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kulkija

Alpha Tester
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Posts posted by kulkija

  1. 6 hours ago, ColonkinYT said:

    mmmm...
    One question.
    And without bots, where will the money come from those players who have to spend it?

     

    Money / Quanta is already in the system. And lots of it.

     

    NQ has tools to monitor whole economy and inject quanta by many ways, other than bots, if needed. They can also regulate economy by lowering taxes and other fees if they want.

  2. 7 minutes ago, Maxim Kammerer said:

     

    Maybe because end of income = end of game?

    You know and I know that bots are really not only income source.

     

    Maybe because:

    Heavy taxes, high costs fuel electricity, energy to heating homes and such are real life big problems. We do not want them into game we play.

    I want to feel that at least a short moment in my life I do not have money problems. So I love easy income provided by bots. I really do. I was just wondering is there other reasons?

     

     

  3. 2 hours ago, Cergorach said:

    here are player markets, there were already there in Beta, they just don't run the same way as the the 'Markets'. The Market Unit is called a Dispenser. Gotchar left the game, but there are other big player markets like Koscos, but that one is temporarily closed because they couldn't keep up with demand

    Dispensers are just placeholders and workarounds. I know all those mega markets. I was there from Pre alpha. It was even said in one dev vlog that market-units were delayed post release.

  4. If there is enough quanta in economy, then #bots_must_go

     

    9 minutes ago, Aaron Cain said:

    great, the sandbox can only start to function when all bots and npc missions are gone.

    Yes all NPCs must go, including NPC markets.

    Player markets and market-units when?

     

    Quote

    In Dual Universe, creating a market will require nothing more than setting up a Market Unit, a particular Element that you can craft and install in any construct of yours. The Market Unit requires an energy supply and a container to store the traded goods. It can be as small as a front door market in your little farm, where travelers can buy your local production, to an orbital station sized market where interstellar mega ships are traded.

     

  5. 59 minutes ago, Zeddrick said:

    I can get 30 mil just for running these packages.  No complex organisation, no co-ordination with other players, just me and my alts flying a loop to Jago and back once a day.  That will, at current prices, buy me 3 DACs. 

     

    Is DAC trading already possible? 

    Where I can find that "current pricing" you are referring to?

     

    And how I can sell my DACs?

  6. 12 hours ago, Wolfram said:

    As far as I understand, Sanctuary will be your "forever safe" area where you can be certain nothing will be lost, as a reward for backer status, while Haven is the place everyone (including backers) will only have a single tile and will be used for getting started. I can imagine NQ in the future unclaiming tiles from Haven, though, as a way of opening space for new players, so I wouldn't risk leaving important stuff there.

     

    Wrong.

     

    New players do not get Territory unit which they could use in Sanctuary. They can safely build and keep what ever they want at Heaven. If tiles run out in Heaven NQ can open Sanctuary for NPE.

  7. This:
    Not gonna happen.

    Many constructs have so complex Honeycomb or so much that this is just impossible.
     

    Quote

     We have identified an issue related to the recomputing of honeycomb on constructs following the honeycomb mass change, specially with blueprints and existing constructs. To resolve this issue, you can simply remove and replace the honeycomb in chunks across a construct to recompute the mass manually. It is likely this issue will remain until the launch. 

     

  8. 30 minutes ago, Zeddrick said:

    Actually now I've looked at it again, this number is impossibly big and can't be correct, can it?  If there were 100,000 active accounts it would represent an average of over 30,000 missions per account which is over 50 per day.

     

    Although if the number is anywhere near this one then the in-game economy would still be toast.

     

    I agree. That cant be right

  9. 2 minutes ago, Distinct Mint said:

    Problem is is that it wasn't accessible to the large majority of the playerbase. Most people didn't know it existed until it was over, so most people didn't get the chance to play. Now this is fine in itself, but most MMOs have figured out by now that you need to have all events/special things accessible by almost everyone. Later events by NQ did do this (the Gold Star event and similar), but they seemed to regress again on the PvP 🙂

    Every player had a change to know. Just by following NQ dev blogs and interacting with other players. Those who did exploring did find some of those artifacts but were not able to understand those coded writings there and ignored them, so they missed the opportunity.
    Only most dedicated and skilled players were able to connect the dots right way.
    Also only the most skilled players were able to resolve the puzzle.

    What is the point of hidden treasure or "boss challenge" if everyone is able to solve it.
     

  10. 22 minutes ago, Wyndle said:

    1.  HQ tiles and salvage mechanics was their attempted solution to clutter while balancing keeping the active players happy. 

    You missed the point of @Megabosslords post. Giving HQ tiles to already unsubbed players were mistake. Also HQ tiles do not get released when player unsubs.

     

    Salvage mechanics is important also in a future because it enables one type of game-play. It is also reason for some exploration.

    How ever after reasonable time period all garbage leftover constructs must be cleared from game world automatically.

     

    Tile owners should also be able to clear their tiles quite fast of constructs left in their own tiles.

     

    22 minutes ago, Wyndle said:

    I think they can leave this system as is for launch, but I could see a healthy discussion about how to tweak the rules for better long term viability.

    After launch they can give more HQ tiles, but not less.
     

  11. 5 minutes ago, Deathknight said:

     

    That is totally viable. They seemed to have reversed course on the reasoning for the 0.23 patch. This is more about the overall number of elements that can be built in the game over time. No longer can every player mass produce all elements (which keeps the game flooded with more of each element that is needed). Now the number of elements that can be produced is tied directly to the number of active accounts.

     

    It is still possible to flood markets. While production is artificially limited, it is still possible to produce and create sell orders more than demand is. Schematics do not control demand. Supply vs. Demand is controlled by players only and it determines price levels.

     

    Only thing for controlling markets in a healthy way is supply and demand. Artificial limits disrupts that balance.

     

    Margins for elements will always be minimal, because all elements are 100% identical, no matter who is manufacturing them.

     

  12. 16 minutes ago, Jake Arver said:

    It's still interesting to me how NQ somehow, nearly three years after the fact, came to the conclusion somehow that schematics were "very unpopular by the already existing community"

     

    The ones with whom they were unpopular left years ago and would not return in most cases, regardless of what NQ does or does not do. The whole "rush in this schematic change" feels more like a part of NQ is trying to establish "their way or the highway" internally to me.. Can't say if it's true or not, but it feels like it was just pushed through without actually having a conversation about it.

     

    There was lots of posts against schematics after 0.23

    Maybe they also see user data before and after 0.23

     

    What I wonder is how controversial this new schematics concept is in regards of this original devblog, what we are commenting here.

    https://board.dualthegame.com/index.php?/topic/24639-shedding-light-on-a-novaquark-internal-discussion/

     

    Edit:

    Another controversial statement:

    Quote
    • Does not allow to revamp the old planets properly.

     

    Isn't planet revamp already done? Or what was that "Terrain reset" few months ago

     

  13. Quote

    A reset would be an opportunity to remove things that have been deemed very unpopular by the already existing community, such as the schematics. The only way to remove them in a clean way without causing too many disturbances in the economy is clearly when the in-game economy has been just reset.

     

    Quote
    • - Doing no wipe at all.
    • Does not allow to remove Schematics properly.
    • Does not allow to revamp the old planets properly.
    Quote
    • Having a full wipe
    • Most efficient, proper way to remove schematics.

    https://board.dualthegame.com/index.php?/topic/24639-shedding-light-on-a-novaquark-internal-discussion/

     

    Having schematics removed was one main reason for wipe.

    Now schematics issue is resolved without wiping. There is no real reason for wipe.

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