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kulkija

Alpha Tester
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Posts posted by kulkija

  1. Event:

    “Comet” 

    Duration 1-6 months 

     

    Sized as large moon/Sanctuary/Heaven 

    Moving slowly. 

     

    No initial coordinates or exact date. Can be first visually observed. It can be seen as a very large and bright comet. Can be seen way before entering our solar system. This allows scouts to be sent to see "what is out there". Scouts can trhaen hael other players to calculate comet's speed and direction and estimate when it is near enough to start mining ops. Speed and direction can change.

     

    Then Comet enter Solar system in pvp – zone. Moving slowly into safe zone triangle and passing Alioth very close. 

    Then leaving safe zone and moving further either to the sun or just into space. 

     

    Comet contains ores only. All tiers. No dirt

    Has no tiles but accepts static constructs for building bases/defenses. 

    Ore distribution is very rich. So rich that it is not possible to mine out during the event (1-6 months) 

     

    Rich ore distribution with no “dirt” makes mining very lucrative, even in pvp zone. 

    Mining yield must be high for couple of reasons: 

    High reward when in pvp zone 

    Ore must last whole event even if large number of players participate. 

    If static constructs are allowed, they should reserve small volume (maybe 10x of constructs build zone. Next construct would not be allowed within 1 km radius. 

     

    If reward is high it attracts both pvp players and miners, even before Comet enters safe zone. 

     

    If duration in safe zone is long enough and reward stays high pvp:ers have time to build mining outposts and defense systems before Comet leaves safe zone. 

     

    Even with large voxel modifications due mining database will eventually be cleared if comet “disintegrates due collision into sun or just because of [“some scifi explanation”] 

  2. 31 minutes ago, CousinSal said:

     

    And a way where we can risk some bases without losing them while we sleep. I've had my EvE bases destroyed on multiple occasions, but because of the timers I was able to be there to try to defend.  Sometimes successfully Sometimes not

     But the fun is in trying an experiencing the battle. 

     

    So problem with pvp right now is lack of defensive measures. Not about how big or small pvp area is.

    Also we all know that plan is that only 3 planets and their moons inside current safe zone stay safe. Safe zone around other (outer) planets is temporary. Outer planes will be full pvp. 

     

  3. 3 minutes ago, DecoyGoatBomb said:

    I can't wait till they release without the energy system in. They will put it in post release and it will break the game in a post release environment. They will wish they waited get core systems like this in before they "reset" or launch the game. 

     

    It is possible to implement energy systems without breaking things.

    I think it is the only possibility if done after launch.

  4. image.png.9f781627056d10a7d6d8c577c699e57b.png

    Are we finally gonna see real player markets?

    https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1692359

     

    Player run economy was one of the main pillars for this game.

    Current dispenser based so called "Player markets" are only a placeholder.

     

    NQ - Please read your Kick-starter post/promise, and give us comment about this.

     

    At latest "Ask Aphelia" podcast were some discussion about Player markets, but only as a late game High end feature, which is not what is defined at Kick-starter.

     

  5. 11 minutes ago, Hazaatan said:

    Coming into a game where the twinkerbells have cornered the markets and grossly overpower the new players, at launch, is insane.  That does not create a welcome atmosphere...  

    With a wipe, You will have a legit advantage in the game at launch with knowledge.

     

    After 1.5 years this situation will be exactly same. There will be super rich players versus new players.

    How this situation can be resolved? New wipe every year ??

  6. 23 minutes ago, CptLoRes said:

    And with that in mind I question the worth of burning bridges and generating even more negativity with the players who actually play the game despite all the problems, for a perceived chance that more players might be joining at release.

     

    Problem has always been constant changes which breaks players achievements.

    - by nerfing engines breaks well balanced ships and throw hours of playtime into trash. This has happend so many times

    - by adding lots of extra weight, (for no reason) to ship elements has same effect

    - by implementing schematics did break so much work already done at factories

    - lua changes which are not backwards compatible

    - obstruction changes

    - changes to colors and textures of voxels

    - change of material requirement for Warp beacon 

     

    This list goes on and on.

     

    So many negatively effecting changes has been most poisonous to the motivation to continue.

    I'm not the onlyone who has felt that Devs and Game designers want to punish players instead of creating interesting features.

     

    Also about what is interesting is wery much lost.

     

     

  7. 11 minutes ago, Msoul said:

    I think your getting caught up in semantics here but either way it looks like we could benefit from further details/clarification on the scope of power management. I see it as a carrot but clearly some of us are worried its going to be more of a stick.

     

    True I am.

    But what can I do I'm just so frustrated.

     

    And yes I'm afraid that "Power" will break everything again. If that happens after launch it will be worse that 0.23 catastrophe. And there will be no more "Launch nor wipe card" to play.

  8. 59 minutes ago, Metsys said:


    Still quoting JC despite him being out of the picture for quite a while now and also for good reason, probably.

    He made many promises, but NQ is not beholden to the promises of an ex-employee. Leadership changed, so did their decision making. I am not saying for the better, but a difference nonetheless.

     

    If CEO of the company makes statement it represents the Company, not person or personal opinion.

    Please stop this JC nonsense.

  9. 14 minutes ago, Cergorach said:

    Initially I had the idea to test some cheap builds and BPO them for relaunch (in the hope we keep those), but with all the changes upon changes that keep getting rolled out. Anything I build now, might not work at all at relaunch, so why bother? It's not as if the 'gameloops' themselves are fun and satisfactory in themselves...

     

    True.

     

    Most of pre beta BPs are already useless.
    "To keep BPs" is empty promise, because majority of BPs will be useless if changes after changes to constructs are introduced. Even many of static construct BPs are not working because of new element placement rules. "Power" implementation may break rest of them. Actually power may break all BPs

  10. 24 minutes ago, Hazaatan said:

    We are playing a futuristic space game.  The thought of slapping a bigger alternator into my space ship just does not compute.  

    The Enterprise runs on ion engines.   Why not introduce ion engines?? tier 1-3 space only, with tier 4-5 able to work in atmosphere. Then we can do away with engines and wings and start building some true spaceships.

    Making it a tier 5 upgrade that runs on fuel cells, so we have to mine for uranium and plutonium, and making fuel engines and fuel extremely inefficient.  One connection per fuel tank, lower the amount the fuel tanks can hold, increase fuel consumption, lower the amount of power on all engines, add weight to the wings. 

    Something that makes sense in a futuristic space game. 

    I'm getting nightmare visons of going to autozone, in the year 7474, in a beat up space ship to pick up my new 12000 amp alternator to finally bump my 100 million quanta subwoofers... 

     

    are we being serious?  how is this 'power' going to scale?  with the engines?  the core?  how is the core getting so much power?  Does it run out?  If the core has so much power, why not run the ship on power alone?

     

    Exactly

     

    Despite of my post about credible energy systems and using right technical terms I agree by 100% that if implementing only current technical solutions into SCIFI game will be mistake.

     

    Is our imagination too limited. (me included)

     

    We should stop thinking and arguing about what is not possible versus our current knowledge about tech in use now at 2022.

     

    We must think about what can be possible when we arrive at Alioth

     

     

     

  11. "Power" is already in game.

    At this point it is very important to use accurate terms.

     

    All starts from "energy". We have already multiple energy sources;

    - minerals -> fuels are producing energy for current propulsion engines. Note: Energy source here is ore/minerals 

    - gravity -> creates kinetic energy

    - also all engines do create kinetic energy, which is preserved and used by constructs.

     

    First what we are missing is electricity. I do not see it as a "power" it is one form of "energy."

    (I've studied these things but At this point I'm on thin ice because English is not my native language So let me know if "power" is synonym for "electricity")

     

    How electricity is generated and distributed on dynamic constructs creates interesting game-play if implemented well. But it must be done right. I think most important thing to remember is that all ships do already have powerful energy sources in forms of fuel and engines.

     

    What energy sources for statics and space constructs will be in future is also important. Do we have solar energy, geothermal energy, nuclear... etc.

     

    Energy (power) related game play is most welcome, but @NQ please do this right. Do your homework in due diligence and after that introduce credible energy systems.

     

     

     

     

     

     

  12. 10 minutes ago, blazemonger said:

    I do think the M15 debacle expsosed some serious issues with markets which I can see NQ has not actually addressed yet. In what we saw at that time it's quite clear markets are very vulnerable and fragile in their design and fairly easily broken

     

    Yep. It were RDMS issue. This brings me to other big missing feature. D=Duties part of RDMS

     

  13. 18 minutes ago, blazemonger said:

     

    I'm still expecting NQ to spin the dispensers as what was always intended. They have in several instances tried to "sell" workarounds as what they actually planned to do or changed mechanics from "initial implementation which will change" to "this is how it was always meeant to work".

    Yes sadly true. But we must keep pressure on NQ not to forget promises.

    Breaking Kick starter promises makes harm to whole industry, because Kick starter is important source for early funding. Breaking Kick starter promises takes credibility away from KS projects

     

    Here is how Player markets were described in Kick starter. For me this was one of most important promises to make decision to become Kick starter Backer.
    https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1692359

     

    They even sent this by email to us. Player markets were in Road map for end of 2020. Then they were mowed to post launch.

  14. 3 minutes ago, Sycopata said:

    You mean whales can easy become wales, just a time factor, but you defence a no economic sinks to alow wales become more fast wales?

     

    A bit contradictory, just a bit.

     

    Du is a capitalist system, and capitalism just exist if system destroy the production: wars, obsolescence, new shiny products, burn fuel, taxes, recicling>reutilize...

     

    Capitalist cant survive in a system were non exist sink of product, or new demand.

     

    I agree, mostly. I do not defense "no economic sinks" I'm against artificial restrictions against free markets. 

    Capitalism is not based on destruction of wealth. It is based on creating wealth and consuming goods and services.

     

    I agree that this game needs new sinks, but not artificial restrictions which are introduced as sinks..

     

    About whales dominating markets.

    Situation what we see now is nothing compared to situation after DACs are introduced into in-game economy.

     

  15. 42 minutes ago, Sycopata said:

    Or you can simply hold alot money and resources from the early days mechanics and exploits, and no care about the new game mechanics why you are rich. But hell you can trow some money to new players to "help hims" and argue a no wipe helps new players why rich veteran ones can help hims.

     

    Who cares new players cant enter in the economy loop, why the wales control the small margins, why they have enought cash flow to inmovilize alot capital and manipulate the prices.

     

    Imagine a world , were mega factories non exist, and each player"company" can produce a few kind of products, with limited resources, and controled by the offert and demand, this world is so similar to our real world, were the biggest company of the world non produce all the products of the world for sure.

     

     

     

    New players can enter economy loop, and make profit. They just have to be smart.

    It will not be easy, but isn't it what everybody wants. Game not be too easy.

     

    Whales will always be there and veterans are already here. 

    After final wipe + 1 year, situation for new player will be more and more "uneven" as it is now.

     

    If someone wants challenge for mining, I suggest starting to harvest and sell plasma.

    - pretty high buy prices and some challenge on harvesting too.

    - no flood on markets

     

    Or one could specialize producing those elements which need plasma.

     

  16. Everyone can build a factory is no big deal. Because everyone can. Schematics may slow it little down but make no big difference in a big picture.

    Everyone ban buy MUs also no big deal. That is how free market works.

     

    (Everyone) To be able to build mega factory - So what. 

    Few weeks later....

    So now you have your mega factory. What you gonna do with it.

    It will not magically start producing all items in a game, not at all. It just sits there doing nothing even when you have all precious schematics installed.

     

    How you gonna acquire raw materials, ores. For a big factory you need multiple alts to run enough MUs just for T1 ores, then you need to haul it to your base. Make sure you do not run out of materials or you will produce nothing.

    Then you need to go to outer planets warping and running more alts to maintain T2-T5 MUs or to go to pvp asteroids to mine.

    Now you also need to establish Alien core operations for collecting plasma to be able to manufacture items which need it.

     

    At this point you need a lot of quanta every week to be able run yr MUs tile taxes to supply your factory.

    Or if you don't run MUs you need even more quanta to buy ore yo need.

     

    Then you have your out-containers full of stuff. You need to sell it fast to make profit - to cower yr territory taxes, fuel, warp cells, losses at pvp space and other costs running your mega factory. Because you are competing in raw materials and mass production markets it is not easy. Margins there are low and will always be.

    You need to haul yr stuff to market and create sell orders. You need to calculate the right price for them, and be aware of competition, adjusting you prices so that your stuff sells and you still make profit. It is possible but you need to know know how to do it. No schemas or talent points to help you on how to compete in free markets.

     

    Artificially limiting amount of players able to compete with you when selling raw materials or mass produced items does not belong to free markets.

     

    https://en.wikipedia.org/wiki/Free_market

     

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