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Area51

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  1. Like
    Area51 reacted to ELX987 in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    a boarding party mechanic: when shields come around, the shields might have to go down to go in, or you have to disable a certain module they introduce later on... that would be good.
     
    also a few other questions for NQ:
    -how will the docking pulses work around markets? there is a fear of bouncing ships everywhere
    -will the process of new docking be any different with static structures?
  2. Like
    Area51 reacted to Physics in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    This will lead to a Post release AVA problem but thats nothing more than disabling the repulse in contested territories.
     
    Not tested yet but something is missing here. If someone unauthorised approches in a shuttle, there should be a quick fire request 1 time authorisation to dock and the parent owner gets to accept or reject. Anyone interested in Taxi services, giving newbies rides etc etc should not have to mess about with RDMS pages every time, thats mind numbing.
  3. Like
    Area51 reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  4. Like
    Area51 reacted to Snapsis in [Discussion] DevBlog: Organization Wallets   
    I see why we wouldn't want to give everyone in Org access to Org market Container, but please expand on this by making Access to the Org Market Container an RDMS permission.
  5. Like
    Area51 reacted to DasBier in [Discussion] DevBlog: Organization Wallets   
    Dear NQ - pls add the right also that some players only can insert moneym like a organisation tax
  6. Like
    Area51 reacted to AHawkins in [Discussion] DevBlog: Organization Wallets   
    Yea thats just stupid, they need to separate the RDMS.  Give money- take money- collect goods -sell goods etc etc
  7. Like
    Area51 reacted to Mornington in [Discussion] DevBlog: Organization Wallets   
    it looks that way, and IMO that is a huge mistake - the buy / sell / browse / transfer permissions should be separated out
     
    currently if you want someone to collect from your market container it's impossible
     
    this system should allow you to give secure collection only access
     
    I hear people say 'missions will allow that' - but why should I pay extra mission fees if all I want is an org buddy to pick up my stuff from a market he lives near, without giving him full access to spend all the org's cash?
     
    speaking of - there should absolutely be a daily maximum withdrawal allowance that can be set per player (per initiating player, and maybe also per recipient) - if you need inspiration for how to do that, check out the guild bank system in neverwinter 
  8. Like
    Area51 reacted to Tional in [Discussion] DevBlog: Organization Wallets   
    So, for example, the Legates are in charge of purchasing, relieving that task from the Superlegate.
     
    But they can't send members out to the markets to pick up what they purchased? 
     
    That sounds like an additional layer of RDMS should be added, to designate access to the org market containers for specific members.
  9. Like
    Area51 reacted to RyanIsqairde in [Discussion] DevBlog: Organization Wallets   
    Can we get an RDMS to let people use warp beacons to
  10. Like
    Area51 reacted to rsdworker in [Discussion] DevBlog: Organization Wallets   
    nice so there will be more choices example rent ships or buildings or room etc its would be nice to have wallet for those to make sure the things are controlled
    maybe a bank where you could setup accoucts etc or a special office to do it
  11. Like
    Area51 reacted to Dimencia in [Discussion] DevBlog: Organization Wallets   
    Nicely done, we've been needing a lot of this for a while - having a centralized org wallet that multiple people can use will finally relieve SuperLegates from having to be available constantly to handle money
     
    But the devblog mentioned
    > It includes buying, selling (and paying taxes by doing so)
     
    What taxes are being paid, and to whom?  
     
     
    Also I'm very happy with the ability to send quanta wirelessly to people or orgs and have it logged and tracked appropriately - and not even in the alerts menu, a real tracker.  Nice
  12. Like
    Area51 reacted to wokka1 in [Discussion] DevBlog: Organization Wallets   
    I realize this is about the org wallet, but am I to understand we'll be getting logs for our personal transactions now as well, it's not clear, but would be nice.

    Also, when we are talking about logging, how about some logging for our dispensers too please, help us sell more and give more control over that :)
  13. Like
    Area51 reacted to Lethys in [Discussion] DevBlog: Organization Wallets   
    why not split the rights to sell/buy/edit orders?
     
    can someone with the edit right transfer money too? (forget that, i just read the answer)
     
    can ppl ONLY transfer but not sell/buy or vice versa?
     
    can ppl create more than one "division" in an org wallet? so ppl/orgs have a "research wallet", a "pvp wallet", a "trade wallet" and so forth?
     
    can ppl give rights to each of those divisions?
  14. Like
    Area51 reacted to Makashima in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  15. Like
    Area51 got a reaction from Ziggy_SD in [Discussion] DevBlog: The Mission System   
    Well it's a start but how can you add this without first adding one of the fundamental basic MMO components - a wallet/ bank account/ log of sales/prices/trends/etc, whatever you want to call it. I've been trying to sell on the markets and it is frankly a total pain in the ass. We need more info than 1000 peeps/bots want to buy 1 mil gold for 0.001 Quanta each! oh and you sold 10 adjusters (Where - fuck knows, was it your last stock? - your guess is as good as mine - you get the picture. We really should not need to resort to the writing pad in these days of the microchip.
    Please guys - hire a game designer with experience in MMO's to provide the fundamental requirements!
  16. Like
    Area51 got a reaction from Bobbie in [Discussion] DevBlog: The Mission System   
    I've no idea till I see it 
  17. Like
    Area51 reacted to AHawkins in [Discussion] DevBlog: The Mission System   
    Also missions for ship design, base design?
  18. Like
    Area51 got a reaction from Kurosawa in [Discussion] DevBlog: The Mission System   
    Well it's a start but how can you add this without first adding one of the fundamental basic MMO components - a wallet/ bank account/ log of sales/prices/trends/etc, whatever you want to call it. I've been trying to sell on the markets and it is frankly a total pain in the ass. We need more info than 1000 peeps/bots want to buy 1 mil gold for 0.001 Quanta each! oh and you sold 10 adjusters (Where - fuck knows, was it your last stock? - your guess is as good as mine - you get the picture. We really should not need to resort to the writing pad in these days of the microchip.
    Please guys - hire a game designer with experience in MMO's to provide the fundamental requirements!
  19. Like
    Area51 reacted to AHawkins in [Discussion] DevBlog: The Mission System   
    People should be able to make contracts for things like starting industry and place down elements
  20. Like
    Area51 reacted to Darrkwolf in [Discussion] DevBlog: The Mission System   
    Honestly I wanted more, but at least they are putting something out I guess...
  21. Like
    Area51 reacted to Kirth Gersen in [Discussion] DevBlog: The Mission System   
    Whatever you do put up a test server for this and open it to everyone. 
     
    pushing to live new systems barely tested and/or tested by people who don't actually play the game like the average player would is going to end badly.
  22. Like
    Area51 reacted to Underhook in Building a space station. Questions   
    Thank you to Haunty above for the contribution.
    I have completed my space station so can now answer some of the questions myself in the hopes it assists others.
     
    CORE:  Yes, we need a space core and yes the core effects gravity direction.  My suggestion for your 1st station is to ensure the arrow is above the core and that the core is above the planet so that the gravity of the planet matches the gravity of core.  So, then if we build the landing platform between outer space and the planet gravity will assist landing.  So, gravity will pull us down onto the landing pad.
     
    What happens to my ship whilst I'm building or placing the core:  A kind soul in support chat told me to log out and back in again so my ship would remain stationary.  Then I placed the core whilst standing on my ship.  Once the core is placed, we can go into build mode so we can move around the build area freely.  My ship stayed in place whilst I built and when I was half done I just used the move tool to place the ship.   Its hard to believe that the Devs planned for us to log out to get the ship to remain stationary.  Somebody in chat said maybe the remote control or emergency control could be used for this purpose (if you want full immersion).
     
    ORBIT:  So, the core and therefore the station does not orbit the planet  (you dont even need to place them anywhere near a planet).  Space Stations are stationary objects.  A Space Core behaves just like a Static Core.  I'm telling you this because I originally thought they had to be orbiting a body.  
     
    PREPERATION:   Make sure you take a Space Core with you (obviously) and its a good idea if you carry enough materials to build a basic landing pad.  I just used my personal transport (no container) and my suit had enough room for a small core and honeycombe for landing pad.
  23. Like
    Area51 reacted to Keimond in About Compactifications Messages...   
    I hate when features like this are introduced and yet they have created no documentation... it has all these rules, it would have been GREAT if it would have had a wiki page with what you can't compact....
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