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Gottchar

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Everything posted by Gottchar

  1. As they are unable to just take the items and give the owner what they paid (items do not have an ID, were trade on or are already in corp owned machines), they should do a rollback to before the accident. This will make some people angry but is at least fair. The longer they wait the worse it is. Instead they will just stay silent or talk about the vision and just let it roll on.
  2. A warp beacon costs 20-30M to make, it is sold for much more because it takes so long to make and because people want to make back the money they paid for the schematics. The same can be said for any t3+ item, the price is not dictated so much by the raw materials but the build time and schematic price. Now that plenty of people practically got the schematics for free, there is no way anybody who paid the normal price for it will ever make his money back. The issue may not hurt you, because you don’t do industry, but it does hurt a lot of other players.
  3. and I know this wasnt your idea, and that you will pass my point on. There are plenty nice ideas floating around how to deal with bugs or the general bug situation until they can be properly fixed (or until the bugged system gets replaced and there is no need to fix the bug). So far I and plenty of people I know have the feeling that posting them on the forums is pointless, if you continue to be active here that feeling will change. So, good work there.
  4. I totally agree with your number 1 and 3, but the risk vs reward does not have to be removed, just handled smarter. The problem with alt+f4 brake was that some people would abuse it to safe their ships when they would otherwise crash, some people used to to just decelerate after a long space trip. Sadly the removal meant that people with an honest game crash often crashed their ships, too. Especially if there was another person around. What they could do is to tokenize the ship the moment the pilot hat a DC (or alt+f4) and stop all speed. Once the pilot is on again, he is in the seat and gets the pop up tp press "y" to continue flight. The pilot can first change camera angle, go into 3rd person view, or just wait a few seconds for the surrounding terrain to be loaded, press his button and continue his journey. That way nobody is stranded in space with zero speed, nobody can emergency brake, using the non-moving ship’s cargo is not possible (tokenized) or remove valuable parts is not possible. It really just gets rid of any way to abuse the system, while still not causing the problems the normal current "return speed" mechanic has. Whenever a game mechanic sees too much abuse, it is not necessary to kill it with a hammer, just brainstorm a little, even ask the community for ideas, and make a decision that either gets rid of the exploit without damaging anybody or get rid of the reason people want to use certain exploits. Did getting rid of the fetch command, nerfing the maneuver tool and continuing speed after dc increase or decrease the number of inquiries?
  5. As a vegetarian, I think the voxels are nice enough, sadly unlike most other voxel based games I have played the flight physics are rather lacking, i wish they could improve that. The save zone includes 3 planets and their moons, there is enough space in the PvE zone, not just sanctuary.
  6. Don’t worry, it will get smaller again if not only support is scaled back, but also tools for the players to help themselves are removed. As long as the game is as unstable as it is, which is perfectly fine during early access, people should not get randomly set back due to bugs. So either fix at least some of them, scale support back up, or and this is my favourite, give the players the tools to help themselves back. Removing fetch, implementing a very undercooked "resume speed" feature and nerfing manuever tool was not helpful. It would also be nice if ships are immune to damage below 50kmh, so you can maneuver a craft out of another without risking utter destruction. Having bugs is easier to tolerate if NQ didnt put active effort into making the bugs worse by removing tools to circumvent them.
  7. If the player leaves the tile while still having a ship on it, or if the ship is on the tile for more than 30m, just despawn it and give the user a magic blueprint for it which can only be used on that specific tile (to avoid abuse). That way any normal everyday issues are no problem (like internet issues etc) because you can get your ship back free and easy, but there are no permanent ships anymore. Sooner or later NQ should implement some good way for people to make advertisements in a controlled way.
  8. What about the heavy and medium dispensers? I still have some heavy dispensers which used to sell for 2M and were turned into an error item.
  9. While the path to get there is pretty much blocked now (I mean, feel free to mine and save up money while learning industry talents), industry can get your "easy" money. Just do NOT think "what is easy to make and always needed? I should produce it!", because that road leads to basic engines and containers which can only be sold at a profit if you buy ore very cheap and have all refining talents. And even then it takes days to get your money back. Atmo engine M=12631 Atmo engine L= 73267 Container L=132668 Assuming you have all relevant talents (refining, smelting, intermediary parts) maxed and t1 ore prices are 24. If you go for "What is a bit annoying to make but is still an item a lot of players do want to buy" you can make a profit even without any talents, especially if it is an item people are unlikely to set up machines for. Like territory units, command seat controllers or elevators. The best investment to make even more profit is (sadly) to get another account dedicated to certain talents, like only refining. You only set up refiners one single time and tell them to maintain a certain number anyway, so get another account for that.
  10. Additionally, cruise control has more power compared to just holding brakes, assuming you are at a safe altitude just switch to cruise control (alt+r) and set speed to zero (middle mouse button), you will see speed will go down to 0-1km/h. Go back to normal controls and just hold brakes, you will start falling at ~8km/h. This is true for the most simple crafts and facing downwards, so it has nothing to do with cruise control activating any kind of backwards engines etc. It is also why auto-pilot LUA scripts are stronger than they should be, as they utilize this "feature" most players don’t know about. So if you are ever within gravity of a planet and wanted to land but have to go for a leak, Alt+r and MMB are your friend.
  11. -The devs did say they are not happy with how players don’t land like airplanes but instead hover over where they want to land and just hold brakes. -Easiest way to this would likely be change the formula for atmo brakes for force/speed (you know how space brakes still have full power at walking speed but atmo brakes have less force the slower you get?). Sadly this is super hard to test for a player now. -There are always plenty of things missing in the patchnotes In other words, it is likely there was a nerf but we will not know unless NQ answers.
  12. For any schematic you sold you get some reimbursement as they are made cheaper. Your customers do not. Imagine you bought a schematic for 100, sold it for 120, you made 20 bucks. As you did the market transaction, you get the price difference reimbursed, so if the schematic costs 60 in the future, you get another 40. The poor soul who bought it from you paid 120 and gets nothing back. Schematic trading prior to the patch, whenever that is, is a gold mine right now, and some guys who don’t read the discord day and night are screwed for buying stuff on the market by players like you. If NQ takes player2player trading into account when reimbursing, there will be 2 people who bet on it and just traded the same schematic for some item nobody ever looks up back and forth 1000 times for 1 quanta (no fees as schematic costs nothing to store), and those two guys are rich. Best way to avoid this would be if NQ just made the schematics void, let bots buy them for old price and sell new ones with the new price. Which means anybody with a large factory needs to set everything up again for a few hours, as there is no QoL feature like a central schematic storage for your base. And as QoL is the lowest priority, just after implementing flying pigs, this will not happen. One way or another, every patch currently has random winners and losers (less random for people who get the info first). And this time you are a winner OP.
  13. Nice to see that there are some changes planned. "As it was, the current state of the game consisted mostly of isolated islands of players playing in almost full autonomy. A single-player game where players happened to share the same game world but with little interactions." Well my interactions with players are cut down severely, I only produce for the market now. My dynamic factory is pretty much dead, the whole concept is dead. I can not just produce large amount of the required item anymore. I have to send customers giving me a list of items away and tell them I have a fraction of the things, but 20x the quantity if they want it. The market interface is ,as usual, not helpful. I used to have people come and go at my place all day long, now the place is dead. "We will modify the formula of the schematic prices to make it considerably more affordable for Tier 1 and still challenging and worth a commitment but less intense for anything Tier 2 or above. " So the whole market will get shaken up again, all prices change. All items that have some profit margin to recover the schematic cost have to be made cheaper to accomodate, wasted fees, wasted time. Again some people will be first to now sell and buy stuff as they hear the news, others see this in 12h and are left out. Reading the discord night and day should not have an impact on success of the players. "We currently lack the metrics to properly assess this return on investment time. We need a player-driven market price for the components and a market price for the products to assess the profit made by each run of a schematic. This will come when the markets start to work as intended, and we can gather more data about them. " PM me, I have a spreadsheet for everything. Just ask somebody who plays with numbers, not somebody who is busy making videos about the nicest flower gardens in DU. "The second important initiative is to revise the role of the Alpha Team Vanguard (ATV), getting them more involved in early discussions about new features and the evolution of the game. We are still defining the framework, so more information will be released as available. " So the guys with the inside info who played the market, leaked stuff to their friends and are the big winners of the update get more info early. I can’t properly comment on this without getting insulting. Read the other 80% of the feedback the players gave you.
  14. A somewhat quick fix that can be done to help now and not in 5 month would be to introduce limited run schematics. Unlimited schematics are still the way to go for big industry guys and a treasure to value. Small groups or solo players can have fun with industry again, but with less efficiency. Pumping out big numbers of something in a short time is possible without big investment. Dynamic factories make some sense again. A dispenser at the starter area should give you the basics (and maybe some random schematics that you would not know otherwise) t5 schematics are single use, t4 twice, t3 x4, t2 x8, t1 x16. This also means that at least for low tier people produce a few extra items they dont need to "use up" the untradeable started schematic and put all sorts of stuff on the markets. It also means existing schematics arent useless. Other than that, patchnotes for test servers must be public and no NDA in place, so even if not all players can join it, all players know the same things. Things like the current market bots buying t1 and t2 ore should be introduced slowly, over the course of a day. So nobody just doubles his money because he sees the patchnotes early. Imagine the announcement had been "we increase the price the bots pay for ore slowly until we think the economy recovers to our satisfaction" and then just increase it by 0.2q per hour. Sure it would have meant people dont wants to sell ore while it is climbing, but it also would have meant nobody just bought for 200M and sell it for 400M after the server down. Too many things in this game are too random, not just the things out of direct control of the devs like bugs, but also the dev decisions themselves which may mean you double or half your money if you log in at the right time and read the announcements.
  15. If only there was some way for a developer to know what it feels like to play the game. You know how players know the game because they play it? Something like that, but for developers. They would need some kind of PC, like a player, and have the game, similar to their players and then, I don’t know. Somehow simulate what it would be like for a player that plays the game, but the devs gets the experience from doing so. Anyway, Biblitz I totally feel your pain. I loved "telling" my assembler what to do, depending on what order I was given by a customer, and the next day I have 10 containers full of exactly the right stuff and the customer is happy to have everything in his ship after a single visit.
  16. First off, I still kinda like the game. Now let’s dive into the negative things. Unfun things and tedium is being added. Fun things are being removed. Grayseeker worded it very nicely in the JC Q&A: "Creative people aren’t driven by economics, power etc. The driving force is to create, to build. And DU is awesome for this. A primary reason the market hasn’t been used as you would like could be because people love to make the stuff themselves. Are you concerned that people will sink all their money into schematics to carry on building as they have been" King JC misinterpreted the question and answered "We expect a minority (10%?) to go into the industry gameplay, and compete on the market to provide low cost "products" to all the other players." JC, please tell us, how do you play the game? Plenty of users would love to see you livestream normal gameplay, not just looking at nice buildings, but actual normal gameplay, like endless digging, fiddeling around with the market interface, checking all your machines if any are stuck. Have your ship bug out and crash for no reason, you know, real DU gameplay. When is mining going to be more than hours of clicking while watching a movie? And when will there be any positive changes to the mess that is the interface? Which number is bigger on first glance, 105532952 or 53223924? How about 105 532 952 or 53 223 924? Search the market and tell me how much adjustors L are on Lacobus, or if there are any at all, while you yourself are on Alioth. Try this, put 150 silumin in a container, nothing in another, and connect a transfer unit to move it. Click "doable". Now type the word in manually. Ever made an "executive chair"? I never did, I just see them pop up on my notification log when I sell them. Because when you changed the name for navigator chair nobody bothered to change the text in the market files. Or the sizes, ever wanted to know what size container or engine or whatever you just sold? Sorry, can’t do. Further, we now don’t even know which market we sold something at anymore. Got stuff at multiple markets and want to look through them? There are 100 ways to sort the inventory of a specific market container, but not one to sort the containers to show only non-empty. Right at the start new players actually think there is a core limit. I mean there kind of is a core limit, until you find out there is not. And the same is the case for territory units. VTA or whatever you call it, why do some players get insider knowledge? Is there a reason why I can inspect a stack of ore in my inventory to see the total mass, but not in the market inventory? Too many elements and your craft flies at a small fraction of the displayed speed. Wh y do I have the feeling I can add to this list for another hour or two? And what did we get in the last patches? Was any fun stuff added? We got more bugs, more falling AGG as you removed the tools to keep them afloat. Random people got insider info and could keep their riches. Some others got rich because they saw the change in time about bots now buying ore for double price, or they had some other insider info. Everybody else lost, my whole factory can not be rebuilt as it was using dynamic lines. All we can do now is dedicated lines to spam certain items, as not having a machine run 24/7 after you buy the schematic is a waste. My social aspect in this game was people giving me a list of items they want to pick up the next day, All I can say now is "I don’t have 90% of those items, but the others I have 4000 times." And then bring it to the market. The dead market with all the trash of people who quit, corps that no longer exist and hubs full of items nobody wants. You were afraid the world you created could look empty, now it looks deserted instead.
  17. The first player experience is a lot worse now after the patch, no doubt about it. I would pay money to see an NQ employee start with a new character, no external help, and stream it. Not looking at other builds and talking about how nice it all is, just getting to work, mining and selling. There is little enough content in the game, taking a big chunk away is a bad idea. New players should at least be able to buy some kinda starter pack with the most common schematics (or better shit, or some containers, you pick) to get them going. @op find me on the official discord and tell me where you are, I can carry you at least a little.
  18. Alright, a few things: There is little content in this game, even less for new players. You new take another one away. -exploring, available for everyone, does not give progress. -mining, open for everybody, although far more rewarding if you know what you are doing, especially scanning, far planets and soon multiple dyn core container hubs to "chain" the ore to the surface. You are kind of killing casual mining done by new players. -industry, currently something a player can start right after the tutorial, and while it takes time to make money, you may at least save money. You block this for new players. -pvp, how long would it take a newish player to go from a base on alioth and an S core hauler until he wins his first skirmish? 40h, 200h? I have no idea. -traveling merchant, playing markets, needs initial money and therefore useless for new players. Instead of introducing something that is actually fun, you add more tedium and kill new player experience. New players already have a hard time, as plenty of game mechanics that make the game a LOT easier are not learnable by just paying attention and playing. -Market UI is a convoluted mess, most new players (watch a noob stream) just farm their nanopack full of ore, bring it to the market and sell hematite for 6q/l. -Also nice is waiting for your nanocrafter to finish something and being unable to mine as you dont have inventory (just give the STU some inventory space, no way to abuse that for anything. Bonus points for automatically making it linked container on initial placement). -New players actually think there is a core limit and may take stuff apart to be able to make something else. BTW, why do you make it look like there is a core limit? There would be less need for more (buggy) tutorials if the less was more intuitive, less contradicting and didn’t hide a lot of information for no reason. Market bots There is no issue with bots buying a variety of item at bad prices. The issue is that if you (or another beta key character of yours) skills hema/coal/steel/steel honeycomb making to five, you can buy hema and coal for 37 and 27 from players and make 112 quanta for every 100 quanta you spent (more if you buy lower). Some few players utilize this to make large amounts of money. I would guess about 30% of all hematite dug out is currently deleted that way every day. https://docs.google.com/spreadsheets/d/1BL2GJSVaGz0cdTzy-bgDbtlqBBTXCjH5YTqR0IiQciY/edit?usp=sharing This is not a way to "inject money into the economy", this is a way to delete massive amount of ore that could be turned into ships, bases and other things at lower price. It just favours players who went a very boring way, helped by multiple accounts, to make large amounts of money while harming the other players. When players want to talk about market bots, the do not mean a way to, if at a small loss, buy/sell things that no players wants at that market at that time, they mean the 10 million litres of ore being deleted every day. Every time a dev is asked about this, including today, it seems they are irritated people dislike them. Unless one of them says "we are aware that multiple million litres hematite each day are sold to bots by a low amount of individuals" I continue to believe the devs are unaware of the scale of the issue. Schematics Mixed feeling, I, like many others here, think at least t1 stuff, maybe just M assembler and smaller, should be free of schematics or those schematics should be so cheap you already save money if you only make 5 adjustors. Otherwise, see above, you just gatekeep a feature in a game that already doesn’t have a lot of things to do. What I dislike more than the cost, is that it will add a lot of tedium again. It already takes quite long to set up industry. -place them -link them (which quickly leads to multi-second freezes. Game leaves full screen mode if you hit escape) -for every single unit: -engage unit and select wanted item -if transfer unit, manually enter name of item, as "only show doable" requires a far higher minimum amount than batch size -select mode/amount NEW click on schematic, check inventory for schematic item, find the correct one, move to slot, confirm -press start connect output container to whatever needs the stuff This is not "hard" as in "challenging", this is "hard" as in "tedious and boring". The former you want in a game, the latter you do not. Imagine you had to fly a ship like that! Activate every single engine, manually type in "main thrust". Check brake fluid on every brake. Set "left/right/up/down/forward/back" on every single adjustor. Set wings to lift. Select keybind for every landing gear. Set altitude for hovers and boosters. Manually link all elements to cockpit. Place relays if number exceeds 10. You get the idea? This is not fun. There is not even a way to be good or bad at it, there is no way to fail or be proud if you got it done. What sounds silly for making a ship is reality for industry though. Information policy Not posting the info of the stream in writing is just rude. Writing is easier to auto translate. People would do it for free if supported. Written is easier to quote or to check. Text can be read half and continued later. Written is easier to understand for us foreigners, especially if accents are involved. Any info officially given is super vague and only explains intentions without any details. Some random factory will cost 150B, why even give us the number if we do not know the factory? Is the schematic an actual inventory item? You already have the UI, why not show it? Why mix actually developed and set stuff like schematics with talk about t5 engines which are months away? The game has a lot of problems regarding normal casual gameplay. People usually don’t start the game as part of a team, they start as a solo player, stay if they have fun and maybe join an org if they meet nice players and want to tackle end game goals. You keep on ignoring normal everyday questions and issues and talk about large scale things that do not affect dirty casuals. The info you dropped today would have been pure gold in the hands of players who get it early and can be sure about it. This kind of insider info must kept secret and made open public for all players at the same time, well ahead of the actual changes. Sharing it with a few random players is just rude. The bad thing the leaks showed was not the info leaked, it was the fact that you share info like this with some select players who can use if for massive profit. Sidenote while you are reading this wall anyway We get it, you can make things really pretty in this game. Very round, lots of smooth tool, look at these shapes and colours. It would be nice if people with a bit more interest in physic or engineering games had something usefull to do. Currently every ship is just a list of parts, placement does not matter above a very low skill floor. It would also be nice if you decided to ever fix the element number bug and a large (winged) ship flying at 500 kilometers per hour would be able to move more than 200 kilometers within an hour. Please remember, it is absolutely right that players often do not know the best solution for a problem, but if many people say there is a problem, there is likely a problem.
  19. Will transfer units need recipes? Will honeycomb bot selling finally be taken out (as they will be the least affected by the recipe cost and even more ore is deleted) How much more lag will it add? What about the talents that people may want to redo?
  20. Can there please be some rule to keep on topic in these NQ made posts? (and posts breaking it please be removed?) Anyway, what happens if I want to change the schematic? Do I need to manually take the old one out and put the new one in? This would mean only dedicated lines make sense. Can the game at least automatically check if I have the recipe for whatever I set the machine to in my inventory and apply it? It already takes hours to make the most simple things because of all the tedium, server lag and lack of QoL features. I totally get what you are trying to to do, but if it means I need to do even more un-fun repetetive tasks that don’t feel like a game, I don’t know how much longer I stay. Do some kinda schematic storage, connect it to the core. Let the game take/put back recipes automatically and you have your desired effect without extra tedium.
  21. "Note that all engines have the option to be used for torque and force" yes, but why would you? The game is super simplified to the point that you cannot fail, the fact that you can give yourself a disadvantage if you want to doesn’t mean the game has depth. Also please not it is an either/or situation, as an engine can not have torque and thrust at the same time. As long as the craft in the pic of my original post flies perfectly fine, there is something severely lacking in this game and the only "Technical discussions and ideas about the builder experience in Dual Universe" you can have is talking about how there is no building experience other than placing voxels.
  22. currently the game checks every single element, all the time, lets the client do the math, checks the result, then lets the client move. Which is also why you cant use 300 wings. So tech wise the whole mess needs an overhaul anyway. About user experience, like I said, crafts should have some amount of auto-help, which would mean all ships that dont look like the one on the pic or are terribly unbalanced in some other way still work fine. They may only dip forwards or similar when carrying a lot of cargo, or have more drag than before. Users would need to adjust to the new rules or have reduced performance of their craft. 99% of the crafts still work, but there would be good and bad crafts.
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