. It is naive to assume that anyone will be able to force the players to go there. Rather fall online. After all, in fact, the reward does not correspond to the losses)))
  10. Either way, we'll have to live with that my friend. NQ removed the calibration of inactive tiles. So everything else is within the rules. Just use it while you can... P.S. As it stands, the whole concept of unit mining seems like a failure to me. But this is just my opinion. And me and our organization will have to use the tools that we were given ..
  11. In general, I think that it was done correctly. At the very least, non-lootable tiles of low value can be freed. And other people will have access to the tiles. Whether removes it globally a question in the title of a topic? Not! But in the absence of prey on the planets in the classical way, this is better than nothing.
  12. You only hear what you want to hear. I said and I say that there is no longer such an opportunity for erasure as on alpha and beta. At least it is much more difficult to decide and justify this step. I am against erasure as such. However, I can already see that the situation, frankly, does not inspire optimism. Perhaps the developers have a plan. Unfortunately, we don't know much about it and so far since the beta I don't see any improvements. In my opinion, most (but not all) decisions were a complete failure from my point of view as a player. Once the game is publicly available on Steam, forget about kickstarter as well. In the event of distortions or errors in the gameplay, it will be much more difficult for developers to rectify the situation. This was exactly what it was about. By the way, with today's update, it is forbidden to calibrate mining units on inactive tiles.
  13. You are probably talking about the risk when using a warp drive you fly to another planet in a pvp zone and clog yourself with tiles with T4 T5 ore and with the help of a mining unit you discharge yourself as much as you need? Where is the risk here? The reward is very visible))
  14. I have a DAC and I'm in no hurry to activate them. I'll see how things develop. Unfortunately online on steam is not an adequate reflection of the real number of players. But the trend can be understood from it. And the trend is depressing. The most incomprehensible thing for me is what the developers will do if they understand the fallacy of some mechanics. Now the release and deletion is not so easy to do as in the beta. This can cause unpredictable consequences up to lawsuits.
  15. Don't forget that we survived wipe in beta. And then there were no missions. And in fact, they had to go for it so that there would be an influx of quanta into the game.
  16. You speak correctly. But there are missions specifically for the alternative supply of the economy with quants. It's just that instead of mining, we will have to fly on missions to pay for the tiles. Well, let's not forget the challenges either. I understand your dissatisfaction. But there is a conflict of interest here. Production workers are interested in making bot orders disappear as quickly as possible. This will allow them to buy cheaper. Pay attention to the prices for the same hematite in the markets where the order to buy has already been exhausted. ))
  17. Exhausted buy orders from Aphelia will not renew. At least that's how it was in beta. These warrants were introduced in order to supply the economy with initial money.
  18. You probably won't get an answer here. But bots are not removed. They just run out of orders. I think that many will have to come to terms with this and are preparing to sell T1 ore at 10 and below... As for earning coins, very limited missions await us...
  19. Asteroids are a cool idea, especially for those who live in space. But we asked for them along with planetary loot, not instead. In addition, due to the small number of roids, mining on them becomes hell due to frequent pending operations. Not only me. Imagine that on planetary mining you have 40 people mining in one tile... The problem is not that the players will get a lot of ore. The problem is that there is nowhere to put it. Well, they didn’t come up with and didn’t make the mechanics of draining resources other than pvp. And forcibly pulling people into pvp is a bad idea. They will leave and not pay the subscription. The most annoying thing is that there is already a lot invented in other games. But this is for the weak. We seem to be re-inventing the wheel...
  20. Reading different topics, it always seems to me that the developers are fighting with the players instead of giving them opportunities ... That is impossible, there are too smart players. It must be limited, it must be cut, it must be banned and removed. Regarding schematics. If the purpose of their introduction was to make people hate the game, then yes. The developers will definitely achieve their goal. Several of my friends who played on the beta entered the game, found out that the schemes remained and mining on the planets was not returned and did not enter the game anymore. Each of them had several characters. Everyone talks about what we need to understand developers. OK. When will they begin to understand us, the players? It's like they're trying to sew up our mouths instead of dieting...
  21. So it will be. The crisis of overproduction ends with this. And if T1 and T2 ore has somewhere to be disposed of, then starting from T3 and higher, the need for it is greatly reduced. But I'm afraid that in 2 weeks the price of T1 ore will drop to 10-15 quants per liter.
  22. I understood you. Let's be honest. The problems are not in these tiles, on which you can get high-tire ore in this way. The real problem is in an unbalanced economy. Resources simply have nowhere to spend. The developers spent a lot of time on the mechanics of mining and processing, but that's why we forgot to do all this. Many people rely on PVP but it won't work. When armor played a role, a lot of resources went into armor and overcoming it. And also for a large number of engines, fuel and scrap. With the introduction of shields, armor has been nerfed. As a result, the consumption of resources for armor (and there were, among other things, ores of high tiers such as gold) also went away. There is no PVE mechanic (at least with minimal bots) where you could spend fuel and ammo. There are no sensible territorial wars (and most importantly, there is no reason to wage them). Here is just a small example. Now the last orders of T1 ore will be sold to bots and severe deflation will come... We have already gone through this...
  23. Are you seriously concerned about this feature? As mentioned above, the market will very quickly adjust the price of over-extracted ore. And the only thing this will lead to is a drop in the price of these ores. If T1 and T2 ores can be disposed of quickly and a lot, then if you fill yourself with T5, what will you do with it in such quantity? It will simply become cheaper and more accessible on the market. And will open access to many other players in the production of T4-T5 components. Therefore, I consider all the arguments that this is an exploit solely as an attempt to protect my investments in already explored tiles with T3-T4-T5 ore and fear of market competition))). I understand your desire to sit on unique tiles that are scarce on planets and collect rent. But apparently it won't... Otherwise, all these arguments about the exploit would not exist. P.S. And yes, even recalibrating 20 charges makes you hate mining units. And if 500 charges a week ... You have to be a very diligent person to play the calibration simulator for so long.
  24. Believe me, there are many other mechanisms for "sinking" money. And if you want, you can include ores there. For example, the release of improvements for engines. Increasing power, efficiency, etc. (by analogy with sharpening weapons) naturally with a chance of failure. And much more valuable unique goods would appear in the game. Which, in the process of improvement, would eat extra quanta, ores, etc. Would like to...
  25. Oh @DannyUK. The surprises are much deeper. A prime example is fuel tanks. Atmospheric tanks T1 scheme. And space tanks, consisting of T1 components, for some reason have a T2 scheme (naturally with a different cost and a different time). And now the cherry on the cake. There are such things as Zone detectors. They range in size from XS to L. But they are all made with the same T3 recipe and on the same machine. With the same amount of time. Only here is the detector L. It has a schematic T3 L. Again, with a corresponding cost and time commitment. As a result, we get an absurdity that the cost of components for a detector is a hundred times less than the cost of a schematic for it. Why is this? What is the deeper meaning besides the lack of testing and banal common sense? To make it clear, the circuit for the L detector will cost as much as the circuit is valid for a military advanced space engine. P.S. I stopped playing on the beta because of the schemes. If you want to get money out of the production workers, just make a tax on the machines. And if the production "loads" the server for you - increase the number of batches of especially small elements with an increase in the production time of the batch.
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