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Megabosslord

Alpha Tester
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Everything posted by Megabosslord

  1. 1. I already lost a bunch of friends with previous patches - especially the terrain reset. It makes saying gbye to the last few - if they'll even stay now - easier. And some of us will go play something new together. 2. The 'game knowledge' just means it will only take a year to rebuild what took 2 1/2 yrs the first time. Still not fun. 3. As above.
  2. Even if they were worried folks would stockpile honeycomb/elements in BPs, all they had to do was vaporise anything removed from a 'one time' blueprint so it can't be on-sold. Eezy peezy.
  3. If the reason folks leave, is it's too much work to rebuild their stuff, how are you going to rebuild it in a museum?
  4. Interesting. More folks on the forum saying they'll stay. More on reddit saying they'll leave. Is the forum a bubble?
  5. Just because building something was fun, doesn't mean rebuilding all over again is also fun.
  6. I'm undecided. It depends how much is lost. I'll likely go play something else if the damage is too heavy. Like, if we still don't have static BP alignment, so there's no way to rebuild the bases I've put 1000s of hrs into. If LUA doesn't come across on BPs. (There's no way I'm spending weeks going around copying LUA on dozens of controllers to text files and then manually reinstating them). Or anything else goes sideways. (Demeter was a hell-scape of nasty surprises.) And, if too many other players also leave. I put >3000 hrs into this game on the promise of persistence. I really figured NQ would have a better plan than just wiping everything. What about you?
  7. Yeah, sadly NQ don't have a great track-record keeping promises. (31:58) "Whatever you do after beta starts is going to stay in one way or another... You will get what we call for the moment 'magic blueprints'... blueprints with everything included in it so you will be able to respawn the things as soon as we restart the server. So we don't like to call it 'wipe'... The key thing is the beta is really the start... You can start to invest yourself in the game. We guarantee that you're not going to be losing everything at some point... the universe is blank again, and you have to start from scratch." https://www.youtube.com/watch?v=syku-NmSg4s&t=1918s "With future wipes, as much of your assets as possible will be kept between before and after the wipe, in particular constructs will always be preserved, if necessary with special one-time-use blueprints ("Packaged Blueprints") that do not require ingredients..." ⬇
  8. I still don’t get how we were promised magic BPs for our constructs if there was ever a wipe, and now we just get nothing. So many questions: 1) Will we now finally get static BP alignment, for when we redeploy our constructs? That we still have that annoying raycast deploy is nuts - far worse after a wipe. 2) Why do we need to backup LUA when it’s saved in BPs? (How do you even back up LUA?) 3) If Sanctuary is being reset do we all start back at the Ark? And have to do the new player experience all over again?
  9. Seriously, how is no no one discussing this? There's literally zero point in composite product schematics (brick/wood/carbon fiber). Because there are no productivity talents for these materials (only the honeycomb they are used to make), factory refiners produce exactly the same amount of brick/wood/carbon fiber product as your nanopack. And it can't be improved. So, you can make the same amount of brick/wood/carbon fiber in your nanopack with no schematics OR spend 12,000 quanta per batch and wait 40 mins each to make schematics you don't need, to make it in a factory.
  10. 102 surrogate sessions over 2 days to copy-pasta a L core static to space:
  11. They say in the "Deep DIve" video tha LUA script will be made available, at 1:18 here: Any ideas where those scripts are?
  12. How is it that we still don't have Static/Space BP alignment (snapping) in Mercury? It can't be that hard. New cores already snap. Folks have been asking for this since alpha.
  13. How about a 'test flight' option for dynamic constructs in the exchange? (Spawn the player and ship in a tutorial type instance.) That would allow new players to get a taste of flying with nil risk, and make it a great place to sell starter ships.
  14. In future, a [EDIT: export current talents option] before resetting talents would be nice. I can't remember everything I have, and last time you did this, I struggled to recreate the same balance of flight skills (effecting my flying) and core cap (effecting number of constructs available.)
  15. The problem with slow/painful deconstruct of L cores is that static core BP placement/alignment is a nightmare. If you try to place a static in alignment with another L core and mess it up, having to do a whole bunch of work to pick it up again, or wait for a repair unit to deconstruct it, means it could take hours or days just to place the core where you want. This is exponentially more of a nightmare if there is a wipe, and we have to place multi-core buildings again. Fix fine control on core alignment and placement (and vertical stacking for towers!) and this problem is solved.
  16. It was confronting flying around after the purge seeing hundreds of abandoned factories: The clearest evidence yet what happens when you brick players' time investment.
  17. The players who really win are those who paid to have custom ships built with exclusive DRM free BPs. They get to keep the BPs, and builders like me lose the money we were paid, and the time we spent building them.
  18. Linear thinking. They could easily do a honeycomb+LUA-only magic BP with elements having to be sourced again. Destroying any voxel/LUA creations is just bad business. Half the value of the whole IP is stuff players have built from voxels/LUA. Keeping honeycomb and LUA has no detrimental effect on other players. Worst case, there's a glut of honeycomb after launch which only deflates the price of honeycomb for new players - but no one is spending money on honeycomb early game if we're all broke again, so no one is getting rich selling honeycomb. Bottom line though: It's a total red herring worrying about players who got rich off exploits. It's a nonsense. And shouldn't be a factor in wipe design. Many more players got rich(er) off hard work, or OP mission running/ALT loophole. All the billionaires I know did it through a daily slog of doing jobs/builds for other players, and one from missions/ALTs. The only reason to wipe is to satisfy those who feel inadequate starting a game where others are ahead of them - in which case they'd never start any MMO ever post-launch. (Not sure that's even the kind of player you want in a community.) (A) It's weak to ask for a reset rather than try to catch-up. That kind of person just falls behind and complain again anyway. (B) As shown above they joined up in the context that NQ had said 'no wipe' and now want the terms changed to suit them,
  19. You apparently don't know how companies work. Because an exec leaves doesn't mean the company isn't still liable for commitments made. Anyway, read the post again. It wasn't just JC.
  20. Learn to read. The screenshot of a post still live on the forum is from NQ-Nyzaltar. And stop complaining it's not what you want just because you weren't paying attention.
  21. Hmm. Persistent BPs is a good start. We can get on with fearless construction. But, not quite what we were sold: (1:30) the reason for a wipe would be "(there is) something that we need to fix and there is no other but to wipe to fix it. I don't see anything like that coming... it's something that would happen if we really had no choice..." (4:45) "we're going to do everything we can so that we don't have to go through a wipe again" https://www.youtube.com/watch?v=xOp9nDzkxpc (58:26) "It would be a very bad thing to say 'sorry guys, restart from scratch.'" https://www.youtube.com/watch?v=ai3Kk37ntgg (15:53) "Everything you build is forever" https://www.youtube.com/watch?v=KD00-V_LKog (31:58) "Whatever you do after beta starts is going to stay in one way or another... You will get what we call for the moment 'magic blueprints'... blueprints with everything included in it so you will be able to respawn the things as soon as we restart the server. So we don't like to call it 'wipe'... The key thing is the beta is really the start... You can start to invest yourself in the game. We guarantee that you're not going to be losing everything at some point... the universe is blank again, and you have to start from scratch." https://www.youtube.com/watch?v=syku-NmSg4s&t=1918s
  22. Anyone else annoying by this glitch in the voxel render? Shows up as a ripple in curved shapes, and a random diamond shape in flat surfaces - and can't be smoothed out. Appears to repeat at multiples pf X:Y 32:
  23. @Elias Villd The fixed-price physical coins option is certainly the easiest to implement and it opens a workaround for a 'Reverse Dispenser' in that you can then control access to a normal dispenser using a combination of doors and sensors, and dispense coins to a recipient. But it's complex for the player to implement, multiple points of failure (e.g.: connection lost during the access control process), and also open to exploitation since you can easily lag-clip thru doors/sensors and abuse logout/login. (I had this working for my casino payout booths, and was going to pay out wins in warp cores since they seemed like the most stably priced commodity, then I watched the price heave and would have lost millions. It's also why I built the 'lag box' to test how hard it was to bypass the booth security. Don't even ask. For these two reasons alone 6 mths of work on the casino - well before Oasis existed - were abandoned.) The best compromise - short of implementing a robust system (which I still don't think is monumentally hard) is that payments out from the Reverse Dispenser go into a pending state that can be batch approved. Still far preferable to manually tallying up pay-outs, looking up players IDs in the current interface, typing in values, and tracking it all offline. The current payment system is godawful for high-volume transactions. As for the hinge, again there's a simple compromise if you don't want to deal with toggling off collision between hinged constructs (again, shouldn't be nightmarishly hard, but anyway), and that's to start by only implementing it with static and space cores. Not as good, but still a step in the right direction that can be built on later.
  24. I don't know how you Wipers develop this delusion that a wipe is going to miraculously bring in a bunch of new players who wouldn't play otherwise - aside from your own wishful thinking and a peer-group of likeminded friends probably reinforcing your bubble. There's just no evidence ever in any game that a wipe does anything more than swap out some old players for new less-committed players resulting in long-term decline. And those who are unhappy with their lot in the game - access to territory or resources - are just replaced with a different group of people who missed out on the latest land rush. Add to that it's also a reversal on a commitment made at beta launch ('magic BPs') and the result will be even worse.
  25. I fear you're right, but I hope the investors are bold and ambitious enough to give the lemon one more squeeze. If done right, their equity is far safer. If they're really tapped out, I'd do another small round of capital-raising before pushing the product. Re-energizing the player-base is also a force-multiplier in word of mouth for launch.
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