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Deathknight

Alpha Tester
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Everything posted by Deathknight

  1. People claimed meganodes as they were found and then released the tiles once they were done. With so many players owning thousands of scans, that means that the juicy tiles will be found fairly quickly.
  2. I will have more complete thoughts on this system after I have had more time to play with it. There is one glaring headache I can see right off the bat, and it seems easily fixable. When transferring money to the territory wallet, it always comes from the owners wallet. This adds a needless and super annoying step to the process, where you would need to transfer money to the tile owner and then from there to the tile. Why not let us select the wallet we wish to transfer from?
  3. Yes. Amazing work on this thread.
  4. I get what you are saying, but all exploits are against the rules. The forum post referenced only explains which exploits will be punished and which are currently allowed. NQ could probably do a better job of making this information more accessible, but I question how much time they really would want to devote to maintaining an official document of acceptable exploits. They clarified some common ones, which was very helpful in the cases where things are allowed. As in all things, NQ could communicate better. This is clearly an exploit, not an intended gameplay mechanic. Parenting is not intended to work this way. The safe zone is not intended to work this way.
  5. Real life "rules" aka "laws" work the exact same way. Nobody comes to knock on your door and notify you that the way you are stealing cable from your neighbors is illegal. NQ tends to overlook infractions to a much greater degree than in real life, where ignorance of the law is no excuse at all. Bottom line, with or without a specific rule, any player should be able to tell the difference between an exploit and a feature with ease. Assume the use of any exploit will be punished and you don't need to keep track of forum posts. It is pretty helpful to look these over however, as there are some things not working as intended that are not being punished.
  6. Many of these suggestions are needed for the game long term, but are also band-aids for a larger issue. The markets, as they exist now, are dysfunctional. On Alioth, we have the districts clumped together in a small area, and these district markets represent the majority of the market activity for Alioth. The most popular market that is not a district market is market 17, which is very close to the districts. Essentially, NQ encouraged the majority of players living on Alioth to base their operations near the districts and this is the area through which commerce flows. Unlike real life, where we might have a major economic hub that has a massive port and rail system, we have a tiny little market with no parking and no infrastructure. NQ needs to distribute the load more evenly across the planet to encourage players to spread out more. They also need to spread the load at these busy districts so that we are not all trying to jam into the same location. In a hyper-industrialized civilization of the future, this massive district/market area would make far more sense if it consisted of blocks of landing pads and loading/unloading services. Porters (robotic of course) that can help with the logistics of getting the massive loads of cargo onto and off of your ships. Linked container range would not be an issue, so any upcoming nerfs would not require more changes.
  7. I like seeing other players as well. The problem is that the ratio of players I see at the market compared to assets at the market is way out of whack. I honestly laughed when they reintroduced emotes. In the locations where you are most likely to encounter other players and use emotes, you are overwhelmed with assets that make seeing other players difficult and the lag is so awful that emotes are the last thing on my mind.
  8. @NQ The markets are turning into an abyss that worsens noticeably each week. Your goal was to create an economy driven by players that was centered on the markets, however the physical markets themselves are an abomination and are causing great frustration for players, both the customers at the markets as well as the industry players. The number of constructs at the markets far exceeds the number of players at the markets. Some simple advertising would be one thing, but we now have a maze to navigate to even get to the elevator. There are hundreds of containers, massive ships, scam dispensers, disco lights, huge gas stations, etc. at most markets and especially the Alioth district markets. The district markets in particular are a big problem. There is insufficient parking at these markets. Ships are scattered in the trees around the markets. As you attempt to take off, new ships are attempting to land, creating dangerous situations. I know many players resort to parking at the maximum container link range to avoid this risk of collision altogether. Parking on the pad, with even the smallest ship, is almost impossible due to all of the permanent detritus that liters the "landing pad". Possible Solutions This situation is quite frustrating, but I did not come to only vent and not give some possible solutions. First, there needs to be some limitations on the length of time that a dynamic construct can be left at the market. Also, please limit the lua script that is allowed to run on my PC from a dynamic construct that is left at the market by another player. There are far too many of these constructs at the market and it creates a great deal of lag. At least allow for an option to toggle this. Secondly, this entire idea of mosh pit of flesh and metal is silly in the first place. An advanced civilization on a huge mesoplanet wants to trade potentially gigantic items on the market and our best solution is that we all go to the same location, roughly the size of a pharmacy, with a parking lot the size of a grocery store? And that is to service the entire planet? The real life planet we live on uses distribution centers to distribute the load of something like this. There is already a great deal of land set aside for Aphelia. Please consider adding more parking and additional market stations in this space to spread out the load for the district markets. Consider doing the same for the other markets while there are still empty hexes available. What possible benefit is there to force all this traffic into the same physical location? Our own real life society is already leaving brick and mortar shopping behind and Noveans have decided that not only do they love it so so much, but they all want to smash into only one store on the planet? Thank You
  9. Large organizations and players with immense amounts of time will grab the higher tier resources and sit on them. That is nothing new compared to other MMO games, but in games that respawn resources, other players will eventually have a change to obtain those said resources. In a game with finite resources, you create a situation where you create a serious divide between the haves and have nots. There are very few hexes claimed on most planets, and many of the low tier resources on those planets remain, but the higher tier resources are being sucked dry. How are new players, or casual players for that matter, to be supported in this environment? Part of the game experience is the exploration and obtaining the resources. Is the game going to be reduced to new players join one of a handful of organizations that still have high tier resources stockpiled? Or will we be given new worlds when the ones we have are barely populated?
  10. Yeah, I am discovering the same thing. This poses a major problem not just for smaller organizations and solo players, but also for new players. You can get along just fine for tier 1-2 as a new player, but making that jump to the next level is extremely difficult. There is a giant cube shaped boot on the neck of new players, trapping them in the safe zone where the higher tier resources have become scarce.
  11. Sorry to see you go! I see so much potential and I can't sleep I am so enamored with DU. I would love one (or both) of your accounts. I am looking at getting an an account for my son and beta keys would be fantastic for the friends I am trying to convince to come join the fun. Mostly I like to build stuff. The industry portion of the game is amazing, as is the construction of buildings, space stations, and ships. I can and have spent hours upon hours doing this. I love collaborating with friends on this. Gather, build, explore, repeat. That is what it is all about to me. Explore is a bit rough with the PVP element. I have not joined a PVP organization. My hope is to get enough of my friends together that we can operate how we want without the need to engage in full on space piracy in order to survive outside the safe zone. I know there have been exploits and griefers, but I'm just trying to look past all that and enjoy the amazing game I have in front of me.
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