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kulkija

Alpha Tester
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  1. Like
    kulkija reacted to Emptiness in [Discuss] We've Heard You!   
    And yet again, NQ has proven they're out of touch with how the players have been playing the game.
     
    Setting up a factory to produce everything one desires is just the first step, for many of us, through ensuring we have a reliable supply of elements and material with which to build our ships. The market is unreliable or too time consuming. Why would we spend hours traveling to different markets to pick up various ship building parts when we can just mine ore from our tiles and make what we need?
  2. Like
    kulkija reacted to StaticAstraeus in [Discussion] DevBlog: Rebalancing the Universe   
    I’d like to start by saying that I’m a fan of this game, I really am. But I cannot support it in this state, so I’m voting with my wallet.
    I’ll be back when/if things are a bit more fun to play; it feels like a work simulator now, and I have enough of that as it is.
     
    However, I would like to add/echo a suggestion: all issues you may encounter during development should be seen as possibilities for improvement, not monsters to be bludgeoned to death with the nerf bat. If the problem is that people can develop their own production lines and be self sufficient with minimal effort, then add something else to the mix in the form of an in-game mechanic that adds to the complexity and experience, such as powerplants, power grids and power distribution.
    It honestly feels a little odd that all machinery is “self-powered”. So either add a power requirements, or (assuming the cores are the power sources) limit how much power a Core can generate, or both (you get some power capabilities with a Core, but you need to supplement it if you want more). Power generators should also need fuel.
     
    Also, you shouldn’t advertise that this is a game in which you can do “anything” if your core principle is that players should “specialise”. I was reeled in by the freedom; I don’t want a job simulator.
     
    Here’s hoping to make a comeback in the near future.
    Keep having fun!
  3. Like
    kulkija reacted to Esco-RP in [Discussion] DevBlog: Rebalancing the Universe   
    Another suggestion: make crafting without schematics possible for low Tier units but extremely slow or resource hungry or whatever - but still possible!!
     
    Also, I accidently crashed my ship in space and it took me an hour to get it back because cores are not repairable. It was also moving away from my station and fetching is not possible anymore.. Two more crashes and I cant do anything in the game anymore ... this is getting pure hardcore - which can be challenging but right now feels very frustrating
  4. Like
    kulkija reacted to Pleione in [Discussion] DevBlog: Rebalancing the Universe   
    I'm in your same age bracket, and have also put in 1000s of hours (During some 4 day alpha test, over 60 hours in that one test period (followed by a coma sleep period)).  Been doing that whenever it was available for test periods throughout alpha and early beta for close to 3 years now.  Life as a retiree has its advantages!
     
    I'm a diehard solo  jack-of-all-trades PVE player that competes well with many organizations due to focus and time invested.  I have my mega factory on a Large space core and was only a few days away from my Warp Beacon starting.  Rather perturbed that schematics were dropped on us with little notice (unless you were ATV).  If I'm understanding correctly, its likely going to cost me a small fortune for a warp beacon schematic, presuming I finally find a marketplace that sells them, after risking PVP gankers since I'll be forced into PVP space to find that schematic.  The 2 days notice means I may well have to spend months before I can now start my Warp Beacon construction.  I'll go check things out, but if this prediction is true, I'll probably leave, perhaps temporarily, perhaps forever - life is simply too short to grind endlessly when the apparent justification for this boils down to NQ needing to reduce load on its infrastructure.  The alternative, optimizing code or rewriting it using a better algorithm apparently is beyond NQs capabilities.
     
    Very disappointed JC! 
  5. Like
    kulkija reacted to Majestic in [Discussion] DevBlog: Rebalancing the Universe   
    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?
     
  6. Like
    kulkija reacted to JoeKing in [Discussion] DevBlog: Rebalancing the Universe   
    Its  C H R O N I C.
    My meagre factory is all now inoperative, I haven't got the money for blueprints, or any fuel for that matter as my refinery doesnt work now, and literally the day before the announcement I'd invested most of my money in new industry.  I simply cannot be arsed to collect rocks to fill my nanopack and trail to the nearest market across rough terrain (going at at 5km ph in order not to damage my campactible, because things can now only be repaired a few times and parts are suddenly hideously expensive) to sell for fuck all.
    As a newbie (2 months) I really felt like I was getting somewhere until this. I LOVED this game, it was fantastic escapism from reality; such a shame its been ruined - it honestly feels like a playground for established, rich players.- players whom have just been slightly slowed down and inconvenienced for a couple of weeks whereas its over for me.
     
    G U T T E D.
     
     
     
     
  7. Like
    kulkija reacted to bleakcon in [Discussion] DevBlog: Rebalancing the Universe   
    I am glad you think this game is awesome, in fact, i happen to share that viewpoint but this seems like a misconception of a core game dynamic.
     
    There is a very clear line between a game that challenges you and a game that creates tedious activities in order for you to achieve your goals.
     
    A challenge would be something like designing a ground based vehicle that can go through a mining tunnel and be used to remove minerals from the hole or creating a vehicle that can dig down and help you locate ore 
     
    A tedious activity would be lowering the link range such that you have to set up a chain of containers in order to move your ore out, hell i didn't mind the mining as it was but there is certainly an argument for it being tedious as it stands.
     
    Players are willing to put up with tedious tasks in order to achieve a goal that they deem to be fun, for me my goal is to make a large dynamic construct able to act as a forward operating base for mining purposes complete with defensive weapons. 

    I can still do that with the current system but there is just a lot in this patch that makes the game tedious over making it challenging.

    I have played many a sandbox game, SWG was my forever love and the original holo grind was an absolute pain to get through, followed by the grind to saber 4 and other key trees but once you got there you were somewhat a god if you didn't over do it; this is a great example of locking something rewarding behind a tedious grind, i and others like me were only willing to do it because we wanted that shiny glow stick and we wanted it to be a deadly shiny glow stick, not once did i enjoy that tedious grind, it was a clear indication that the devs had no other idea than 'lock this behind a massive grind' which just isn't fun even though the end goal was.
     
    As for getting a job, that seems a pretty tone deaf thing to say to people, I am sure, like with any other game there are those that have never worked a day in their life playing this game but I suspect a good proportion will have lost their job to COVID-19 or be on furlough if they live in a country where they are lucky enough to have that option.
     
    Others, like myself have jobs and I can tell you this, I love my job, i enjoy software architecture and engineering, i enjoy building what i build, it is work but it is a challenge and that is what i like; mining in this game is a job where there is no challenge only tedious tasks.
     
    So how does this relate to industry changes? Clearly they aren't adding challenges to the game, they are adding bots that sell a item needed to produce things, there is no challenge here, they could have opted to work on a power management system or made creating factories more challenging, they could have allowed players to obtain these schematics through a challenge such as a talent-led mini game, instead they added a quanta sink.
     
    I don't actually disagree with the direction they are trying to take the game via this change just the execution, i actually see myself playing this game for quite some time but I really would like to see changes to accompany this patch in the near future to add challenge not tedium.
  8. Like
    kulkija got a reaction from OrionSteed in [Discussion] DevBlog: Rebalancing the Universe   
    I enjoyed Building my industry.
    I followed what were promised in roadmaps. I did build my own things.
    I did not use any exploit. Did all by the book.
    Now they say I played stupid. What I did made no sense.
    ...
    This is just evil


     
  9. Like
    kulkija reacted to Sarge_of_Greyhawk in [Discussion] DevBlog: Rebalancing the Universe   
    I am afraid that this type of change in production is a game killer for smaller groups and solo players. The use of schematics will force smaller groups into having to buy everything with no real way of making money, to feed the mega corps. that can afford to be the producers. It seems everything in this game is getting more and more slanted to the idea of mega corps. with character specialization as the vehicle to that end. I don't see much of a future of new players entering into a game that promotes individuality, but then restricts the individual and small groups of part time players in participating out side of a larger group. Our little group of 5 active players see no future in continuing in this game with the direction it is heading...
  10. Like
    kulkija reacted to Armedwithwings in [Discussion] DevBlog: Rebalancing the Universe   
    "God forbid anyone from making progress without having to go through some sort of paywall"
     
    So here's the thing, me and the guys are a small org that go on trips, mine everything we need and manufacture our own items
    We didn't hang around the market areas nor buy any essentials cause honestly trading doesn't concern us.
    So why NQ out of the blue is forcing us to be traders in order to do basic industry stuff?
    You want a living , breathing economy like EVE but you have to understand that unlike that game our income sources are quite limited.
    There are no PVE related missions/elements so our only gateway to make quanta is essentially through the market.
    Basically you are forcing a playstyle on us that we don't really want to follow here...
  11. Like
    kulkija reacted to Valkyrie in [Discussion] DevBlog: Rebalancing the Universe   
    So what I am getting from this update is: 
    -Punishment for playing on my own
    -Less ways to make quanta
    -Much higher prices in the market
     
    When do we get to play the 'game' part of the mining slave simulator? 
  12. Like
    kulkija got a reaction from Valkyrie in [Discussion] DevBlog: Rebalancing the Universe   
    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” 
  13. Like
    kulkija got a reaction from Lethys in [Discussion] DevBlog: Rebalancing the Universe   
    "Set up factories to mass produce vehicles "for you"
  14. Like
    kulkija got a reaction from vertex in [Discussion] DevBlog: Rebalancing the Universe   
    Mass production is a key element here.
    Megafactories have been run a while already.
    They have produced tons of elements.
    Mass Production is already there.
     
    By increasing production costs prices go higher, not lower.
     
  15. Like
    kulkija got a reaction from nurocept in [Discussion] DevBlog: Rebalancing the Universe   
    Mass production is a key element here.
    Megafactories have been run a while already.
    They have produced tons of elements.
    Mass Production is already there.
     
    By increasing production costs prices go higher, not lower.
     
  16. Like
    kulkija got a reaction from Arialine in [Discussion] DevBlog: Rebalancing the Universe   
    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.
     

     
  17. Like
    kulkija got a reaction from MaNs0n in [Discussion] DevBlog: Rebalancing the Universe   
    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. 
  18. Like
    kulkija got a reaction from le_souriceau in [Discussion] DevBlog: Rebalancing the Universe   
    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.
     

     
  19. Like
    kulkija got a reaction from Pleione in [Discussion] DevBlog: Rebalancing the Universe   
    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.
     

     
  20. Like
    kulkija got a reaction from Mornington in [Discussion] DevBlog: Rebalancing the Universe   
    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.
     

     
  21. Like
    kulkija got a reaction from merihim in [Discussion] DevBlog: Rebalancing the Universe   
    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...
  22. Like
    kulkija got a reaction from Istanicas in [Discussion] DevBlog: Rebalancing the Universe   
    So what we are gonna do with this, other than post angry comments here?
     
    How about Ingame Demonstration against this.

    All streamers invited.
  23. Like
    kulkija got a reaction from mtggeek in [Discussion] DevBlog: Rebalancing the Universe   
    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...
  24. Like
    kulkija reacted to JoeKing in [Discussion] DevBlog: Rebalancing the Universe   
    I'm a pretty new player and spent a few weeks getting to grips with the game and finding my way around.  Its taken a long time and a lot of work to build a ship, lots of money repairing after learning to fly through smashing up on Alioth time and time again, and spent hours looking for T3+ ores, which have been totally unsuccessful. Even after 3+ hours each way flying to other planets to hunt, only to find that theyve been stripped bare.
    Im not interested in joining an org, I want to play the game as an individual, but this step seems to make it even more impossible for new players to get to grips with Dual universe, and I honestly think that it will totally ruin the game for players like me.  Ive worked really hard to build a small factory to produce a Territory Scanner with ores that Ive laboriously mined, which has taken weeks.Without the ability to generate decent income you are effectively stuck, unable to be able to move forward.  It not even possible  to mine for decent ore to generate income as its been completely hoovered up everywhere.  Wouldnt it be better to somehow impose a levvy on larger factories to limit their output or profits rather than punishing small fry like me?
    I still havent been able to afford a warp drive, and building a factory seemed like the only sustainable way to acheive this - so I hope you put things into place to help newbie players, who, by the time they have learned the game will be doomed to a poor, boring life on Alioth & Sanctuary!  And what happens to all the industrial units Ive slowly purchased that I will now need a huge investment to use? I honestly think that I will lose interest, just at a point where I felt I was getting somewhere....... .   .     .        .           .                   .                                             !
     
  25. Like
    kulkija reacted to vertex in [Discussion] DevBlog: Rebalancing the Universe   
    I wonder if/when I'll get my skill points back from all the skills I invested in under different pretence. Tho maybe watching my factory becoming a pile of rubbish might just be enough and the last drop for me to drop DU until it's final. I thought beta persistence meant that what we build and learn would mean something - now I feel like I've built the worst gimp character that wasted countless hours running around blindfolded in the dark.
     
    On top of it all having to buy schematics multiple times at "substantial cost" feels like a slap in the face. One might assume that connected/linked industry might be able to link to a schematics hub, but narp... need to make that nerf a fatality and rip the backbone out Sub-Zero style.
     
    At the same time my AGG carrier gets nerfed and is going to crash down - right on my industry junk pile. At least that makes for a good visual representation of what's happening, I guess.
     
     
    This DevBlog kinda sounds like a good bye.
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