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Everything posted by Gottchar

  1. Regarding having markets stocked with different things, on one hand I am really against having bots sell even more things everywhere, on the other, it would be nice if it was easier to sell anywhere but market 6. Some months ago I brought about 20kt of elements, from doors and plants to engines and containers, to a sanctuary market. I priced them about 30% over alioth market price, to compensate for the storage fee for 90 days. Then, after those 90 days I picked most of it up again and brought it to market 6. Due to the storage fee (0.02 quanta per day per litre) based on litres and time, t1 items are best sold with a 7 or 30 day timer, rail L ammo not at all. As long as the storage fee exist, sellers not only want to make sure their stuff is sold fast, but also that is will sell within the timer. Not only will my stuff be sold quicker at market 6, but I can also be somewhat sure somebody will buy it at all. Any if somebody someplace else wants it, he can still buy it and set up a mission for transport. Anyway, if all moons, (especially Sanctuary) had no storage fee and duration timer, but instead double the value fee (two instead of one percent) it would mean: -Some items, like ammo, are generally better sold at moons, won’t hurt to have an active ammo market on Alioth moon 1, sounds fun. -New players on Sanct will actually find items on the local market, because seller, like me, can sell items there without thinking about selling before things run out. -The doubled value fee would mean higher tier items, be it t3+ engines, guns, warp drives, anti grav etc, will still be sold at normal markets. -OP is more likely to be able to buy fuel for normal-ish prices next times it happens
  2. yes, they are gotten rid of as well, it is kind of the point here.
  3. No good way of stopping them, but the mechanic will solve most of the issue and at least put a good amount of work and risk of losing their stuff in the hands of the people who clutter the market. And hopefully the feeling that they harm the game with their "I have a new ship and everybody should see it even if it kills the game" attitude.
  4. Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR). Does not generate quanta. I mostly like it, the details remain to be seen. But dont claim it generates quanta please. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
  5. I use my haulers for ores I bought or elements I sell, and usually transport somewhere between 1 and 10ML on my trips to and from the market. Hybrid, no AGG, go into orbit and land again on the other side of the planet. And I like wings and dislike brakes and brake landing.
  6. First update in a while, the amount of tangible, easy to name bugs has really gone down a bit, now there are more other problems. Anyway, what did I miss?
  7. currently uploading the video, RotorMeh Right now the new player experience is bad. Is it by design that new players have to farm surface rocks to the extent it is at, right now? NQ Sesch We are working on a brand new first time user experience, it is in the roadmap but will be released next year. It will be more adapted to the recent changes to the game. Vheoxx Lower tier ore prices appear to be plummeting. Is NQ monitoring prices? Do you think this is related to the huge increase in availability of asteroids and T1-T3 ore in the safe zone? NQ Wave Yes we are monitoring prices. We expected variations around the ore prices since the balancing has changed a lot in Demeter, with the removal of underground mining and the addition of MU. We will definitely look at the evolution of markets in the coming weeks & months, and decide if this is bad or good news. Alias what you want those people, especially miners, who were mining under earth for hours and hours a day (they had fun i would guess), to do now when only passive mining is avaiable? (exclude asteroids cause of the effort...and low outcome) What you do with the older players who are not active fome some weeks?? Right now and for the future in Beta or even out of Beta, will they all just loose their complete properties what they built up in hundreds of hours of work? Entropy We understand that for those people that were mining a lot in the underground, that we took away a significant amount of your play time. Unfortunately we made this decision for reasons outside of pure game design concerns. While you specify that asteroid mining is potentially an activity that you may not want to engage in, that is for now, the best option if you are looking to rapidly access ore. In the future we add more mining activities, or expand on mining in general. For the people that are not currently active in the game, we have tried to communicate in advance that things are changing with this expansion and that its something that they may want to look at. Unfortunately we cannot permanently pause these sort of updates. Hdparm Harvesting ore stones (that are spawned after calibrating mining units) requires players to hold the left mouse button a lot. For some players this causes wrist and/or finger pain/discomfort. Could surface ore harvesting be made more ergonomic? Mining tool had an auto-mine mode (toggled with the middle mouse button). Perhaps the harvest tool could have this mode too? Kyrios We heard the problem, and are already working on a solution to make harvesting more ergonomic.You can expect this to come relatively soon. Alias What you do with the older players who are not active fome some weeks?? Right now and for the future in Beta or even out of Beta, will they all just loose their complete properties what they built up in hundreds of hours of work? Sesch As for your second point, yes, inactive players will lose ownership of their territories. There is a grace period of about 4 weeks after Demeter if they want to come back. We are planning to send emails to players but I don't think we can send emails to inactive players who have opted out of our email list. We will be communicating more on the fact that they will lose ownership soon, but yeah ultimately they will. Slowdroid What aspects did you consider when setting the tax value of 1m quanta per week? Wave The tax is balanced mainly in regard to the amount of ore you can mine from a tile, and how much quanta you are sure to get if you sell this ore (even to bots). A tile is always worth it, as long as you can maintain the mining units calibration. A random low-quality tile gives 500L/h of tier 1, that sells for 500 * 24(hours in day) * 7 (days in week) * 24 (quanta/liters) = 2M quanta a week, not counting : adjacency bonus, quality of the tile, extracting rocks, talents, etc. Ataren Will the foundation created with the new surface mechanics be extended to other mechanics that were announced such as space anomaly farming, or will take a different shape? Kyrios Certainly, yes. The Demeter’s mechanics will be prolonged in the features to come. But this will be another topic Aranol What was the goal of VR limitation for Aphelia mission ? Actualy it give a huge advantage to multi account player (that just log alt when ship arrive on mission spot), VS solo player or team player that was mutualise missions on 1 ship. Entropy Ok there’s a couple things to answer here. On the subject of alts, it has to be understood that it is complex to differentiate players from alts. We strive for our systems to be resistant to abuse in general and make no real difference between players and alts. If something can be an issue with alts, then it is also potentially an issue with players. As to the change specifically, this was a global change because mission rewards were initially balanced around what a single player was able to achieve. We knew it was possible to group up multiple packages but under-estimated the outcome, especially with the free beta keys. While alts exposed this issue to an extent, we also didn't love the idea of people regularly VR’ing around the universe to pick up and deposit missions while actively doing other activities. It felt a little cheap and easy. If you have strong feelings about needing VR missions the way they were before, I'm happy to hear that as well, but keep in mind that it is likely that any measures taken to hurt alts, will also likely hurt players. Johnny Tazer With all the new mining units coming in, with Detemer, when can we see the nebula removed and a more space skybox returned like the one in alpha? As majority agree the nebula looks like a college intern did it inbetween bong rips. Thank you for your time. Sesch We do have plans to change the nebula yes, as it is too green in particular. We hope to make a better one though we won't go back to the one in alpha. The idea is to make a more neutral one since it gives the color to space / night creator Can we Magic BP/Soft Wipe Alioth? (best tiles are mostly unused by people no longer playing.) Make it where Sanct TU can be moved? Make Sanct tile resources uniform/identical (100L-200L) of every T1 resource pool? Wave Taxes and territory becoming unclaimed should fix that. If those players are not playing anymore, at Demeter + 4 weeks their tiles will be unclaimed and you’ll be able to claim them. Not right now, but if it becomes necessary, it's something we could look at. We are looking at it, it is very probably something we will do, as soon as possible. We will surely have a small variation, but with a minimum of 100l/h for each tier 1 ore Wizard (forum) Will there be an ability to group territories and pay taxes for a group at once? It's very annyoing to deposit quanta for each territory when you have a lot of them. Sesch Yes, this could be a QOL improvement we can consider for the future, but there is no set date for that. Wizard (still on the forum) Can we have an option to not publicly display territory names to other players? I have a lot of territories claimed for auto-mining, and I want them to be organized in my tax-screen, but I don't want to let other people know what I have on my territories by clicking on it on the map and seeing a territory name. Sesch Same as above, it could be something that we add in the future and we understand it would add quality of life in your case, but we wouldn't be able to give you an exact date or even an approximate timeframe. Opux (wall of text before questions) How do you feel about the current balance of weapon types and core sizes? What is the current balancing process? Have you considered consulting members in the community who are active in this area? Have you considered making the weapons different beyond just the numbers? e.g. lasers do extra damage to shields, but much less to core stress. Or railguns punch long, small holes through ships instead of just being another, slightly different sized, sphere? Given the main barrier for using other weapon sizes is the range, have you considered making the range of all sizes of weapons the same (or nearly the same), with only cone, tracking, damage, and cross section hit ratio changing between the sizes? A railgun should pretty much always outrange a cannon; it shouldn't matter how big or small they are at the scales we deal with in game. This would bring the cost of building an entry level pvp ship down immensely and much more people would be willing and able to take part. 4 rails plz. This one isn't a question; the current fitting requirements make no sense. Entropy You’re right on a lot of these points, and it’s something we are looking at. Specifically there are going to be changes to max speeds in various ways and we’re hoping to address a lot of these issues with those changes. I won't go too much into detail on all the changes but the idea that smaller lighter ships can be faster than larger heavier ones is something we’re on, with everything that implies and some extra goodies. As to your questions ill give you quick dirty answers: Not satisfactory, it's something we want to improve and give smaller ships more purpose. I read most feedback that comes my way, and I had read most of this earlier as I assumed you had posted it somewhere. Yes we’ve considered it, we think theres larger problems before we attack that and have to pick and choose what to do first. Yes this is also something we’ve considered, and is definitely an avenue if we continue to have difficulty making smaller ships (and weapons) useful. We just have to have a good global view of how that will work. Ill look into it. Streamsniper Would you consider allowing the Miner Calibration efficiency talent to work through VR. MU Calibrations are turning out to suck all the life out of the game. It's turned into a 2nd job. Wave The design of surrogates is that there is a tradeoff between doing stuff in person and doing it through surrogates. This tradeoff is handled by the fact that surrogates don’t have talents. It applies to PvP, mining units, industries, piloting, etc. Note that mining calibration can be done by other players, and you can organize yourself with your organization and your friends so that you don’t have to traverse the universe to calibrate your mining units. Through RDMS, you can calibrate other people’s mining units, and we expect organizations and groups of players to “trade” those calibration charges. Cerveau -There is confusion about requistioning cores on abandoned tiles. Can DYNAMIC cores be requistioned on tiles that become abandoned or is it just stactic cores? -Can you create a new UI screen that can list all owned MUs in a list that shows their performance (like you did with tiles and tax) so we can see at a glance which MU's calibrating? Deckard To clarify: Only Static constructs can be requisitioned, and only if the territory owner does not own the static construct. Vheoxx Has the new voxel tech had the desired impact in terms of COGS or should we expect more investment in this space? Sesch oooh yes. The DB size is very significantly reduced, and the cost that goes with it. So yeah it achieved its goal, indeed koriandah Was the limiting of VR missions the first step in the revamp of the Aphelia missions? Currently the missions are "abused" by people with alt accounts to generate billions of quanta mostly due to their predictable and static nature. Will those missions ever be made dynamic or changed in such a way that they are generated procedurally? Sesch We think we already replied to this question higher up in the thread, if not please let us know how it wasn't answered Jake Arver Why are effects in game so overdone and unnatural looking in many cases. Few example; The "dust cloud" created by the flattening tool is way overdone and too thick. The new shield effect is way to strong the same way. Suface harvestables look like they were hijacked from Candy Crush. The warp "starfield" is way to pronounced and "present" (old one yes, but still..) Please dial effects back, there is no need to show off all these bright colors and they really deface the game IMO Sesch It's always a work-in-progress. We keep improving the effects, some of them already are in the second version and some of them are just in their first iteration. Even though it's not always front-and-center in the patch notes we have an ongoing effort of VFX improvements. Granted, we started fairly late our work on in-game VFX so there's still work to do. It's also a fairly subjective topic, someone may like a VFX that someone else will hate. Gottchar It takes over a week to get all your mining units calibrated close to 100% and be at the point where you only try to keep them there. After a week of absence however you would have to start over again. Weekend players don’t even have to bother getting mining units. Do you think DU is a game for casuals, RP players, weekend warriors and others who are not playing in a regular profit oriented way? Entropy Mining units do not have to be calibrated to 100 percent constantly or be perfectly optimized to turn a profit after territory tax. Players can play at their own pace and logging in once a week should be enough to keep your mining units at a reasonable level and making money. We don't expect you to calibrate your Mining Units every day. Now if you’re looking to maintain 5 to 6 territories, and achieve the most profitability, that may require you to log in more than once a week. cerveau There is confusion about requistioning cores on abandoned tiles. Can DYNAMIC cores be requistioned on tiles that become abandoned or is it just stactic cores? Kyrios Requisition is only possible with statics. Vylqun So now that ore bots have become an integral part of gameplay, are there any plans to fix the economy so we wont need them at some point? Wave Bots are actually here to make the economy work. We monitor the sinks and faucets in the game, and ore buying is a significant money faucet, and selling schematics is a big sink. We don’t want to get rid of those. The third type of bots orders is that bots sell basic small elements and fuel. Selling elements is intended for newcomers. As for fuel, this is something that could be changed if needed. We monitor prices and market activity and look at that. Msoul How are players notified about construct requisitions? What about players with expired subscriptions can they expect an email warning? As I explained above we can only email players who have subscribed to the mailing list, or active players. Sesch You will not be getting an email when your construct is being requisitioned though, it will be done in game as soon as you log in. Keep in mind that players have 2 weeks after their construct is being requisitioned, which comes after the period for not paying taxes etc. So it's a succession of phases that span over weeks before the construct is being requisitioned. Habitant: Is there going to be a wipe of all things at the release of the game ? Specific Quanta , Constructs or anything else ? Sesch We explained several times that a partial is on the table and actively discussed internally (like... actively). The prime idea being to reset the economy if we can, following all the changes of the beta. But we also understand that the time players have invested in the game is precious, hence the intense debate internally. We will announce our plans in due time, we're just not at a point where we can do that right now. Zarcata Is it possible to take the gambling factor out of the mining unit system? It is always a risk factor that you cannot influence and for some areas it is then a question of the profitability of ores and taxes. Wave We designed the mini game so that it is more skill based than luck based, but there is indeed some luck involved. We do believe that some luck is a good thing in such a system. Also, there is a risk/reward mechanic, where you might accept an “average” extracting so that you keep some battery and a normal calibration bonus. Zarcata Is it possible to enable all skill points of the MiningUnits via VR. Again, it is a nonsensical calculation if you have to fly your fields and thus spend a lot of time and fuel to calibrate these MiningUnits to get an economic return. Wave see above, answering streamsniper zarcata At the moment a lot of Quanta is taken out of the game by taxes, at the same time the VR restriction on missions prevented Quanta from coming into the game in sufficient quantity. Is this really the way it is meant to be? Wave We are monitoring quantas sinks and faucets. Before Demeter, there were too many faucets and too few sinks. We added a new sink (TU fees) and reduced a faucet (Missions). Balancing those is totally something that is possible in the future, but we think we went in the good direction, as we believed there was too much currency in game before Demeter. Zarcata It seems to discourage a lot of players from logging in to pay their taxes. Frustration has arisen among many players, some are moving back to Sanctuary and some are simply leaving the game and cancelling their subscriptions. Wouldn't it be enough if the headquarters (HQ) could also be exempt from tax and at the same time be used for industries? This would certainly make a positive difference for many players. Wave We could consider that Industry Units could work on Headquarter territories if that was a pain point. Smurfenq Territory warfare - how and when? Will we see a removal of taxes once territory warfare kicks in and we see player led nations/safezones take over the role that the current safezone has? Sesch So as explained we're not here to answer questions about the future plans and the roadmap, we hope to do that early 2022 with an updated roadmap Koriandah Are there plans for more events to bring players together in PVP space as there were around late 2020. Things such as event ships or asteroids made entirely of one type of ore as an example. Currently interaction in PvP space is almost always a one sided fight, with no real fights between dedicated warships occurring. Sesch We have plans for more events, yes, though not specifically geared towards PvP. But some of the features that will come in 2022 will help create more opportunities for PvP, yes. More info coming soon on the topic! Opux Finding the Content Currently the only way to find people to shoot is to either exhaustively search every broadcasted asteroid (either by flying to each one, or leaving an alt there), or sit around at listening posts on the border of mission outpouts and hope for a whale to swim by. The only people who stay at discovered asteroids are newbies; everyone else discovers a bunch and immediately leave each time, then come back later in the week when there are 100+ and there is no way to know if someone is there. The same can be said of flying through the pipe. 1. Is this the intended way to interact with asteroids? If not, broadcasted asteroids should move a few SU and return to the rumored list if they have not be meaningfully interacted with in a few hours (such that leaving an afk alt there would still cause the asteroid to move and become rumored). 2. Even if you do exhaustively search every asteroid, most of the people show up in throwaway ships and immediately delete any ore through the linked container. It is hours of effort and millions in warp cells and fuel for no reward. Surely this cannot be the intended design. Have you considered making item deletion in pvp space instead spawn an interactable element that contains the items in the game world? This would allow haulers to "drop their cargo". 3. Finding someone in the middle of deep space, if you didn't see them leaving, is essentially impossible. Supposedly "risk vs reward" systems like NPC missions are all reward for no risk, if you spend even 5 minutes thinking about how you fly. Are there plans of adding any long range, but imprecise, detection to the game? Entropy Again there's a lot here so I’ll stay broad. We know we are lacking conflict drivers right now for PvP. Asteroids was never supposed to take the “brunt” of being most of the pvp activity in the grand view of things. We want to keep adding reasons for pvp and have at least one mainly pvp focused activity in the future. In regards to asteroids specifically, we see no issues with miners doing their best to stay safe and avoid being attacked while mining. We didn't budge when Miners asked us to change the broadcast timer, and they’ve adapted to it. Nobody is owed close to perfect knowledge of when an asteroid is being mined or not, nor do miners have to bring valuable ships if they dont need to. Being able to “drop” items is something we’ve looked at, and something that has a lot of technical limitations. This isnt something we’re against from a Game Design Point of view but its not easily done. In regards to long range detection of some form, this is something we’ve considered, and are not against, but there are no plans right now. Wokka Large air brakes changed the direction, and you asked us to plan our ships accordingly. With the direction for them now facing up vs forward, will that matter in the direction they face on their final iteration? Also, can we sink them into voxels, like we do say retro-rocket brakes, and just allow a small hole to show through to make them valid and we can still make pretty ships? Sorry, most elements are just ugly wave Right now this is something we are actively investigating/balancing so that it’ll feel good and fair. But we have nothing to communicate right now. Wokka While the calibration mini-game is definitely more entertaining than the old mining methods, sitting for hours on a mega clicking mindlessly, the process is a bit time consuming and it quickly gets old, mainly waiting on the transition screens. Any thoughts on tweaking the calibration? Maybe remove the transitions or allow us to click through them? Wave If the process is too slow, you can always skip the whole mini game to only get the basic calibration, but you lose the potential calibration bonus and the extracting rocks. Skipping animations specifically is a QoL feature we could look at. Wokka When harvesting the bonus ore, it shows the name as Aluminium, instead of Bauxite, whereas the other 20L ore it shows Bauxite. Why the inconsistency? Wave That’s a bug, thanks for pointing it out sesch So it's a wrap! As we pointed out we will try to answer more questions in the upcoming days, so if they haven't been answered today they may be in the next few days. Thank you again for being with us!! (that was 16 days ago)
  8. So while I am unable to log in anyway, here my thoughts about Demeter so far: -Mining units are fine for the most part, it would be nice if charge gain and calibration loss was both halved, just so that you dont have to log in every single day. We all know I will anyway, but the game shouldnt persuade you that hard. -Headquarters are nice enough, it will just take a week or two for people to finally understand the concept "you still have to pay to have machines active, it is just immune to loss". -I have noticed no difference regarding loading times or other benefits of the dirt reset, but plenty of other people are amazed they can now "VR someplace, or use scanners, like other people can". I wasnt even aware it was so shit for some others. -Was still not able to find the "element overlapping" sign anywhere. -But I do now have some weird bar across the minimap, even outside build mode, is that it? ? -You got rid of mass info while flying, I liked checking my total cargo there, when I forgot to long to container or just have multiple hubs. This is not even in the patch notes, was it on purpose? -I dont see updates on the updated roadmap. -Not sure what rendering change there is to industry units, I had a good look when restart machines for 4 hours after the downtime, but they are still the same. And still show the wrong light colours and like to just get fucked all the time. -Force field change is nice. -Underwater landing is even harder now, because water is muddier. -Most of the "UI" polish is hard to judge without direct comparison, I really cant tell. -Space fuel XS, nice. - Mining unit collision is massively bigger a few seconds after deploying. So if you place a few, you then have to rearrange them so they dont overlap. -Added "view market page"! Hell yes, thx guys, I think most people didnt even notice this one yet. -People who made DSATs had their 60M schematics turned into 3M schematics without compensation. -People who owned DSATs, had their 16M items turned into a 1.7M item, with no compensation. Instead of just introducing a new basic DSAT that only works on basic and common asteroids. Solving the same issue, but without fucking some people over. -VR-mission change: There are two kinds of people (with some overlap) who do the big moneymaker missions. Car-pool guys, where 20 people VR to one guy with a ship to take and turn in the mission. Alt guys, where a guy and his 20 alts do the mission. The car pool guys at least did something that, while imbalanceds in the game, was in theory available to everybody, you got rid of that. The Alt guys can continue unhindered. Why not use one of the working solutions? -Weapon changes: Nobody bloody cares. I did the extremely hard math and found out that there are more engines in use than weapons, why not balance those for once? Just put pvp balancing on ice for now, it is a bottomless pit for dev time in some dirty shitcorner of the game most people dont visit anyway. -Plenty of DC, lag, prolonged wait time, inability to log in, which I guess goes away in a day or two anyway. Can you please hire a guy with the only job being to point out how something might be shit? This game has issues, you come up with solutions, those solutions however often are flawed and turn out worse than the issue they try to fix. The dedicated "pointing out how this could be shit"-guy, would help.
  9. The small ones can be craftes in the nanopack and are about as complex and expensive as a basic small atmo engine. You can just craft them yourself after picking up 20 rocks.
  10. So the org members claim hexes set as headquarters, sprinkled over the planets, so that they dont get adjacency bonus. In order to have different ores available if needed - "coal is 2 quanta above baux, drop the baux miners, activate the coal hexes!" Instead of making sure their own buildings are safe they rather reserve that safe slot for 3 mining units. And due to those efforts, the org now has infinite ore. Please open a window, make some tea and rethink if your issue is actually an issue.
  11. Brakes should obstruct like any other element. Brakes do not add to the active element number bug, only engines (and ground engines when close to ground) and aerofoils do. The current arrows on the live server are pointing the wrong direction, for the M brake it even points sideways. IF they used the obstruction direction indicated by the current live server arrows, people could just stack them on top of each other in some room in the ship, like now, but pointing the arrows outwards through the wall, sideways or upwards. Which is bullshit. So the new direction makes sense, and also means it is futureproof for when they add the animation. So the changes, imho, make sense, I do agree though they could have announced it earlier, or when putting it on the testserver already told us "we plan to give you at least X weeks time before this hits live server, if at all". Regarding ship size, the amount needed to land a ship of any size and mass is the same as before, 0. You just need your silly amounts if you want to be able to almost stop in midair while freefalling. The moment you realize that your hybrid ship is a space-ship in space, and an air-craft in atmo, you can sail like an aircraft and land like one, brakes just reduce the roll out needed. How does obstruction work? Likely as follows: From the middle of the yellow circle you see, the game decides on a random direction within a ~40° cone. If there is an obstacle in that direction it counts as one obstructed direction, if not, not. Repeat every few seconds. Remember last 20 results. Obstruction percentage = (amount of obstructed directions X 5) % This explains why obstruction depends on collision detection, why it fluctuates, and why you often see elements either deep red or not red at all the moment you enter build mode, and it becomes a bit more "nuance" after a while. This is NOT something that was officially said somewhere, it is just my guess. My model if you will, which works better than any other model I head of so far though.
  12. So, here are some questions. This time I even spent time on the PTS and watched the full video first -Demeter fees will pull a lot of money "out of the system" and slow the inflation or even reverse it (deflation). The 1M per week fee is set now, at a time when it is equivalent to only 10kl or hematite, or one t2 engine L. Will you adjust the fee should the buying power of the quanta change significantly? The whole "player driven economy" is, by far, not really player driven anymore, and this patch is yet another step in that direction, the fixed rates for schematics, missions, other bot buy and sell orders, and now territory fees see to that. -I generally like airbrakes now finally getting an obstruction zone, however the current direction indicated by the yellow arrows is not only unintuitive but would also just lead to players stacking them on the inside of the craft pointing outwards to the sides. On the current PTS it appears the obstruction is checked above the brakes (if placed on horizontal surface). What are the plans for the direction of the obstruction directions for the airbrakes? -This is a nice reminder that plenty of items have obstruction zones which dictate a certain usage, which is often not visually pleasing, intuitive or, for better lack of word, "feels right". Any plans for an overall overhaul of obstruction mechanics and directions? -To use mining units to their full potention, by at least never wasting charges because the charge pool is already full, you have to log in almost daily (every 30h with no talents, every 35h with full charge gain and pool talents). It feels rather tight. Do you think DU is a game for casuals, RP players, weekend warriors and others who are not playing in a regular profit oriented way? (So not like me ). -My first ever ship sale was to a player who just travels the planets and maintains a little base on almost every planet and moon. Quite serene and dreamy actually. He will now have to set up mining units and get into business, or collect rocks, or quit. He is not allowed to continue the way he is used to play. The fee is too high for that. Patch .23 stopped groups of people from having autonomous outposts and building civilisation away from alioth. Demeter now stops another group of players from playing their way. What is the intended and therefore likely future-proof way to play DU? -With planet based mining gone, yet another thing to actually do in the game is removed. For players who have time on saturdays there is still asteroid mining, for the rest there are AI missions, which consist of taking off and waiting for 5h to arrive, assuming you do one that actually pays something. Player made long distance haul missions can not compete with AI missions. Any plans on revisiting Apelia missions, their payout, or the fact that the long distance ones are overly profitable with multiple accounts or "car sharing" via VR? -Related to above: Any plans to add anything to the game that is fun to do and at the same time brings an amount of resources? -In order to find asteroids you need access to a DSAT which is t3. In order to mine t3 via units you also need t3 ore for the advanced autominer. Will it be impossible to get t3 ore without already existing t3 ore?
  13. For anybody wondering about the numbers, AKA the amounts of ore you can get per players, I did some math in this thread: TL:DR: maxed out you can get 150kl of ore, per day, per player
  14. What are the exact limits for how many mining units I can have? Because I think people will just claim 20 territories per planet with 6 mining units each, quickly turning the game into creative mode, unless I misunderstood something. sorry, should have read/watched everything properly first
  15. Please use the RP and off topic forums and discord channels
  16. There was a multi-hour downtime today, can you try your normal internet connection again?
  17. Anything fun for pve would be very welcome. The only stuff added in the last 12 months was economy fixing, bug fixing, pvp features. The economy fixing also made the game worse, plenty of smaller groups on the further away planets just quit when they could no longer play as a mostly autonomous org. The "fun pve content" that some groups and people make, like racing, fly ins, competitions or exhibitions were all possible on day one of the beta and no new tools were added. Regarding fun things to do in the game, it went down, not up. Yet at the same time I keep hearing some people, no idea what percentage of the player base that is, ask for even more pvp stuff, and all this "the game needs this and that pvp feature", "look at game X, imagine it without pvp" blah blah. I hope they finally punish people who use exploits, finally write down what is an exploit in a clear, reliably way; while also implementing some actually fun, engaging, mechanics, or change some current mechanics to be more than an afk grind. Increase the skill ceiling on some of the more interesting parts of the game. Get rid of the absurd situation where the most profitable activities are the most boring ones. And speaking about twitch, the main reason why people watch DU streams is because many of the DU activities are so boring people want to have something extra on their second screen. And unlike in streams of games with more action, DU streamers always finds a moment to read the chat and work as second help desk for bugs and issues. Not sure why you hate on half naked streamers though.
  18. TTA cobra by TicTaq Vhagar by Loaded, and, because he felt like it, 100M on top. [won by Kestrel] 1x Destiny III-E (Special Edition) https://du-creators.org/makers/Dream Designs by Ristlin/ship/Destiny III-E [won by Frank2] Minroid by TWRippin [won by loaded] Ashee by Jimmy Brasher (GTF) [won by KBLA] By now you may have noticed that I cant make good pics of the whole ship. You may want to VR to "gott mart" and check them in person. 50M cash by Tommy1969 [won by Stratio] EMS TIE by Morphin (and his Daughter Emily) [won by Mezmerial] Goldridge by Drack [won by Herbcannnnon] 2x Destiny II https://du-creators.org/makers/Dream Designs by Ristlin/ship/Destiny II by ristlin [won by Dunavant and Briggenti] 20M cash by CrazyuncleSean [Won by Soulmaker] Black Scarab by Junkai [won by Chet] And AGG M by Torsten Industry (GTF) [Won by KB] Bobby by Gottchar [won by Khronicus] Dropship by Foxocto [megabosslord] Hermes by Gottchar [won by Rex] IWAC Magi [won by Spaceman] 2x Messengers https://du-creators.org/makers/Dream Designs by Ristlin/ship/Messenger [won by Dunavant and TicTaq] It’s a firetruck! by Spark [won by Rexsilex] Bob by Seripis [won by Mezmerial] Tennis court (with balls) blueprint by GTF [won by loaded] Jetpack by Deleka [won by Novalock] 100 pack of basic atmo engines L by GTF [won by Megabosslord] IWAC Istary [won by Soulmaker] IWAC Merlin [won by Novalok] AGG S by Torsten Industries Mixed rail ammo pack by GTF [won by Herbcannon] 25x Space core S by GTF [won by fridaywitch] BP for SCS Hyperboard GTF [won by Geop] An Additional Maia given by Nhyiuphaet and Aguntus [won by Styles]
  19. Events: World championship for manual hoppers. Hopping was designed as a race with very cheap crafts, no benefit in spending more cash, easy to follow, stupid to watch, and room for silly designs. Sadly, this means very strict but easy to understand rules: -All crafts may have any number and size of the following: Fuel tanks, hover engines, adjustors, brakes, control unit, honeycomb, -Only wings are allowed as aerofoils, and they must be pointing 45° up. (they are diagonal, as seen from the side of the craft) -Hovers must be in default config, you are not allowed to disable thrust along gravity. -No additional LUA code allowed, only plain old vanilla. -You get cookie points (of no real value) for designs which emphasize hopping, like rabbids or roos. Races are done simultanously, the track will be some last minute redneck design (around the yellow ship, around the red ship, and back to roughly here), as it is tradition. Unicorn race Same as above, but using unicorns (can be borrowed for free) or other auto-hoppers (same as hopper rules above, but lua for hopping allowed) Unicorn deathmatch arena A lot of unicorns enter, enter the rainbow dome (which I still have to build), last one moving wins. Idiot races This is the best event and I need you guys to come join! The idea is that every combatant brings a BP of a craft with a "quirk". I print a copy for each combatant and we use them to race or reach whichever goal the creator intended. Example: I made a craft with normal placed engines, but the wings are mounted 90° rotated sideways. So you only have lift while you drift sideways. First one to climb to 1000 meters wins. So, be crative. Impossible steering, fly through rings in a VTOL with freight engines, Rocket fuel tank L and engine S to fly to the market and back, whatever. Timed parallel parking with large freight engines. This will be as stupid as it sounds. Maybe more.
  20. Hello, on september 18th I will do a charity stream and raffle for extra-life, the dontations go towards the childrens miracle network hospitals via extra life. You can find more info on them here: https://www.extra-life.org/index.cfm I will start streaming during EU noon (about 12pm GMT) and then for about a day. There will be games and races and everybody is welcome to join. So far I planned -World championship for manual hoppers. -Unicorn race -Unicorn deathmatch arena -Idiot race -Timed parallel parking with large freight engines. The more the better, please read about the events in the comment below and join! stream link: https://www.twitch.tv/gottchar dontation link: https://www.extra-life.org/participant/Gottchar There will be a raffle for any supporters, a large amount of ships was donated. I want at least every 3rd ticket to win, I have a plethora of unicorns, warp shuttles, speeders and item packs in store that I will add if needed. Prizes are won "in order", meaning the 5th draw of the duration pot will win a Hermes. The list order above was done by me. Should you want to win something in particular, just say so in the donation comment or stream chat. Like "before I win a ship by Gottchar, I rather take the first non-Gottchar ship after it." You can obviously not get anything higher in the list, just lower
  21. Anything you buy is in the market container. I could buy 20 million dirt, be it via buy or sell orders, and carry it away in my inventory via my starter hover, one bucket at a time. Same for market "manipulation" of buying low and sell high, or buy out all dirt in the system and sell it for double. So both things you mention do not require those container castles, nothing does. Especially not now that we have missions and org wallets/market containers.
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