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Gottchar

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  1. 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.
     
  2. Like
    Gottchar got a reaction from Nosomu 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.
     
  3. Like
    Gottchar got a reaction from TonyTones 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.
     
  4. Like
    Gottchar got a reaction from Atmosph3rik in Where is the player driven content?   
    The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like.

    People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre.

    And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  5. 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.
  6. 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.
  7. Like
    Gottchar got a reaction from merihimRefin in Where is the player driven content?   
    The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like.

    People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre.

    And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  8. Like
    Gottchar got a reaction from Rokkur in Where is the player driven content?   
    The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like.

    People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre.

    And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  9. Like
    Gottchar got a reaction from Sabretooth in Where is the player driven content?   
    The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like.

    People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre.

    And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  10. Like
    Gottchar got a reaction from Zarcata in Where is the player driven content?   
    The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like.

    People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre.

    And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  11. Like
    Gottchar got a reaction from Doombad 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.
  12. Like
    Gottchar got a reaction from Gryffin-1 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.
  13. Like
    Gottchar got a reaction from Novidian 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.
  14. Like
    Gottchar got a reaction from Koffye 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.
  15. Like
    Gottchar got a reaction from Cybob19 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.
  16. Like
    Gottchar got a reaction from Novean-61657 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.
  17. Like
    Gottchar got a reaction from Yoarii 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.
  18. Like
    Gottchar got a reaction from Hazaatan in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    If I tell John Doe: "I sell you a DAC for 20M quanta" and he gives me the money, and I do not give him the DAC, that is not even against the TOS. So with the lack of trust and guarantees, you can pretty much only trade via a trustworthy party, or with with people you trust directly, corret?

    This is about as good as the old dispensers, which didnt show what you buy as you pay.
  19. Like
    Gottchar got a reaction from Novean-61657 in Feedback to mission nerf   
    NPC missions shouldn’t pay out a lot in general, they should only be a filler, between the human made missions. And if you now ask "which human made missions?

    Alright, a brief history of heavy hauling, and why we don’t really do it between planets:

    .23 comes out, creates (amongst many other problems) a quanta sink which needs to be countered.  Thus, bots now buy ore for double the amount, 25q/l, and daily login is increased to 150k per day, just for the time being *cough*
     
    For quite some time, this means that the need for ore transport died completely. There used to be plenty of people mining on outer planets and ore used to be much cheaper there, as barely anybody uses it outside of Alioth. And due to this, massive amounts of T1 ore was slowboated to alioth. patch.23 killed that, ore was now even cheaper on alioth compared to other planets, as the bots died there first.
     
    Mission system was introduced, it was meant for players to make missions for players. It is not only really bad for that purpose due to generally flawed designs (volume limit, mission amount limit, unable to split stacks at market), but also, the NPC missions pay massively, can be done with alts, and cost no collateral in comparison.
     
    So, because bots killed interplanetory hauling, there are now new bots offering interplanetory hauling missions.
     
    Missions get nerfed, but are still much better than player missions, due to the other reasons.
     
     
    If I have a dead possum and mold in my coffee mug, changing the brand of coffee is not solving the mysterious issue of my coffee tasting odd. Maybe I should remove the mold and the dead possum first.
     
     
    All the bots ruin the supposedly player driven economy, and the shittily introduced mission system for players amplfies it. And I will continue to just warp my ore in from my sicari miners myself, because I am unable to set up a useful mission for it.
  20. Like
    Gottchar got a reaction from Wolfram in My opinion in the current state of DU's "pillars"   
    Decorative building is nice, but practical building is not. The practical side is dumbed down to the max, to benefit decorative building, be it for statics or ships. 

    Piloting just got a massive nerf to fun, with anything above 1.75kt having the agility of an oil tanker.

    For a game boasting about its player driven economy, there sure are too many bots. Instead of slowly closing quanta faucets and sinks, every since they felt the need to introduce schematics we get more and more NPC sources and sinks of quanta and items.
     
    Social, fully agree with your points, and want to also point at the current social tools in the game, especially the chat.

    And instead of tackling those, we get more and more "put valuable stuff in the pvp zone, and nerf pve things, so everybody does pvp and is happy"
  21. Like
    Gottchar got a reaction from Omukuumi in My opinion in the current state of DU's "pillars"   
    Decorative building is nice, but practical building is not. The practical side is dumbed down to the max, to benefit decorative building, be it for statics or ships. 

    Piloting just got a massive nerf to fun, with anything above 1.75kt having the agility of an oil tanker.

    For a game boasting about its player driven economy, there sure are too many bots. Instead of slowly closing quanta faucets and sinks, every since they felt the need to introduce schematics we get more and more NPC sources and sinks of quanta and items.
     
    Social, fully agree with your points, and want to also point at the current social tools in the game, especially the chat.

    And instead of tackling those, we get more and more "put valuable stuff in the pvp zone, and nerf pve things, so everybody does pvp and is happy"
  22. Like
    Gottchar got a reaction from Wolfram in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    "for example in exchange for quanta"

    What else? This would be a good time to add to the original announcement, that trading via anything else but ingame goods/quanta is against the TOS. Right?
  23. Like
    Gottchar got a reaction from Juventer in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    If I tell John Doe: "I sell you a DAC for 20M quanta" and he gives me the money, and I do not give him the DAC, that is not even against the TOS. So with the lack of trust and guarantees, you can pretty much only trade via a trustworthy party, or with with people you trust directly, corret?

    This is about as good as the old dispensers, which didnt show what you buy as you pay.
  24. Like
    Gottchar got a reaction from Doombad in The endless discussions at NQ HQ, one month down the road... Will it take forever?   
    Assuming they want to wipe, they would want to 
    A: do it with the release
    B: not annouce it long before the actual wipe, as that would mean even fewer people play.

    So if the release is planned for eg october, and they want to wipe then, it is a good idea to not tell us already.
    If they had decided on not wiping however, they would have told us. So, we can take their silence as a yes.
  25. Like
    Gottchar got a reaction from marxman-1 in ASK APHELIA EPISODE #1- Discussion thread   
    Why do you even bother doing these, if you do them like this?

    Same thing as with the discord Q&A, or the youtube ones.
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