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LouHodo

Alpha Tester
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Posts posted by LouHodo

  1. 22 hours ago, Wolfram said:

    I don't even know if you still have this issue, but well leaving here as may be useful for someone else: you can't do it with a Programming Board nor a Remote Control. You MUST use an PVP-capable controller, even a Hovercraft seat will work.

    That answers my question of scripting an atmosphere radar to one screen and a space radar to the other so I can have them both on one ship.

  2. Hmm if I recall they weren't going to start charging those of us who got in during the alpha till the game goes "live".  And seeing it is in beta still I think we have some time.  

     

    Now those who jumped on the bandwagon at the launch of beta they had to pay monthly during beta... At least that is the way I understood it. 

     

     

  3. On 2/5/2021 at 10:37 AM, iNFiDeL said:

    Hello,

     

    I know I am not the only one feeling this and yes I'm sure that some of the lack of ilmenite available to purchase is due to market manipulation but we urgently need ilmenite reseeded. I can literally spend weeks on Lacobus scanning with multiple characters only to find if I'm lucky 1-10 scans with any ilmenite and of those, if I'm lucky, 1 might have more than a thousand in it. Not saying this is everyone's case by any means but no other t5 is on this level of craziness with the exception of Thoramine for obvious reasons. I go to Jago and can find dozens of scans of Columbite ranging for 3-20k in each tile each day, go to Ion and there's literally Rhodanite in every other tile half the time. Symeon, though a bit more rare, I can at least expect to find some Vanadite, but Ilmenite is basically no more. Something was done wrong with the seeding of ilmenite from the get go, those guys who found a mega of ilmenite with like 7 mil back in pre-beta must have sparked a huge nerf that went over board so please correct this NQ it is fairly urgent. 

    Hmm so the early strip mining is starting to come back and bite in the rear...  Do continue telling me about your hardships.

  4. 2 hours ago, Revelcro said:

    Talk about a recipe for disaster.....

     

    Hard to dock back on to if you leave it since it is moving and if it is moving fast enough to orbit then somebody could just pull in front of it and slam on the brakes to wreck it.

    True.  But docking can be done.  I have done it for a org mate who can't wrap his head around orbital mechanics.     

     

    As for the other part .  Well that is a nature of DU currently.

  5. On 12/7/2020 at 10:16 AM, Olmeca_Gold said:

    Hi NQ

     

    Nobody can dispute making everything in megafactories was too easy, linear, and out of balance. But there are so many issues with your approach to fix it.

     

     

    PROBLEM 1) You are putting yourselves in quite a position with treating the game as a beta and non-beta whenever it works. On one hand, with the promise of keeping our wealth into the release, we're expected to treat the game as it's an actual launch to compete with other players and organizations. But then there is no support, mechanics can change dramatically, etc. You're also putting at least a 6-months gap between those who could exploit the unbalanced mechanics early and accumulate wealth, and those who couldn't.

     

    SOLUTION: I don't really have a solution to this. Perhaps the best way to operate right now is to announce a full wipe at the end of beta if you can financially handle it.

     

     

    PROBLEM 2) This update leaked to lots of people for several weeks. The knowledge put those people further ahead.

     

    SOLUTION: Either enforce your NDA, or do not disclose (economically sensitive) details of how you'll change things.

     

     

    PROBLEM 3)  Completely unhelpful talents just to unlock elements are a bad idea. Eve Online learned this lesson over the years and they are doing away with artificial prerequisites to start playing the game. Industry is one of the rare domains where talents actually GREATLY matter. Most production will eventually become unviable overtime without respective talents. It's bad analysis if you thought the lack of talents was an issue.

     

    SOLUTION: If you want to wall element usage behind talents, you should do so behind the existing talents. This way at least people get a benefit alongside element access. A sense of actual progression and no waste of days of training.

     

     

    PROBLEM 4) I am quite worried whether the game actually has enough quanta supply recipes for sufficient production.

     

    SOLUTION: The game needs isk faucets besides the honeycomb NPC order businesses. I have low-cost proposals for that in the idea box.

     

     

    PROBLEM 5) Machine-based recipes create lots of issues. It'll be quite tedious to teach the recipes to every single element and to keep tabs on them even in non-megafactories. Moreover, how will our investments be saved? I hope (but am not certain) the recipes will be saved under "dynamic properties" of a machine. But then we won't be able to deploy the same factory from a blueprint. It'll be impossible to move factories. So you're not only investing in the machine, but also in the location of the factory. That'll have even greater repercussions with territory warfare. 

     

    SOLUTION: You should have at least made the recipes character-based. Given that you don't tolerate account sharing and ban those who do, this would still achieve specialization, yet make it way less tedious.

     

     

    PROBLEM 6) Cost is an artificial and unsustainable way to motivate people to specialize. Once people accumulate enough capital, megafactories will begin popping again. Then those who can afford them will be miles ahead of others.

     

    SOLUTION: To achieve truly sustainable differentiation and specialization, there needs to be differentiation in the ways the source materials are acquired. Ore is equally available to every individual. It should take organizational level effort to access some building materials; it should take outside-the-box intelligently developed systems to access others. Moreover, it should make more sense to make one product somewhere and to make another elsewhere (geographically). 

    This is one of the reasons why he was in the EVE online CSM.  

     

    More or less what he has said is correct.  

  6. On 11/9/2020 at 1:24 PM, Zamiel7 said:

    Not a whole lot of use for atmospheric radars right now given that atmospheric PvP isn't a thing yet, so I don't know that there needs to be a lot of concern directed there, at least for now. The definitive radar setup for space seems to be having a small radar linked to your pilot seat and a large radar linked to your primary gunner seat. The pilot won't be able to identify (re: lock) any targets meaningfully, but having the small radar means they will be able to see the same targets the gunner is actually identifying and maneuver the ship accordingly.

    They are pretty useful for seeing those who are camping just inside of the safe zone to gank you.

  7. 2 hours ago, dumpeet said:

    Why do you insist on killing cubes instead of elevating other designs to their level? Do you want everything to hit like a wet noodle and get exploded in one shot? Cubes are high risk high reward, parenting will enable cubelike ships even if you gut actual cube ships because you hate fun.

    I would be fine with other design options.  But currently there is zero benefits to anything other than a cube.

     

    Even the sphere is less useful than the cube.  

  8. 3 hours ago, carijay766 said:

    Lol at anything "within the game mechanic" you were one of the guys whining about how it's bugusing when players act within the game mechanics but it's deemed illegal by NQ in hindsight. Cut your hypocritisy. 

    Don't get it twisted kid.  I am not saying that what those kids did to 15 was wrong.   I am saying how they went about doing it and "reporting" it was. 

     

    Had they had just left the sign or a random xs fuel tank and reported it through the PROPER channels instead of posting a brag post on Reddit or a half hearted PM on discord which has n very been the correct way to report any bug.  

     

    To quote CCP HTFU.  And don't try and come at me sideways again because I will verbally slap you back to your adolescence and make you think I am your long absent father.

  9. 7 hours ago, Ater Omen said:

    Before talking about how to kill this meta, can you explain why it should be killed?

    Pretty much what artic_fox said.

     

    The cube is currently a race to see who can slap the most densely packed voxels and still manage to clip a player into it.  With no thought to how to get in or out.  The most engines and guns as you can get.  It is not good, fun or diverse.

     

    It doesn't lead to individual design styles or thought 

  10. While this was probably posted by an alt.

     

    Here is a news flash for you.

     

    Most of that already happens in game.  There is already murder, scams, robbery, ship theft, destruction and all of the fun of bad things.

     

    Laws are made by the largest organization in that area... So don't expect one over arching set of laws for the whole universe.

  11. 16 minutes ago, Samlow said:

    I for one am happy they stuck with their decision. 

    Accept it and keep playing, or move along as you all proclaimed. But it's time to stop throwing a tantrum all over the community because you didn't get it your way.
    Its done, over. The amount of attention drawing is just really bad for any normal discussion. Heck, even Duscussion is back to normal and having good conversations again.

    Exactly.  It is pretty cut and dry.

     

    Break the EULA and brag about it on reddit get hit with banhammer.

  12. 3 minutes ago, Samlow said:

    Theres been a lot of interesting discussion on options, and I hope they picked up a lot of the good suggestions. And Im thinking a good mesh of options is gonna be the way to go. My favorites:

    - Power budget tied to core size. 
       + All elements that affect combat should draw from this, with a reasonable pool to allow for ships to function well balanced, but also allow for specialisation by trading off. ie. Cant plaster with brakes&engines and still field large weapons on a XS core. So you choose, slow with big weapons, fast with smaller etc.
    - Rework on radar mechanics
      + dont know all suggestions here, but untie lock on range from core size, but rather move it to a formula based on Mass*power usage. Tie in some defensive systems that can reduce it (with the above tradeoff mechanic.
      + one sugestion I saw was to make radar size influence radar characteristics: Small radar has shorter lock on range, but is a lot faster locking on. Large radar has huge lock range but takes longer to lock. This encourages specialization again.
    - Hit chance being influenced by relative speeds, influenced by ship rotation and distance and cross section. Shoot a small ship at high speed far away? big chance to miss. This mechanic should be the replacement for core size bias (ie. the need to not have L cores nuke XS cores with no chance at long range) 
    - Weapons need to check for collision on receiving and firing end. Now they fire through other cores. If atmo combat comes, ground needs to collide weapons too. Else no use for closed carriers.

    There was more but this is what was on my mind. Oh and remove magical brakes :P They need a trade-off

    There will always be some Meta, we just want it to be one that is fluid.

    Any or all of this would be good and go a long way to improve the current situation.

  13. 6 minutes ago, GloPopJigglyJam said:

    Hmm, that’s interesting. So I guess some sort of middle ground with good weight but also not compromising on hit points. Thanks for the reply :) 

    Pretty much.  Also depends on the intended role for that vessel.  Like my work truck in atmosphere is made of carbon fiber or plastic and it is not meant to get shot.   

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