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Atmosph3rik

Alpha Team Vanguard
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  1. Like
    Atmosph3rik got a reaction from GraXXoR in Checking in...   
    Abandonment will already accomplish that.
     
    And they just went to so much trouble telling everyone that if they ever decide to come back, their stuff would be safe if it's left on a sanctuary tile.
     
    So now they're going to wipe the whole game just to delete everyone's stuff from sanctuary?
     
    That would be pretty cold.  But also, really heavy handed, when they could definitely figure out another way to solve that problem.
     
    A wipe will always be on the table, if NQ decides one is needed.  And if there's a good reason i'm sure they will.
     
    But i don't see any reason for one.
     
  2. Like
    Atmosph3rik reacted to BlindingBright in Checking in...   
    With the advent of mission money most of the early exploits where a few people got cheap schematics/resources are not even ripples in the water anymore.. Sure it's lame it happened & NQ didn't do much/anything about it at the time, but overall the economy and state of the game isn't heavily affected by them at this point in time(in my humble opinion)
     
    100 bucks a month in subs and a whale can churn 200-400mil a day easy.  A month and these players are starting to eclipse the blip on the radar that was cheap schematics and money people made from selling honeycomb to bots lol. 

    Simply by NQ changing the gameplay/state of play by introducing new mechanics they've "wiped"- it was just on a live service. If/when they go out of Beta they need to be able to show they can manage a persistent game world that can be managed over years of gameplay, even when things go wrong/become unbalanced from new changes. We've already experienced several soft-wipes in beta, initially with schematics, territory upkeep, and core slot changes.

    So the question I ask, what really does a full wipe accomplish besides deleting the game world players are building for release and "leveling" the playing field for those that see players progress in beta is not valid, because "beta". I argue the majority calling for a wipe do not play much, and or, just want to watch the world burn... and unlike most games, players are creating the content for... the game. Seams silly to wipe that out.
  3. Like
    Atmosph3rik got a reaction from i2eilly in Checking in...   
    I don't really care what you've contributed.  Nothing earns you the right to demand they tear it all down because you're bored.
     
    It's so mind numbingly selfish.
     
  4. Like
    Atmosph3rik reacted to NQ-Nyzaltar in [CM Team] NQ-Nyota joins the team!   
    Hi everyone!
     
    You probably heard that NQ-Pann has left Novaquark a few weeks ago.
    Today, we are happy to announce that a new Community Manager is joining the team: NQ-Nyota ! ?
    Please give her a warm welcome! 
     
    P.S: on a side note, NQ-Naerais is still unavailable but should be back in a couple of months.
     
    Best Regards,
    Nyzaltar.
  5. Like
  6. Like
    Atmosph3rik reacted to blazemonger in How many YEARS must we wait for a pvp planet?   
    If NQ would remove the safe zones now, there would only be one outcome, the majority of what's left of the player base will not leave the permanent safe zone around Alioth/Madis/Thades and the rest of the game world will be.. empty.

    Asking for the removal of these in the state the game is in now just means your perspective on the impact this has is rather short sighted.
     
    The safe zones around the outer planets must stay in place until NQ brings in both offensive and defensive options for combat focussed and non-combatant players alike.
     
  7. Like
  8. Like
    Atmosph3rik got a reaction from Doombad in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    You keep skipping past all the entry level content, right to the most profitable and hardest thing.  And then you try to do it with no research, planning, or effort, and when you fail, you come here and blame NQ.
     
    I can't speak for everyone, but most of us here are benefiting from each other's knowledge and experience.
     
    There's nothing wrong with listening to other people and letting them help you.  I do it constantly.
     
    If you chose not to, then it was your decision to make the game harder than it needs to be.
     
     
  9. Like
    Atmosph3rik got a reaction from Koriandah in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    You keep skipping past all the entry level content, right to the most profitable and hardest thing.  And then you try to do it with no research, planning, or effort, and when you fail, you come here and blame NQ.
     
    I can't speak for everyone, but most of us here are benefiting from each other's knowledge and experience.
     
    There's nothing wrong with listening to other people and letting them help you.  I do it constantly.
     
    If you chose not to, then it was your decision to make the game harder than it needs to be.
     
     
  10. Like
    Atmosph3rik got a reaction from Yoarii in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    You keep skipping past all the entry level content, right to the most profitable and hardest thing.  And then you try to do it with no research, planning, or effort, and when you fail, you come here and blame NQ.
     
    I can't speak for everyone, but most of us here are benefiting from each other's knowledge and experience.
     
    There's nothing wrong with listening to other people and letting them help you.  I do it constantly.
     
    If you chose not to, then it was your decision to make the game harder than it needs to be.
     
     
  11. Like
    Atmosph3rik got a reaction from GraXXoR in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    You keep skipping past all the entry level content, right to the most profitable and hardest thing.  And then you try to do it with no research, planning, or effort, and when you fail, you come here and blame NQ.
     
    I can't speak for everyone, but most of us here are benefiting from each other's knowledge and experience.
     
    There's nothing wrong with listening to other people and letting them help you.  I do it constantly.
     
    If you chose not to, then it was your decision to make the game harder than it needs to be.
     
     
  12. Like
    Atmosph3rik got a reaction from VandelayIndustries in The only thing more tedious than hauling missions is this new Mining "Feature" Trickle down oreanomics   
    I don't know if you were here before Demeter.  But there wasn't as much ore as you seem to think there was.
     
    In the end there was still a lot of small nodes of low and mid tier ore, but it takes hours to find and mine small nodes.  And even those would have run out eventually.
     
    The ore supply was finite, they would have had to add another solar system seeded with more ore eventually, or the only method of getting ore left would have been asteroids.
     
    Almost all the mega nodes were either mined out or claimed.  And the people who made billions mining mega nodes put out quite a bit of effort to make that money.  It's not just mining, there was hours of scanning involved to find the mega nodes.
     
    You could spend all day scanning and maybe find nothing.  Or you could spend all day mining small nodes and make a few million at best.
     
    In the beginning it was a gold rush to find the high tier megas, and it was fun.  But it didn't last forever, and it wasn't sustainable.
     
    You can argue that the current system is too hard for you, or not fun enough, or whatever.  But your claims that everything was perfect before are just false.
     
     
     
  13. Like
    Atmosph3rik got a reaction from Koriandah in Summary of changes that could help increase player population   
    The problem is, making the game easier won’t benefit me.  Because I want a challenging game, that will still be interesting to me a year from now.  From my perspective you are taking a game that offers options for many different play styles, and demanding that they all be changed to your play style. there are so many options for things to do in the game, but none of that is good enough for you.  You want the highest rewards for the lowest effort.  But you don’t seem to be listenIng when we tell you that the rewards scale with effort.  So someone willing to put in more effort will always get more.  All you’re doing is begging NQ to tank the game’s economy.
  14. Like
    Atmosph3rik reacted to GraXXoR in Summary of changes that could help increase player population   
    There are plenty of easy games in the market. 
    I was attracted to this game because of the difficulty of the sandbox. 
     
    if you build a ship that doesn’t fly, you crash and die. 
    Overload your ship? Crash and die. 
    don’t add weapons to your ship when traveling out of the safe zone? You die.
     
    im a fan of games where people have to take responsibility and face real consequences for their decisions. 
     
    I’m fed up with hand holding and on rails experiences which is why I love DU. 
     
    but making everything super easy and challenge free is not the way to go. 

    Elite dangerous did that and now progression to Anaconda, the original “end game ship” which took me a year to acquire back in 2014 2015 can now be achieved in a day with a bit of planning.

    I do find this whole PvP vs PvE players thing distracting, though. It’s really a straw man for deeper issues. 
  15. Like
    Atmosph3rik got a reaction from VandelayIndustries in Summary of changes that could help increase player population   
    The problem is, making the game easier won’t benefit me.  Because I want a challenging game, that will still be interesting to me a year from now.  From my perspective you are taking a game that offers options for many different play styles, and demanding that they all be changed to your play style. there are so many options for things to do in the game, but none of that is good enough for you.  You want the highest rewards for the lowest effort.  But you don’t seem to be listenIng when we tell you that the rewards scale with effort.  So someone willing to put in more effort will always get more.  All you’re doing is begging NQ to tank the game’s economy.
  16. Like
    Atmosph3rik got a reaction from Rheuschek in Summary of changes that could help increase player population   
    The problem is, making the game easier won’t benefit me.  Because I want a challenging game, that will still be interesting to me a year from now.  From my perspective you are taking a game that offers options for many different play styles, and demanding that they all be changed to your play style. there are so many options for things to do in the game, but none of that is good enough for you.  You want the highest rewards for the lowest effort.  But you don’t seem to be listenIng when we tell you that the rewards scale with effort.  So someone willing to put in more effort will always get more.  All you’re doing is begging NQ to tank the game’s economy.
  17. Like
    Atmosph3rik got a reaction from xycrone in What are people doing to achieve lateral 6 axis thrust?   
    If they gave us thrusters that were more effective than the ones we have now, that were intended for lateral thrust, everyone would just use them for forward thrust too.
     
    You can add space engines facing in any direction on you ship though.  But each one you add is more weight.  When you're moving at a decent speed in space, the more thrust to weight you have, the faster you'll be able to change your momentum.  So no matter how many engines you decide to add, you'll have a more maneuverable ship if you focus all that thrust in one direction, and then use the adjusters to point it where you need it.
     
     
  18. Like
    Atmosph3rik got a reaction from xycrone in What are people doing to achieve lateral 6 axis thrust?   
    Every game that has flight in it attempts to create a good balance between realism, fun and difficulty.  Too difficult or realistic and most people won't enjoy it.  Too easy and it's like No Mans Sky, where flight is basically a pretty cutscene where you get to steer a little.
     
    But NQ has to consider balancing building too.  They gave us overpowered, light weight adjusters, that don't consume any fuel, to make the game a little less complicated, and more fun.  But if they produced thrust, they would be too overpowered.
     
    The one unfortunate side effect is that we can't use the Adjusters to nudge a ship to the side, when we're parking.
     
     
     
    I think the keybindings for strafe left and right are, ALT+A and ALT+D.  If you put an engine facing in that direction, and then run the autoconfigure, it will tag them automatically, so they should fire when you hit the key.  No LUA needed.  And engines facing up or down will fire with Spacebar and C.
     
    A ship with rocket boosters facing in all directions would be interesting to fly.
     
    But i think it's always going to be more efficient to point all your thrust in one direction, and use Adjusters and Brakes to do everything else, because they are so overpowered, and don't cost any fuel. 
     
     
     
     
     
  19. Like
    Atmosph3rik got a reaction from Tordan in Super thin multi voxel shapes how??   
    There is a way of doing it with the smooth tool.  But it makes the top/flat side of the shape funny, so if you paste it above itself, it distorts.  If the arcs don't distort when you paste one above itself, then they were probably designed and built one voxel at a time.  
     
    Now that we have the vertex precision tool you can take any curve or shape and drag all the vertices down to make it two dimensional.  It would just take a bit of patience.  
     
  20. Like
    Atmosph3rik got a reaction from OrionSteed in Amount of ore is bad   
    I'm maintaining 28 territories.   I worked out a schedule where i spend maybe 10mins a day calibrating MUs, and an hour or two on weekends picking up ore from the outer planets and warping it back to Alioth.
     
    It's really not that much work.  i never gather the rocks, and i only play the mini game if i absolutely need the bonus calibration.  And i still skip it sometimes if i'm not in the mood.
     
    A little effort results in a little ore.  More effort results in more ore.  It's really up to you how much time you want to spend doing it.
     
     
  21. Like
    Atmosph3rik reacted to blazemonger in Get rid of the surface harvestables for Mining Units and ...   
    Instead retain calibration for longer, set three brackets which will add 8, 16 or 24 hours to the time the Mining unit stays at the achieved calibration.
    Easy, clean and removes the need to go run around and get the harvestables while giving you roughly the same amount of "bonus ore"
     
  22. Like
    Atmosph3rik got a reaction from Owl_Superb in Amount of ore is bad   
    The part where i'm doing the actual calibrations is no fun at all.  Having enough ore and quanta to do what i want in game, is fun though.  But to have fun with the ore and the quanta, it has to have value in the game.  And to have value, it has to be hard to get.  So the part that's not fun, is essential to the part that is fun.
     
    When you are calibrating an MU, the moment that you click the START button, you spend one Charge, and immediately receive the base calibration gain.  So as soon as you click the START button, you can immediately click the X in the top right corner to end the mini game.  You don't even have to wait for the screen to finish loading.  Then you have to click a conformation dialog box, then close the main calibration window and you're done.  
     
    If the base calibration isn't enough to get me to 100%, then i'll play the mini game sometimes, but i put very little effort into it.  I drop a large circle in the corner closest to where the drone starts, if the hot spot isn't there i just keep dropping large circles, based on where i think it might be.  If i haven't found it by the 3rd circle, and the location isn't obvious, that usually means it's on the edge somewhere, and i just give up and pick the highest spot visible.  It's just not worth it to me to waste time thinking about the mini game.  I just blast through it and move on, if i do it at all.
     
    My schedule isn't anything fancy or complicated either, i just wrote down the days of the week, Monday thru Sunday, on a piece of paper, and then assigned a cluster of 7 territories to each day.  I have two clusters on Alioth, one on Jego, and one on Lacobus.  I calibrate everything on Alioth in person, and i calibrate the outer planets by VR on workdays, and i pick up ore and calibrate in person on my days off.  There are not enough days in the week to hit all 4 clusters twice, so one day i have to double up, so i try to save a few extra charges for that day.
     
    Pre Demeter i probably spent less time mining.  But i also had a lot less ore and Quanta.  I might have been able to make, in a day, what i make in a week now.  But now i make that every week.  Whether i feel like it or not.  It's a bit more work overall, but it's a system that works better for me.  I like being able to spread out the pain, instead of spending a whole day mining, once a month.  i spend a few minutes every day.
     
     
     
     
  23. Like
    Atmosph3rik got a reaction from Cybob19 in Amount of ore is bad   
    I'm maintaining 28 territories.   I worked out a schedule where i spend maybe 10mins a day calibrating MUs, and an hour or two on weekends picking up ore from the outer planets and warping it back to Alioth.
     
    It's really not that much work.  i never gather the rocks, and i only play the mini game if i absolutely need the bonus calibration.  And i still skip it sometimes if i'm not in the mood.
     
    A little effort results in a little ore.  More effort results in more ore.  It's really up to you how much time you want to spend doing it.
     
     
  24. Like
    Atmosph3rik got a reaction from merihimRefin in NQ-Deckard response to "negotiation" attempts in DUscord   
    I think JC was focused on the How and wasn't really considering what it would look like as a game or a product.
     
    When I think back to all those interviews with JC, where he's talking about players building a Death Star, he was always very adamant that it would take many players collaborating to make something that big.  I always assumed he was talking about the time it would take to build, i remember thinking, "Nah i don't care if it takes forever, i'd rather just build it myself".   
     
    In terms of core slots, with NQ's current plan, it would still be possible for players to combine cores to build something that large, or larger.  Performance around it would be another issue, but what JC was describing is still possible.  It just requires players to pay for the costs.
     
    People can say what they want about JC, but i think it's entirely possible, that if there had been someone in the room from the beginning, with a lot more experience making this kind of game, the result would have been a very different game, or no game at all.
     
    Mistakes may have been made, but i think the only way THIS game was going to happen, at this time, was someone like JC getting the ball rolling, not necessarily because it was a good idea, but because it was a cool idea.
     
     
  25. Like
    Atmosph3rik got a reaction from OrionSteed in NQ-Deckard response to "negotiation" attempts in DUscord   
    See this is why the Alt thing seems like it's messing up this whole discussion.
     
    NQ isn't trying to limit cores, they are trying to decide how many each player should be given, with the purchase of a subscription.  But because the subject of Alts is touchy, i feel like they were kind of tiptoeing around how you go about buying more.  Until Deckard's post at least.
     
    There are definitely players in the game right now with 300-400+ cores, who are using every single one of them, or contributing to the game in some way with them.  But there are also a lot of people with some junk lying around.  Myself included.  
     
    The players with the junk, need to be encouraged to clean it up, because real estate in the game has value.  And the players who actually need 400 cores, need to start paying a bit more than everyone else.
     
    You shouldn't feel like they are trying to stop you from building, you should feel like they are cleaning up their product (making it profitable, ect), to make room to sell you the ability to build as much as you want.
     
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