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kulkija

Alpha Tester
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  1. Like
    kulkija reacted to Zireaa in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I have two agree with you hear I’m not happy about the removal of underground ore it’s one ove the things that made this game special I think NQ is just taking the easy way out they should have just aded terrine regeneration 
    I like the idea of mining unit but not like this it also has a max so dose that mean we can only mine the same amount as others it’s looking like land mark all over again dumbing down the game what’s next building limits 
    I’m also not in favorer ove land tax’s  as I like building but it’s going two get expensive and a monthly is two short  why not just add a login in every 2 months or so just two keep land available proving you are active and what about the millions I already payed for my claims do I get money back i am a builder in this game it’s what I enjoy I don’t like pvp it’s the building and mining that brought me two this game  if I wanted pvp I will play star citizen ore eve  
  2. Like
    kulkija reacted to Aaron Cain in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Mustr say i love the small line: "What happens when you loose your territory, bad stuff hapens to your constructs. You mean they are up for grabs. yep"
     
    In short loose your territory, loose your constructs on it. Anyone can steel them.
    And also the tax % will not be named not to shock us?  lol
    Think this will be the end soon.
     
  3. Like
    kulkija reacted to tlcjwb in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    NQ,,, thank you for a game that I have enjoyed playing. I know you have reasons for these mining changes and that they are probably required for the majority of players. I however am in the minority that was on this for Mining and scanning and have Zero interest in PVP. With the safe zone asteroids being limited in number I will be cancelling my account if Demeter as planned is deployed on the main server.
     
    I am not bitter, and wish you all the best, it is just that all the feature that made me willing to pay for this game no longer are available.
     
    Good luck!!!!
     
  4. Like
    kulkija reacted to Zarcata in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Who gets the tax revenue from the territories in the end? Didn't you want to build the game on a player basis, a player-driven economy and player-based decisions? Now they are imposing a fantasy tax on us players just to take Quanta out of the game? I find it unimaginative to just impose this tax across the board. I could understand it if you had to fight for planets, whoever settles there pays a corresponding tax to the ruling alliance/organisation,....but just taking quanta out of the game across the board without a player being able to defend themselves against this tax or influence it?
    In the past, territories were distributed to settlers - that didn't cost any money - and in the past, people simply took land and claimed it, which also didn't cost any money or taxes. Why is something like this demanded in a game as something self-evident or normal?
     
     
  5. Like
    kulkija reacted to Zarcata in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Why several? You can give bonuses through the units when mining ore, which now takes place on the surface. So you don't just get 20 litres / lump of ore, but more depending on the bonuses and skill.
    How many terretories you will still have depends on the amount of the coming taxes and how you manage to add them to the quanta.

    This patch scares me!
    I don't like taxes because it usually forces you to farm quanta to pay for them. So it's not enough to just collect ores to build something fancy and have fun - I have to collect Quanta now.
    The game at that time promised everything to be player-controlled and that you can play as you like - now there are all these restrictions and guidelines on how you have to play. I don't know, I'll have a look at it at the pts, but I'm worried that it will keep me in the game.
     
  6. Like
    kulkija got a reaction from Cabana in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Taxes for tiles is really bad idea.
    To pay taxes is newer fun in real life.
    It do not became fun if it is added to video game.
     
    To play video game should be entertainment and create good feelings. Paying taxes does not.
     
    This proposal of taxes also moves away from player driven economy.
    If I have a tile, it should be me who is collecting taxes, not some super power winch owns all planets and property on them (aphelia)
     
    This can be the last hit, and even worse than r0.23 was.
    I'm seriously concerning about leaving this game for good.
     
    *******
    Edit:
    To say this Territory ownership fee is a tax is wrong by definition.
    Taxes are paid when there is income.
    This proposal is rent.
    It forces me to collect quanta for no reason... no .. no not for me..
     
  7. Like
    kulkija reacted to Zarcata in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Will this type of mining yield enough ore to meet current and future demand?

    I don't like the idea that multiaccount players will now have a significant advantage in mining.
  8. Like
    kulkija reacted to CoyoteNZ in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    We definably need a talent respec.
     
    I'm an underground miner, but have never been to an asteroid as I have no interest in the PvP aspect of the game and the safe space ones are low tier and go so fast.
     
    Would be a loss of a lot of my talent points if I were stuck with something I wouldn't use anymore
  9. Like
    kulkija reacted to CoyoteNZ in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    it's going to really kill the players who mine 5-9 hours/day as they will no longer be able to grind in the ore
  10. Like
    kulkija reacted to Eternal in Currently there are unlimited ressources available? Money and material (ore)   
    You have a zoo, you put the gorilla, the lion, the tiger, the jaguar, the crocodile, and the chimpanzee in the same gated habitat. If you leave them right there, you expect that they will learn to live together in harmony and everything will function eventually? The problem with this realistic economic design is you need a board who will regulate it to keep it under control. Simplify the sh*t and just use a representative currency and make aphelia buy/sell nothing else but the commodity (oxygen/hydrogen) so we have liquidity to use for transactions. Using representative currency IS bartering as it is the same as using the commodity itself. Does this mean that the market will now remain stable? No! It is still defined by market price, in other words, player activity. Now you can let it run it's course as it is a barter economy! (don't wanna use the representative currency? They can always barter using something else!) The good thing is you no longer need to regulate currency supply. It doesn't work to just let them grind for unlimited money (that has no intrinsic value) and resources and not regulate it.  
     
    Also remove the helicopter money in the game! I'm the central bank and I give you $500, you cannot retract that! You've introduced face value by just printing it out of thin air! Versus you've sold me an Xbox One, I keep the Xbox One in the reserve, you get the $500. It is retractable because I can sell you the reserve and I get the money back. It is not QE! Money is an MoU that they will pay it back with securities! What value is the money with no security? It doesn't work to print them out of thin air and it doesn't work to have no reserve! You will give them $500, they will spend the $500 on people that actually produced, it is rent-seeking!
     
    And we will get DAC in the future which will f*ck up the already f*cked up economy!
     
    My advice is to just simplify the economy to make the game more accessible to players and to make more practical use of the company's limited resources!
  11. Like
    kulkija reacted to Eternal in Currently there are unlimited ressources available? Money and material (ore)   
    If the NPCs will buy all stuff for a certain price and they sell stuff for a certain price, then the problem here is the prices are regulated by these NPCs. We don't want a regulated market!
     
    Aphelia owns the sole payment system in the game. To craft most things in this game, you need oxygen/hydrogen and I think they are equivalent in value. These will be the basis for a single representative currency called "Quanta". Aphelia will buy all oxygen and hydrogen at permanent price and she will put it up for sale at permanent and exactly the same price she bought it for, making Quanta a representative currency. Without a money sink, and what you have is a representative money, price stability is entirely dependent on player activity and NQ doesn't have to do anything to regulate the market. Everybody can craft oxygen/hydrogen by refining their T1 ores to T1 pures via nanocrafter. They are cents, and just like money, it has cents. You should think oxygen/hydrogen as money and they are very valuable because you use them to craft nearly everything -- they are fundamental.
     
    This is a better proposal than what they are doing! If you can decentralize the currency, if you can decentralize the market, and there is a way, why not do it? Why settle for broken and regulated if you can fix it and deregulate it? 
     
    We don't need a realistic economy! We need something simple, functional, and deregulated that works for MMOs! It's highly possible on a realm of a game, so do it!
  12. Like
    kulkija reacted to Eternal in Currently there are unlimited ressources available? Money and material (ore)   
    The resources and money available that players can grind for is dependent on time that players are willing to invest on grinding. By not limiting them, it is a seamless MMO design exactly similar to what you find in traditional MMOs and not session-based MMO design that you find in modern MMOs. Nobody here wants to see a session-based MMO, so I agree on not limiting them! 
     
    What I do not agree with however is the unconventional unproven monetary policy this game has! For example, the daily Quanta login reward. That is called "helicopter money" and not QE! QE is when the central bank buys securities from the open market to inject money into the economy. The only difference is in real-life, these securities are financial assets (for example, commercial bonds with maturity). With helicopter money, you want to increase their demand, and at the same time, the bot will QE by buying physical resources further reducing them? It's called rampant inflation! Look what happened at the beginning of EA? People are willing to buy all ores for greater than the bot price as securities because they know that it will go up! This created a bubble and if this is to continue, it will exacerbate the inequality and this will be a regressive elitist game! Now Quanta comes from missions (which is helicopter). It doesn't deplete the resources but it depletes people's time (you trade your time for money). How is that productive in economic sense to trade your time for money without producing any value only for you to spend it on things with value that other people produced instead of trading your time for resources directly and using this to barter? What kind of economic policy is that? It doesn't work and I am not stupid! You think it works to just print money without spending them on securities and give it to the poor as social assistance? If ever you are to do it, it's the tax that pays for that! It's called redistribution!
     
    I'd like to see conventional policies that work, is equitable, simple, decentralized, and fun, and you don't need to reinvent the wheel! All you got to do is look at examples that best work for MMOs! Runescape is an MMO that has the best economy that is designed for MMOs! Why can't we look at that as an example?! I don't understand man, I don't!
     
    Here is what you want:
    - Production-oriented market and a factory system instead of a putting-out economy that is inclusive to everyone with stable prices. 
    - Specialized and repetitive job instead of horizontal progression that gives you variety of activities.
    - A regulated monetary system with NQ as the central bank governor instead of a much simpler (and decentralized) representative money.
    - A passive time-based skill system that doesn't do anything but exacerbate the inequality instead of an active skill system for gameplay content or just nothing at all.
    - An unregulated, risky, hierarchal, broken, and inequitable corporate system that will always dominate the game instead of designing the game for individual growth and interest that is common in most MMORPGs as this is more egalitarian and equitable.
     
    You don't need to hire an economist that worked for the IMF or ADB if you just simplify the f*cking game! Simplify it man! It's not complicated if it is meant for everyone to grasp it and let's not complicate it like in Eve! Also the game is designed to be regressive, it is South Africa! You gonna make it inclusive and equitable!
  13. Like
    kulkija reacted to Zarcata in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    PvP needs attention, of course. However, the entire game or any content still needs a lot of attention. In the first place, however, the general performances should take the most important role. What's the point of PvP if you can't play battles bug-free or lag-free? The basic framework should be built up properly and then the content added and revised. There are still so many construction sites and gaps at the moment...it will take years before the game is ready for release.
  14. Like
    kulkija reacted to Eviltek2099 in Detecting Stacked Elements - Discussion Thread   
    While your in there coding this feature please provide better hitbox collision and feedback for objects while placing for both objects on the construct and the item being placed! Far too often there is some invisible area where it just will not place. The feedback could be on where the collision is taking place and a highlight part on the construct that is causing the collision. 
  15. Like
    kulkija got a reaction from Emptiness in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    I could not agree more.
    Patch 0.23 were huge disappointment for me.
     
    Pre 0.23 I had small industry running to manufacture things for myself and I were slowly expanding to be able to sell something.
    Then NQ sent a message that I were playing industry "in a non intended way. "
    I had played since day one of pre alpha and that "non intended small industry game play" were totally new for me.
    It broke my confidence to NQ and created unfriendly feeling of game development intents and about developers.
     
    Why no cities?
    There is no reasons.
    No benefits for city building.
    There is no tools and game-features for city infrastructure.
    No security about living in a tile owned by other player.
    etc.
     
  16. Like
    kulkija reacted to CptLoRes in All things in balance.   
    This is what many of us has been asking for a long long time.
    But with the exception of the upcoming auto mining, all actions from NQ, has been to hide building/creativity behind an increasingly large wall of grind. And the by now infamous 0.23, being the final straw that broke the camels back and made many players quit the game (and probably a big reason why we are now getting auto mining).
  17. Like
    kulkija reacted to joaocordeiro in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    Well while i agree with most content, I dont agree with it being obvious..
     
    JC was surrounded by white knights that would defend his vision to the last key press. 
    Several questioning sessions happened with ppl not asking those "obvious" faults. 
     
    We dont know how much experience NQ devs actually have in gaming we know JC fired some gaming personnel. 
     
    And the ground breaking technology is there. 
    The way voxel world moves around you gaining detail in approach is a ground breaking tech. 
    The way the servers feed data to us is a ground breaking tech. 
     
    To me this game failed in the manager. 
    Not questioning and adapting the vision of the visionar. 
     
  18. Like
    kulkija reacted to blundertwink in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    JC sold his vision...and he sold it well enough to convince investors to sink $20+ million into a company with no gaming experience and no detailed plan. You have to realize by now that this vision was little more than smoke and mirrors. 
     
    His concept was always nonsense. The idea that you could build with near-infinite scale, the idea of cities, the idea that PvP would look anything at all like trailers, the idea that DU had "revolutionary" tech that would allow millions of people to play in the same game...
     
    It's too bad people still get suckered in by misleading ads claiming that this game is something it never will be. 
     
    DU can became a lot of great things, but it will never become the game they push in the trailer -- which means most new players will always be disappointed.
     
    I feel like NQ hired a third party to do their adverts / marketing and it works to bring people in, so they won't update them...it's a really counterproductive marketing strategy. 
  19. Like
    kulkija reacted to Aaron Cain in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    You nailed it.  While NQ is hammering Pvp into shape they totally forgot one of the first groups to embrace DU, roleplayers and casual PvE players, combine that with absolutely no reason to actually center players since the markets are all NQ dominated and small shops is not a thing. Add 0.23 to it what limits the local placements of small businesses and the long overdue addition of actual elements that make living in DU itself a feast including possible farming, extra plants, stuff to actually do In a housing besides be bored. Cities are doomed to never happen in large scale. Add lag to that and its end of line.
     
    But this actually is also a threath to the sustainability of DU, all large popular mmo have social centers where loads of players gather for festivals or social contacts places to visit while your logged in and just want to wander around. without any reason to be somewhere or any reason to build it DU will more and more become an individualistic game where you meet the same 2/3 people every day. Making it possible and giving incent to building a fun thriving city with shops, industry, restaurants, bars, adventure centers, repair bays, and everything else should be a priority but as we see the current road all paths lead to PvP and individualisation. Pri-0.23 we saw the birth of some cities and some locations where loads of people worked together to build large factory and storage units so individuals could startup their own stuff as reward for helping the orgs but most of those locations lay dead since 0.23. Adding schematics might have been what NQ saw was needed to do....something... but as it killed the smaller industizations and some of the larger the aftermath (scemes etc) did more on the bases of trust and  stopped some nice developments in city building halfway.
     
    At the moment DU is being developed Top down,  "yeah give us endgame!!!!!!!"  but nothing efficient is added to support that and the apparent "endgame" is PvP only it seems and thus all other professions are treated in development of DU like shit. Thus end the need of cities as city development needs loads of diferent occupation and large masses of elements, materials, and lore elements to actually build a pleasing to the eye city that actually has a role in DU.
     
    There was a point in development where cities were on the brink of reaching out, apparently that was unwanted and remediation took care of it.
  20. Like
    kulkija reacted to Atmosph3rik in Largest moving space ship - how many cores combined?   
    I haven't done any testing on this myself so i'm just going by what i've heard.  But i think it affects the game's performance for anyone near the ship.
     
    When a ship has a few hundred engines or adjusters all firing at the same time, all those visual effects at once can't be good for performance.  But it would be easy enough for NQ to give us an option to turn those effects off, so there is probably more to it then that.
     
    I think the ability to dock cores together to make larger ships is a bit like element stacking.  NQ is letting us do it for now, to see how it affects the game.  But i wouldn't expect it to work like that forever.  It's not giving anyone an unfair advantage, so i wouldn't expect a big crackdown from NQ, but they might change how docking works in the future so it's not possible anymore.
     
     
  21. Like
    kulkija got a reaction from Lethys in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    Blueprints as they are now were introduced as a placeholder mechanic.
    And they still are unfinished placeholder.
     
  22. Like
    kulkija reacted to Lethys in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    this tbh
     
    cities don't serve any purpose whatsoever with current mechanics. except for RP purposes maybe, but noone needs special "rooms" for anything in the game right now. you don't need gathering halls, tactical command centers or anything alike. nothing a city provides serves any purpose. Same goes for spacestations. All players really need is storage and landing pads. Everything else is completely useless
     
     
    EDIT:
    oh and besides the technical limitation of the single shard server - I very much doubt that cities will ever work where more than 2000 ppl concurrently do stuff within 1km of each other. lagfest ftw. see market 6
  23. Like
    kulkija reacted to joaocordeiro in ELEMENT STACKING NOW PROHIBITED - NQ FEEDBACK PLEASE   
    I dont think any clarification is needed. 
    Stacking is against the rules. 
    If you bought a ship with stacked elements you should have to explain it to NQ or/and suffer for it. 
     
    I have seen topics like this for this last year. 
    A rule is applied and the infractors, that know they are breaking the rule, try to come up with a interpretation of the rule that gives them margin to continue to break the rule. 
     
    Everyone that has stacked items knows or can easily find out. 
    There are places to see the element count. 
    If you cant be sure if a ship has stacked elements, dont buy it and/or dont use it. 
     
    But you are definitely not allowed to pleaded ignorance and continue to break the rules..... 
     
    Got it? 
  24. Like
    kulkija reacted to CptLoRes in Market Clean-Up discussion thread   
    I feel conflicted about this.
    Make no mistake, it is really, really, really great that market spam is finally getting the attention it needs.
    But at the same time I cannot help thinking about how this has been mostly ignored by NQ for years (plural) despite probably being the number one most requested thing, and how much damage this has caused for the game during this time. NQ really are their own worst enemy at times.
  25. Like
    kulkija got a reaction from BlindingBright in Market Clean-Up discussion thread   
    @NQ-Pann - This is important question. This needs to be defined in rules before they will get effective. 
     
     
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