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Gottchar

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Posts posted by Gottchar

  1. Prices for ships depend on prices for elements, prices for elements depend on prices for ore.

    Would it really be bad if you had to
    mine 100kl hema to get only 1.5M quanta, which is enough for only 10 t2 atmo engines L for 150k each
    instead of, like now
    mine 100kl hema to get  a whooping 2.4M quanta which is enough to buy a whole tenpack of t2 atmo engines L for 240k quanta each?

    Lower prices for everything is even better for new players and casuals, as their daily bonus actually has some buy power.

  2. 8 hours ago, NQ-Naerais said:

    We know this is a sore spot, this is still something we're working on.  

    What other kinds of 'punishment' would you want to see? 

    No punishment.

    Turn crafts into a magic blueprint after a while*, which is stored in the market container and usable within 500m of the market container, similar to placing something via linked container. All the tech to do this is already there. 

    As it is stored in the closest market, it would be easy to find. Cant find your ship? Check market containers via "J", which can be done from remote already.

    Want to abuse the system? Sure, wait for your ship to despawn so you can spawn it again 500 meters further west. There is no way to abuse this if you are unable to take the bp with you.

    Somebody "innocent" is hit? No harm done, just spawn the ship again. 

    This would be a super easy pill to swallow, because nobody is punished, it would just get rid of all the permanent stuff at the markets.



    *: So what is "after a while"? Best thing to make the game look alive, but not trashed would be the following rule: 
    If there are more than X crafts within the tile, the oldest ship is despawned, unless it was parked for less than Y minutes.

    So at market 6 there would only be X crafts at the same time, unless a lot of people arrived just now, it also means you would see different ships everytime you arrive (which is the difference between looking alive and looking deserted). Alioth moon markets would pretty much never despawn anything, or any of the outer planets.

    At some point in the future you can of course add stuff like public advertisement space, an item that stops your craft from despawning which can only be used in a certain zone at the side (and in limited numbers at a time) etc. So any stuff that allows people to have semi-permanent presence at the market, you can add that later. For now we need something to get rid of stuff, not something to allow more.

  3. Alright, let’s talk about the positives first.

    -fixed linked container range after VR. That is quite sweet, I like it, but you are no linked to the second last container you linked to. They hotfixed the infinite range on that after 30 minutes, but the new situation is as annoying as the old one.

    -Notifications now correctly show size of the item sold or bought. Again, really nice, but the item name is now missing. Instead of "sell order of 2 uncommon space engine" it now says "sell order of 2 XL" (at market market)

    -"A possible crash when using fireworks in the northwest corner of a space station close to feli while still on the first step of the long tutorial has been fixed". About bloody time.

     

     

    Now to the bad stuff.

    -While the extension to the extension of the parking space at market 6 may solve the parking issue. I think maybe we need a more long term solution.

    -The introduction of LUA controllable speakers really did not help the market 6 situation. Especially since the client still loads all sound files, even if you turn the sound off.

    -the idea of warpgates to create chokepoints but also shortcuts for long distance travel is awesome. Sadly in the first hours players were able to build space station directly in/at the gates within the safebubble. Why is there a safebubble anyway?
    -There was yet another ninja patch and now nickel is the strongest for pvp. After every patch we have to check the stats for honeycomb.



    For anybody who missed it, here the transcript for the MC interview, the video is currently down.

    user: So most of the industry talents don’t work, the other trees also have talents that do nothing or the opposite. When will those get fixed, what is so hard about fixing them?
    MC: Great question. As DU is a consistent single shard universe with a player driven economy, we think that only a low amount of users actually do industry with massive factories while most other users dive deep into all the other content the game has to offer.

    user: So about that other content, some players are complaining that besides mining and selling to bots or ship building and spamming advertisement there is not really that much to do.

    MC: Yes, i fully understand your question. So we constipated Dual universe as a consistent single shard universe with a player driven economy and deep industry mechanics. The world is yours to take and make your own.

    user: Also, given that the new player experience gets worse and worse, with the broken tutorials and and only free tiles 40 kilometers from the next market, it seems the influx of new players has stopped. Do you see this as an issue that needs fixing?

    MC: The interesting thing for new players to discover in DU is that we actually made this game as a consistent single shard universe with a player driven economy. As such, the new players are a business opportunity for the existing players.

    user: The other players and I, especially I, especially right now, often don’t feel understood. Do you think the new ticket based feedback system, with positive feedback pushed to the front via "triage system in times of increased activity" can give you the information you need about what the community is thinking?

    MC: Oh yes, you are right, I totally agree. We listen to the players, this is important as our game, like our economy, is player driven in our consistent single shard universe. The world is yours to take and make your own in Dual Universe, a consistent single shard universe with a player driven economy.

  4. On 3/31/2021 at 9:14 PM, NQ-Naerais said:

    I'm wondering what people think of this? Would having to repair factory bits be a fun thing? or just feel grindy?

    I currently have to either turn my factory off, which takes a day, or restart my system without audio (great stream) to do anything in my factory. So if you want me to spend time in there, please fix some of the bugs.

     

    I wouldnt mind some kind of general action required to make things, but please dont just add more tedium. Maintaining and expanding a factory is un-fun enough, patch .23 added even more tedium and removed human interaction without any kind of improvement or adding fun.  

    The biggest fix for the economy would be NQ stopping to try to fix it with measures which arent thought through. If you want to introduce something to make industry gameplay more active, please introduce something that can also be considered fun, not just extra steps.

  5. 3 hours ago, Nodles said:

    Market UI related :

    - adjusting a price changes 1st digit and then puts cursor at end of the number so if you want to change a price you first to 1 delete and then a number of backspaces

    -no longer able to create a selling order from the market screen if you have the item in your linked container (quantity is stuck at zero)

    cursor jump already in, adding the other

  6. On 2/15/2021 at 8:35 PM, Fembot68 said:

    In my opinion the things that hold ship design back the most are: 

    1. Voxels being comically weighted.  carbon fiber weighs almost the same as concrete,  Titanium is heavier than steel  and this list goes on and on 

    2. Engines and other elements are so weak we have to stack 100s of them just to get off the ground or land them safely 

    3. lack of xl atmo engines make every ship have to have a huge flat are on the back just for 20 or more engines 

    4. Not having hybrid engines.  it would be so great to have hybrid engines that can do both cutting out the need for a ton of elements 

    5. why are we using wings  9000 years in the future ?   wings seem to be one of the things that cause ships to lag the most.   Make a Lift Module that provides lift and can be stashed away inside the ship. 

     

    Little off topic  AGG should work from the ground cutting out the need for all the 1000m platforms. The speed of AGG is slower than my toon can run all this is just silly please fix. 

    the whole thread, including everything you said prior to going off topic is already off topic.



    When I made my post I wanted to express that the skill ceiling for practical building is super low. Building ships is far too easy and there is neither the ability nor a point to excel at ship building.

    And before answering to this this post, please read the original post again.

  7. On 2/2/2021 at 10:04 PM, XKentX said:

    Rate of fire skills work opposite: as you learn the skill you fire slower.

     

    T5 radars not affected by handling skills

    supposed to be fixed now, can you confirm?

     

    On 2/23/2021 at 3:11 PM, ELX987 said:

    -radar lua function of fetching target world pos returns to 0.0 coords

    this still in?

     

    On 2/23/2021 at 3:11 PM, ELX987 said:

    -when departing a ship, any linked containers will disconnect and reconnect in the span of 10 seconds

    fixed, because you are just generally not linked anymore if you move your ship, hurray!



    Other than that, updated list, likely missed a few of the new ones, will add over the next days.

  8. First off, I was wrong about the tier of rocket engines L. Sorry for also being an ass about it.

    Back to topic, they are being used, produced and bought, they are by far not as useless as many other items in the game. Given how crazy light they are, they can just generally be carried around in case they are needed. I think they fit in just fine.

    As long as more rocket fuel tanks M alone are traded and used more than all freight and safe, space and atmo engine of all sizes together, I think the item is fine. Not OP, not mandatory etc, but fine.

  9. 5 hours ago, Distinct Mint said:

     

    Ok fair enough, but my first post in this thread was on 24th Feb - it was clearly not a matter of your free time (which I acknowledge you have put into this thread), so I reposted to avoid misinformation spreading further.

    that I get, changed it to what I think is safe to say for now.

  10. On 3/21/2021 at 12:27 AM, Distinct Mint said:

    You have the ore gained as "1% per level so up to 5%" for this dredger mining talent. This is wrong. AFAIK no-one has collected and reported (see above link) actual data on this except for me and billy boola. There is ZERO ore added, not 1%. At least make your list accurate or you are defeating the point in having it!

    Sorry your highness for only doing this in my free time to your benefit to the best of my abilities and not better. But yes, I will change it.

    I see people report it isnt working, when I still had the talent it didnt add 20% like my 4 points should have given but I was of course unable to measure precisely. According to the DU twitter it was nerfed, not disabled. So it took the info in that twitter conversation which was a reduction to 1% per level.

  11. Can you please re-inspect them? They are t3, they are built with t3 items and also clearly state they are t3.

    Because they are t3.

     

    there are some items like XL screens or TCU which state the wrong tier, but rocket fuel tanks dont.

     

    They state they are t3, because they are t3.

     

    I usually agree with a lot of what you say in other threads, even though I sometimes dislike your wording, but in this thread you are a bit slow.

  12. 21 hours ago, GraXXoR said:

    You are apparently under a slight misapprehension.

     

    L rockets are T4 the exact same tier as Large Anti Gravity drives that can float a still as yet unreleased 256m XL Dynamic Core without expending energy.

    -checking material: t3
    -checking my t2 assemblers I am making them in
    -checking what it says in the nanocrafter: t3

    If they are made in a t2 assembler using t3 materials,  I call that a t3 item. What makes you think they are t4?

    And yes, I know what an AGG L is,  I have some lying around. Agg are made using t4 materials in a t3 assembler. They are t4.

  13. 20 minutes ago, Poljack said:

    number 1 is adjusters not firing on startup of ships/dynamic constructs

    ships first want to fall and ignore any input in general, after half a second they now take input, but ignore any keys that are already held down. Will add to list.

     

    22 minutes ago, Poljack said:

    the landing gear up and down animation bug has been around for a while

    just wrote my own LUA to get rid of it, which broke with the patch of course. will add to list

     

    22 minutes ago, Poljack said:

    manuever tool crashes my game to desktop pretty much 100 percent

    used to be an issue with detection zones, but that was fixed for me like a month ago or more. Is it still in for you or have you not used the tool forever because you are so used to crashing if you do?

     

    23 minutes ago, Poljack said:

    transparent screens not showing its content.

    white screens, never added them, will do

  14. screw what stuff weighs IRL, it does work in the game currently. 4 and 6 for atmo and space fuel feel very balanced, and that is the important part. 

     

    Making it 0.9 would be more realistic but bad for the game. I like realism if it leads to stuff being intuitive and easy to understand. Realism for the sake of realism makes for boring and tedious games.

     

    The game has many many problems, this isnt one.

  15. they have their uses and are being made and bought.

     

    They are active instantly, they are super light, the fuel is super light. So you can just have them on your ship, just in case, and if you need a boost, you have it.

    I have them on my ships as a "oh shit I am screwed" emergency button if I came into atmo at a wrong angle or something pops up. 2 L rockets (on M tanks) mean I can instantly have as much power as my main thrust (8 L engines) helping me out for a few seconds, I have them on the bottom of my ship.

     

    There are some items, like freight and safe engines that are not only perceived as bad, they are also never bought. I would rather use a basic engine than a rare safe engine. As long as people want to use rocket engines and buy them, despite their high price (hurray) they dont need a buff.

    Also, they are all t3.

  16. Are you also getting annoyed because you chat with somebody from NQ, but after a normal few days of not hearing back you find out they got fired? 

    If we had just a list of people who were not fired yet, we could at least check before we answer somebody, if they still work for NQ.

    Given how the server is rarely down for maintainence, and never for patches, I think an "Employee status site" is far more important than a "Server status" site.

  17. 12 minutes ago, joaocordeiro said:

    Why dont we create a mechanism to detect if players are experiencing any amount of joy.

    I like this

     

     

    18 minutes ago, Holylifton said:

    This method will make player decide how serious they are about mining and leave the high tier ores to the only the invested players.

    So people who usually go mining t5, likely already with skills, now have to learn another skill. That will stop them from taking your ore away, I am sure. It will also respawn the nodes you did not mine.

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