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vylqun

Alpha Team Vanguard
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Posts posted by vylqun

  1. 7 minutes ago, JohnnyTazer said:

    There is, to make warp beacons actually meaningful. These are end game items and are virtually meaningless.  You will see a handful in the safe zone, for people with space stations to shave a couple minutes off a slowboat, but other than that they will never be used. Never be deployed In pvp zone. Why would they when i can just warp to a planet? 

    Far from it, they will have quite a big significance even if planets remain warp-points:
    1. space station hubs for space only haulers (no atmos elements means less warp cells for jumping and a higher possible load)

    2. save exit points when warping towards PvP planets

    3. hidden space stations relatively close to pvp planets
    4. travelhub inbetween several planets to change the location for the warp exit after traveling to those planets

    5. temporary deployment as rally point when ppl want to attack space stations or similar

     

    and there are probably many more, so don't worry about the value of warp beacons.

  2. 1 hour ago, JohnnyTazer said:

    So what happens when NQ removes safe zones in the outer planets, and you warp to a planet like Feli and you land and pvpers are waiting for you, and kill you. With my proposal you can warp and land in a protection bubble around the space station.  So in effect, my idea actually helps prevent kills from warping haulers.

    They would still be able to do that if planets and moons remain warp points, its their own choice. There is absolutely no reason, not a single one, to remove the planets as warp points.

  3. 15 hours ago, Universum01 said:

    7.) Right click, inspect item: In the market window allow us to right click and inspect an item to see its details without having to leave the list.

    you can see the details of the item in the topmost part of the market window (expand the details by clicking on the "arrow")

  4. On 1/25/2021 at 8:57 AM, Lethys said:

    If you think that building some random ships or interacting with others or race tracks or mazes or puzzles or pvp will be part of the mission system then please elaborate how that's going to work.

    This *MIGHT* be ingame at some point but again: DU lacks so many different mechanics for this that they simply can't implement that now. And again, that doesn't mean it will never be in the game - but that is simply a hope and dream and what DU *could* do, not what it actually does

    why wouldn't it be part of the mission system? I can fully see some ppl comissioning simple but time consuming building or terraforming tasks over the mission system.

  5. 14 minutes ago, NQ-Naunet said:

    I'm curious to see some of your write-ups, @vylqun! Do you have one or two that are close to your heart that you'd like me to read over/re-surface internally? :) 

     

    The combat and crafting related topicsfrom pre-alpha and alpha1 are very unlikely to be realized by now, so the thing which is most important to me currently would probably be this topic:

    Point 2 in this post will hopefully be realized with the territory warfare update, at least for non-alioth hexes, the other two points are still very much needed right now. Static cubes in the current state of base building serve no purpose besides placing industry and maybe some dispensers (if we ignore the aesthetic needs of the players).

     

  6. 5 minutes ago, Aaron Cain said:

    Assumptions are the mother of all fuck-ups and i do believe nobody here thinks every ATV member does it, But it should not be possible at all.

     

    And your solution would be what? Ban ATV from playing the game on the normal server? Forbid all interactions one week before a patch? Or rollback all accounts of ATV members each patch? I know it might sound quite absolute what i'm saying here, but i just want to point out that there is nothing you could do against assymetrical information, and i definitely don't expect NQ to publish all patch notes in advance, even tho it might be a good solution, it wont cover all information that test server players have access to.

  7. 15 minutes ago, Aaron Cain said:

    You know that this is just the same as saying, indeed you are right? "Barely ever happened" is the exact same as "It happens just not so much"

     

    Dont want to go into the "Barely 18"

     

    Thank you for the confirmation that data/information from the ATV is used in actual Beta to profit.

    Your reply shows ignorance. Ofc, i would be stupid to deny that it could happen. I dont know every member of ATV-Member so i can't say it never happened just because i didn't see anything of it. But you will always have a few ppl who exploit the good will of others, that doesn't make it a common occurance or anything that has significant impact, and it certainly doesn't mean you should just generalize your assumption for all ATV members.

    3 minutes ago, le_souriceau said:

    2) 1st attempt to intdocude wrecks was (most likely leaked), this why many most valuable things were found almost instantly. Yet, I have no solid proof on this one.

    3) 2nd attempt to introduce wrecks (locations) was 100% leaked, this why NQ introduced silly "loot limit" to do at least some damage control without aborting whole event. I had leak about this in advance.

    4) 0.23 patch principal info (90% accurate) was at least 10 days before in hands of many interested parties, who without delay started to use it for profit, bying things to sell after (I had this info too, via my "press channels", as all other). For some people such inside produced hundreds of millions of speculative money. 

     

    i can say for certain that no positions or similar were leaked in the ATV discord, if anything was leaked then in personal contacts which wouldn't require you to be ATV.

    And as far as i remember it was said beforehand that schematics were coming, just not how expensive they would be, so anyone could figure out it will probably impact the economy and buy stuff before that. Ofc, ppl with access to the test server could be rather sure that it will impact the economy, which is also a reason why i said it barely ever happened and not it never happened. But in the end everyone who follows what NQ says in interviews etc. could make some assumptions about what was happening.

     

  8. 7 minutes ago, le_souriceau said:

    People exploiting, using bugs, mistakes of NQ with markets, insider info from ATV (my favorite) -- everything you can imagine. I do not know or heard if anyone was ever punished for something like this. But I know how well people doing with their ill-gotten assets. Some are not even making this secret, bragging with stuff openly.

     

    In poetical way, you only punished if you for some reason play totaly honestly, "as intended" -- you less competetive and NQ can steal your hard-earned progress with something like 0.23. Or do wipe, when loss of control will be obvious.

    The so often mentioned "ATV-Insider Info exploits" that barely ever happened. 

  9. 19 minutes ago, Demlock said:

    Its disappointing to know that a Silver Founder and a person on ATV hit this state long before I even got serious about this game...

    don't get it wrong, i still care about the game and give feedback, but making comprehensive posts for feature overhauls and similar just seems fuitile for me. I do enjoy reading new ideas tho, so i certainly don't want to dissuade you. 

    Its just that, during the pre-alpha and alpha1 stages, i made pretty comprehensive posts about nearly every game mechanic and have said everything i could about it. Some is now implemented in a rudimentary way, many ideas weren't (as to be expected). I feel its not worth it repeating what i already said over and over without getting a reaction, especially when i see that quite a few of my predictions about the negative impact of the current mechanics came true. It feels like DU has to fail really hard before it can make a comeback and the devs start to change their stubbornness.

  10. On 1/23/2021 at 3:29 PM, admsve said:

    fusion consumes more energy than it gives back. Only cold fusion has a positive energy balance. That is why it is called "cold". 

    don't know if i understood you wrong or if your statement is just false. Ofc normal fusion generates more energy than needed to iniate it for pretty much all elements below iron. And cold fusion is called cold fusion because it doesn't require high temperatures to initiate the fusion process, has nothing to do with the produed/consumed energy.

  11. 15 hours ago, Demlock said:

    I feel like I'm just screaming into the void and even though NQ confirmed they read these, I know they have their plan of execution and development.

    In addition I did get hints that what I've already brought up was or at least parts of it are being implemented or thought about or something.

    I just wish I was able to speak to JC or the development managers and at least understand their mindset... get some kind of communication going here.

    thats why i stopped making fleshed out suggestions for game mechanics after alpha1. It's just being ignored without any feedback because NQ follows their gameplan and basically doesn't care for the suggestions of players if it touches a core mechanic.

  12. There are quite a lot of players unhappy with the current Implementation of the repair system, mostly due to the total loss of elements and the inability to restore cores. I want to adress the first point here.

     

    A total destruction after x repairs is not the way to go, as it can leave people helplessly stranded. What i would rather suggest is keeping the limited lives of elements for a full repair, but afterward, instead of destroying them, their stats (warm up time, thrust, fuel use, fuel capacity, hp, weapon dmg etc.) should be reduced with every successive repair. This way the elements would be suboptimal, but still useable andbable to get the ship towards a planet or a market and it wouldnt become completely useless.

     

    This mechanic however, and the same foes for the current swapping of damaged elements, is tedious if done by handm And games should reduce tedious actions as much as possible. Thus the need for a new mechanic or type of element emerges, the repair element. The idea behind that is to have a type of element, that gives players an active skill when they are linked to it. The repair element would be linked to a container hub, containong new elements, and to the player, giving him the ability "right-click on construct and replace all elements above x number of repairs with new elements". The tier of this element would decide which core aize can be repaired/element-swapped and can be placed on dynamic and static cores, with the exception of T4 which can repair large cores, those should only be placeable on static cores. To use the element ability on a construct, that construct must be either not moving, or parented.

     

    Additionally to that, an industry that can turn industry into scraps and parts relative to the number of total repairs (0 repairs -> parts only, 5 repairs -> 50% scrap, 50% parts) is necessary.

     

    While i wouldn't limit the use of those elements, the repair-ability element should have a size, weight and, later, power use, that makes it pretty unusable for any kind of pvp ship and incentivises specialized repair ships/ports.

     

    I would be glad to get some feedback and constructive criticism on this :)

  13. I disagree on the reverse engineering mechanic, it doesn't make much sense to improve the part when you reverse engineer it, more often than not it would be worse. 

     

    I'd much rather have a talent tree dedicated to achematics and research and additional elements that feed on schematics and their finished elements to improve one schematic by a small amount.

  14. 3 minutes ago, Aviator1280 said:

    Industries should be bought or produced at a basic stage to produce T1 providing talents for T1 elements are achieved. 

    "Motherboards" should be bought (not single schematics for each element) to upgrade to T2, T3, T4. Those should cost some.

    Once the industry is upgraded can produce elements still providing talents are achieved.

    doesn't make that much sense as the important things about industry related to the raw materials is the hardware, not the software. Take refiners for example, you probably would have something in there that reduces ore to dust before getting the pure. This process would need components specific to the ore and it does make sense, that its more expensive for one type of ore than for the other. Thats nothing that could be solved with a new motherboard or similar.

  15. 5 minutes ago, Zanziber said:

    So I can prove that a single man can build a ship by himself... with his own two hands, just like an X-wing from Star Wars. I was actually able to live out that dream in this game... and somehow you took that away from me.

     

    I can't solo craft a ship. I am forced into money market manipulation as a means to "build things" I can't use the equipment I already bought. There are hundreds of thousands of hours someone will spend just playing with your voxel editor, and you somehow think... that it won't last? The gameplay was already going to last years with just your building engine guys...

    to be honest, you still can do that. Its perfectly possible to craft a good xs ship with T1 elements completely with your nanocrafter. Without any schematics involved.

  16. Changing the schematic prices is defintiely needed, even tho schematics themselves are fine. What i miss in this update is how to make PvP worthwhile again. While its good that ships destroyed in PvP will be full stopped i doubt that the components salvaged will really be enough to cover the cost, but we will see about that.

    And just so you don't forget, once again: we need more content and we need a complete revamp of the repair system! There are many good suggestions about this in the forum, keeping it as it is would be a great waste of potential.

  17. TBH, all the industry stuff isn't such an issue if you're not just started.

    When all went down i had 5mio Quanta in my wallet and no assets i would sell, thus i bought 30 warp cells, hopped in my small warper courier and went to teomas for 2 days where i mined sodium for about 20 hours, earning 30mio in the process. With that i bought the schematics for an advanced s-engines industry, and while the sales aren't anything to write about i got a bulk order thats worth a few millions so far. 

    With the dwindling playerbase being industrialist might not be profitable for the next one or two months, but you can still start building something up.

     

    The bigger issue for me is the lack of other content, which is whyplayers leave, and the stupid repair mechanics which completely killed pvp. And JC had the gall to say they know it killed pvp but it will be fine in the future with no intention to fix it for the time being.

  18. On 12/12/2020 at 8:02 PM, XKentX said:

    it contradicts pretty much the spirit of the game. Single shard universe. If they lose this one, then this game is dead 100%.

     

    depends on how its actually realized. If you have a limited virtual whitespace where you can access elements that you previously "scanned" to build xs, s and m sized ships, but are unable to do anything else, it might be fine. There could always be a mechanic implemented that required a "reallife - test" for virtual BPs to be turned into real BPs, which would cost more elements and voxels than deploying it with the final BP (afterall, as everyone loves to talk about reality here, even if you simulate and cad-design items you still have to test it in reality before giving it into production). This way it could even help the economy, because if i build ships in DU i don't really waste any elements or voxels, i might buy a few more elements than i need, but those wlll be used in another build. Thus having an increased cost to turn a virtual BP to a core BP would probably lead to higher sales instead of lower ones.

  19. 2 hours ago, GraXXoR said:

    but doubt there will be a wipe again. 
    If there is I’ll not be coming back. I only came back because JC said several times there wouldn’t be another wipe. 

    thats why i only included items in the storage, deployed constructs should remain untouched. Ofc you would have the same problem as in the alpha, when there were L-cores of pures standing around, but it would still severly reduce the amount of high tier stuff on the server

  20. 4 hours ago, SirJohn85 said:

    I have no numbers for you to read ingame. But what I do have is the popularity on twitch. I have made it my task to post the twitch metrics in our discord every Thursday since the release. 

    let's be honest here, DU is extremely boring to watch on twitch, even if i love playing the game, i would never watch someone else do it, way to slow and no action.

  21. 1 hour ago, GraXXoR said:

    The only way forward is for a wipe... Talents should stay, since many are paying for them, but they now need to wipe everything else and the planets should be respawned with materials...

    If that is too much, then at least wipe all bank accounts, containers and all deployed elements. Warp beacons, TCUs 
    and any  elements such as warp drives, AGGs and territory scanners should also be cleared to level the playing field now that most of the exploits have been found and fixed (or at least mitigated)...
    Give every player 100k per day they've played the game in way of "compensation" to pay for a few schematics.


    If they want to be "generous" let orgs keep all their cores and voxel constructs, just strip out the elements... 

    A general wipe definitely isn't the solution, i could imagine them doing a soft-wipe at some point, that means only removing T2+ elements in storages and quanta, while leaving the rest untouched. But even that would be a stretch.

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