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apollo0510

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  1. Like
    apollo0510 got a reaction from Aaron Cain in Why I'm letting my subscription expire after playing for 15 months   
    and there my friend, I am sorry to tell you, you are wrong.
     
    It is all about psychology.
     
    There is a huge difference between
     
    - if you define the base yield at 100% and punish the player when he is not calibrating
     
    versus 
     
    - if you calibrate nicely, you are rewarded and get more than 100%.
     
    see the difference ? Its called motivation.
    All game loops should be designed to be motivating.
    If they are not, the game designer failed.
     
     
  2. Like
    apollo0510 reacted to Novean-32184 in @NQ Devs can you at least talk to us?   
    I very much doubt this played into the consideration as those who "land hoard" do so in many cases because they have vast amounts of quanta they can throw around. And this new taxation actually makes it more lucrative for them to do exactly that.
     
    It's still entirely unclear what the reaons for the taxes is/was. It makes no sense at all in the current limited game play  and really only detracts and reduces opportunity for players ingeneral.
     
    Taxes generally come with a flipside, they are acollective payment to have a governement oversee and execute maintenance and construction of public spaces and services. Here it really just is a quanta sink, in many cases just taking half of whatever players can extract from a tile with nothing to show for it.
     
    The taxes as introduces in Demeter simply do not make any sense from a gameplay perspective and NQ has yet to provide a single good reason why they needed to implement this. But expecting NQ to step up and actually enagge in this conversation is idle hope as they won't.
  3. Like
    apollo0510 reacted to Zarcata in @NQ Devs can you at least talk to us?   
    This is simply wrong.
    - You can connect territories to an active subscription.
    - You can bind territories to the talent system and insert a maximum number, just like there is a limit for cores.
    - You can limit the areas by the calibrations, because otherwise they become too expensive without generating ores as payment.
    One did not have to bring taxes into the game!
  4. Like
    apollo0510 reacted to Adventurz in Why I'm letting my subscription expire after playing for 15 months   
    I've been playing and enjoying du most of the time since early beta. When they announced autominers I was looking forward to the relief from the drudgery of mining by hand. In my mind I thought I'd be getting a few tiles here and there that would be limited due to them doubling in price with each additional. I imagined flying around collecting the ore and maybey someday needing to add fuel to them once the energy update hit in the future.
    The way they were actually implemented made using them more of a grind than hand mining ever was. Spending hours calibrating units to make just a few quanta after taxes is not fun gameplay. The economy has crashed and will stay low for the foreseeable future due to the upcoming lootfest of inactive tiles. But the taxes keep coming on...
    The strongest pillar of this game is with building. Ship building has been my favorite activities. With a lack of information about how the upcoming airbrake change will be implemented I can't upgrade current designs or want to waste my time making new ones.
    All of these changes have made the game feel like a job instead of something I want to do for fun. I hope to return one day, but time will tell...
  5. Like
    apollo0510 reacted to wokka1 in feature request - MU pause   
    NQ, after a couple of weeks of doing the calibration game to keep our MU's running, a feature request, ability to pause MU's and calibration decay.

    We all have real lives, and this game in it's current state will not allow us to take a break.  Holidays, work, etc will cause people to not be able to login daily.  If we had a way to pause the decay, it would be a great benefit.  Tie it into the MU running or not, if we stop the MU, the ore stops, and the calibration decay stops.  Of course, as long as we have money in the tile, it won't go inactive.

    If I have to take a few days off, I'm basically going to have to start all over getting the calibration back up to 100%, so we are penalized for a break, even a small one.

    Please consider this as an important QOL update.

    Also, some form of MU dashboard would be super groovy.  List of MU's, calibration status, date of last calibration, etc.

    Thank you
  6. Like
    apollo0510 reacted to CptLoRes in The biggest problem is that people can do everything ....   
    Maybe there should be something worth doing, before we start talking about adding more limitations?
     
    Just look at what happened with 0.23, and now with bots/tax. While obvious that something had to be done with industry to prevent everyone from being completely self sufficient in the long run, the timing (and execution) for the industry nerf was disastrous. At the time industry was one of the few things people actually enjoyed doing in the game. So when it was nuked without any other replacement activities, the resulting reaction from players was obvious. And this trend has only continued, and it feels like there is less and less of a game with every new patch.
  7. Like
    apollo0510 reacted to sHuRuLuNi in Industry Units Problems, infact critical.   
    Because of incompetence?
  8. Like
    apollo0510 reacted to Leniver in Game quality improvement   
    Hello,
     
    I am not here to talk about Demeter the pro/cons.
    This is a personal list of improvement I see that could be added to the game and would change player life quality.
    Some of the improvement are more for new players, the goal is to make the game less confusing for them.

    Some of the improvement can be complex to develop, some others are easy.

    Blueprints / Tokens
    Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
      We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
      Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
      The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
      Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
      Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
      We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.  

    Surrogate
    Add a filter "show owned only"
    Display surrogate owner by the player
      Add a filter "show company only"
    Display surrogate owned by companies the player is in.
      Allow multiple filter to be checked in same time
      Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
      Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
      Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
      We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.  
     
    Piloting
    Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.  
     
    Mining Units
    Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
      Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
      Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.
      Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
      Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.
     
    Avatar
    Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
      All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
      Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.
      [19.12.2021] Add time to whisper chat
    When you get a message from someone, sometime you miss it, there is no way to know when this person sent you the message. (5 minutes?, 5 hours?)

      Map
    Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
      Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
      Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.  
    Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
      Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.
     
    Building
    Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.
      Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.
      Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
      Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
      [17.12.2021] Add an option to delete voxels
    With some limitation (max 3m³), but being able to delete last voxel in a construct we want to remove. I will reduce number of time we have to ask NQ to help us when we want to remove a construct.

      Effects and Sounds
    Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.
      Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
      Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.
     
    Missions & Jobs
    [18.12.2021] When creating a mission, the parcel containers for the origin/destination should be sorted alphabetically.
    If you have multiple parcel containers (10+ in my case) you have to search for the one you want to select.
      [18.12.2021] The weight of the package should be displayed in the "Reward & Collateral" section.
    There is 3 parameters to take in consideration when you are setting the reward/collateral: the distance to travel, the value of the package and his weight. (warp cell calculation)
      [21.12.2021] Increase the number of mission player can create.
    Being limited to 3 missions is not enough. If you start to use that to create content and give mission to carry your goods, you need to be able to create a lot of them.
    As the mission system is based on reputation, if you are creating too many mission that no one will pickup then your stats will be bad.
      [21.12.2021] Add a notification when someone answer your job.
    Actually you have to check all the time your job to be sure that you don't have miss an answer.
      [21.12.2021] Add the date/time of message posted in communication.
    Actually we are not able to know when someone as answer our job, as the game is worldwide and we are not all in the same timezone it's hard to follow without this information.
  9. Like
    apollo0510 got a reaction from antanox in Staggering Upkeep - Discussion thread   
    Guys, the problem is a technical one and quite simple :
    - Demeter patch hit everybody at the same time.
    - So tax bill must be issued for the whole player base at the very same time.
    - This means a permanent stressful server overload every week at the very same time.
     
    It is very much preferable from a server perspective, if he can deal with taxes one after the other
    with some pause inbetween.
     
    No big deal.
     
    What is really surprising is the fact, that the developer who designed that , did not think about it. Its a classic problem ...
  10. Like
    apollo0510 got a reaction from CptLoRes in Staggering Upkeep - Discussion thread   
    Guys, the problem is a technical one and quite simple :
    - Demeter patch hit everybody at the same time.
    - So tax bill must be issued for the whole player base at the very same time.
    - This means a permanent stressful server overload every week at the very same time.
     
    It is very much preferable from a server perspective, if he can deal with taxes one after the other
    with some pause inbetween.
     
    No big deal.
     
    What is really surprising is the fact, that the developer who designed that , did not think about it. Its a classic problem ...
  11. Like
    apollo0510 reacted to XKentX in Polls Gone From Forums   
    Maybe the forum license without the poll ability is cheaper. Cutting maintenance costs is a hot topic recently.
  12. Like
    apollo0510 got a reaction from Maxim Kammerer in Polls Gone From Forums   
    Polls showed numbers.
     
    Ridiculously low numbers.
     
    They showed how many people participated in the polls.
     
    Those numbers were 2 digit numbers.
     
    I would also try to hide that.
  13. Like
    apollo0510 got a reaction from Duragon in Polls Gone From Forums   
    Polls showed numbers.
     
    Ridiculously low numbers.
     
    They showed how many people participated in the polls.
     
    Those numbers were 2 digit numbers.
     
    I would also try to hide that.
  14. Like
    apollo0510 got a reaction from TonyTones in Polls Gone From Forums   
    Polls showed numbers.
     
    Ridiculously low numbers.
     
    They showed how many people participated in the polls.
     
    Those numbers were 2 digit numbers.
     
    I would also try to hide that.
  15. Like
    apollo0510 got a reaction from CptLoRes in Polls Gone From Forums   
    Polls showed numbers.
     
    Ridiculously low numbers.
     
    They showed how many people participated in the polls.
     
    Those numbers were 2 digit numbers.
     
    I would also try to hide that.
  16. Like
    apollo0510 got a reaction from sHuRuLuNi in Polls Gone From Forums   
    Polls showed numbers.
     
    Ridiculously low numbers.
     
    They showed how many people participated in the polls.
     
    Those numbers were 2 digit numbers.
     
    I would also try to hide that.
  17. Like
    apollo0510 reacted to Creator in Two Strong & Urgent Requests for Dementor Changes   
    The whiners thing, definitely not cool, especially as a jab to others with different opinions. What got under my skin was the math thing, and not that he could have known this but I struggled with math in high school with D's and F's, on top of high school being a pretty much a fight for my life each day which was a huge contributor to my low grades. Hard to learn in an environment where you don't feels safe. 

    Before anyone follows up with remarks about me exaggerating the hardship I was literally assaulted with weapons several times in my life, told to go kill myself etc. Lots of physical and verbal/emotional abuse in my life, which created a lot of the anger issues I struggle with today.

    That said we should probably all think about what we say to people, cause you don't know what they are going through or have been through. 
  18. Like
    apollo0510 reacted to Doombad in CURRENT DISINTEREST THROUGH YOUR WIPE STATEMENTS   
    I truly hope they don’t wipe. If NQ does decide to do so, I will continue to play until the announcement and then move on. I know I am just one player, but I suspect there are many like me who joined the Beta with the impression what we built would carry forward.
  19. Like
    apollo0510 reacted to WylieFox in Game concept works against itself   
    I agree with the original post completely.. resources need to be plentiful for this game to work. I thought I would have more time and freedom to actually make this game more fun for myself and everyone else with automated mining units, but instead I'm stuck on my same 5 tiles, playing the same mini-game multiple times every day to just keep things running.. I'm much more interested in doing everything I can to change the current dynamics here on the forums than play the game any more.. I love what DU could be, but we need resources to be plentiful, and not taxed away into oblivion, for us to be willing to loose our creations in actual fun PVP gameplay.
  20. Like
    apollo0510 reacted to Xennial in Game concept works against itself   
    I am going to try and articulated these thoughts as succinctly as possible but it's a broad concept.
     
    Working with DU general vision of a gaggle of players all living in DU, building org's, fighting over resources and buzzing with activity.
     
    The problem with this vision as it stand now is the game systems and dev direction work against it's success. Basic game theory premise: People play games for fun, the closer a game gets to a job or the higher the pain of loss, the fewer players will continue. Unlike the real world you can't 'force' players to accept excessive hardship. MMO's require a large player base to survive. 
     
    Currently the dev direction continues to try and add 'value' to things in game. I assume this is under the idea that if people care about there stuff then they are more likely to covet it , care about their efforts in game giving them reason to stick around and value their acquisitions. There is also a general push to 'force' players into groups in order to not be locked out of game content. The primary issue with this current game approach is it violates the basic game theory. Every time they make the game 'harder', or more 'group or don't play', or grindy, they lose players.
     
    Open PvP cannot exist for the vast majority of players in the game where Pain of Loss is as high as it is. Player are simply not going to spend a week or two building a ship and gathering the materials for it, only to have blown up in a couple minutes and accept that as a good game experience. No matter what the few orgs that dominate in this space think, every player they gank that leaves because the pain threshold is to high is one DU step closer to server shut down.
     
    The general effort by NQ to 'force' people to play in groups is highly counter-productive. Working together should carry advantages that encourage people to want to group as their desire to scale their game experience grows. You cannot tell players 'join an org or quit', they will choose the latter. We are 'forced' into organizations we don't want to be part of IRL all the time and players don't want or need this replicated in the games they play.
     
    Solution:
     
    The core problem for DU is that pain of loss is far to high to sustain most players in the activities that would make the DU concept work. Ore acquisition is the primary culprit here, with industry gating being a secondary but more complex. MU's could have solved this issue by making ore readily accessible to everyone, but then they hard locked what a player can produce with this charges/calibration system. You WANT players to acquire lots of territory and produce a ton of cheap ore. If this is one dedicated player or an organization is not the problem.
     
    The issue with this is the obvious lock down of vast amounts of territories by players that can never lose them so long as the bots make sure tiles are profitable. This would not be an issue if territories could actually be attacked. That would force players to defend said territories thus limiting their expansion in a more normalized way. The way to naturally curb such over acquisition as the game stands now is to remove ore bots and allow the natural ore market to make tiles unprofitable/profitable based on supply/demand. Normalize sanctuary ore distribution and remove tax for mining there to create a baseline ore production of T1 for all players. This helps to insulate newbies from being cut off from the T1 game experiences and allows players to always have some amount of ore availible for building for 'free'. You could also prevent omni factories on sanctuary by limiting industry machines to T1 level from being built on sanctuary. This would also require some level of fuel ores to be availible to sanctuary tiles since the core 3 planets T2 is so blindly rare now and would be monopolized in current form. 
     
    The net-net effect has to be to make ore acquisition prolific and cheap at least for T1-T2, ore bots artificially prevent this and prevent any 'free' or ore baseline on sanctuary form being viable. This unlocks the ability for most players to participate in the game be it via building things, building basic ships and parts, and low-tier industry. If players can make and produce basic ships for dirt cheap, then their pain of loss in PvP would be significantly reduced. It is important to consider PvP will NEVER work if the loss of a ship causes the player to much pain of loss. We don't need most ships to be valuable to encourage warfare, the future TW's over outer planets higher tier resources will give people plenty of reason to fight or risk going out there. Simply adding a metric that the org owning the most tiles on an outer planet get a cut of the tile taxes would be enough reason for major wars. People won't risk going out there if a single combat wipes out weeks of in game effort. 
     
     The common argument that ore bots are a needed faucet are in-valid in a game world where you get daily cash and have missions to gain more. You need a baseline player experience where most player can access a lot of content, with the effort and value coming from grouping, logistics, fighting for control and generally interacting with other players.
     
    Current dev game theory path is never going to reach critical mass. Pain of Loss HAS to be drastically reduced for most of DU's general concept to function. Solo players HAVE to have access to more of the game not less, and I don't mean the solo players that log in for many hours every day. If the game only ever caters to a hardcore organized group of a players thats all the game will ever have. NQ probably knows how many players they need to keep the game open, and I'm pretty sure what we have is not it, especially when NQ continues to take steps AWAY from the model that would make DU work we bleed more players.
     
    This is about as much constructive criticism as I can muster for DU. These changes could be implemented very quickly (minus the TW part), and would help to get players to return to the game or stick around. But it hinges on NQ being open minded enough to realize their current vision has to be adjusted. The more content is locked from most players without excessive effort, the more pain of loss exists, the less and less players DU will maintain.   
  21. Like
    apollo0510 reacted to VandelayIndustries in Scavenging plans are bordering on moronic   
    And that's why the game will never "take off" because they are incapable of developing fun things, and unique things. Always least amount of effort and it shows.
  22. Like
    apollo0510 reacted to Warlander in Scavenging plans are bordering on moronic   
    Its NQs weird logic.
     
    Why should I have to claim a tile I will just turn around and mine for a week, steal the constructs and everything in the tile and then pick up and let it rot at the end of the week since im not intending to pay the taxes on the tile if that is the intended goal. If it is just sitting abandoned it should be totally lootable.
     
    Its like the graveyards I mean markets where there are pretty much thousands upon thousands of constructs that need to disapear via salvaging since they are mostly abandoned at this point but you cant claim a market and NQ does not charge any of the cores rent with the new tax system to make them abandoned.
     
    And the whole premise of salvaging dead constructs is pointless for the most part if you are litterally kicking people out of the game that NQ needs subs to keep going. Its the dumbest thing you can do if you want players to come back at some point if the game starts turning around. That is unless there is a full wipe and the stuff didnt matter in the first place which is the only card NQ has left to play to potentially bring people back.
     
    Especially if you consider NQ could spawn any element that has a mesh onto the ground including any blueprint of any ship in the game at any time. It would be much better to find elements on the ground instead of rocks as pure metals, chunks of scrap, parts, damaged parts, or full ships.
     
    NQ just likes to take the easiest dev solutions with no forethought of what they are creating or the impact on the game it has.
  23. Like
    apollo0510 reacted to Xennial in Maybe the biggest factor in the new mining system overlooked by NQ is ....   
    The highlighted bit right here is why DU fails to attract new players. This mentality that lone new players deserve to be chained to their sanctuary tile till they 'grind' enough low hanging fruit to deserve to get off it is ass backwards. Ya know what that new player in your scenario that should just sit on their Sanctuary tile for 1-3 months to come back in a 'proper hauler' will actually do? THEY QUIT. Join an org you say? So the new player tries that only to discover that majority of orgs out there are empty with almost no one playing. They go into chat only to discover people talking about aspects of the game they have no idea about while mostly bashing the game. Maaaybe some old guard takes pity on them and puts them under their wing to try and get them settled into the game. I have done this a few times, and it's extremely time consuming, and thats only if the new player is comfortable with voice coms. Most players just can't be bothered to throw these new players more then a sentence or two of what they should try next. 
     
    You don't win new players by gating them behind such a huge progression curve they never get to see what the game has to offer before they are bored with the lot they are stuck with. Old players that are used to the game, surrounded by other experienced players, have totally forgotten what a new player experience is like, and likely have no idea what it is like now. You have friends in game? good for you! The majority of people trying DU won't have anyone! Those players are stuck with , pick up some rocks, doing some boring missions, and don't even think about industry, the ore they would use is more valuable then the T1-T2 crap they can produce. I am sure many of us can say with certainty that if we had not happened to stumble into a good group back in the beginning of Beta, we wouldn't have stuck with the game even then. Now the situation is 10x worse for new players because it's not a thriving community of players all trying to get their footing in the game, it's just a small self contained group that still enjoy it in their own orgs doing their own thing, a small group of disgruntled vets, and a barren wasteland of nothingness. 
     
    Everyone that is comfortably in a group in DU and has played for some time is more then happy to layout the 'progression' some scrub newbie should go through. Why wouldn't they be? They don't have to do it. We all got EASY MODE start in the game. We were able to play with every aspect of the game at whatever pace we decided to. We could mine ore anywhere if we got the itch to do XYZ, we could dabble in or do industry to our hearts content (I had a fairly robust factory going in 2 days of heavy playing brand new), we could experiment with ship mechanics casually because chances are we all made the parts ourselves for only the cost of time to grab the ore. None of these are true now for new players. Everything is gated, time locked, or limited in some way.
     
    The hubris of vets in the game is amazing. Games are a business, and so help me if people can't understand the simple mechanic that if a new player is cut off from the game for more then a certain period of time without something to occupy them or progress in they will quit.
  24. Like
    apollo0510 reacted to Creator in DU: Dead Universe...   
    Update: So I did the things recommended....

    - HQ'ed tiles I wanted to keep
    - Moved to Space
    - Tried going back to Sanctuary.
    - Reduced My Expectations
    - Even used a Beta Key to try restarting new...

    I can no longer enjoy this game in the current state. There are jobs I have hated that were more exciting then the daily logins to Nanny your Mining Unit. Until the developers change the Mining Units or implement a new way to progress in the game there is no point in playing. I gave this update a try, I took all of the advice, and the progression rate which was already abysmal is now unbearable.

    I love this community and the people in it, even those I disagree and fight with but I just can't DU it any longer. Not until they fix things, which is unlikely, cause they don't care if players leave.
     
    Original Post:
    I will be taking an extended and potentially permanent break from DU.
    If you see me log in, it will be to kick (calibrate) mining units, post a haul mission, and sell things so I don't lose tiles. 

    It is clear the developers don't respect the players or their time, and if the tax situation doesn't get fixed with the falling ore prices, no point in owning tiles to earn a little more than break even.

    Also Sanctuary sucks...

    ( will be placing everything of value on HQ tiles to ensure no one scalps my stuff.)
  25. Like
    apollo0510 reacted to Sabretooth in Is it me or has the community changed?   
    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.
     
     
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