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Deathknight

Alpha Tester
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Posts posted by Deathknight

  1. First off, I can appreciate the reasoning behind these changes, in terms of what it brings to PvP. However...

     

    While PvP is a major pillar of the game, it is not the only pillar. Some people just want to build things that look nice, and their motivations are based purely on the textures of the honeycomb, not the HP value. 

     

    I have suggested several times in the past and I still believe that a good addition to the game would be armor specific material. This is more realistic and more practical to meet the needs of all players. Armor is not made to look attractive, it is made to be functional.

     

    The various polished, galvanized, etc forms of HC have these looks so we have a variety of colors and textures to build with. Many non-PvP ships are going to be heavier as a result of this change. We can learn to live with that, like we have with so many other changes. I question why we should need to live with that when there is an alternative that treats two entirely different things in different ways?

     

     

  2. @NQ,

     

    I am providing additional feedback, now that the schematics change has been in the game for a while. My primary interest in the game is industry, and I have been both maintaining my existing factory while also adding additional lines.

     

    New Lines

    Adding new lines, or additional capacity to existing lines, is much simpler now, much like it was in early beta. That is great.

     

    Maintenance

    Maintaining a factory is worse than I feared it would be. Much worse. In a very short amount of time I have become completely apathetic toward machines not running because I simply have no desire to fiddle so much with schematics. You took an already annoying process and made it a nightmare!

     

    I again need to ask: Was this change made to intentionally be tedious as a form of balance? I am having a hard time envisioning a scenario where the tedium was an accident or a byproduct of the route that was chosen. It seems to be designed to frustrating. That I have a major problem with.

     

    There are any number of ways (look at all the suggestions) that the limitations you desire could have been implemented with minimal effort, while also not making the game less fun.

     

    An Observation

    It appears that you have a recent trend of approaching things you perceive to be a problem from a very technical perspective. There is no consideration as to how this fits into the game or the game world. You are not going to introduce any entertaining mechanics if you do not consider how these mechanics fit into Dual Universe. Why are we copying schematics over and over. What in the world is happening to these copies? Why do some copies disappear faster than others? Why is it such a slow process to copy them? If you cannot answer these questions, you have not finished designing the feature.

     

    If you instead start from the perspective that this is a game that should provide entertainment, I think you will discover that the options you are considering can bring additional enjoyment while also accomplishing your balancing goals.

  3. 5 hours ago, Aaron Cain said:

    so now we need to log  once more, remove all stuf from  planet, dump it on a sanctuary moon and log out again....

     

     

     

    Not sure what you mean that we need to move stuff from planets? Planets are getting wiped, no need to move anything. And they have always said that Sanctuary (now Haven) is the permanent safe place for your stuff, that did not change.

  4. 2 hours ago, J-Rod said:

    Hey NQ just wondering if you guys are ever going to participate in these forums anymore. It would be great if you guys could respond to some of the things we talk about here once in a while.

     

     

    I second this. And the questions that picked in Ask Aphelia are silly. "What is a megafactory?" Well that term was coined by players, why waste an Ask Aphelia answering something like that, instead of the legitimate issues that players want to interact with NQ about?

     

    We all appreciate when people from NQ jump into Discord and chat a bit, but there are threads in the forums with questions that get upvoted many times and they never seem to get answered in any form.

  5. I agree. And my feedback when 0.23 came out is that we should have a licensing scheme, not schematics. What I proposed at the time would have been more flexible than the current copying system and would make far more sense. You could have bought the license that was more appropriate for your business at that stage. Newbie could grow into industrial titans, upgrading their license as they did so. Just like the real world.

     

    What does not happen in the real world is that you need to copy a basic schematic file from the source over and over because the machine... eats it? Or do we have computer virus problems? I don't really get the supposed justification for many of the game mechanics, this one especially. I am pretty good at suspending my disbelief, but give me some kind of fairytale at least.

     

     

  6. 4 hours ago, space_man said:

    Assume a element, and quanta wipe, not sure what they'll do with paid accounts (credit game time ideally) and talents is the major question in the room. 

     

    Given everything has it's cost and NQ is tight with how they allocate resource, it's very obvious they going to reset the world, but the talents and game time are up in the air.

     

    I can't see get refunded game time. The EULA is very clear that you are paying for a test and that you do not have ownership of any in game assets. It would be extremely generous to give players 2 years of free play after the beta, just because a player was a paid subscriber.

  7. 1 hour ago, LeeFall said:

     

    But in 2 years you will have the same issue...New players will be on the back foot again until other people leave.
    Only fix i see is remove ALL ore etc cost reduction talents and just have time base only. Then new and old players will make the same profits just at a slower pace.

     

    That is certainly true. New players are always going to be behind players with many talent points. This is not only the case in industry however. New players that come in and choose mining talents will mine less ore in a given time compared to someone with many talents. A new player that comes in with zero mining unit talents will receive less ore than one that has talents. A new pilot will use more fuel and lift less weight than one without. The majority of the talent tree equates to characters that have more income potential. I'm not sure how you fix that without creating an entirely different game.

  8. 3 hours ago, Atmosph3rik said:

     

    But the worst thing they could do is keep making huge reactionary changes that confuse and disappoint large groups of players.

     

     

    Yeah, totally agree. It is really hard to get a read on NQ intentions, which is really unnerving. I still put in the time and money to support the game, but it is a big commitment when you are not even sure which direction you are going on the road.

  9. 4 hours ago, Jake Arver said:

    There is no need for big industry, not is there a point in doing what I think the intent for NQ was, break up industry in smaller pieces and make it work more like it does in EVE where players specialize in specific components/parts and trade those through te market/economy.

     

    If NQ has the intent for people to specialize, industry as a whole should have been designed differently. I like the current design (sans the tedious schematics stuff). But if they really want people to specialize, the talents should not work as they do and the recipes should work differently as well.

     

    As it stands now, if you make the massive talent investment to work through the tiers, you are going to want a benefit from that investment. This means making a broader range of elements, all of which use your talents. Since there is overlap in so many of the parts that get made in the middle, it only makes sense to leverage that any make more things.

     

    To really get people to specialize, talents should be more geared toward electronics, propulsion, etc. It would be a massive undertaking to rework and test that all though.

  10. 1 hour ago, Maliciouss1 said:

    has nothing to do with being able to pay .......there arent any that i need on the market....obviously comprehension is an issue for ju

     

    I comprehend just fine. You didn't say anything about even trying to buy the schematics. Since it takes time to copy them, there will obviously be a shortage on the market when the patch first lands.

  11. 6 hours ago, Atmosph3rik said:

    Unless there's something else i'm missing.  I can't see any reason why i wouldn't just build a little factory and craft everything myself from now on.

     

     

    That is totally viable. They seemed to have reversed course on the reasoning for the 0.23 patch. This is more about the overall number of elements that can be built in the game over time. No longer can every player mass produce all elements (which keeps the game flooded with more of each element that is needed). Now the number of elements that can be produced is tied directly to the number of active accounts.

  12. Well sorry, I can't help you there. You are rambling about a lot of unrelated topics. Paying for schematics is a logical step. It costs money and time to copy them, as you just said. Whoever else is going to do this is going to want money in exchange. If you don't want to pay that is fine, but you will then have to wait.

  13. 2 minutes ago, Maliciouss1 said:

    ok to produce 8 of the same items on 2 lines the copy times are over 24 hours ...more like 40 hours......this is absolutely unacceptably slow...im no industrialist......and i'm the last of my guild still playing.This new system is seriously flawed when you cant make small amount tier 3 items in a day because some dimwit cant comprehend small manufacturers.

    If this cant be dealt with...........your gonna have another wave of cancelations

     

    This new system is much easier on the smaller industry players than the large ones. If you are only producing a small number of items, you can get your schematics on the market and you may not be overcome with boredom loading machines with schematics constantly. This change really impacts large factories harder, because it just became so monotonous to maintain.

  14. 15 hours ago, Ravenskysong said:

    my mistake then, with the original release of HQ tiles it sounded like it was a bandaid to sooth builders and legacy projects. unfortunately that leaves a lot up in the air until we know the timelines for when HQ's and the constructs on them will be in danger. it also means years down the lines people who have built neat things and left the game will have those bits of history and points of interest dissolve. 

     

    Well an HQ tile is something personal for that player/account. It makes sense that this HQ status would be lost if the player is no longer a subscriber. We have seen through the beta that some people will only keep their attention on the game for a short while, but their mark on the landscape lasting forever is quite the nuisance. 

     

    That being said, there are some really awesome player creations that I would not like to see lost if the original owner leaves. Perhaps we could one day get landmark feature, where a player or org contribution to the game is able to be preserved long-term, because it adds significant value to the game world (something that could be applied before the territory expires and it is first come as far as who gets control over it).

  15. 1 hour ago, Aviator1280 said:

    But only for me after the new schematics most of the talent points invested became useless since with this system I will practically not produce anything anymore?

     

    Yeah, that is a big part of the feel bad experience with industry. There is a massive talent investment, a massive time investment, and cost in getting the machines setup. Having artificial roadblocks on top feels like piling on.

     

    I hope that we can some day reach a point where the balancing that NQ desires for indy takes the form of gameplay loops and not just arbitrary obstacles.

  16. Being forced to care about quanta has been a hard adjustment for me as well. There was a long time where it was not necessary if you were making things yourself, and since there really were not interesting ways to make it, I just ignored it. It is impossible to ignore now (and still no interesting ways to earn quanta). If the economy had any semblance of balance and there was a variety of interesting ways to earn quanta, I don't think this would be an issue. As it stands now, I would rather live off the grid, but that is really not practical.

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