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Kezzle

Alpha Tester
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Everything posted by Kezzle

  1. Aye, true enough. But it "used to be something" even if only a little thing (more significant if it'd been available at the very beginning to all those to whom it orter've been available), and now it's even less. Yay. Almost a microcosm of DU in that one "development". I can only echo your "Le sigh" comment from a little while back.
  2. Sheesh. If it's that endemic, they probably get told where the Gud Tiles are going to be, too, so they can home straight in on whatever passes for the Mother Lode. I mean, if you're gonna do this sort of thing, why be half-assed about it?
  3. I'm struggling to find the motivation to bother to log on and collect the 100k dole.
  4. I'm just trying to get my head around the incandescent rage that letting newbies earn an STU for doing all the tutorials and challenges might incite in some of those backers who didn't get an STU until they were irrelevant. Though its very irrelevance might allay some of the resentment; mine's still in my nanopack, because "What's the point?" But if it's that irrelevant, what, again, is the point of giving it as a reward to anyone for anything. Especially now the surface Natron isn't even necessary for Space Fuel. I can't see any reason beyond completionism to go to Sanctuary at all.
  5. Gaving both Sanctuary and Haven was always going to split the starter base numbers. Personally, I'd rather they were unevenly split, given the low numbers actually active. Trying to move people off Haven just makes that less "lively", potentially without improving the situation on Sanc noticeably.
  6. There's a fair bit of 'passive' activity that Alts can help with: owning land and cores, for example. Talents are a consideration, but they're really just either an accelerator (TP gain is proportional to number of toons; you can get level 5 skills faster) or a convenience (saves trolling your MU rigger from planet to planet). Isn't the biggest "semi-passive" problem Mission running? Though you'd need a really big ship to take the large missions for 20 toons at once!
  7. That'd be trickier than just adding an exponent based on the number of tiles owned to the cost of owning a tile. It's not like they've actually got a code base to start from for that. Or even know how it'll work conceptually. So it'd take a very long time indeed to resolve the resource access exclusivity issue. But in the end, it's a partial approach. The end we'll probably come to, it's very partial indeed, since the people who already have the land will be the ones with the resources to expend to keep it, and that becomes more true the longer the current situation pertains. You can start to get around that by having costs go up for tiles owned by anyone in your org. The tariff for a member or for tiles owned by a member would be less than that for tiles owned directly, but should be applied to both TU placement fees and ongoing rent. You could have tiers for cost based on distance from ownership. If your tiles cost doubled every 5 you owned, tiles owned by any org you're a member of would make the cost factor double for every 10 tiles owned, and tiles owned by org members would double your costs every 20 or 100 or some such. Numbers are obviously for illustration only, and would be set by people who have actual access to tile ownership stats, and an idea of what org size they think works best to keep the game good... You could add factors for "permissions allowed": letting other entities access your land might attract a premium, or the opposite might be true: it could be made more expensive to exclude others from certain permissions. The grade of entity that you allow access to could be a factor too: small fees per person; large fees per org. It wouldn't get rid of Alts, but it'd mean each Alt would have less of a benefit than otherwise and at least NQ could fleece some additional money out of their whales.
  8. Ah, that's probably what I remember. I also remember joining in (in my own head ) the wondering about why it wasn't mentioned in the later splashes about 1.2. I assumed it was just standard NQ noob-level comms.
  9. I'm fairly sure the release of Talemai was publicised in some manner before the stream... I'm not caring enough to dig through timestamps of announcements, and it certainly wasn't consistently messaged, but I don't think the stream was the first time Talemai was announced as imminent.
  10. It won't be tomorrow. Gotta give the big orgs time to rebuild their MU and TU stocks...
  11. Bolded bit is the only one I know the answer to without doing research Yes, you have to "identify" a target before you can open fire on it. Conceptually, you might think of "Identification" as what other games might call a "lock". Can't answer that specifically, just offering the reminder that there are both placement and gunner/ammo skills which affect those numbers, so check 'em both in the Talent trees (and find a good fitter as well as a good gunner ). Other than that, I'm looking forward to the answers to your questions (from someone else!).
  12. So code to allow the creation of content in the game, rather than code to allow YT content creators to post more and better vids. Sounds fab. Keep it up!
  13. Which, if it's the case, makes me wonder how the DSAT list gets populated. And it's not good wonder.
  14. Woo! Nice one @NQ-Ligo! Thanks for dropping by and giving us that pithy and informative update. Please note: For once, there is not a single iota of sarcasm or irony in this post. Truth. Really do appreciate the info.
  15. Covering all the bases I can think of, in case: You have to take them off the base first, by going into Build mode and using Alt while clicking with the "deploy element" tool (usually tool 1 in build mode) The element then needs to be in your Active container so that you can use it in Build mode on the speeder. Usually, if you're getting a red outline, it means that the element is in "the other one" (out of your nanopack and your linked container) rather than whichever of those two is your active container. You can see which container is active in your inventory by which has a check mark next to it. You can switch which is active by using Ctrl-I. If the elements are in your base's storage, you'll want to "Set Linked Container" from the right-click menu of that storage, then make that the active container using Ctrl-I, as above. That probably covers it...
  16. Nope. Not really. Not before the money runs out (or they roll DU into their Metaverse offering like some people are suggesting is the end game, and I'm pretty sure there won't be any PvP by default in the Metaverse, Snow Crash notwithstanding, so developing it would be wasted effort).
  17. Such a shame that this would be a piece of the proverbial to avoid, but I'm sad to be in the position of believing that NQ probably won't manage it and your prediction will come true.
  18. Trust me, it's in no way fun, unless you're some kind of masochist. DU's tech is just a drekheap of inconsistent post-hoc failure to cogently rationalise anything.
  19. I thought they (NQ) were trying to get people to PvP because the game was always conceived as a game with PvP, where PvP was necessary to the life of the game because it was a material sink, and because it provided options to gain resources not directly available to people who don't participate directly in PewPew. Maybe you're right about Legion pulling strings, but if you are, it seems to me they're pulling strings to try and get what they were originally sold.
  20. I'm betting that didn't work as well as the NQ "planners" expected, either. One-time costs are a delaying tactic, since any one can accumulate... But putting a periodic charge that gets more and more difficult to pay for is another matter. Sure, big orgs will still do better, but they actually have to generate a revenue in order to do so, since the 'passive' (or at least, low effort) income from territories starts to become less adequate. And making Orgs hand off their territories to Org members in order to reduce their exposure to the exponent adds any amount of politics potential.
  21. Since we have the stupid idea of a cash rent to Aphelia for territories, how about making that scale for the number of territories that the entity (player or org) holds? If it went up on a logarithmic curve, there would be a limit to how much any group can hold, howevermany alts and clever subinfeudation schemes it comes up with. Til recently the ownership of a tile has been able to produce enough cash to pay its rent often enough to never lose ownership; that might change, now that you can't suck at the teat of NPC buy orders, and that might even mean ownerships lapsing and previously-held zones becoming available to new tenants.
  22. Chances of them developing even a rudimentary PvE AI opponent pilot are effectively zero. Just slightly less than the chance they'll make atmo/T-war/AvA work.
  23. The only thing that remains a candidate for "impressive", really, is their voxel/voxel manipulation engine. And I have no idea how that stands up to the "competition"; this is the only voxelly game I play, but some of the results people have achieved have impressed.
  24. I hope that's a generic "you", because NQ's "lore" for DU is a trashcan fire, and entirely divorced from anything that remains "good" (let alone great) about the game. Or maybe you mean "good lore makes good games", which is closer to truth more often.
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