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Sabretooth

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Posts posted by Sabretooth

  1. Get ready for my rant.... 3.. 2.. 1..

     

    Hi there, I am wondering if the community has changed.

    From artistic builders to people who only want to make money or destroy things.

     

    I see a lot of chatting going around, it only is about how much money you can make with the new mining units. Nobody talks about a building project or anything. New players come into this game and I only see them chat about how to make quanta. Its all about which tile brings in the most quanta, not even if it has a great view, a nice river or anything. They might as well just have flat surface planets because people dont seem to care. I have NEVER seen anyone chat about how this unlimited ore can help you with your giant build project.

     

    Its all about quanta, quanta, quanta. People who are making billions, and for what, retirement?

    This is a voxelbuilding game with superior voxel-tools and lots of players are only talking about how to make quanta.

    And what will they do with all that quanta? Nobody knows

    With all this unlimited free ore, sanct should be looking like coresant in a few months, but Im sure that will not be the case. People will only sell ore, it is not meant for building anymore. 

     

    Talking about making money so much, that NQ is even considering a wipe now, and lots of peeps are like: no biggie, as long as i can keep my bp's (and with bp's, they mean a bp for a hauler to make money). NQ can consider a wipe, because the majority dont seem to care about builds.

    In that perspective, NQ was right to implement taxes. If that is what the majority of the community wants to do (make money), then NQ has given those players a purpose.

     

    And this is a voxelBUILDING game, so whats this complaining about PVP? Why do people enter a building game, only wanting to destroy things?

    Because it is not about building or design, its about assembling the most powerful destroyer possible. Not even the best looking or anything, just to be useful and destroy as much possible.

     

    And that is, for me, the reason I cancelled my sub. Not just because of how demeter or NQ changed the game, but also because I do not feel at home between these money grabbers and destroyers. This is just not my kind of game anymore. Im sure that if I come back and take a peek after 8 months or so, there are less builds then there are now! And thats a very amazing trick that NQ has pulled of in a persistent voxelbuilding universe!!

     

    No offence to anyone, we are all different people.

     

     

  2. 7 hours ago, Atmosph3rik said:

     

    They added a limit to the number of constructs that you can see at one time.  It's in the graphics options, and i think it was set to 70 by default.  If there are more then 70 then it only loads the constructs that are closest to you.

     

    70 is pretty low, but i guess that's probably good for people entering the game for the first time with a low end computer.  I turned it up to 200, i think it went up to 1 or 2 thousand.

    Ive turned it up to 200 as well. I have a 175 m-core space station. It was anoying to see big parts of my base not loading in. then suddenly appear again. Or to see my parked ships 'floating' in space because the base hasnt loaded in.

     

    I also think its dangerous of NQ to put it at 70, imagine approaching a market and suddenly a tower pops in cuz you are into the 70 max.

    Its a very strange feature that they have implemented and, as with all things they do now, they have not thought this through.

  3. On 12/3/2021 at 11:55 PM, Scavenger said:


    Well. I put in some of my ships quite alot oftime since some sort of voxelmancy is done and fixing naughty corners.
    I would prefer to only have collect the resources again instead collecting the resources again AND put 10 hours back into building. :D
    Besides that i would rather create new designs to re-create lost designs. So alot would be just lost forever.
    Also some pieces are made that i couldnt repeat it 1:1 again. (Unpredicted voxel behaviour = Mistake Feature!)

    If you have just a flat plane its obviously not neccessary to have a Blueprint for that.
    If there is a way to easily align blueprints it might be also super useful for bigger bases.

    But i guess you are trolling anyway.

    Im sorry, but 10 hours to rebuild an m-core? I think YOU are trolling.

    Even with the ore present, you would still have to fabricate the elements. On a decent m-core that would be at least 10 L engines for atmo alone. Never mind the other elements.

    An L-core takes 3 days to produce and thats just the core.

    Impossible to do in 10hrs. I would say. I have lots of L and XL containers, please tell me the amount of elements you have and do a realistic calculation of how long it will take you to rebuild them. Your base, storage, ships.

    Im sure it will take you at least a month of subscription.

     

    So it seems you dont mind paying for a game and waste your time doing the same stuff twice. Thats not something for me to be doing. My time is precious to me.

     

    Its these 'positive lies' of players like you that try to convince people that the game is still simple, easy and the same as NQ is advertising, while it is not.

    This mining system is only nice if you are into making money.

    If you entered this game a year ago to be an artistic builder, then the game has now changed for the worse. 

    That is a fact.

     

     

  4. 6 hours ago, Warlander said:

     

    Oh I get it Jake. But its not nearly as bad as you say.

     

    You get 150,000h per day and 1,050,000h per week free.

    You get 5 HQ tiles, 1 free sanctuary tile and potentially another free mining tile per week for 7 free tiles if you log in every day.

     

    On top of that in order to make a ship to haul it just takes:

    • XS Dynaic Core = 1,284h or S Dynamic core = 21,087h
    • 1 L container = 340,000h
    • 4 hoverpad L's = 33,675 ea or 134,700h total
    • 6 M adjustors = 5694h ea or 34,164h total
    • 4-6 Wing M's = 37,491h ea 149,964-224,946 total
    • Hover Chair seat = 4,999
    • Atmo fuel tank M = 32,471h
    • 2 Atmo Brake L = 37,000h ea or 74,000h total
    • 1 basic atmospheric Engine L = 80,000h
    • Total 584,580h. 

    This is a game of choices and there is nothing saying you should have a territory scanner right off the bat. Getting a hauler going for 600k-h is easy to start hauling with no effort but like 4 days of loging into the game with 5 HQ tiles and even if you drop another tile for industry and MUs the least of your concerns are what is produced in the tile at that stage of the game.

     

    With just 5 charges for MUs with no exp you can get like 20kl-25kl worth of ore playing the minigame. Lets say that ore is coal for an example you can do ever 2 days at 40h p/l you make an additional 1mil h every two days at current market rate. Seeing as you can do that 3.5 times a week you get 3.5 mil a week on top of the 1,050,000h just logging into the game. You can almost buy a scanner with just the mini games in the first week not including the 84kl you make per week with just a 500 l/h standard tile they would likely drop in. seeing as youll likely get T1 dropping blind plus drop cost you will likely make around 3 mil in just what the MUs produce on their own.

     

    The other factor is they can mine rocks on top of that and just mining rocks for two hours netted me about 30kl in random ores that netted me roughly another 4mil+. So its not like new players dont have options or that a lot of stuff can be made inefficiently in the nanocrafter if they dont flat out buy it from the market.

     

    Nothing is unobtainable within a week with little to no effort with demeter. And there has never been a point in DU that the game just handed you everything right off the bat that didnt require choosing what you wanted to improve and making hard decisions.

     

    The other factor nobody talks about is that every time you play and ace the mini game the more MUs are able to mine from the territory in terms of L/h. Some of our S miners are now pulling 150+ l/h and our L's are now sitting at a top end of 250 l/h. So you dont need a lot of MUs as much as acing the mini game.

    Just another example of how much you MUST do to play this game.

    Before demeter, you could play at your own pace, now you have got to be hardcore and login every day or loose stuff.

  5. Keeping BP's, as some mention, is really dumb.

    Like, what do I need a BP for when I have a 175 core base, and aligning bp's is a pain in the *ss.

    Also, most of our bases have large landingpads which are just flat area's to park on.

     

    I really dont get the 'wipe and keep BP's' comments, but  pretty sure the comment are not from builders

     

    As if, it doesnt take time to get the materials to build up your base again.

     

    This game SEEMS to only have players left who want to make money. This is no building game for them, its a business game.

    Just money money money, its not like peeps are talking about building projects or anything. Just about how much money they can make.

    Not about the amount of ore they can get for their project.

    NQ even pushes and promotes people to sell their ore for money and not use it for building!!

     

    In that perspective, NQ has gone the right way with this game with demeter, since the artistic builders have left the game.

    Now only pvp and money makers remain.

     

    To me, I am like the OP, a builder and I liked the game for that. Had a max of 55 mil of quanta, just because I won a game in chat (50 mil). I was happy, I had me stuff and when I needed more, just went down to a planet and mine for more materials.

    It looks like that the building part is very much gone. So Im out to look for another game... Like Starship EVO for example.

    1 hour ago, Kronskie said:

    link

     

     

  6. In 2020 I wanted to sell some snow from moon 4, just for fun, only to notice that we have 100 types of snow in this game. So finding my type of non yellow snow would be difficult. But today, the snow is still in the market container, I have not put it for up for sale again. It stays there for free. Now almost a year or maybe already a year.

    So if i have things for sale at the market and the timer runs out, it stays at in the market container forever.

    Does it even stay there if you quit and come back after, lets say, 8 months?

     

    It would be nice because you can store a lot in the market containers for 'free' (just the fee for the time you are selling it). Get back in the game after a year and sell the items for quanta, or pick them up for building.

     

     

  7. Well, ive seen pictures of people who have 'good' rates like 2000l/h, but that still is 1 minute of mining before demeter.

     

    The surface rocks that will rake your T2 in at 20litres per 10 seconds (thats with walking to the next rock.)

    Thats a solid 7200litres per hour with non auto-mining! (the middle mouse button)

     

    Im a solo player who almost never sells ore and only uses it for building.

    I think this will destroy the markets but we will see how it goes.

  8. 22 minutes ago, Rahzig said:

    While I do agree that we should have something more "futuristic" than modern airplane mechanics, if you want to use that logic, why have ships at all, we have teleporters.

     

    I do not understand your reply, this is a fantasy world. There are teleporters in this game.

    The logic is that the cry for realistic builds is absurd

    25 minutes ago, Rahzig said:

    They can, and have decided.

     

    Yes, they did, and so it makes my point. There is nothing that SHOULD be done. They just do it or dont.

     

     

    If you want to play the game like this, go ahead. Its normal that people have different opinions.

    The brake change is just not my cup of tea. NQ can decide whatever they want, but people stating that it SHOULD happen is something I do not agree with.

     

    I am no fan of all these element that must be placed on the outside of your ship. Even in Space Engineers the engines could be placed inside your builds to make them look "better".

    Im more of a fan of the 'Avorion' approach: thrusters, engines and brakes (inertia dampeners) cannot be blocked by voxels at all!

     

    But, to be honest, when I go to DU Creators and I see all them ugly engine walls on L and M cores, entire sides covered up with retro brakes and the ship still get 15 thumbs up.. I just shake my head. So I have a very different view on what is to be considered a beautiful build. But hey, we are all different peoples.

  9.  

    46 minutes ago, Gottchar said:

    Brakes should obstruct like any other element.
    Brakes do not add to the active element number bug, only engines (and ground engines when close to ground) and aerofoils do.
    The current arrows on the live server are pointing the wrong direction, for the M brake it even points sideways.

    IF they used the obstruction direction indicated by the current live server arrows, people could just stack them on top of each other in some room in the ship, like now, but pointing the arrows outwards through the wall, sideways or upwards. Which is bullshit. So the new direction makes sense, and also means it is futureproof for when they add the animation.

    So the changes, imho, make sense, I do agree though they could have announced it earlier, or when putting it on the testserver already told us "we plan to give you at least X weeks time before this hits live server, if at all".

    Regarding ship size, the amount needed to land a ship of any size and mass is the same as before, 0. You just need your silly amounts if you want to be able to almost stop in midair while freefalling. The moment you realize that your hybrid ship is a space-ship in space, and an air-craft in atmo, you can sail like an aircraft and land like one, brakes just reduce the roll out needed.

    How does obstruction work? Likely as follows:
    From the middle of the yellow circle you see, the game decides on a random direction within a ~40° cone. If there is an obstacle in that direction it counts as one obstructed direction, if not, not. Repeat every few seconds. Remember last 20 results. 
    Obstruction percentage = (amount of obstructed directions X 5) %
    This explains why obstruction depends on collision detection, why it fluctuates, and why you often see elements either deep red or not red at all the moment you enter build mode, and it becomes a bit more "nuance" after a while.

    This is NOT something that was officially said somewhere, it is just my guess. My model if you will, which works better than any other model I head of so far though.

     

    Why SHOULD brakes be obstructed?

    Just tell me WHY it SHOULD. Because there is no reason that it SHOULD. 

    The are not obstructed now are they, so why is it so important that they must be obstructed?

    Tell me why you so deeply want this feature. I cant think of anyone who wanted to quit this game because the brakes were not visible.

     

    And some people going for that 'more realistic' dont know what they are saying... Going into space after 3400m up in the air? Being 10000 yrs into the future? Having a nanocrafter in your pocket? Ditch that realistic thing please!

     

    There is no should, the devs can decide for themselves if its obstructed, how powerful they are, or how big etc. This is their world where they decide the rules. There is absolutely no reason that it SHOULD be this or that. Its just something that they decided to implement now of a sudden and Im wondering what they hope to achieve with this change?

    Its not like, more people will come to this game because the brakes are outside of your ship like it SHOULD be...

  10. I was thinking about the territory taxes:

     

    Could the TU's be set on a timer to be active, just like when you sell things.

    -7 days 150k

    -30 days 500k

    -90 days 1000k (the infamous 1 mill)

    (maybe tweak it to 1mill for 45 days and 1.5 mill for 90 days)

     

    -Have a seperate tab for that of course to manage the TU's

    -And we can put them on auto-extend with a simple on/off switch.

    -Have the switch in the map menu also for easy management.

    -No adding of time, so if you got a territory for 150K, make some quanta, and you want to extend it to 30 days. It starts with the 30 days and doesnt add up to the days you have left on your timer

     

    -After the timer reaches zero, your TU will become abandoned (blue coloured??), So its even easier for the next player to grab your tile. I mean, if there is a TU unit there, there must be treasure. So hunting and using hovers to scout planets now becomes a game, since we cant see TU's from to high up. (Or hide your TU)

    -Have the scanner rework to detect elements. So even if you have an underground base and you've lost the territory. It is still hidden and must be found first before be able to be reclaimed. This way you can log in after 8 months or so and still have your secret base somewhere and reclaim it yourself. (Have abandoned structures not show up on radar, only on scanner)

     

    Since we cant no more drop in and speedmine, but have to set up stuff that will prolly go at a slow rate. This will solve many things I think.

    Also, this way even players that quit can hold on to their cities with ease for a longer period of time.

    But when it comes to hogging 100s of tiles cuz you have found a mega there, it will cost you.

     

    I have 3 tiles outside of my sanct tile (I live on a space base). They are not because of megas, but because of much random ore on them. I barely even visit the tiles for mining because I mine where ever I am closest to. So its unneccisary hogging of tiles on my part. So its true that taxes will help a little, but I do not think it should be too pricey!

     

    So what you guys n girls think of this?

  11. I never enjoyed these too much outside elements. I see ships with 100 wings n stuff, so unrealistic, engine walls that are ugly, entire sides of ships full with retrobrakes.

    I mean, they put in voxelmancy to make beautiful ships, and then we have to uglyfy them with those elements.

     

    I pretty much can throw away my newly designed ship, and I think DU creators needs a complete overhaul because of this DEATHMETER update

     

  12. With al these prices going up, the schematics become relative very cheap. And so now I see less people dive into the market to buy something, as making them yourself has become much easier; We get more quanta for our mined ore and so can buy schematics easier.

    Ive seen that lots of things are not (or barely) available anymore on the markets because players can make everything themselves. 

     

    And so we are almost back at pre-0.23

    We will just keep on balancing.

  13. When you have more than 4 fuel tanks of the same sort (atmo or space), the fuel window gets a scrollbar.

    The command seat has only 10 connection available where 1 is already taken by the core.

    So why not have a fuel hub that only takes up 1 seat connection and have the hub display the fuel tanks in a window with a scrollbar?

     

    I think its pretty lame that we can only connect 10 things to a command seat. Also I think that solving this problem with lua-fuel screens n stuff should be an option, not mandatory. An L-core is a pretty big ship, 1 AGG, 1 warp, 1 radar, 1 ECU, 1 core, 1 gyro, 1 shield and there goes 7 of the 10 connections available, with a fuel hub this would not be a problem (you can still have 20 fuel tanks on this massive ship).

     

    And the on/off switching of engines. we can already connect them to relays/switches, why cant we turn them on/off? Yes it can be done with 'simple' lua, but I dont know why I should learn lua for this game when the things are already in place. Why doesnt the on/off switch work on engines, but you can connect them? Is it more fun to make it difficult for players?

    For parking in space or taxi on the runway, its very handy to have some engines turned off.

     

    What you guys n girls think of my complaints/suggestions?

  14. I was pointing it out because of the experience in the game Avorion, where engines and directional thrusters are not blocked by exterior design.

     

    With 'allowed' stacking, there would be a chance of more beautiful builds with much power. Instead of building a super design with outside element uglyfication, we could have ships that are superpowerfull and still look sleek. It is somewhat already implemented with airbrakes,

     

    I only ask for a way to implement it into the game so everyone can see it is stacked.

  15. 45 minutes ago, Knight-Sevy said:

     

    Less cross section:
    - You have more efficient cargo in atmo compared to people who do not cheat.
    - You are less likely to be hit in pvp compared to people who don't cheat

    NQ equilibrium are based on the volume that an element occupies on your construct.

    Thank you very much!!

     

    I still dont think it should be banned, I think it should just has to be exposed somehow and even implemented into the game.

     

  16. Can someone explain to me:

    -if you have 2 engines, you use up 2 times fuel

    -if you have 4 engines (2 are stacked so you 'cant' see them), you use up 4 times fuel?

     

    Or does stacking prevent fuel use? If it doesnt, I think it should be a feature in this game. Sure 2 military= 4 basic engines, but the weight!!! yes yes

    I think some designs maybe deserve stacking, really!

  17. But how does this stacking work? 

    Dont you just need more fuel & tanks now?

    Doesnt it add weight to the construct?

    I mean, if so, then I dont mind stacking. Designwise its cooler to use less space for more power and sleeker design.

    I would love to be able to stack my retrobrakes/adjustors, as they kill the exterior design of my ships.

     

    Is overlapping allowed with sliding doors, cuz when they open they go through any element?

  18. Is there a build zone limit around space stations, like for example 250meters?

    Or can someone have a xs space station and then me, the trolling guy, building a station around it with 6 S-cores and enclose it so the other player cant reach it?

    Or, like some stations are rings, before the player finishes the ring, I go and place a core in his buildingpath?

    Build a station on top of someones landing pad?

     

    Or will the devs watch this, and how?

    Like some payers havent been here for 6 months. I can use the station (landing pads) and build my own cores on it to sort of expand it to my own use. Since the player doesnt log in, he/she will not report this. But when he/she will log back in after a while, can he/she still kick/repel me, the occupy player?

     

    Whats the deal here?

    Or, what should you guys think how this should be settled?

     

    I think a safe build zone should be included in rdms so you can set it up that way

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