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Zeddrick

Alpha Tester
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Posts posted by Zeddrick

  1. On 3/25/2021 at 4:47 PM, IvanGrozniy said:

    It is beyond all logic and reason how some "ship builders" (I'm being so.... so.... generous right now) have no clue what a pvp ship is in this game, or at least what armor is. What exactly do you mean by giving them more of a chance? No... if people actually learn to read they'd realize that you don't make haulers with no armor.. you don't want to use fancy voxelmamcy that does nothing to protect against bullets...  you don't fly in the pipe. I mean... just this last bit, in all my flying with naked haulers I never once encountered anyone simply because I never fly in the pipe. I know, just a personal example but... there are builders who have been in this game for way longer than me and they still have no clue. I don't get it.

     

    Also not saying this system is perfect. Frankly it's a shit show. But... nah... giving them more chances is like trying to improve on stupidity.

    Not really.  I like PvP and have actually tried to solo in DU but the game doesn't really support that game style yet and the culture in the game is such that just blowing people up for a laugh is frowned upon.  But if I'm not doing PvP I don't want to put myself in a situation where PvP might interrupt what I'm doing if I will have 0% chance to inflict any meaningful damage in return.  And so will other people.  But if I can have a chance to actually win (or just cause a lot of damage) in the process that's fun.

     

    I'm not talking about idiot designs with no armor here, they're just target practice.  But I should be able to make a ship which is good at, say, hauling a lot of stuff but which can still be competitive at PvP.  Or build a ship I can fly solo which can be competitive against a gang of players if I play the fight cleverly.   It doesn't seem like that's possible at the moment because of the very severe restrictions on what you can do while flying the ship.

     

    And yes, you can play in a group, but there won't always be a group around and a game which is only good when there's a group is one which is not going to be easy to play at offpeak times, etc...

  2. On 3/12/2021 at 5:06 PM, Honvik said:

     

    A lot of your post makes sense :).  I do love your ideas.  Sadly dont think it will hit the game.  PVP as you said is ganking.  There needs to be a reason to PVP and I do agree there are too many 'safe zones'

     

    Honvik

    Magister of the Empire

    PvP doesn't have to be ganking though does it?  You just need to design things so ships can be good at non-pvp roles while still being able to defend themselves properly against gankers.  DU should really be good at that as you can build your own ships and invent ship classes like 'combat hauler'.  If the game ends up forcing specialisation (with an energy system, say, which makes you take off guns in order to put on containers) then you get stuck having to fly a gankable ship in order to do non-pvp things and then you need a bunch of big safe zones because nobody likes to get ganked with no chance of fighting back.

     

    Making the safe zones smaller won't magically make people go into pvp areas more often.  People stay in the safe zones because they don't want to get exploded.  Shrinking the pvp zones will just make people play in a smaller area or perhaps quit.  Want people to PvP more you need to give them more of a chance to win (or perhaps just to avoid loss while costing the attacker money).

     

  3. But who would you socialise with?  I'm in an org with over 200 members and whenever I log in I'm literally the only one online.  I spent 20 minutes flying around the districts today and the only time I saw any players at all were the 6 players on the radar while I was hovering over a field for 5 minutes waiting for district 6 market to render any pads at all so I could land.

     

    Adding communication tools at this point is just shutting the stable door.

  4. On 2/3/2021 at 5:14 PM, blazemonger said:

     

    Getting your talent points back and having blueprints of your constructs will be quite the "compensation".

     

    Not really.  My talent points are just a function of how long I've been in the game.  And blueprints are OK if you're someone who has been making a lot of things and wants to make them again.  I do have some blueprints I've built up that I would take and they do represent some effort.  But most of the effort I put in was into manufacturing and trading and that would all be lost.  I would have more or less the same as someone who played 1/10th as much if just blueprints and talent points are counted.  Someone who was mega-active mining and selling to bots but joined 2 months ago would get next to nothing ...

    On 2/3/2021 at 5:14 PM, blazemonger said:

    Your experience so far wil allow you to rebuild pretty quickly.

    It won't magically replace my quanta will it?

    On 2/3/2021 at 5:14 PM, blazemonger said:

    Also for NQ, doing a wipe may well be a good move commercially when you need to carry blueprint son you as many who left may resub to do that.

    I don't like this sort of 'holding former players to ransom for their stuff' type of behaviour.  Eve did that recently and as a result there are players who lost all their stuff (which they had left safe) while absent and players who didn't.  The ones who lost all their stuff are pretty unlikely to resub IMO and for the rest of us that would be a big signal that NQ does not value the effort we put into the game trying to build up our assets!

     

    Really if they want people to put a lot of effort into civilisation building they should be showing us that they respect and value the effort we put in rather than constantly devaluing and eroding it.

     

    On 2/3/2021 at 5:14 PM, blazemonger said:

    I honestly expect the number of players returning and/or those staying will far outweigh the few that will leave..

     

    Yes, at the moment a lot the 'civilisation building' types of people are inactive and it has become 'mining to bot orders universe'.  Perhaps some of the new features will get people back but I suspect they'll just break stuff or let peoples' bases get blown up while they're inactive (unless they come back and mine to bot orders to be able to afford to defend or move their stuff).  Once it's all sorted out and they think they have a balanced game, a wipe and some free game time for the ones who had assets would be a great fresh start for those who were alienated and could kickstart the civilisation building again.

     

  5. 3 minutes ago, Pacman-1 said:

    That"s a good idea however there would be a cap, otherwise alredy rich people gonna have years of game for "free".

    While that sounds bad, if there are a small number of them and they can't transfer it/turn it back to in-game money then it doesn't actually affect the bottom line does it?  It's a decent way of removing the advantage given by the gains people have without erasing the results of peoples' efforts.  And if a small number of people profit because they cashed in at the right time and are rich then so be it.  They're not going to be able to break the economy with their free game time so it doesn't really make much difference to me.

    Perhaps some sort of decreasing reward for huge amounts of money (i.e. linear reward increase for exponentially increasing asset size).

  6. 8 hours ago, Gottchar said:

     

    -Large-ish amounts of machinery (>4000)  lead to crashes, freezes when entering pilot seats, sound bugs (game tries to load FX of all machines)

     

    Wasn't the schematic change all about stopping people from having mega-factories?  So that went well.  

  7. I put a lot of hours into the game already on the assumption that I was building up a base to play from for years.  If a wipe is needed then a wipe is needed (and I get why it might be in order to start everyone from a fair baseline again) but it would be nice to get something back for the effort I already put in?  Perhaps they could turn the assets value into DAC or some other game time voucher so it wasn't all for nothing?  Handing loyal customers who put hours in more free hours at launch time isn't a terrible idea anyway ...

     

    Also perhaps announce it properly and let people discuss what they might want in exchange for the assets they built up which doesn't imbalance the game?  Also perhaps schedule it for after all the disruptive changes have been made, everyone agrees the game is fun and viable and all the bad economic interventions, urges to tell people how to play the game, etc are out of everyone's systems first so it's the last wipe?

  8. 1 minute ago, Burble said:

    Why not ask the guy with 112 to sell you one cheap? I'm pretty sure that is what he will be offering. Consider it black market.

    Unlikely.  Selling them like that is not a very bright thing to do (mind you, buying 112 of them isn't all that clever either).  If there are 112 people making these there will be almost no profit in selling them.  You'd want to keep them for a while so you can built beacons and sell them at a big markup then sell the schematic later when the proffit starts to drop off ...

  9. 5 hours ago, blazemonger said:

    It looks like NQ is rushing a new patch and with them starting to release devblogs here's my prediction:

     

    0.24 will release either 25 February or 4 March with:

    • Mission system
    • New textures/assets
    • More graphic improvements
    • Org Wallets

     

    And maybe

    • Asteroid mining
    • Mining units
    • further character customization

    No, it's a 'big number patch'.  It has to also contain some sort of well-intended-but-completely-gamebreaking surprise change as well as some things which sound good but end up being a little disappointing.  They still have a few left -- power changes which could completely break most of the ships in game would be a fun one.  Perhaps they could temporarily disable the safe zone for a few hours and let whoever gets online first blow up a load of peoples' stations then just switch it back on so they can't retalliate?  They have territory warfare of course, which could completely upend and ruin the game depending on how it gets implemented, forcing people to unbuild everything and move it somewhere else.
     

  10. 18 hours ago, blazemonger said:

    Besides the fact you are way out of scope for the intent of this regulation, it does not apply this way. Your in game name as wel as the numeric code representing your account is not something that can be used to trace back to you as an individual UNLESS you yourself reveal this information.

    No, that doesn't matter.  An IP address is considered personally identifiable information and that can't be used by an arbitrary person to trace back to me.  It is personally identifiable information if it can't be used by *somebody else*.  If there is only one person using something it's personally identifiable.

    Similarly my credit card number is personally identifiable because it's mine and nobody else uses the same number.  But if you have it you can't trace it back to me.  Again, it doesn't matter.  It's a number only used by me so it's personally identifiable.

     

     

    18 hours ago, blazemonger said:

    That there is only one RL person using that specific in game name (which is not always the case) is not what makes it personally identifiable information as the number in game nor the in game character name could be used to directly trace back to you as a RL person.

    Yes it is.  Go read the relevant laws.  And it is always the case that the intended use of the in-game name is for one RL person (go see the EULA).  Sure, two people could *pretend* to be one person or someone could hack the account, but that's true of literally any piece of information about someone including their name and address.  It's still personally identifiable information.  Somebody somewhere knows how to map it back to me.  Even if that someone is me!

     

     

    18 hours ago, blazemonger said:

    Your IGN or account number in game is not  "personal data" as it is not "‘any information relating to an identified or identifiable natural person". It would only be personal data when combined with your email address which is the real world counterpart of the in game account number. And that link is protected by the NQ account system and it is NQ's responsibility to ensure that stays protected. Without the email address, the number means nothing. If you yourself reveal both as being linked, that does not constitute a GDPR breach by NQ.

    Not true.  If the IGN is mine then clearly it identifies me.  If you see me twice in game two weeks apart you know that you saw the same person twice in game.  And you know you saw the person writing this comment.  That identifies me.  There is no requirement for you to be able to map me back to a real world person.

     

     

    18 hours ago, blazemonger said:

    Besides that, before gaining access to the servers you consent to the game's privacy policy which covers this as well so there is nothing here.

    I'm pretty sure the game's privacy policy doesn't say that arbitrary players might use the game to collect personally identifiable information about me and my real life activities and share it both inside and outside of the game for profit.  So no, I didn't agree to it being collected and stored for that purpose.  Sure, it's unlikely anyone will actually care but anyone who, for example, collects information via a progboard, exports it outside of the game with my in game name or ID number and stores that somewhere needs to ask my permission first in quite a lot of countries.  And in a lot of them they need to state what they're storing, how long for and what they will use the information for.

     

     

    18 hours ago, blazemonger said:

    If someone sets up a system in game to get information on visiting patterns for a market (which really is all this is, if it is the case as assumed by OP) that woud not constitute a privacy breach in RL nor in game.

    Not if they only store aggregate information.  I actually think that's a great bit of emergent gameplay and I'd like to see some of the stats.  But from the original article it sounds like they're using this to do things like help orgs screen people who apply.  And that means they have a record somewhere with my in game name on it and a bunch of other information about me stored ( a list of orgs they've seen me being a member of, for example).  They need to be careful about that because they might be breaking real world laws and at some point some computer nerd will get cross about being refused entry to an org and start making trouble for them.

     

    18 hours ago, blazemonger said:

     

      

    As long as NQ does not reveal the player's email address through the coming API (and there is no reason to do so), there is no issue here. players are identified in game by a number which by itself can't be used to trace back to the RL person owning the account for that player.

     

    Again, not true.  If you don't believe me go look it up.  That's like saying it's OK for me to store a log of IP addresses accessing a website because there is no way to tell who is behind those addresses.  All that matters is that there is only one individual who is associated with the information being stored.  Me.  The player using the name.  
     

  11. This doesn't seem very useful to me, particularly not for new players.  Generally speaking it's going to be quicker and easier for someone to go and do small hauling jobs themselves than it is to mess about with creating a mission, waiting for it to be done, etc.  For larger hauling jobs, the markets are still more or less wrecked after the 0.23 change (and the items which are still more profitable are soon to be wrecked even more because of the cheap schematic blunder) meaning that profit margins are already slim.  That's going to mean that an industrialist wanting to someone haul their produce to market, for example, isn't going to want to pay more than a few % of the cost of the goods, making the reward a tiny percentage of the collateral.  That's not something a new player can really engage in is it?  Say, for example, in order to make 1 million quanta you need to put 20+ million on the line as collateral. 

    Additionally in order to make it time-efficient for the issuer they're probably going to want large volumes shipped, which means you now need a large-cargo ship and big blob of collateral in order to make a relatively small profit.

    The fundamental problem here is that many people in the game have very few interesting things to do right now and I expect most are just mining and selling to bots because that's what works.  And you want those people to effectively create interesting content for other players via missions when they're struggling to find content for themselves.  How about introducing something more meaningful to actually spend time doing first?  Or just un-break  the broken stuff like the market (which was working and lots of fun before 0.23)....

  12. Thinking about this some more I think people in here are misunderstanding what 'personally identifiable information' actually means (at least in the European context of the relevant real-world laws).  A character name is clearly personally identifiable information in this context because there is only one real-world individual who is using that player name.  It doesn't matter that you can't actually get to the real-world information for the person, all that matters is that only one person in the real world uses that in-game name, so the in-game name identifies one real-world individual.  It is personally identifiable information.

     

    I think people have to be careful what information they store along with in-game names in this context.  I don't really know what the rules would be for in-game information being stored together with this (a list of orgs I have been in, for example).  IMO abusing in-game information about someone is pretty similar to killing someone in-game, it's all part of the game.  But if they store any information which can be used to derive real-world information about the individual uniquely identified by the character name then that's clearly going to be covered by a lot of real-world laws. 

    One obvious example would be saving my character name together with the date and time at which I passed by a particular point.  Now you have a list of dates and times when I, the uniquely identifiable indivudual in the real world, was sat at my computer playing a video game.  That's tracking real world activity of humans whether you like it or not.  And it might not stay in-game.  Say, for example, I'm playing games when I'm meant to be working and my boss catches me.   They might get my character name from my work computer then go pay whoever is collecting information in-game real-world money for a list of the times I was known to be playing.  At that point it's not really in-game information at all.  In Europe, at least, they would have to get my permission before keeping a list of information which has the potential to be used in this way, telling me why they have it and offering me the option to have it deleted at any time.

    But it all depends where the person who is collecting the information lives, what they store and where they store it.

  13. IMO this type of gameplay is great and should be encouraged.  But there should be some counter-gameplay as well.  If I don't want to appear in the logs, what can I do about it?  If I want to disrupt their operation (by interfering with the totems or otherwise interfering with the org) there are not many legitimate in-game things I can do about it.  I can't jam the detection zone, blow up the totem, feed it false information, etc.

    Also I don't think being able to have structures sat at marketplaces should be a thing you can for free.  Otherwise eventually there will be 20+ totems sat there outside every market entrance all collecting the same thing.  There should be some sort of parking fee involved which escallates over time with the punishment being that the construct gets impounded and removed from the pad.

    Not sure if the totem owner is reading this -- it would be cool to publish some daily aggregates of people visiting markets over time so we could see what the in-game activity levels are like ...

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