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Peabody

Alpha Tester
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  1. Like
    Peabody got a reaction from ufenloh in Damaged elements should go in the recycler   
    You can't sell elements that have been damaged and you have to 'recycle' them one at a time. Either you delete them or get a huge group of elements that will probably never be used. We should be able to set the Industry Recyclers to process damaged elements and give us parts.
  2. Like
    Peabody reacted to Nemezir in Tweak Speed-Limit   
    Consider to tweak speed limits to make the whole thing a bit more fast, agile and not so time consuming.
    For example start with 70.000 and then slow down in relation by mass and core accordingly. 
  3. Like
    Peabody reacted to psyKodad in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    If NQ does not rethink implemented systems and fix broken / un-fun mechanics, there is just no use for a wipe.
    Seeing that NQ heads to a release of the status quo is for me kind of expected but also crush the last hope for DU.
    I don't see how DU shall be sustainable with afk/offline mechanics, broken economy, lack of fun and motivating game mechanics. Even with a release wipe, loads of advertisements and huge influx of new players..the game will converge fast with the status we have now.
     
    I'd be more than happy to be proven wrong by time, but i think is will be the coffin nail for DU 😒
  4. Like
    Peabody reacted to Koruzarius in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    Even if player markets are too much to code in, if we had:
    1) a Lua API for dispensers (activate/inactivate, set price/batch size, etc.), which also applied to...
    2) Reverse dispensers (giving quanta in exchange for items)
    3) An API for RDMS (less important than the first two, but still very good. Would allow us to have extra dispensers with auxiliary parts that unlock for players once they buy from one dispenser)
     
    That would basically allow the players to build our own markets very effectively.
    If we can't get player markets, at least getting that would really open the doors to better stable player run markets.
  5. Like
    Peabody reacted to Caerus in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Why have player markets disappeared from the roadmap (been absent for a while actually)?  This could drive gameplay quite a bit if done properly.
  6. Like
    Peabody reacted to blundertwink in Market bots   
    The unbalanced economy is a symptom of larger issues with the game's design (or lack thereof) as it always has been.
     
    Personally, I don't think NQ has the design vision to ever fix it. Demeter was the final proof that NQ doesn't have a skilled game designer on staff. 
     
    As I've said before, NQ still operates like DU is in early alpha. They throw things into production, say "it's just a first version", then adjust the entire game's design reactively...with infrequent patches and no communication in between. 
     
    This would be frustrating even for a single player game, but as a paid subscription MMO? It's not sustainable.
     
    They will never have balance in the economy when they develop the game as they do. 
     
    Crude, reactive design will only produce a balanced economy by accident, and even then it will be rapidly destabilized by the next change...if they are going to stick with business as usual, their velocity of patches needs to be much, much faster. 
     
    IMO, before DU's economy can mature, NQ as an organization has to mature -- they need to have a real design plan instead of developing DU as if it is still a prototype. 
  7. Like
    Peabody reacted to Emptiness in Market bots   
    The entire economy has been broken from the beginning. Buying billions of ore just to process and sell it to NPC buy orders should never have been a thing.
  8. Like
    Peabody reacted to vylqun in Market bots   
    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)
  9. Like
    Peabody reacted to blundertwink in "Gameplay Loops"   
    A good gameplay loop creates a state of "flow" -- one of those game design buzzwords that's difficult to define precisely. Most gamers know what "flow" is because they've played games that drive it well, but it isn't easy to describe.
     
    Flow is when the gamer is fully "engaged" and focused on the game and has the exact right balance of challenge and reward. 
     
    A loop is those actions that work together to create this state.
     
    An example of a loop is mining pre-Demeter. You have to find a node, dig to find the resource itself, extract it, then transport it back.
     
    That's a loop, but a weak one  -- it struggled to create a state of flow because the 'challenge' of mole mode was more frustrating than engaging...but it had some level of depth because it interacted with the "build" loop -- want to carry more ore? You need a ship capable of lifting more. That's how games become more complex and engaging -- when loops interact with each other and become more intricate and interconnected as you play. 
     
    We've seen negative progress with this loop being replaced by a calibration mini-game. Yes, mole sim wasn't great....but it could have been tweaked instead of being destroyed. I don't think NQ really thought about how big a part of their core loop mining really was. 
     
    DU's loops are shallow and lopsided -- reward and challenge don't align, so gamers never experience enough engagement to reach that coveted state of "flow". The game is either impossibly easy in the ability to avoid all danger or impossibly hard in the asymmetrical and specialized nature of PvP. 
     
    Many of the game's core loops now involve "wait" as an action -- the "collect materials" loop touches just about every part of the game, and now that it is mostly replaced by a mini-game....well, people will need to find depth in other loops to make up for it, but those loops don't exist. 
     
    In those times where DU manages to capture that state of flow...tbh, I feel it's more of an accident that an intent of the design. 
  10. Like
    Peabody reacted to Alelock in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Yeah, this may be a pretty rough change for casuals and especially for people who take time off from the game. My buddy and I have an org that owns 2 or 3 tiles total... We both have been taking time away since the original Industry/Finances changes about a year ago. If friends take time off, and their land is owned by orgs, they could come back to literally nothing left... A really terrible model if you want previous player to ever come back.
  11. Like
    Peabody reacted to Torsten in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Does the requisitioning system only apply to newly acquired territories or could I, hypothetically, requisition a construct that was placed on one of my territories six months ago but the player left the game?
  12. Like
    Peabody reacted to Haunty in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Couple questions: What about the Sanctuary tiles, is there anything special with them? Or do they also expire and lose ownership when unsubscribed?
    What happens to dynamic constructs and space station cores when you unsubscribe?
    And I assume we can still maneuver someone else's dynamic constructs off your territory or submit ticket for removal?
  13. Like
    Peabody reacted to Koruzarius in DEMETER PTS PREVIEW - Discussion Thread   
    Well I hope they consider the test a failure, because this ship has 38 brakes all stacked such that the flare on the front is open to the air as the icon has always shown. 2 of them are functioning at 35% because the top ones of each of the two stacks are only *partially* blocked.

  14. Like
    Peabody reacted to Dracostan in DEMETER PTS PREVIEW - Discussion Thread   
    Dropping in airbrake obstruction, without even mentioning it, as well as changing the active surface that needs to be kept clear, so breaking countless ship designs - BAD FORM, NQ.
  15. Like
    Peabody reacted to PapaWezal in [Discussion] DevBlog: Organization Wallets   
    NQ-Naunet,
     
    This is a great start, but I have to second what's already been mentioned about multiple org wallets.  When you're trying to run a large org, or business, there are multiple divisions in said org/business  Not having a way to differentiate the funds associated with those divisions becomes cumbersome and painful.  Having run a larger(ish) organization in other game platforms, this just makes sense to add. Is there any way the coding can be set up to allow us to open the amount of wallets we need, like multiple bank accounts? 
     
     
  16. Like
    Peabody reacted to Lethys in [Discussion] DevBlog: Organization Wallets   
    So....if this isn't properly done and if the org wallet is just what it says in the devblog
     
     
     
    Then this isn't even the most basic version of org wallets - it's just another mechanic they can tick off and forget about because "muh org wallets are ingame now"
     
    One wallet is not enough for orgs. And being able to create more divisions on a whim isn't really rocket science to implement too
    Two rights for a complex topic as org wallets isn't really a good idea and implementing more rights and independent RDMS isn't really rocket science to implement either (I maybe want LOTS of ppl in my org to be able to SELL stuff, but I certainly don't want many to BUY stuff. And I MOST certainly don't want ANYONE (or only the most trusted ones) to be able to transfer money)
     
    I mean, I'm no programmer but having RDMS already ingame and having a wallet in general implies to me that it's frigging easy to implement those 2 mechanics too at the same time. That would be the absolute minimum to me to call it a mechanic.
     
    As it looks right now, it's only in 0.24 to tick the box in the welcome screen of DU, call it done and may revisit it after release
  17. Like
    Peabody got a reaction from RetnuhRellik in [Discussion] DevBlog: Organization Wallets   
    The 5 org limit isn't enough for large orgs. Easier to have multiple wallets, like having checking and savings accounts.
  18. Like
    Peabody reacted to Olmeca_Gold in [Discussion] DevBlog: Organization Wallets   
    Covers most of the basics.
     
    One thing that would have been nicer is the "accountant" right which could check the log but not transfer/buy/sell. Many orgs will need people with the ability of merely checking the logs but without actually accessing the money itself.
  19. Like
    Peabody reacted to LosNopales in [Discussion] DevBlog: Organization Wallets   
    It would be nice to be able to export the transaction log .  XML ,  CSV,  any format really would be a great addition. 
  20. Like
    Peabody reacted to AHawkins in [Discussion] DevBlog: Organization Wallets   
    View wallet should be there by default for everyone to see in the org, why would you need to hide that information from your org members anyway?
     
    The rdms should be - Transfer money to wallet - Take money from wallet - Collect items - Sell items
  21. Like
    Peabody reacted to NQ-Naunet in [Discussion] DevBlog: Organization Wallets   
    Hey there! Got an answer for you:

    "Only members with wallet edit rights can access the organization market container at a market."
  22. Like
    Peabody reacted to Umibozu in A day from Explorer's life   
    My point exactly. Reward for any type of the activity, be it Shipwrecks, Missions, etc, should be worth the time, adequate to time and resources spent in order to achieve the goal. It needs to be alternative way of wealth acquisition to mining , crafting and pirating .  Otherwise no one will ever bother.
     
    Story is what we need too....
     
    How Thades got its scar, Why Teoma exists, How Feli got its crater, among other unsolved mysteries
  23. Like
    Peabody reacted to NQ-Naunet in A day from Explorer's life   
    I'd love to attempt to reverse the punched feeling, if I can!

    What would make wrecks feel the most satisfying for you? What *should* this event look like, in your opinion?

    I posted elsewhere about this (I believe it's in the feedback thread re: GO_D ST__), but the current version of any event we run is in no way indicative of what'll happen in the future. Right now we're trying to figure out what works and... well, what doesn't. And you've all been great about helping us understand what doesn't work. ?

     
  24. Like
    Peabody reacted to Umibozu in A day from Explorer's life   
    Let us begin ,
     
    When return of the wrecks has been announced my exploring senses started tingling.
     
    So i have began:
    Every time i have been visiting new places during my journeys thru the system , i have been flying slow and low, straining my eyes on the lookout for the even smallest signs of the wreckage.
    Days have passed with nothing being found,
    I have expected that, 100 or so wrecks scattered among the dozens of planets and moons, fully knowing I am not the only one searching.
     2 weeks passed...
    During that time i heard bout some been  found, some selling location to make additional buck , i kept searching...
     
    Finally , when almost given up hope i saw it...
    Small piece of metal that i have initially thought to be a rock.
     
    Hurried to the spot and started carefully checking surroundings, Yes i have found it, I have beaten others to it, I am THE FIRST.
     
    Feeling great sense of accomplishment, i have found a wreckage.
     
    Started carefully uncovering the exteriors, broken armament here and there, damaged hull, made me work slower...
    I am witnessing resting place of once proud Pirate ship...
    Finished uncovering the exterior....
    Nothing out of ordinary, damaged parts I have seen dozens of, i produce most of them myself and supply to the markets.
    With one exception , anti-gravity pulsors, this baby is big.
    I dive inside , carefully removing soil from interior making sure i don't make a wrong step.
    With anticipation of great haul i move slowly from command deck, past living quarters towards cargo hold and engine room.
    When I finally get there, containers are empty , engine room only holds basic engines i have seen hundreds of.
    Where is the "gold" , where is the Anti-gravity unit? i have seen pulsors outside!!!
     
    So i went back and forth checking every room , every corner of the ship.
     
    To my despair found nothing , no great spoils, no reward for being first.
    So much time wasted ....
     
    Angry and disappointed , i return the surface to the state i found it in...
     
    Then slowly walk away with a tear in the corner of my eye.... never looking back...
     
    The ( not a happy) End
     
     
     
     
     
  25. Like
    Peabody reacted to XKentX in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    About the maneuver tool: 
     
    When you park your XS on say M core and all this when standing on your L core runway xs attaches to runway. There is no UI to say what you want to attach to. So i dance with maneuver tool until i ensure they docked properly or there is a big chance they can blow up when i start piloting. 
     
    It doesn't matter much if i land xs on m or maneuver tool it there. I usually need to lift the M core above my runway and only then somehow maneuver tool the xs on top of it. It's really random or something. I had M core just blow up once when i entered seat.
     
    50m maneuver tool will make this even worse.
     
    No one abuses maneuver tool, why even fix anything there ?
     
     
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