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vylqun

Alpha Team Vanguard
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Everything posted by vylqun

  1. NQ doesnt like giving definite times for more or less important dates (like the release for example)
  2. Yes, taxes probably would have to be adjusted, But in the current state of the game, T1 will be worthless one or two months after the start of the game again, because MUs just produce to much. That problem would (probably) be solved if we get a proper wear&tear system, which would require regular replacement elements and thus bolster T1 element sales. Concerning the industry, i never said anything about limiting what we currently have. What i want is jobs that work similar to talent boosting, that give additional benefits to the running industries. Just that its not completely afk-able, but needs a semi active player to keep it going (which is why the job level is bound to 2-4h playtime per week) people only wont be bale to pay their taxes anymore, if t1 becomes worthless, but in that case i'd consider reducing the taxes per hex or similar. But currently there is no need for asteroids, because after a while MUs will completly satiate the ore market. (And i never pvp'ed in the past 1,5 years, so i'm not saying it because i need targets, but because the economy and the game needs it)
  3. A while ago there was a discussion in the discord about limiting access to certain resources to the PvP space as well as the importance of PvE-players for PvP-players and vice versa. My conclusion to improve this interaction, is to improve the PvE aspect, because only if PvE-players hold a value to PvP players (besides target practice), a meaningful interaction can exist. Currently PvP-orgs require barely any purely PvE-players, because everything from resource acquisition to crafting can be more or less automated. The solution is a more active and specialized PvE gameplay. 1. Mining Pre-MU planetary mining was in a pretty good state if you ignore its lack of excitement (which could be introduced with rare minerals/gems as random encounters). It required active play and every successful org had at least some dedicated miners to supply them with ore. With MUs now that completely changed. Ore can be acquired passively, and especially the yield for higher tier ores (T3+), which you mostly need in smaller quantities, can easily support a large org. No active input besides the calibration by an alt once every 5 days is required. For miners to be valuable again, mining has to consume active playtime. For that i suggest a few changes: significantly reduce the MU output, especially for higher tier ores. Without indepth calculations, i'd suggest to reduce the yields to 50%/40%/20%/10%/5% for T1/T2/T3/T4/T5, respectively. randomize the spawn time and increase the spawn rate of the current asteroids in the safe zone, make the ore node size more variable (no meganodes necessary, but the occasional supernode would be a nice find) place a few copies of Thades moonlets (or moonlets generated similarly) at a region outside the safe-zone and have a significantly increased spawn rate for asteroids in that region to create a more or less dense asteroid belt for mining and PvP base building randomly (time and location) spawn large amounts of surface rocks of a single ore (5000%+ of MU-mini-game generated ones) on the surface of planets (T1-T2 in safe-zone, T1-T4 in PvP space), with a rarity of the spawn relative to the tier of the ore. This enables repeated scouting of planet surfaces for surface rock deposits, gives new players the ability to start mining without neglect able initial costs and adds to the importance of surface rock picking talents. These changes require nearly no new mechanic that isn't already in game, but would improve the value of active mining and thus the value of dedicated miners for orgs immensely. 2. Industry Industry is a bit harder to tackle, because its automated by definition. The schematics update is a step into the correct direction, even tho i would prefer to have a proper CPU/Power system which would have similar and more effects. One way to increase the importance of active game time in industry (as well as other aspects of PvE) could be the introduction of a job system that is based on a players ingame activity and provides boni to cores or elements. Each job has an activity bar, which fills whenever a player does certain ingame activities. The amount of actions to fill the bar should be relatively low (fill-able with 2-4h standard game time) and reduces over time (exponentially dependent on the fill status, very slow when its full, faster when nearly empty, from full to 50% without any actions it should take a week). The maximum job bonus should be kept as long as the bar is over 50%. In addition you can only have a single job active at any given time, and changing jobs will reset the job-bar to 0. Let me give four examples: Job: Miner Actions to fill job bar : calibrate MUs, mine/harvest any ore Effects : Increased mining efficiency with hand tool and calibrated MUs (0-30% depending on job-bar) Job: Industry Manager Actions to fill job bar : interact with any industry unit (limited to once per day and unit) Effects : decreased ore, pures and product consumption (0-10%) and craft time (0-20%) (applied to a core, not to individual elements, limited to a low number of cores) Job: Pilot Actions to fill job bar: fly any mobile core Effects: improved handling of flight elements (0-20%) Job: Soldier Actions to fill job bar: shoot&hit other mobile constructs Effects: improved hit chance, improved radar range (not a PvP guy, so no values suggested) With this system we could encourage specialized and especially active game play. As a bonus the impact of alts on industry would be reduced as well. Due to the core-limitations for the Industry Manager boost, every org with several factories would require several players that focus on doing industry related activities ingame to have an efficient production that can compete with market prices. If we get a CPU&Power system that would limit the maximum amount of industry units per core, so you can't place 5 or 6 large production lines on the same L-Core, in the future the effects of the job system would be even better. With the following increase of importance for PvE-centric gameplay, DU could then start to put up higher incentives or stakes for PvP-space, like adding exclusive resources that you can't get in the safe-zone. Bcause the new incentive for trade between the safe-zone inhabitants and the PvP-space occupants, a good and enjoyable interaction between those two pillars of gameplay should be possible.
  4. This turns into a friggin joke, exactly 1 month left and still no time for the releas? Why should players care about DU and show up when it goes live if NQ doesnt care if ppl can play their game? Can you deal with a game release more amateurish? Its a damn disgrace and dissapointment.
  5. Why did you even waste time writing that post? There is literally no new information that wasn't already given in the stream or past AAs. We don't need you to reiterate known information, we need a definite time for the release! Time zones are a thing you know? If you want to start at server launch you need to know in advance at when the release actually is (27. or 28., 3AM or 3PM etc.) thats the most important information needed to prepare for the release.
  6. Adding schematics to industry units is tedious and extremely annoying. You can't really expect us to be happy about schematics becoming consumables (even tho the idea itself and the schematic creation process is a much asked for improvement). It is ABSOLUTELY NECESSARY that you give us a central schematic bank element which provides all industry units on the core with schematics, so we don't have to run to every single assembler to restock schematics all the time. Please dont half-ass "improvements" again!
  7. If ther eis a full wipe (which i would prefere) then there should be a way to regain the old talent points, because thats bascially what ppl paid for. Be it that they get all their TP back 2 months or so into the game, or an increase in TP/hour until the "legacy TP-pool" is empty or whatever.
  8. they said once they wont do it because their servers might not be able to handle it.
  9. Don't get me wrong, its something, but adding "lmb hold improvement", to the roadmap? Shouldn't the roadmap be for larger things and not for tiny improvements? That being said, i'm quite curious how the alien cores will turn out, hopefully its not just "here we have a small static construct that regularily spawns items into a container". Please tell me that some elements for military space stations etc. is also included.
  10. I dont like it. The total of 200 sounds ok'ish, but considering the time and TP it takes to get to that point means that many builds will already be destroyed by the time the necessary skill lvp is reached. So either we get more time before the first abandonment, or a TP boost or a complete skill reset. Else the inpact of this change will simply be to late.
  11. they never respected the time of their players, just remember what happened before demeter. They confirmed in a dev video that old scans would carry over, making many players spend 2+ weeks scanning tiles, just to flip flop later on without any compensation for those wasted days. As for me, when they don't change their core limitation plans i'm out, and its final this time. I have ~40 cores in MUs, ~10 in constructs for different uses (race car, market hauler, atmos hauler atmos/space haulers etc.). My race track desert oasis uses 100+ cores and then there are some smaller bases on other planets which i could probably scrap. But even tho, thats at least 150 cores, and if i have to delete even only 10% of them, my racetrack will be gone, and so will be I.
  12. they really need to change the colors tho, the greenish color is barely visible on arctic hexes (at least for me)
  13. indeed, just look at those glowy rocks that make pretty much every biome look like sh*t
  14. I dont see where those suggestions would help anything in the problem of quanta/hex mined vs taxes you have to pay. Yes, it would be great if there would be no need for bots, but with the tax system NQ destroyed that possibility. Without a drastic reduction in taxes or the introduction of buy bots that also affect higher tier ores owning T2+ mining hexes is a loss-operation.
  15. So, as predicted T2 and some T3 prices are often below T1 bot prices by now, which makes those hexes very unprofitable, considering that you can often claim 500 ore/h T1 hexes, but nothing like that for T3+ and in most cases you rarely have a T1 above 100 as secondary ore on them. NQ said they watch marketprices and will act accordingly. The time to act is now! Either lower hex taxes, or introduce buy bots for T2+ at logical higher price levels than T1, else no one will be able to afford keeping those T2+ hexes, because they just cost more than you can earn with them even if you keep nothing for your own use (or alternatively add buy bots for finished products). DU isn't remotely close to a playerbase where there is any ore scarcity with the currently available mining hexes which would drive the prices up! (and please, i dont want to hear anything like "players aren't supposed to own more than 1 or 2 T2+mining hexes" or any of that, because without mining there is barely any gameplay left that is directly supported by the games systems)
  16. The current max chunk complexity is simply to low, even a simple office building with a few rooms without any furniture is already near the limit. Its not possible to put some color in the rooms or voxelfurniture because it would go above 100% Increase the maximum by 20% or so, that's all i ask for. Don't artificially limit the creativity of your builders!
  17. NQ doesn't care about the players tho, so why bother talking to us?
  18. exactly, yes for wipe, but not at its current state, its just not worth it. We'll have another dozen exploits and game breaking bugs, so there is no use in wiping now. Its completely fine if its just before the "release"
  19. yes, a bot for T2 and T3 is absolutely necessary, else it will drop below T1 prices at some point.
  20. its nice to discuss problems with other players and think about solutions, sadly NQ doesnt really care, so in the end its futile effort. Demter is nearly 100% a cost-reducing patch, and thats something where they wont compromise.
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