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Gottchar

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  1. Like
    Gottchar got a reaction from Leniver in Going through the written discord Q&A session for Dual universe   
    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)

     
  2. Like
    Gottchar got a reaction from Hirnsausen in Dual Universe Ore Balancing   
    A disagree with the idea of having the only way to get high level stuff being pvp. 

    I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required.

    They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. 

    A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay.

    Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  3. Like
    Gottchar got a reaction from Serula in Dual Universe Ore Balancing   
    A disagree with the idea of having the only way to get high level stuff being pvp. 

    I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required.

    They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. 

    A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay.

    Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  4. Like
    Gottchar got a reaction from StarWuz in Dual Universe Ore Balancing   
    A disagree with the idea of having the only way to get high level stuff being pvp. 

    I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required.

    They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. 

    A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay.

    Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  5. Like
    Gottchar got a reaction from Stormis in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  6. Like
    Gottchar got a reaction from McXerXes in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  7. Like
    Gottchar got a reaction from De Overheid in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  8. Like
    Gottchar got a reaction from Jinxed in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  9. Like
    Gottchar got a reaction from Yoarii in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  10. Like
    Gottchar got a reaction from kulkija in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  11. Like
    Gottchar reacted to Zychov in Alternative to xolla   
    Hello. Can I pay for a game using different provider than xolla? 
  12. Like
    Gottchar got a reaction from LeoCora in What kind of in-game events would you like to see in Dual Universe?   
    Plenty of players have created things like this. It is just hard to advertise them. 
    And even if advertised them, any prize money would have to come from the player himself.
    And even if we handed out free money for people who do their things, you can not prevent people from just taking the stuff.
     
    Instead of giving us the tools to do it, you now ask for ideas for NQ impemented, NQ advertised events, which you have to tools to reward? 
     
    Sure, do a riddle ship, like the one I made, with a little story and set up, like mine, and little riddles, like in an escape room. Like mine. Use the in game elements, like operators and pressure plates so that codes and clues can be input and checked, like I did.
    Or just exactly copy any of the other sweet riddles and escape rooms that other player made, but could not advertise, reward or make abuse-proof.
  13. Like
    Gottchar got a reaction from Vargen in What kind of in-game events would you like to see in Dual Universe?   
    Plenty of players have created things like this. It is just hard to advertise them. 
    And even if advertised them, any prize money would have to come from the player himself.
    And even if we handed out free money for people who do their things, you can not prevent people from just taking the stuff.
     
    Instead of giving us the tools to do it, you now ask for ideas for NQ impemented, NQ advertised events, which you have to tools to reward? 
     
    Sure, do a riddle ship, like the one I made, with a little story and set up, like mine, and little riddles, like in an escape room. Like mine. Use the in game elements, like operators and pressure plates so that codes and clues can be input and checked, like I did.
    Or just exactly copy any of the other sweet riddles and escape rooms that other player made, but could not advertise, reward or make abuse-proof.
  14. Like
    Gottchar got a reaction from Palis Airuta in What kind of in-game events would you like to see in Dual Universe?   
    Plenty of players have created things like this. It is just hard to advertise them. 
    And even if advertised them, any prize money would have to come from the player himself.
    And even if we handed out free money for people who do their things, you can not prevent people from just taking the stuff.
     
    Instead of giving us the tools to do it, you now ask for ideas for NQ impemented, NQ advertised events, which you have to tools to reward? 
     
    Sure, do a riddle ship, like the one I made, with a little story and set up, like mine, and little riddles, like in an escape room. Like mine. Use the in game elements, like operators and pressure plates so that codes and clues can be input and checked, like I did.
    Or just exactly copy any of the other sweet riddles and escape rooms that other player made, but could not advertise, reward or make abuse-proof.
  15. Like
    Gottchar got a reaction from psyKodad in Dual Universe Ore Balancing   
    A disagree with the idea of having the only way to get high level stuff being pvp. 

    I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required.

    They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. 

    A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay.

    Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  16. Like
    Gottchar got a reaction from Yoarii in Dual Universe Ore Balancing   
    A disagree with the idea of having the only way to get high level stuff being pvp. 

    I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required.

    They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. 

    A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay.

    Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  17. Like
    Gottchar got a reaction from space_man in Rebalance of a few schematics.   
    First off, before even starting with this, in the past sometimes schematics were changed with major unfair consequences for people already owning or producing the item, so the following mostly make sense in case of a wipe, or when creating new items:

    Tier changes:
    These are very simple, require litte thought as they can pretty much seen as bug. Some items have an inconsisten tier, if you look at the machines needed for them and the materials used. Examples
    -Territory units
    -ScreenXL
    -Rocket engine L
     
    Nanocraftable:
    Similary a no brainer like above, if one type of HC can be nanocrafted, they all should.
     
    I strongly think more of the simple electronics parts should be t1 and nanocraftable, this includes:
    XS lights, operators (NOT, AND, etc), counters. 
    Rename headlights to "small headlights", make them XS and t1, too. They are the only part on the starter speeder that can not be nanocrafted.
    I would also argue detection zones and VR pods should be reduced to t2.
    These are small QoL items that people should have easy access to, this doesn’t unbalance anything.

    Cost:
    These item cost an oddly high or surprisingly low amount compared to similar items. These are very open to discussion and I post my opions here:
    Primer: Usually if you go bigger or smaller, but stay "in the tier", the price is the same for the performance. Examples (using production prices at full talents and actual ore prices as of now, schematic prices not included in any way.)
     
    Normal items:
    A wing M has 4x the power of a wing S, and costs 6x as much, the wing S however is easier to place.
    A basic atmo engine L costs 6x as much as M with 6x the power, and is somewhat easier to place.
    A Gate XL is 9x as big as a gate XS and 8x the price. 
    4 glas panels S are as big as one M, 4xM are as big is one L. The prices are ~100q, 400q and 600q.
    All screens just cost the same, plants are in groups of either 100q or 600q depending on size.
    All makes kinda sense.
     
    And now, to the stuff that needs to have a look:
     
    Canopy windshield. Easiest to compare to glas panels of the exact same size, these cost far far more.
    40 000q for L, 6000q for M, 1000q for S, compared to 600q, 400q and 100q for the glas panels.
     
    What you are paying for is the fact that canopy, unlike panels, do not have the Z fighting (that glitchy flickering) on the edges when placed on flat surfaces, and they do not look like they are coated in grease.

    Metal canopy cost about the same as windshields. A steel panel however costs only 140q.
    How to cover a 16x16 voxel sized hole (2x2 meters):
    900 quanta with actual steel voxels (4 cubic meters, no tricks)
    1120 for 8 steel panels
    16 000 for 16 metal canopy S
    24 000 for 4 canopy M
    40 000 for 1 canopy L
     
    Winner is voxel, as usual, followed by the elements, and you pay more if you want to spend less time repairing.
     
    Pipes, 
    they all cost the same, no matter the size. A, B, C and D are not different models, the A and B are different models, C and D are the same model, but twice as long.
    They also weigh 4t each and cost 36k to make. For a decorative item with no purpose. And unlike a bonsai, or hologram L, pipes are not pretty or give instant braggin rights. Who came up with the price for pipes?
     
    Control units:
    Command seats can link more stuff but are much heavier, fair enough.
    EMC, programming board and remote control should have their price increased to match that of hover seat and command seat though. Something being quite cheap is usually not seen as a problem and nobody complains, but I think it would make sense.
     
    Type of material needed.
    These are a bit different. Just be aware this is not about realism in any way, this is about roughly balancing the types of ore needed. It is also not an issue with individual items.
    This may also be a hard read for people who do not do industry.

    All engines need reinforced frames of their tier, which means heavy metal (yeaah!), and screw of a 1 lower tier, more heavy metal (doubleyeaah!)
    Atmo also needs:
    Injectors, which means plastic of all tiers including the tier of the engines, and screw, up to one lower than the tier of the engine,
    Combustion chamber, which is mostly heavy metal and some light metal.
    This is pretty damn metal overall. 
    Space engines use conductor metals instead of plastic
     
    And the same is true for other ship parts that you need multiple of, hovers/boosters, containers, and maybe eventually t1-4 wings, brakes.
    I very much welcome the higher tier version of some ship parts and hope many more come, like wings, adjustors and brakes. However, while the t1 versions are still somewhat balanced, the higher tier versions are less so. 
     
    A move towards more "metal" parts of higher tier should therefore aim to increase the use of plastic, glas and conductor metals. 
    Examples:
    -Increase the need for high tech which already uses more of those 3. Like by introducing different sizes or even tiers of warp drives, adding other high tech like the AGG, this could be an "AGG light", which just generally reduced the gravity force on your ship, without need to adjust a singularity. Make your M core ship behave on Alioth like it would on Sicari, with the new Göde-drive, which needs a shit ton of Pyrite and Kolbeckite to produce.
    -Change part materials needed. eg the advanced burner from 2, 2, 2, 2, 2 (screw, screw, light metal, light metal light metal) to 1, 1, 1, 3, 3, and injector similary to need less screws, but more plastic. Magnets to use more connectors.
    -When introducing a new tiered version of an item, let’s say t2+ adjustors, change their frames into casings. 
    -More items where you can chose. Currently space fuel and scrap are the big equalizers. If one t2 ore costs drastically less for a while, people switch their space fuel and it equalizes. However only for t2. Scrap equalizes all items, but is not used in the same volume and heavily favours higher tiers anyway. Easiest thing would be to introduce more fuel schematics (and making the final product the same thing, so it mixes). It is a hard sell lore wise though. Alternative items are the most surefire way to keep stuff balanced though, keep it in mind if you ever introduce a new consumable like for an energy system.
    -Make non-vital parts of ships take no PvE damage, drastically increasing the use of screens, lights, holograms, canopy, and opening a want for more, bigger and higher tier vanity items. I want to stuff my ship with t3 M sized plants, a t4 crystal bar and a holodeck-like room with a unicorn fountain and a rainbow projector. And that doesn’t work with voxels and vert lights.
     
     
    Closing: This was a long wall of text for an addendum to another forum post. I am aware that some are a bit on the nitpicky side. I also want to mention that the currently high prices on some items mean more profit for me. So this is not coming from somebody who wishes he could afford more things, I just think canopy are stupid expensive and same-tier ore should be more same-price.

    Many of these things said could lead to nice discussions about other things, please start a new topic for those.
  18. Like
    Gottchar got a reaction from huschhusch in Rebalance of a few schematics.   
    First off, before even starting with this, in the past sometimes schematics were changed with major unfair consequences for people already owning or producing the item, so the following mostly make sense in case of a wipe, or when creating new items:

    Tier changes:
    These are very simple, require litte thought as they can pretty much seen as bug. Some items have an inconsisten tier, if you look at the machines needed for them and the materials used. Examples
    -Territory units
    -ScreenXL
    -Rocket engine L
     
    Nanocraftable:
    Similary a no brainer like above, if one type of HC can be nanocrafted, they all should.
     
    I strongly think more of the simple electronics parts should be t1 and nanocraftable, this includes:
    XS lights, operators (NOT, AND, etc), counters. 
    Rename headlights to "small headlights", make them XS and t1, too. They are the only part on the starter speeder that can not be nanocrafted.
    I would also argue detection zones and VR pods should be reduced to t2.
    These are small QoL items that people should have easy access to, this doesn’t unbalance anything.

    Cost:
    These item cost an oddly high or surprisingly low amount compared to similar items. These are very open to discussion and I post my opions here:
    Primer: Usually if you go bigger or smaller, but stay "in the tier", the price is the same for the performance. Examples (using production prices at full talents and actual ore prices as of now, schematic prices not included in any way.)
     
    Normal items:
    A wing M has 4x the power of a wing S, and costs 6x as much, the wing S however is easier to place.
    A basic atmo engine L costs 6x as much as M with 6x the power, and is somewhat easier to place.
    A Gate XL is 9x as big as a gate XS and 8x the price. 
    4 glas panels S are as big as one M, 4xM are as big is one L. The prices are ~100q, 400q and 600q.
    All screens just cost the same, plants are in groups of either 100q or 600q depending on size.
    All makes kinda sense.
     
    And now, to the stuff that needs to have a look:
     
    Canopy windshield. Easiest to compare to glas panels of the exact same size, these cost far far more.
    40 000q for L, 6000q for M, 1000q for S, compared to 600q, 400q and 100q for the glas panels.
     
    What you are paying for is the fact that canopy, unlike panels, do not have the Z fighting (that glitchy flickering) on the edges when placed on flat surfaces, and they do not look like they are coated in grease.

    Metal canopy cost about the same as windshields. A steel panel however costs only 140q.
    How to cover a 16x16 voxel sized hole (2x2 meters):
    900 quanta with actual steel voxels (4 cubic meters, no tricks)
    1120 for 8 steel panels
    16 000 for 16 metal canopy S
    24 000 for 4 canopy M
    40 000 for 1 canopy L
     
    Winner is voxel, as usual, followed by the elements, and you pay more if you want to spend less time repairing.
     
    Pipes, 
    they all cost the same, no matter the size. A, B, C and D are not different models, the A and B are different models, C and D are the same model, but twice as long.
    They also weigh 4t each and cost 36k to make. For a decorative item with no purpose. And unlike a bonsai, or hologram L, pipes are not pretty or give instant braggin rights. Who came up with the price for pipes?
     
    Control units:
    Command seats can link more stuff but are much heavier, fair enough.
    EMC, programming board and remote control should have their price increased to match that of hover seat and command seat though. Something being quite cheap is usually not seen as a problem and nobody complains, but I think it would make sense.
     
    Type of material needed.
    These are a bit different. Just be aware this is not about realism in any way, this is about roughly balancing the types of ore needed. It is also not an issue with individual items.
    This may also be a hard read for people who do not do industry.

    All engines need reinforced frames of their tier, which means heavy metal (yeaah!), and screw of a 1 lower tier, more heavy metal (doubleyeaah!)
    Atmo also needs:
    Injectors, which means plastic of all tiers including the tier of the engines, and screw, up to one lower than the tier of the engine,
    Combustion chamber, which is mostly heavy metal and some light metal.
    This is pretty damn metal overall. 
    Space engines use conductor metals instead of plastic
     
    And the same is true for other ship parts that you need multiple of, hovers/boosters, containers, and maybe eventually t1-4 wings, brakes.
    I very much welcome the higher tier version of some ship parts and hope many more come, like wings, adjustors and brakes. However, while the t1 versions are still somewhat balanced, the higher tier versions are less so. 
     
    A move towards more "metal" parts of higher tier should therefore aim to increase the use of plastic, glas and conductor metals. 
    Examples:
    -Increase the need for high tech which already uses more of those 3. Like by introducing different sizes or even tiers of warp drives, adding other high tech like the AGG, this could be an "AGG light", which just generally reduced the gravity force on your ship, without need to adjust a singularity. Make your M core ship behave on Alioth like it would on Sicari, with the new Göde-drive, which needs a shit ton of Pyrite and Kolbeckite to produce.
    -Change part materials needed. eg the advanced burner from 2, 2, 2, 2, 2 (screw, screw, light metal, light metal light metal) to 1, 1, 1, 3, 3, and injector similary to need less screws, but more plastic. Magnets to use more connectors.
    -When introducing a new tiered version of an item, let’s say t2+ adjustors, change their frames into casings. 
    -More items where you can chose. Currently space fuel and scrap are the big equalizers. If one t2 ore costs drastically less for a while, people switch their space fuel and it equalizes. However only for t2. Scrap equalizes all items, but is not used in the same volume and heavily favours higher tiers anyway. Easiest thing would be to introduce more fuel schematics (and making the final product the same thing, so it mixes). It is a hard sell lore wise though. Alternative items are the most surefire way to keep stuff balanced though, keep it in mind if you ever introduce a new consumable like for an energy system.
    -Make non-vital parts of ships take no PvE damage, drastically increasing the use of screens, lights, holograms, canopy, and opening a want for more, bigger and higher tier vanity items. I want to stuff my ship with t3 M sized plants, a t4 crystal bar and a holodeck-like room with a unicorn fountain and a rainbow projector. And that doesn’t work with voxels and vert lights.
     
     
    Closing: This was a long wall of text for an addendum to another forum post. I am aware that some are a bit on the nitpicky side. I also want to mention that the currently high prices on some items mean more profit for me. So this is not coming from somebody who wishes he could afford more things, I just think canopy are stupid expensive and same-tier ore should be more same-price.

    Many of these things said could lead to nice discussions about other things, please start a new topic for those.
  19. Like
    Gottchar got a reaction from Novean-61657 in Vtol's...thrust to weight ratio   
    For every XL engine you add, you can take about 2-3kt.
    Whatever the number is for your engine type, handling and pilot talents, it scales perfectly fine to 3, 10, 20 XL engines. 
     
    I am in no way able to reproduce your issue.
  20. Like
    Gottchar got a reaction from NQ-Rubicon in Decorative Items: Non-Destructible   
  21. Like
    Gottchar got a reaction from Zarcata in Ask Aphelia Episode #5 - Discussion thread   
    They are either not allowed to talk about future features, or super restricted, anything about the future is always just "We might be thinking about maybe considering it at some point, if people want it." So why even bother about planned features, if that is all you get. I rather hear about the reasoning behind past choices.
     
  22. Like
    Gottchar got a reaction from SGCamera_Beta in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    Basically:
    Whoever makes the bigger decisions doesn’t see proper player markets or any other of the many ideas on the subject as priority.
    Nicodemus thought he can help out by doing something that he can do almost by himself, with little need for any coders, game or asset designers to do anything, as he is pretty much just using the ingame assets, ingame mechanics, his GM tool set, and does nothing that could impact the economy. 
    If you think "I could have done this" or "this has been done before", that is because you are right, one guy can do this, just that when Nicodemus does it and it is in the patchnotes it actually draws a crowd.
     
    I see this as a "better than nothing" solution by one guy, while the rest of NQ does, erm, I dont know what.
  23. Like
    Gottchar got a reaction from BonemanJones in UPDATE: MERCURY (0.30) - discussion thread   
    For years we are told any kind of test-account is a bad idea as it does not work with the player driven economy and persistent universe, introducing it almost seems like there are plans to, you know, not have it persistent, like due to some kinda already planned wipe.
     
    anyway
     
    Player markets of this type, as in, some L cores for decoration and foundation, filled with S or XS cores where people can have dispensers or advertisement, is something that players have already done, but could not get to really take off because of the missing ability to advertise.
     
    Instead of giving players the tools to advertise such a thing (see below), NQ builds their own version, which is now "official" and gets a sticky top spot in the VR list, twitter, website, release note, youtube, launcher advertisement slots.

    What are people with actual markets (sorry, dispenser halls with screens) supposed to display there? Big screens with price lists, screenshots of the market and an info button to set destination?
    If the normal market ui ("J") had an option to "include player dispensers", then any player wanting to buy item X could also see
    "Oh, somebody has a dispenser on a construct called SVEA-Market" 50km away and sells it for cheaper, 52 items available!"

    A ship seller has screenshots of his ships, descriptions and destination button at the NQ-Market.
    Imagine he could just upload the BP into a "ship databank" and any player can, via VR, load and test those ships in a VR enviroment, and of course buy the bp, I mean it is just a data item after all. 
     
    Nope, what we get is the way that needs the smallest amount of work possible, an intern building a market like players already did, manually choose who gets to "rent a stall" and it all gets advertised via the usual outlets.



    So a player market, made by devs, advertised via out-of-game tools, without adding in-game tools.
    Website based DAC stuff, without adding in-game stuff.
    Website based new friend invites, no change in game.
    Talents reset, without any change to the talents, which sure could need one.

    But in the game at least square lights now do what vertical lists already do, that’s a relief, unless you actually wanted to have some kind of spotlight, with a cone, like the square light works currently.
  24. Like
    Gottchar got a reaction from LeeFall in Ask Aphelia Episode #5 - Discussion thread   
    Oh, forgot to point out, after last time we learnt that Entropy doesnt know there are no L wings, this time we learnt NQ was unaware players dont like memory leaks. I wonder what other things they dont do due to lack of player feedback.

    Dear NQ,
    All the bugs, we would actually rather have them fixed.
    The server issues, desynch, ships teleporting back to where they were, we would actually like to have that fixed.
    New bugs on the test server that people report, they actually report them because they do not want them to hit the real server.
    The game hugging over 30GB of ram if you have them, we would rather have that fixed.
    And there is a faint rumor, that some players may even would like to know what is going on with that wipe thing.
     
    Hope that clears it up, now you know.
     
  25. Like
    Gottchar got a reaction from LeeFall in Ask Aphelia Episode #5 - Discussion thread   
    They are either not allowed to talk about future features, or super restricted, anything about the future is always just "We might be thinking about maybe considering it at some point, if people want it." So why even bother about planned features, if that is all you get. I rather hear about the reasoning behind past choices.
     
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