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Kezzle

Alpha Tester
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Everything posted by Kezzle

  1. Now *that* is a financial commitment worth giving more than a few moments' consideration. Respect.
  2. If you go to the Discord, you might be able to get immediate help. You'll need to provide your in game name and the name of the construct that it happened in, I believe. You can also submit a ticket for this kind of thing, and they can often reimburse the lost items. You'll need to attach your logs. You can get your logs from the top right menu on the login splash screen.
  3. ...that I've found so far is hearing a machine cascade you made whirr into life when you feed it more raw material. Checking on each queue in the chain to see that progress bar start up, and seeing the blinken lights come to "working" is pretty cool. What's your "I made/did that" feelgood?
  4. Something like that. Or they make a "virtual" overflow parking where they get "teleported" to, and can be reclaimed at a kiosk/dispenser or something. That way they don't have to render. And any not claimed after a time get dumped in a "scrap" lot with their cores un-claimed so we get the salvage experience too
  5. Yeah, they seem to have gotten on top of last week's server issues. I had cause to go back to Alioth/SancMoon yesterday, and the Districts are still a bit of a lagfest; shan't be going back any time soon. They really need to have a way of cleaning up the abandoned speeders all over the place.
  6. If you do look around and actually investigate whether DU really has the gameplay you're interested in (it does remain limited to about half a dozen loops, some of which are either a bit "meh" or very much in their infancy), you should stumble across the interview with the CEO where he explains their rationale behind making it a 3 month minimum commitment. I recommend doing the research, by the way, if you think 20 bucks is a significant investment: there are hurdles to entry and enjoyment. If your rig isn't up to scratch, or your Internet connection, or you just want to pew pew, or conversely never want to pew pew, there's things you should dig in and know.
  7. Is that $35AUS? That's barely different to the US price. Near identical to the Euro price. Your standard of living is no worse than ours and other prices as comparable as any other two first world nations (which is to say subject to minor variations but broadly similar across the piece). If you're havering over a dollar here and there, maybe you should consider where else you can get better value for money?
  8. Having read what the anti-cheat protects this morning.... I think that direct editing of any files is probably risky. Is there a reason you didn't just use the in-game settings?
  9. You might be okay, IF you can get out of the initial spawn district. The emphasis markup and caps are deliberate and considered, because that initial entry into the game is the place where any weakness in your rig will be viciously and thoroughly exposed. Everywhere else, the problems are largely down to server issues, but even setups that are middle-of-the-range of DU specs struggle with FPS in the Districts. Maybe that's down to people's cache being on HDD, but it's a challenging environment regardless.
  10. I thought that too, to start with. Fuelled a skiff, no problem. Mined for a whole 30 minutes without a MOIP or an PO or an ISE. Then, no dice. Had to go empty a half-filled can and find a new location for it to let me do any more digging. And that lasted another half hour and half a load. It's like they're capping the number of operations per hour per toon. It'd be impossibly frustrating if I wasn't aware that this is a beta test; because it's a scaling problem, the frustration is bearable.
  11. Is there any point having the cache on the slow old spinning drive? You might get an improvement putting it on the SSD, even if it's smaller.
  12. And you can't even drag it in one go. You have to take it to the top, then bump it up again and again... The interface is just dreadful. It needs to change the graphic display when you click on a new "group header" too, rather than requiring you to select one of the possible options before showing the graphical representation of your group. It could default to the first in the list.
  13. Since this is the first game in ages where I haven't just killed the music after a couple of hours, I evidently do like it. I'm not sufficiently conscious of it to have a favourite though.
  14. Currently, there are a lot of problems around moving things into (and, to a lesser extent, out of) your inventory. It's affecting mining too. Last night wasn't as bad as it has been, for me, and I've not had any problems in my brief shuffling of parts this morning, myself, but it has been erratic, and I would suspect it will vary according to which copy of the world you're attaching to as primary. They are working on it; it's "better than it was" in some regards, and the announcements in Discord that mention anything about what they're working on suggest this problem is a significant part of their current focus. But yeah, it's a killer.
  15. DNFTT. Let it go back under its bridge without aggravating it. It needs its sleep or it'll be grumpy by morning naptime.
  16. I disagree that it will help the market at this stage. As Alreya says, the economy has a bunch of growing to do before we're properly out of subsistence level, and destroying things at this stage would only slow that growth. At the moment, it's the supply side that's got to grow; the scarcity of everything means what stuff is for sale feels "expensive". I totally agree that there needs to be a sink for stuff (outside of voxels and "consumables" which are the only permanently-destroyed classes of thing at the moment that's not "ore sold to bots" or "Quanta paid to bots") to drive the demand for new stuff to be made. If cores weren't required for a construct to exist, I'd like to see them go "poof" when destroyed, and even other elements eventually. There should be a level of damage where they get reduced to "scrap" and can only be recycled, not being worth repairing. We don't know anything about how atmo PvP is going to work yet, so don't get all tangled up about the potential for your nice things to get blasted to scrap just yet. But it is coming (assuming the current server woes can eventually be corrected), and you're going to have to deal with it in some manner unless you remain only in Sanctuaries, as I understand it. I'm relatively confident that casual vandalism will be strongly inhibited by mechanics like "shield timers" since there are an absolute ton of little ouitposts in existence which will very quickly go down to "planet pirates" cracking their cores and making off with the elements if there's not something in place to give the defender time to respond, and letting that happen "willy nilly" with a 24 hour-notice "PvP zones go to the centre of planets now" announcement would kill the game stone dead in about 48 hours. But make no mistake, the current understood intention of NQ is that the wider world outside the Sanctuary Moons is going to become FFA PvP at some point in the development of the game. You'll need guns, either your own, or friendly, or contracted, or manipulated, to keep your gin palaces safe from other people with guns. You might get by with leverage, but you'd need a lot of different levers to cover all the acquisition-by-force outfits that will accrete.
  17. I like the idea of being able to queue up different jobs in the "Make" mode. Would make both offline and online time more productive. Definitely a QoL improvement though, rather than "essential", and probably a pain to implement. It would lead to even more industry calls, maybe. But given the increased batch size, I can see even more call for it, since 'timely' clearing of downstream containers becomes more of a requirement.
  18. Someone has raised a point in another thread that the tuts might have been broken by the recent change to batch size for many (?all?) industry processes. So I don't think an NQ rep will be able to fix it per se, but they might be able to bunt you on a step. You'd get a better response from NQ in the Discord, I believe, but do read on first. I'm no expert on tutorials, but I believe you can artificially push yourself on to the next step of any tutorial using a keystroke; maybe someone remembers it and can help you, or it's still on the Hint screen for the tutorial. It won't, AIUI, give you the chrome, but that's less important than being able to read the next steps, even if you can't actually do what it says. You can keep moving on to the next stage of the tutorial, I believe; they are not conditional upon actually completing the previous step, it's just a good way of leading you through the process. You'll still get to the end and get the Talent Point award. Or you can Ctrl-H out of the tutorial completely, I think.
  19. Dunno, but it does sound like it might. Wonder if they thought of it. Given that the programmers obviously didn't think about the interface, or didn't have time to bring it in line with the changes (why it doesn't just read from the same data that the actual operation does is a bit of a mystery, now that I come to think about it), it'd have to be a separate team changing the details and parameters of the tutorials to fit, because the "backbone" programming team definitely don't have time for such frippery as tutorials (which will be obsoleted again with the next change, I have no doubt).
  20. Because mining is a tedious, boring process. For my part, I can't mine fast enough to feed the industry I've built, because I can't be bothered filling more than one M can at a time. People will trade Quanta for their time in game. Because they are mining more of it than they need? While those two answers may seem to be mutually exclusive, that's because neither is an absolute. The market exists to illustrate and make use of the balance between those two tensions. When "Quanta for playtime" codes (a la PLEX from EvE), which I gather is a plan, eventually, come in, the need for quanta will, for some people, mean that they'll sell ore at almost any price, because the player is so time rich and cash-limited. There might be a starting curve where newbs have to do some uneconomically sustainable activity to be able to get "on the ladder", but if ore prices bottom out, so will element prices, so that should be minimal. This is probably unavoidable, in terms of game design; parachuting the new player in at "competitive" isn't going to be well recieved by the extant population.
  21. Quite so. It's a silly number to pick for that particular resource. No output batch should have been set to be larger than a 1000L XS container, unless it was a single item larger than that. It's the kind of mistake you expect in a beta when the devs are under such immense pressure to fix this mess, though. Same as the forgetting to make the tooltip/recipe match the new reality. And it wouldn't be unreasonable for a modified version of this change to be the permanent state of affairs going forward; that sort of "balancing" is also to be expected in a beta, especially one that's as Alpha-y as this one. The batch size change is as nothing to the changes to combat ships that are going to need to be made when they revamp Combat, I'd imagine,
  22. It'll mean that players will have to sell their T1s to other players instead of the bots. Currently the bots provide a guaranteed minimum price. Take that away and the meganodes that are currently destined for bot-fodder will be flooding the market with resources and the price will drop. Cheaper resources will mean lower prices for made products. The alternative is that the current mega-miners will scale back their operations, restricting the supply of T1s, and pushing up the prices on the markets which will mean newbs will be able to sell their T1s for good money and get on the Element Upgrade ladder. These two scenarios are, however, mutually exclusive, and the newbies will have to adapt to whichever market condition applies. If ore sells well for good money, they should optimally look at mining. If ore is cheap, they should go into industry. People who are determined to enter industry when ore is expensive, or mine when ore is cheap are setting themselves against the forces of the market and will have to be determined, to survive and thrive. There's an example of ore shortages going on right now, with the mining bugs. Prices are going up, and industry is starting to get starved of input. If someone were to be able to mine consistently in this climate, they could make a killing. The same would apply if the "Big Boys" decide to not sell their stuff to players later. There will be a gap between the people affected by the market conditions and those Big Boys who set them, but that's always going to be the case. Newbies, though, can choose to go with the market, or fight it.
  23. Ah.The display is a bug (or at least a point to improve, since it doesn't actually affect the operation of the code, only the perception of it), for sure. The actual operation, though? They've said they were going to increase batch sizes, and batch sizes have increased, ergo that's not a bug, but a deliberate change. With unfortunate consequences for some carefully balanced machinery cascades, but hey, it's a beta.
  24. Dear Mr Baillie Given NovaQuark's stated intention to be transparent about the development of the Dual Universe, don't you think it's time you spoke to your disciples about the state of the game a fortnight in? Let us know the tribulations you and your loyal soldiers are fighting. Give us a heads-up about how you see things developing in the near and mid-future, having the benefit of 20 days of 24/7 ops and nearly 2 weeks of "open" subscription? The community is rife with theories, and curious to know what's going on. Can you spare a few hours to knock a 10 minute piece to camera together to answer some of our burning questions and give us some closure on our speculations? How about it Jean-Christophe? Your hopeful supporter Kezzle
  25. Nah, it's an intentional change that's been half-assed because they're under immense pressure. It might not be permanent, and it's certainly not fixed the data synch problems all on its own, so it might get rolled back. They said they were going to do something like this, and there it is.
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