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Megabosslord

Alpha Tester
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  1. Like
    Megabosslord got a reaction from GallopingTortoise in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  2. Like
    Megabosslord got a reaction from EdmundBlack in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  3. Like
    Megabosslord got a reaction from Neuritico in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  4. Like
    Megabosslord got a reaction from Leonim in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  5. Like
    Megabosslord reacted to Bociwen in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    Well, my  old ticket said "this week" which has now past, I would like to see this resolved quickly.  I assume Sanc spots ("nice" ones) have been snatched, but I'm not really going to bother playing until I at least log in to what I should have had on day 1.
  6. Like
    Megabosslord reacted to 3of9 in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    I only realized that I was missing the launch items 5 days ago and submitted a ticket. I have had zero response to it. Just sitting there open.
  7. Like
    Megabosslord reacted to Leonim in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    @NQ-Nyzaltar
    I didn't receive any STU from a long-awaiting sapphire backer status, the package got even wiped from my account (My Products) the day of release when I had to supplement my account with a monthly subscription to be able to play on day one. When DACs were disabled and nowhere to be found anyway days after, though I got 40 by now, no refund for the subscription, don't really mind supporting fro an exytra month at this point. But my patience is really thin.
     
    I sent tickets since day one, even keeping them alive, no answer, no reply, no solution and still missing everything but my in-game title.
     
    Sound like a sad T-Shirt meme : I backed this game and all I got is... this Sapphire Founder title.
     
    At least I'm in the credits lol, yeah me! Nah, to be honest, I got the pioneer reward package and my DACs as well... two Sanctuary territories are "just" free ressources and credits at this point, since all my settlement candidates have long been reserved by someone luckier than me.
     
    Have a nice day and safe travels out there.
  8. Like
    Megabosslord reacted to sHuRuLuNi in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    Haven't received a single thing. Neither STUs nor anything else. But hey, this is the game where a small light weighs 80kg but a mountain weighs zero and can float, so what else is new ...
    And I don't really care anymore. Just perusing the forums for amusement.
  9. Like
    Megabosslord reacted to muniek in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    Still waiting for STU, any update on the fix?
  10. Like
    Megabosslord got a reaction from Aviator1280 in RESET NEWS ANNOUNCEMENT - Discussion thread   
    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..." ⬇

  11. Like
    Megabosslord got a reaction from Mordgier in RESET NEWS ANNOUNCEMENT - Discussion thread   
    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..." ⬇

  12. Like
    Megabosslord got a reaction from Zarcata in RESET NEWS ANNOUNCEMENT - Discussion thread   
    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..." ⬇

  13. Like
    Megabosslord got a reaction from MrLightWell in RESET NEWS ANNOUNCEMENT - Discussion thread   
    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..." ⬇

  14. Like
    Megabosslord got a reaction from GraXXoR in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Agreed.
     
    The reasons for the wipe are so vague:
    - They want to do another terrain reset, fine, no reason not to give the promised 'magic BPs' or just reset the terrain like last time, and let us decide whether to move/rebuild.
    - They want to declutter the world of abandoned constructs? As above. Not a reason to stop active players from rebuilding, and not give us 'magic BPs'. (Plus, the clutter only happened because they gave everyone HQ tiles even if they were unsubbed.)
    - They think new players prefer to start on an empty world? Speculation, and flawed - per your comments above. Also, making it painful for active players to rebuild only costs active players.
    - They want to fix exploits? NQ-Deckard is on record previously saying exploits were all corrected and a tiny part of the economy. 
     
    There's no stated reason that goes to the reversal on 'magic BPs'. The only other possible logic is the fear players will stockpile mats/elements in 'magic BPs' which could easily have been addressed by vaporising anything removed from their "one-time-use 'Packaged blueprints'" so it can't be resold. At least explain why they couldn't keep their word, rather than all the obfuscation.
  15. Like
    Megabosslord got a reaction from GraXXoR in RESET NEWS ANNOUNCEMENT - Discussion thread   
    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..." ⬇

  16. Like
    Megabosslord got a reaction from le_souriceau in RESET NEWS ANNOUNCEMENT - Discussion thread   
    There are loads of ways NQ could have kept the ‘magic BP’ promise. Make them: 
    - One-time-use with no removal of parts/honeycomb, or deletion on removal 
    - Manual request as above
    - 1 repair ‘life’ left on elements
    - Honeycomb only
    - Static and space only 
    But that’s not the whole problem. It’s the pretending they never promised it that’s even more concerning: Stage-managing us instead of just being honest. And muting those who remind them of it on Discord. 
  17. Like
    Megabosslord got a reaction from Bazzy_505 in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Agreed.
     
    The reasons for the wipe are so vague:
    - They want to do another terrain reset, fine, no reason not to give the promised 'magic BPs' or just reset the terrain like last time, and let us decide whether to move/rebuild.
    - They want to declutter the world of abandoned constructs? As above. Not a reason to stop active players from rebuilding, and not give us 'magic BPs'. (Plus, the clutter only happened because they gave everyone HQ tiles even if they were unsubbed.)
    - They think new players prefer to start on an empty world? Speculation, and flawed - per your comments above. Also, making it painful for active players to rebuild only costs active players.
    - They want to fix exploits? NQ-Deckard is on record previously saying exploits were all corrected and a tiny part of the economy. 
     
    There's no stated reason that goes to the reversal on 'magic BPs'. The only other possible logic is the fear players will stockpile mats/elements in 'magic BPs' which could easily have been addressed by vaporising anything removed from their "one-time-use 'Packaged blueprints'" so it can't be resold. At least explain why they couldn't keep their word, rather than all the obfuscation.
  18. Like
    Megabosslord got a reaction from Hagbard in RESET NEWS ANNOUNCEMENT - Discussion thread   
    There are loads of ways NQ could have kept the ‘magic BP’ promise. Make them: 
    - One-time-use with no removal of parts/honeycomb, or deletion on removal 
    - Manual request as above
    - 1 repair ‘life’ left on elements
    - Honeycomb only
    - Static and space only 
    But that’s not the whole problem. It’s the pretending they never promised it that’s even more concerning: Stage-managing us instead of just being honest. And muting those who remind them of it on Discord. 
  19. Like
    Megabosslord got a reaction from An0ubiS in RESET NEWS ANNOUNCEMENT - Discussion thread   
    There are loads of ways NQ could have kept the ‘magic BP’ promise. Make them: 
    - One-time-use with no removal of parts/honeycomb, or deletion on removal 
    - Manual request as above
    - 1 repair ‘life’ left on elements
    - Honeycomb only
    - Static and space only 
    But that’s not the whole problem. It’s the pretending they never promised it that’s even more concerning: Stage-managing us instead of just being honest. And muting those who remind them of it on Discord. 
  20. Like
    Megabosslord got a reaction from merihim in RESET NEWS ANNOUNCEMENT - Discussion thread   
    There are loads of ways NQ could have kept the ‘magic BP’ promise. Make them: 
    - One-time-use with no removal of parts/honeycomb, or deletion on removal 
    - Manual request as above
    - 1 repair ‘life’ left on elements
    - Honeycomb only
    - Static and space only 
    But that’s not the whole problem. It’s the pretending they never promised it that’s even more concerning: Stage-managing us instead of just being honest. And muting those who remind them of it on Discord. 
  21. Like
    Megabosslord reacted to An0ubiS in RESET NEWS ANNOUNCEMENT - Discussion thread   
    My two cents about what you could do for the long-term players and supporters: How about an application process for magic BPs, like you did for the digging process after the terrain reset?
     
    And another idea: give us VOXEL-only magic BPs, deleting every single element by creation; that way, we at least could keep our creations (plus, add the long-awaited BP snap feature for a decent rebuilding process).
     
    Give players an opportunity to rebuild without loosing everything. That way, you could prevent people from stockpiling stuff, by previewing. Nobody would affect the economy in any way (plus, what Megabosslord said about preventing people from selling anything stored in magic BPs - problem solved).
     
    I know, this would mean additional work for you NQ guys, but ... isn't that what we've been paying for, among other things? (some with multiple alt accounts + subscription, and even as backers) 🤷‍♂️
  22. Like
    Megabosslord got a reaction from valdarkwall in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Agreed.
     
    The reasons for the wipe are so vague:
    - They want to do another terrain reset, fine, no reason not to give the promised 'magic BPs' or just reset the terrain like last time, and let us decide whether to move/rebuild.
    - They want to declutter the world of abandoned constructs? As above. Not a reason to stop active players from rebuilding, and not give us 'magic BPs'. (Plus, the clutter only happened because they gave everyone HQ tiles even if they were unsubbed.)
    - They think new players prefer to start on an empty world? Speculation, and flawed - per your comments above. Also, making it painful for active players to rebuild only costs active players.
    - They want to fix exploits? NQ-Deckard is on record previously saying exploits were all corrected and a tiny part of the economy. 
     
    There's no stated reason that goes to the reversal on 'magic BPs'. The only other possible logic is the fear players will stockpile mats/elements in 'magic BPs' which could easily have been addressed by vaporising anything removed from their "one-time-use 'Packaged blueprints'" so it can't be resold. At least explain why they couldn't keep their word, rather than all the obfuscation.
  23. Like
    Megabosslord reacted to le_souriceau in Will You Stay After The Wipe?   
    DU Reddit, to put it midly and not feel Nyz breathing on my neck again, is very fanboy-heavy place. So they all obviously drammaticly whine, that if their crap removed, they will leave. So Reddit is more bubbly in this sense.
     
    While forum is bit of wider mix, where more grumpy toxic people go negative (like me) present.
     
    So both places not offer real picture.
  24. Like
    Megabosslord got a reaction from merihim in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Agreed.
     
    The reasons for the wipe are so vague:
    - They want to do another terrain reset, fine, no reason not to give the promised 'magic BPs' or just reset the terrain like last time, and let us decide whether to move/rebuild.
    - They want to declutter the world of abandoned constructs? As above. Not a reason to stop active players from rebuilding, and not give us 'magic BPs'. (Plus, the clutter only happened because they gave everyone HQ tiles even if they were unsubbed.)
    - They think new players prefer to start on an empty world? Speculation, and flawed - per your comments above. Also, making it painful for active players to rebuild only costs active players.
    - They want to fix exploits? NQ-Deckard is on record previously saying exploits were all corrected and a tiny part of the economy. 
     
    There's no stated reason that goes to the reversal on 'magic BPs'. The only other possible logic is the fear players will stockpile mats/elements in 'magic BPs' which could easily have been addressed by vaporising anything removed from their "one-time-use 'Packaged blueprints'" so it can't be resold. At least explain why they couldn't keep their word, rather than all the obfuscation.
  25. Like
    Megabosslord got a reaction from An0ubiS in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Agreed.
     
    The reasons for the wipe are so vague:
    - They want to do another terrain reset, fine, no reason not to give the promised 'magic BPs' or just reset the terrain like last time, and let us decide whether to move/rebuild.
    - They want to declutter the world of abandoned constructs? As above. Not a reason to stop active players from rebuilding, and not give us 'magic BPs'. (Plus, the clutter only happened because they gave everyone HQ tiles even if they were unsubbed.)
    - They think new players prefer to start on an empty world? Speculation, and flawed - per your comments above. Also, making it painful for active players to rebuild only costs active players.
    - They want to fix exploits? NQ-Deckard is on record previously saying exploits were all corrected and a tiny part of the economy. 
     
    There's no stated reason that goes to the reversal on 'magic BPs'. The only other possible logic is the fear players will stockpile mats/elements in 'magic BPs' which could easily have been addressed by vaporising anything removed from their "one-time-use 'Packaged blueprints'" so it can't be resold. At least explain why they couldn't keep their word, rather than all the obfuscation.
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