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Kezzle

Alpha Tester
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Posts posted by Kezzle

  1. 5 hours ago, Jinxed said:

    If I remember correctly there was only 2000L of non refreshing natron anyway. Completely minuscule in the grand scheme of things. 

    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. 2 hours ago, CyberDay said:

     

    Ah, you must be relatively new and/or out of the loop. Its almost common knowledge at this point certain groups get several weeks of heads up of upcoming changes.

    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. 6 hours ago, Msoul said:

    I agree, it is a lot better if new players all start on the same planet. This helps maintain a level of consistency to the FTUE and keeps things more lively. However the Sanctuary moon should eventually be made an option for future expansion. The problem is that backers somewhat paid for that privilege due to the additional sanctuary territory unit(s) given in the supporter packs and they may not appreciate it if NQ were to just hand new players one for free. There probably needs to be some sort of compromise whereby new players have to at least earn their sanctuary tile. Maybe something like making it a reward for completing all VR tutorials and challenges?

    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.

  4. 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.

  5. 1 hour ago, Cergorach said:

    That said... 20 accounts... Much of DU is gated by player activity. I wouldn't want to manage 20 characters! I have four and while I might theoretically would like a few more due to talents, actually using them all would be an absolute pain! I wouldn't even want to think about using them all to automine... That would be another full time job! No thank you!

    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! :)

     

  6. 4 hours ago, blundertwink said:

     

    I think it's funny that people paying for 10-20 accounts are considered whales...

     

    Yeah, paying NQ $300+ per month is a lot...but I remember a story from an executive that managed a large mobile gaming company...millions of dollars....that's what a real whale is....

    Some whales are blue, others are pilot... :)

  7. 11 minutes ago, Knight-Sevy said:

    Just ad territory warfare

    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.

     

    15 minutes ago, Kitpoe said:

    I have a suggestion that isn't the total solution because of alt but it's a good start.

    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. 1 hour ago, Wyndle said:

    So yeah, it was technically announced but immediately removed without comment, context, or clarification.  

    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. 1 hour ago, Cergorach said:

    Another problem I have is that some people knew about the new planet and could plan for it. I just saw it in the stream and bought stuff, but even before the stream the TU market got bought out. So there were people who knew before the stream...

    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. 7 hours ago, Pleione said:

    1)  It looks like a Large Phased-Array Advanced space radar has a scan range of 400,000m (2SU) and an identification range  of 330,000m.  Presumably one needs to identify the target before one can lock on a fire?

     

    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".

     

    7 hours ago, Pleione said:

    2)  It looks like a Large Precision Advanced Railgun has an optimal range of 176,000m - by far the longest range of any L weapons (L Precision Advanced Cannon comes in at 44,000m).  How much will skills improve upon that?  

     

    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!).

  11. 3 hours ago, NQ-Ligo said:

    Just to make sure it's not misunderstood. When I talk about content creation, I'm talking about User Generated Content. As @Wyndle says, it's more about systems/tools that allow you to create services, cities, events ...etc. But of course we also work on gameplay :) 

    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! :)

  12. 1 hour ago, SicZilla said:

    Hi everyone, total noob question. How can I use the ship materials that came with my outpost on my hover vehicle? The parts show as red and will not connect. I imagine it's some type of construct Auth but I I haven't figured it out yet. 

    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...

  13. 48 minutes ago, CptLoRes said:

    Do we actually believe that NQ will be able to deliver some of the fundamental missing features like air combat, territory war and AvA?

     

    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).

  14. 54 minutes ago, Wyndle said:

    Once atmospheric combat comes you can forget about the outer planets being viable for anyone not in or aligned to the biggest orgs.

    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.

  15. 1 hour ago, Wyndle said:

    If one were to apply a tiny amount of real world knowledge to the game concepts this could be fun and educational at the same time.

    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.

  16. 2 hours ago, Lord_Trip said:

    NQ is being controlled by Legion a player organization inside the game the third Dev team is part of. That's why they're trying to force everybody to PVP because that Legion wants to PVP. And the pathetic devs given to their demands all the time. This game is truly dead may it rest in peace or should I say pieces

    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.

  17. 2 hours ago, Pleione said:

     

    This is, of course, exactly how territories use to work.  The idea was that it would get really expensive to own more than about 10.  It wasn't logarithmic in the classic sense, but did scale steeply.  Back then, it was the cost of placing a territory unit - there was no "rent".

    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.

  18. 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.

  19. On 10/23/2022 at 4:30 PM, Izon2887 said:

    Currently we only have the two hauling challenges but it would be nice to introduce a PVE type of challenge to provide a practice arena for PVP in the live universe. It should be similar to the hauling challenge that there are many different types of ships to choose from. 
     

    The objective should randomize each time you enter the challenge. One would be attack the enemy and steal their cargo. Attack the leader of a group of ships. Protect a convoy traveling from one station to another. And protect the station from enemy attack. 
     

    At a later time when flotillas are introduced, could add a challenge that requires teamwork to complete. 
     

    I think allowing players to learn and test their combat skills in a safe environment would get more people to risk PVP zones. 

    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.

  20. 1 hour ago, CptLoRes said:

    NQ tech was impressive on paper. But NQ also never managed to make a game that came even remotely close to deliver the functionality NQ said they would be able to deliver with said technology.

     

    And DU still has all the scaling issues we worried about (but NQ said we should not) in early pre-alpha tests, and so they keep on adding more limitations with every new versions to try and mitigate. So how impressive is it really, once you start looking at the reality of DU?

    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.

  21. 6 hours ago, Owl_Superb said:

    I have to say, when you talk "lore" about a game, you make great games.

    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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