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Gottchar

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Posts posted by Gottchar

  1. I would really like to set up missions to transport things more often, sadly, I can rarely use the mission system.

     

    My missions will compete with the endless supply of NPC missions, meaning if I pay less than a player can get from an NPC mission, I don’t have to bother. NPC missions are 

    -repeatable, can be done multiple times in one shipment with alts.

    -the longer the mission, the better it pays, and the smaller the inconvenience of having to log into multiple accounts, or ask friends to come for the ride.

    -the shorter/smaller the mission, the lower the collateral.

    -no limit for litres

     

    Due to this, the player missions are hard to sell:

     

    Long range ore transport: Every ~5 days I ship 4ML from Sicari to Alioth. I would have to set the collateral to 200M for the whole amount (50 per litre), so no newer player can do it. And more established players, if interested in transport, will already do NPC mission which pay better and can be organized better with group or alts. Also, I would have to split the transport into 512kl chunks, and as only 3 missions can be set up at a time, I would need three EXL parcel containers, on both ends, to organize, pack, set up. I would also have to pay upper market cell cost for a heavier ship than mine, +actual reward. So I just do it myself.

     

    Short range heavy transport: No warp cells involved, but still same problems as above. Also, these transports would likely be from the market to my base, which means I need to create the parcels inside the market container, which does not allow to split stacks. If I have more than 512kl of a single type of ore in the market container, it can no longer be used for a mission.

     

    Long range light transport, like schematics: For a small job like just hopping with a warp shuttle to Talemai and back, I could set up a mission, but now the collateral is a huge deterrent. 3M quanta job, for 100M collateral, maybe somebody would still do that. Same job but for 500M or 2B collateral?

     

    Short range light. I just pick it up next time I need to fly light anyway.

     

     

     

     

    I wouldn’t mind outsourcing some work, but the tedium, high price (to compete with NPC missions) and restrictions mean I either ask a buddy to fly it (and I move from container to container via VR) or, in 99% of the cases, I just fly myself.

  2. The idea isnt new, I just have not seen it in a while.

     

    Warp gates which are neutral premade structures located in pve space, somewhat close to planets, which can be used to get to other warp gates, but with a control station in pvp space, where the connection can be set, and a price for travel.

     

    Route shortening

    It creates a third way for long distance travel (the others being warp and slowboating). So even without adding and direct reward, controlling these is worth your while, as the group in control can travel cheap and quick, while being able to set up a cost for non-group players, in quanta/kilogram. Any non-group players planning to use the warp gate do not risk anything, worst case they arrive and see the price is higher than they expected, and don’t use it.

     

    Getting money for pvp

    No cargo that got deleted last minute, no elements with lost life or anything, just cold hard cash as income for controlling the station, and cheap travel for mission haulers. All this while even being willingly payed by the pve players.

     

    Some communication required, in a dynamic system.

    Any gate can only connect to one other gate, which often may not even lead back. The system map shows gates and their current destinations, rates and owners, plan your course and contact any pvp org controlling a gate you might want to have changed. Ask nicely or maybe pay a little.

     

    PvPers shooting each other

    Now the pvp players can shoot other pvp players, who like that sort of thing, and still get paid by the PvE players

     

    Think about it this way:

    Currently Mr Rabbit is sometimes shot by Mr Looter and sometimes by Mr Raider. Mr Rabbit is unhappy and the other two would rather have a proper fight.
    With this idea, Mr Looter and Mr Raider shoot each other, and whoever is better gets to control the gate the happy Mr Rabbit uses for his transports, and pays for.

     

    Fineprint:

    This requires, amongst other things, a new system map, which is long overdue anyway, and likely a rebalancing of the npc mission rewards.

  3. In order of how it appears in the text:

     

    "goddess of war", goddess of wisdom and strategy.

    "set Helios ablaze" Helios is the star, not hard to set a bloody sun ablaze.

    "hits a new stratosphere" there is only one. You can hit it, but not hit a new one.

    "Alien" There are now aliens.

     

    "Alien core units must be defended" If there is one space core, it might actually be defended, if there are plenty, we just have pvp asteroids 2.0:

    PvE players in throwaways try to get some, without being shot down by the "league of pvp players who banded together to not shoot each other and complain about lack of targets".

     

    "Stasis weapons". Are there really concerns right now that haulers have it too easy to escape from pvp ships?

     

    FTUE at long last.

     

    New space map, about time, embarrassing it took so long.

     

    Visuals visuals visuals, sure nice, the bug introduced with the industry visuals is still not fixed.

     

    Mining Units Lua API, nice, can we have dispensers, too?

     

    Space market:

    If this is just a market, but in space, we already have that, on every moon. Want to bring a huge space only ship to trade things? Go to the moon. Nobody does it of course, because nobody does it. The player base is so low, there is only one npc market with (usually) all things.

    Also, how large will the no player-station radius around this be? Because there will be a cloud of little shit stations blocking access. Just because it is cheap to "reserve" some space in case NQ introduces more and better npc buyers and sellers again. 

     

    Element stacking exploit fix: This time really though, right?

  4. The problem: Elements never decay, ore is infinite.

     

    A possible solution: Element decay and requiring maintenance.

     

    Overview

    -a second health bar

    -decay is time based

    -decay is in no way coupled with damage taken. Scrap stays the mechanic for damage related repairs.

    -purely cosmetic items are excluded from this, no maintenance for plants, furniture, windows etc.

    -no decay for items in containers

    -a maintenance unit keeps the tedium at bay

    -the maintenance unit is fuelled with elements of the same "family" as the items to be maintained.

     

    The new bar:

    With the repair tool in hand and ALT key held, elements show their decay status. Usually players will use their maintenance unit to check stuff though. The bar slowly fills with decay points and, when full, the item needs full replacement. This would on average take month to happen and is easy to avoid. The decay bar has as many points as the healthbar has health points.

     

    Time based:

    Any time a player enters the seat or build mode of a craft, or enters build mode, and at least 5 minutes have passed, the game runs the decay check. This also happens during server down time if it didnt happen for the last weeks otherwise. So most constructs have this happen to them spread over time, but even unused constructs do not escape decay.

    During decay check the following is done:

    -game checks time passed since last check

    -game checks total hitpoints of all elements that can decay (cosmetics are excluded)

    -multiplies the above numbers and a coefficient

    -assigns those decay points, up to 5% of the bar of an element,  but on the healthiest (by percentage) elements first.

    If you have two identical ships, but one is used every day, and the other every month, they still decay at the same overall rate. The first in daily tiny chunks, the other in big chunks whenever used. Please note it would still take months to actually destroy an item due to decay.

     

    No cosmetic items:

    Players are already discouraged from using cosmetic items, due to the tedium of repair. I don’t want to add to that.

     

    No decay for items in containers

    Especially now with core limitations and the renewed talk of "storage mechanics" for ships reemerging, having no decay for items that are not visible in the game world is a nice incentive for players to keep the world clear of their 40 ships they have in some corner. 

     

    The Maintenance unit

    Similar to a repair unit, but useful, this machine let’s you empty your decay bars. A ship in maintenance is temporily disabled, the unit can also be used to fuel all tanks.

     

    The "fuel"

    The most important part, in order to do the above, the unit must be connected to a container with items (and fuel). It directly transfers the decay points of elements on the construct to elements in the connected to container, and deletes them if the bar is full.  This only works for elements that share a group:
    -atmo and space engines of each tier are a group

    -ground engines and adjustors

    -aerofoils

    -containers including tanks

    -AGG, pulsors, warp

    -control units, electronics, elevators, force fields, other "system" items.

    -industry units of the same tier

    -doors, gates, landing gears

    So unlike the repair units you do not need the exact item, but you do at least need something similar. This should also normalize different market prices of different elements with similar production cost.

     

    Possible results:

    -Every item is useful, if only as scrap. If a patch makes some item obsolete (like recently with scanners) they can still be put to use.

    -just like the 4 different space fuels equalize the t2 ore prices to some degree, this would also equalize prices between safe/freight/military/maneuver engines.

    -no item is a one time purchase, unless it is cosmetic. Equipping t4 engines mean from now on you need t4 engines to maintain them.

    -You can not just only buy things on alioth and there is little commerce on other planets. because now, on every planet, there is a constant, if slow, need for elements.

    -Ore prices steady and hopefully ore bots can be turned off again. A step towards a player driven economy.

     

  5. added:

     

     

    -"Show only doable" filter for transfer units requires much more than a single batch size to show up. For ore (tested baux and lime) this is 1700 litres.

    -Build helper menu in flight no longer shows mass

    -G-values in build helper do not factor in docked constructs
    -Sustentation speed value in build helper does not include talents of pilot.

     -"Rightclick->  instant sell" only works for items in the nanopack, linked container items must be searched and the button on the site of the item be used. This is why you will often see your buy orders filled in chunks of ~4500 ore.

     

     

    -Nanopack volume talent works in VR
    -Some ships in the flight challenge have full buffs, not sure if intended.

    As you can see, some are super old and known already but only added now, so hard to try to write all of them down, whether you know them or not. So please tell me if you notice something is missing, no matter how known you think it is already, I might have just missed it.

  6. 2 hours ago, Zireaa said:

    yes i only use military two i just think fuel use should be less as we go two explore moor i barley like two fly unless i have two especially with a howler  it is a space game and it feels like im always running two get fuel and a L tank costs like  millions two fill  i think the Balice needs two be looked at again  its like 2 trips from sanctuary  two alioth and im empty i will say i recently added Anty gravity and its helping a bit 

    Again, if you think fuel is expensive, use a more fuel efficient ship.

    If you fly multiple trips to Alioth from Sanct daily, with mil engines, and carry an AGG around at all times and who knows what else, it is understandable you need a lot. 

    I wish fuel was far more expensive or more was used, so people would actually care about consumption more.

  7. On 1/20/2022 at 10:47 AM, CptLoRes said:

    There is this..

     

    Mostly things they had planned anyway, check how much on the top is suggested by "moderator". The site was shitty to navigate through, people just made new suggestions as they didn’t see the suggestion was already made, with so many pages people only voted on the stuff that was on the top already: the stuff added by NQ.
    Proper polling needs some proper moderation.

  8. Very nice post. I have to go through it one by one:

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Introduce new content via salvaging and a quanta sink via NPC vendors: ship modifications

    Instead of NPC offering to modify your ship for quanta, i think the already existing different elements should be more balanced. You already mention the safe engines below. I wish each of the 4 types, and both space and atmo of them, actually had a role to play and was used. When there are 4 types, and they are used to like 90%, 8%, 2% and 0%, you should question if maybe a rebalancing is in order. Also, especially seeing how higher tier ores cost almost as much as t1, it would be nice if there where higher tier parts for other things as well. 
    Currently there are only guns, radars and engines where you can chose the rarity. By litres of ore required to build it, practical ships are to like 90%-100% made of t1. 
    So for modification I would rather see t2-4 wings (increased lift at high speed or at low speed, different stall angles), adjustors (more strength but warm up time) etc, just like engines have different tiers and properties. 

     

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Quanta sink: Skills/Buffs that are not available via skill points that can be purchased from NPC vendors

    Similar to above, other elements could have different properties, too. Be it faster transfer units that are t2, container with more storage volume but same element size, or less storage volume but weight reduction etc.
    Generally about this and the point above is to add, some people made vast amounts of money with exploits, some with (legit) mission running with plenty of accounts, I do not think people should be given that much of an advantage to spend it at the NPC. If those exploits had not happened, and the mission system was not paying out those ridiculous amounts, I would agree.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Sink: Element decay/destruction

    Yes please, use scrap for something more of a "field repair" after a crash, but require elements to get some amount of maintenance from time to time. Meaning elements get a second health bar, "maintenance bar", which is replenished via a repair unit, which in turns requires fresh elements. Not 1 to 1, but you need eg 1 Wing M to get the 40 wings on your ship back to 100%, every few weeks. On one hand it solves the same issues that lifes lost on destruction tries to fix, but support does not get overwhelmed because people will contact them every time their ship is destroyed due to a bug.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    increased sales taxes for buyers

    Hell no, the sales taxes are a big reason why there is pretty much only one market, and why people don’t sell things on Alioth. If my items don’t sell, not only do I obviously not get the money, but I also waste the fee. Instead the storage tax should be abolished and buy and sell orders stay in the market with no time restraint, or the value tax for unfilled orders be returned. The current fee system just leads to less items being available.
    Additionally, it leads to more players wanting to bypass markets and their fees, without the ability to properly advertise in a non-intrusive ways. So we just get an increase of messages in the general chat "WTS Basic engines L for a good price, message me for more info", and more signs and screens and dispensers at public places.

    If there were proper player markets, or if you could see dispenser sales in the market interface (optional), and players selling things was actually integrated more in the game, I would totally be for higher market taxes.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    A NPC service that will transport your damaged/destroyed ship

    If NPC missions didn’t pay so much, so reliable and with so little collateral, player missions to do the same thing would actually work well.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Aphelia/NPC mega projects that require elements

    Similar to the ore bots, and before that the HC bots, bot kill the economy. Just like t1 ore is now down to close to 25 (and soon, at least on alioth, below), other elements would be artificially more or less expensive. A bot that buys any number of t2 military atmo engines for 180k or even more? I bring it 200 per day. If it pays 160k or less, I don’t care about the bloody thing. So the devs would have to exactly know the current value of things, which, historically speaking they are bad at, the players without industry skills can not partake, or doing so would be at a loss, and, depending on the items, some people win the lottery. NPC pays 10M for Bonsais, some few people are suddenly rich, If instead it was Exotic agile Cannons XS, nobody cares, because nobody builds them. There is just no way to properly balance this, and even if it was balanced, it would just introduce another artificial NPC price stabilisation. And when the event is over, any overproduced stock is worthless.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    The ability to upgrade multiple basic elements to a higher tier at 140% of the production cost of the higher tier element.

    This would bypass schematic costs and talents and be hard to balance, and would need constant rebalancing, or it would by itself just be another artificial stabiliser. 
    Make it so that I upgrade 3 t1 engines into one t2, that would currently not be worth it. But if other items are introduced (like t2 wings :D )suddenly the t2 ore price rises and it might be worth it, so far so good. The ability to upgrade now artificially keeps the t2 price lower, because if it climbs too high, people stop using t2 ore and just make t2 engines with t1 ore. But if you can make t2 items with t1 ore, the t2 refining and smelting talents become worth less. So do the schematics. So some people who trained this and bought that, now find their stuff made obsolete.
    What I am all for though is the ability to swap elements, like engines, without the need to remove, place anew in the same position (and re-buff)

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Element recycling that breaks elements down into pure metals

    Would have to be at a rate of 35% or less of the ore needed for the original item without talents, otherwise I am all for it.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Fun

    I wish there were better tools for players to do these. 
    Only the last one, for orgs is imho a bad idea, orgs should really be a social feature, or we should have a different tool to use for grouping. 

    I am not part of an org to have a group chat with people I often interact with, because I use my limited org slots for beacon sharing and to have more construct slot.

     

    On 1/22/2022 at 2:44 AM, Sostraphaios said:

    Quality of life changes

    Almost all of them please!

    Link limit increase maybe for fuel tanks, but not for industry please. There should be a limit, and I think the limit is just right currently.
    I am all for other industry related QoL though, like faster transfer units, or talents to build something faster are also applied to transfer time. Rebalancing item volumes and batch sizes. There is lots to be done.

     

    Nothing to add to the rest, they are all very good ideas.



    I wrote more about the stuff I disagreed with, I hope you understand.

  9.   

    On 1/22/2022 at 1:50 AM, Kronius said:

    The containers we have within 250m of markets enable group gameplay with others in our Org across timezones

    Any of your org members can access the containers on your tile at any time. Which means any of your members can then fly it to the market, at any time zone. And any of your other members can then VR to your ship, at any time zone. And any member can then fly the ship back to your base, again, at any time zone. 

     

    21 hours ago, Zireaa said:

    lose everything because they stop playing for a bit

    Maybe don’t stop playing for a bit while your construct with all you own is parked on the market. Just generally don’t park on the market unless you are there to bring or fetch something.

     

    21 hours ago, Zireaa said:

    fuel consumption

    People ask all kinds of things, usually "how does my ship look" or "why can’t I use this or that?". What they do no ask is "how can I safe on fuel?". Military engines and vertical boosters are the default, fuel prices are dirt cheap. I sell about 4x as many military engines compared to maneuver, and at least 10x as mane maneuver still compared to freight engines. If people wanted to safe a lot of fuel, they could. I happily VR to your ship and tell you how to safe a lot of fuel.

     

    18 hours ago, DekkarTV said:

    With the addition of core damage, remove lives from elements entirely

    With the amount of bugs around, it would overwhelm support with tickets and requests. Currently most players only ask for GM help if they can’t repair bug related damage themselves within 5 minutes. If I lose a single engine to a bug and cant just repair it, I will contact support. We already had that.

     

     

    18 hours ago, DekkarTV said:

    only 100 XL space engines per market for example

    So I might fly to the market and find out I can not sell my engines there? or I know the limit for an item and just push it to the max, now nobody can compete with me, unless people buy my overprized items.

     

    18 hours ago, DekkarTV said:

    the system moves these items to other markets across the system but provide the original quanta to the sale at the location the item was dropped off at

    So I put 100 XL engines for 5M each on the market, now my buddy does the same, and mine are auto-sold, I like it. All of this can be abused so hard.

     

    18 hours ago, DekkarTV said:

    minimum price

    And what about storage fee? So people have to guess how long the "queue" is and pay the fee accordingly. The minimum prices for items would also have to be constantly changed by NQ, due to fluctuating ore prices. They did not do this for the 10 UEF store ships, which now essentually cost 4x as much as they did a few month ago (same quanta price, but quanta currently has 4x the buying power). And you want to set a minimum price? Imagine that minimum price is 80k for a basic atmo engine L, if ore bots run dry and ore prices dip below 25q/L, people can now no longer use the markets, because the minimum price is too high, and people with dispensers can sell them for the "real" price.

     

     

    18 hours ago, DekkarTV said:

    Put more bots

    We need less regulation, not more!
    There would be more proper hauling going on if player missions didn’t have to compete with the aphelia missions. Prior to ore bots people would generally ship ore from A to B. Prior to schematics people would have factories on all planets.
    All of the fencing, forcing, botting and other restrictions and NPC competition mean the markets and economy are far more forced and overall worse then it was prior to .23.

    Get rid of ore buy bots, so that we can finally know the true prices of ores again, but also massively reduce tax. Or, as has been suggested many times now, have different territory states, so you can have it active but not run mining units, for a vastly reduced fee. 

     

    5 hours ago, enjeyy said:

    never despawn constructs

    We all know how annoying it can be to take apart a construct and still look for that last voxel or glass panel, and that is on our own constructs. When taking apart constructs that were abandon, you grab what you can, and if it takes more than 20 seconds to look for the last part missing for grab the core, you leave the core where it is.

    You imagine some dreamy ruins and ships with most engines missing. What would happen is pointless radar contacts or cores with 20 voxels and some broken elements hanging in midair making landing hard. I took a requisitioned factory building apart and the walls where thick and had lumi, the roof was a 1 thick layer of alu of a shitty colour, guess what is still standing there now.

    It looks neither alive, nor abandoned, not like a ruin, it is a roof hovering in midair

     

    18 hours ago, DekkarTV said:

    Not come home to our 2nd job

    well I agree there. Please slow down calibration charge gain but also calibration loss. So that we get the same ore as before, can only have the same amount of units running, but calibrate half as often.

  10. 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

  11. 10 minutes ago, juryisout said:

    On the aphelia countdown, how are you gonna prevent people from just entering the pilot seat every 7 days and keeping it there?

    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.

  12. 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.
     

  13. 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)


     

  14. 17 hours ago, CptLoRes said:

    There is more then one structure up there.

    And ironically I am unable the rapport them because the shield thing is preventing me from landing and selecting the "Rapport abuse" option.

     

    1 hour ago, NQ-Deckard said:

    To be very clear, this is not the right place to report constructs.

    We have a new in-game reporting feature which you can use to simply right-click on a construct and report it, that goes directly to the GM's.

     

  15. 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.

     

  16. 2 minutes ago, rubachet said:

    Will you seed some mining units, or give out the msall ones (for beginners) for free? Or might be introduce the schematics for the units beforehead, so that we can make some and have some ready when demeter starts?

    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.

  17. 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.

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