Jump to content

kulkija

Alpha Tester
  • Posts

    477
  • Joined

  • Last visited

Posts posted by kulkija

  1. 2 hours ago, Majestic said:

    So now this is live, after checking, to get my crafting back to where it was where I could craft whatever I wanted it will take me until mid April next year just to train the talents for all machines.

    On top of that there is now 4 of each type of industry, basic, uncommon, advanced and rare and 6 different types of each size assembly. Also uncommon, advanced and  rare versions of elements.

     

    To make something you need the schematic..

     

    Canopy Windshield Schematic S - 1 million,  L  -  16 million....you know this is a window right?

    Schematic for Uncommon Military Atmos Engine - 25 million(Cheapest it seems).  Advanced -  116 million.

    Warp Drive Schematic - 145 million. 

    Warp Cell Schematic - 5 million.

    Assembly Line L Schematic - 5 million( Basic)

    Container L schematic - 4.3 million

    Container M Schematic - 4,3 million.

    and so on...

     

    This is a Troll right?

     

    No it is not a Troll, it is pure evil.

    This game is not fun anymore.

     

    Thanks for killing the game.

  2. Amendment to lore 

    RRRingggg – My phone wakes me up 

    Kulkija speaking” 

    Hi Aphelia here” 

    Kulkija: “Hi wow nice to hear..” 

    Aphelia : “Listen man – We have decided that you are too small player to fill the needs of our glorious markets economy” 

    Kulkija: “hmmphh!” 

    Aphelia : “Since you are using our industrial units, we will disable them remotely in a couple of days”
    “You may by a 
    license to use them from us, but as a solo player you won't be able to afford it” 

    Kulkija: “Whaaat..” 

    Aphelia: “Why don’t you go to do something else,, whatever, just GTFO from our industrial sandbox” 

  3. @NQ - Please read

     

    Rebalancing The Universe and breaking exploration gameplay before it started.

     

    • How we gonna be able to explore new planets.
    • Finding new planet, first to land there.
    • Only nanografting to establish first colony at that planet?
    • Will there be Markets full of things to buy before first human has landed?? LOL
    • Who will buy our "mass produced affordable goods" if we are only ones on that planet.
    • How we can make expensive indy profitable there if we are only players building first colony??

     

     

  4. 2 hours ago, vertex said:

    Gone are the dreams of entering a world, building a space capable ship and launching off into the unknown to create your own self-sufficient civilization. You can't mine money - you can't grow it on trees - you can't find lockboxes filled with it in an asteroid belt. You're 100% dependent on trade and an NPC that got it all. This sucks.

    This was my dream too.

    It were also vision vich were sold to us at Kickstarter.

    One must keep Promises which are made at Kickstarter. Or else whole system fails. 

  5. 17 minutes ago, TheonlyLoki said:

    a terrible solution to the problem stated.

    For me is actually unclear what is the problem.
    If it was/is :

    Markets overall were not being used as much as they were intended to

     

    This is a sandbox game; come on....

    WE the players decided not to use those crappy markets.

    You at NQ may try to force us to play the way you want, but we will not. Unless you give up principle this being a sandbox.

    Make markets better, analyze what really is wrong there, make markets more appealing, remove all that junk and garbage around them them, ,fix lag there, fix supply, ( now you are limiting supply)

    And then WE may start to use them.

     


     

  6. 3 minutes ago, blazemonger said:

    From what I understand the schematic is consumed so you lose it when you insert a new one.

    Do you have source for this.
    If that happen in makes this even worse.

    No real life examples alply for that.

    Modern production machinery operates be using reusable software.

    Also if Schematic is the expensive part it makes investment disposable, it really does not happen in real world... can this go any worse...

  7. 11 minutes ago, Daphne Jones said:

    As far as I can tell, the problem with the markets is supply side. When I need something, half the time, it's not available on any market and even if it is, I have to fly to numerous remote markets to find everything I need.

     

    How will this address is problem? I think it's pretty clear that it will exacerbate the problem. If stuff is too expensive to make, orgs will make stuff for their own use, but none of it will get to the markets. Assuming I can still afford to make fuel, I guess I'll fly my existing ships until the elements wear out and then quit the game, cause I won't be able to buy replacement parts. But since I'm just barely breaking even against fuel costs now, I don't really expect to be able to afford fuel.

    How true.

    Reasons for this changes in blogpost are just out of the reality . Clearly writer or gamedesignes have no glue what really happen ingame. Perhaps they should try to play it a while...

  8. Could we hear something about these upcoming features: 

    1 Energy management 

     In one interview JC said, that Energy management won't break anything. Ships and industry keep on working, they just perform better if using energy. 

    • When we may see this feature in game 
    • Anything about energy sources, which may be available 

    2 Recipes as Items, industry balancing 

    • Will existing Indy units still work after industry balancing 
    • Mining crafting and configuring industry has been huge time investment for players 

     

    3 Questions about mining and mining industry:
    Need for time spent in mining. It is already huge OP TimeSink.

    3.1 Any plans to rebalance mining and crafting so that required time spent in mining goes radically down. 

     

    Current balance of digging + mining + crafting from ore to pure is off. Tiles become unusable too fast for any mining industry or mining cities to evolve. 

    3.2 Any plans to rebalance mining so that veins last much longer so that building Mining industry and mining cities makes sense. (veins should last several years before depleting) 
     

  9. 4 minutes ago, blazemonger said:

    It also creates an opportunity for emergent gameplay where logistics/support ships become a factor in (bigger) conflict scenarios and at the same time it create opportunity for players not directly interested in shooting guns to engage in PVP wit their org/friends. There is just too little consideration for these factors in the overal game design for DU right now IMO.

    This is exactly where my interests are.

    I had many excellent experiences in EVE while flying my haulers and supporting my org and allies behind the lines.

     

  10. 42 minutes ago, blazemonger said:

     

    Yes and no, while we see a move toward re-usable components in rockets sure, there is still a of maintenance required to refurbish these to be ready for use again. That turnaround time will get shorter but will never go away.

     

    NQ is doing what NQ does and that is choosing the easy way out of a "problem" because they do not have the resources to work out an actual solution to the problem.

    To be honest the current mechanic is flawed to begin with as magically restoring an element to full health by somehow adding/applying "scrap" to it is at best a shortcut.

     

     

    Here's a better solution IMO:

    Elements can be patched up when damaged, destroyed elements can only be removed/replaced

     

    Damaged elements

    • Players can craft "repair kits" which are tailored to the purpose for which they are used (engines/airfoil/adjustors/furniture.. etc)
    • Repair kits will restore a damaged element to enough health to "get home" where the element needs to be removed and replaced.
    • A repair assembly element of the correct size will then be able to repair the damaged element with new components.
    • A repair assemble element can be fitted to a dynamic construct with M or L core to allow en-route repair as long as the needed components are in store on the construct.
    • A patched up element is a most 80% functional and has less HP and so is at higher risk of getting destroyed. This creates the requirement to have it actually repaired and not left as-is.

     

     

    Destroyed elements

    • Players can remove these elements and replace them
    • Destroyed elements can be recycled for a return of some of the original components/resources

     

     

    Additional elements

    Mobile Nano Crafter which can craft any T1/T2 component up to L size and any T1 element up to M size at less efficiency/speed than industry. It can also craft Space Fuel. Can be placed on an M or L dynamic core.

     

    The purpose of this element is to provide a "patch up" availability to be able to make it home and can craft repair kits.

     

     

     

    Thanks @blazemonger for excellent post.
    This is what it must be.

    NQs current plan will break more gameplay and already working features as well as planned ones than it will create.
    By implementing this well will create interesting content.

    My biggest concern about this NQs proposal is unfinished planning (gameplay design) which do not take all consequences into account and adds extra grinding (even more mining).

    Also if problem is unhealthy markets or economy, or goal is to improve markets, this is not the answer. Maybe right questions should be asked first.

    Is there a problem at markets. If yes then what it is?


     

  11. Quote

     In the real world, most purchased goods will inevitably need to be replaced. This helps to fuel the economy by creating a steady demand of goods.

    This argument is false.

    Space industry is going into opposite direction. Trying to maximize usage times for engines etc.

     

    Creating consumer demand by producing disposable goods is reason for current waste and pollution problems.

    This is really redline for me. @NQ - game devs. Please do not implement this culture into this game. Game should be about future of humankind.

    Also I'm totally not interested about real world problems. I play this game to forget all the sorrow and problems of real life. 
    If you bring those into this game they will constantly remind me about RL problems and I get bad feelings and don't play this game anymore.
     

  12. 3 minutes ago, Mornington said:

    Why is there only one comment so far on the industry side when it sounds like they seem to have just invalidated 100% of industry blueprints by bringing in a system where you need machines that don't exist yet to make parts you are already making?

    So much of the promise you can keep your blueprints from alpha.

    Nice blueprints but just don't work...

  13. Of course, you can try to play DU like a peaceful survivor. But sometimes you need to go out from non player builded safe zones for mining, trading or other things. When you move out, you have a risk to be a PVP target without your agreement, so this is a full PVP.

     

    Yes you are rigth, outside safezone there is full pvp.

    How ever it is my choice if I go to pvp zone.

  14. nonPVP timers is really bad idea in FULL PVP world.

     

    1. So many peoples can play a game, more then 1-2 houres, on weekend only. And when a timer go on 48 houres... Hello NQ guys, we paying for full game content... 

     

    2. If 10 (100, 1000, 1kkkkk)  players wants to kill 1 player, they kill him 100%, and its a correctly balance in FULL PVP game. Don't won't to die -  "run Forest run..." 

     

    3. What about pirat players? Defenders has time to move out all staff and to deconstruct all expensive buildings and machines. Where is a profit?

     

    Power stations ---> power cells (accumulators, condensators)---> shields, turrets, battle ships, trups, def npcs. 

    For small groups - underground base or freespace.

    I think DU is not FULL PVP game. PVP is only one of many supported play styles.

     

    "Safe Zones will protect you, and avoid Dual Universe to become a free for all PvP game. However, PvP will be possible when you step out of the Safe Zone. "

     

    It is not said that starting zone is the only Safe Zone. Also size and amount of safe zones is open.

  15. Am I? How so?

    I am all for delayed reward systems. Have no problems with bounties. And I would enjoy having to visit bars to heal up.

    But its not about only what I want. I just dont see a general desire for a system that is too punishing. I'm not talking about skill point loss, if you remember our little chat, I dont really have a problem with it.

    I was talking about multiple days recovering from death. I think that is a bit too hardcore.

    Well since I kind'a started this, I did some extra reading.

    Death is allready planned quite punishing, and ... interesting.

    https://devblog.dualthegame.com/2014/10/10/resurrection-node-mechanics/

     

    https://devblog.dualthegame.com/2014/07/06/quantum-immortality/

     

    "Klips --

    A Resurrection Node is a power hungry machine (remember, the beast is twisting the fabric of the quantum multiverse space-time topology, in order to affect its probability distribution and save your ass). You need to power it and make sure it is fully charged, and the time it takes for a full charge will depend on the type of power source you can afford to use. This can range from a few minutes to a few days

    -klap

    Also loosing some or all of inventory is there as Twerk said.

     

    On the other hand it seems to be planned so that RS nodes ar much more complex as i remebered.

     

    All good.

×
×
  • Create New...