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Gottchar

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  1. Like
    Gottchar got a reaction from i2eilly in Missions were poorly implemented, player missions can rarely compete with NPC missions.   
    I would really like to set up missions to transport things more often, sadly, I can rarely use the mission system.
     
    My missions will compete with the endless supply of NPC missions, meaning if I pay less than a player can get from an NPC mission, I don’t have to bother. NPC missions are 
    -repeatable, can be done multiple times in one shipment with alts.
    -the longer the mission, the better it pays, and the smaller the inconvenience of having to log into multiple accounts, or ask friends to come for the ride.
    -the shorter/smaller the mission, the lower the collateral.
    -no limit for litres
     
    Due to this, the player missions are hard to sell:
     
    Long range ore transport: Every ~5 days I ship 4ML from Sicari to Alioth. I would have to set the collateral to 200M for the whole amount (50 per litre), so no newer player can do it. And more established players, if interested in transport, will already do NPC mission which pay better and can be organized better with group or alts. Also, I would have to split the transport into 512kl chunks, and as only 3 missions can be set up at a time, I would need three EXL parcel containers, on both ends, to organize, pack, set up. I would also have to pay upper market cell cost for a heavier ship than mine, +actual reward. So I just do it myself.
     
    Short range heavy transport: No warp cells involved, but still same problems as above. Also, these transports would likely be from the market to my base, which means I need to create the parcels inside the market container, which does not allow to split stacks. If I have more than 512kl of a single type of ore in the market container, it can no longer be used for a mission.
     
    Long range light transport, like schematics: For a small job like just hopping with a warp shuttle to Talemai and back, I could set up a mission, but now the collateral is a huge deterrent. 3M quanta job, for 100M collateral, maybe somebody would still do that. Same job but for 500M or 2B collateral?
     
    Short range light. I just pick it up next time I need to fly light anyway.
     
     
     
     
    I wouldn’t mind outsourcing some work, but the tedium, high price (to compete with NPC missions) and restrictions mean I either ask a buddy to fly it (and I move from container to container via VR) or, in 99% of the cases, I just fly myself.
  2. Like
    Gottchar got a reaction from Captain Hills in What kind of game is this to you?   
    dont like the question by OP either.

    currently the game seems to be mostly about design and fashion
    I enjoy industry the most
    I would love to see practical ship building to have more depth, which is what I actually came for.
  3. Like
    Gottchar got a reaction from blazemonger in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    In order of how it appears in the text:
     
    "goddess of war", goddess of wisdom and strategy.
    "set Helios ablaze" Helios is the star, not hard to set a bloody sun ablaze.
    "hits a new stratosphere" there is only one. You can hit it, but not hit a new one.
    "Alien" There are now aliens.
     
    "Alien core units must be defended" If there is one space core, it might actually be defended, if there are plenty, we just have pvp asteroids 2.0:
    PvE players in throwaways try to get some, without being shot down by the "league of pvp players who banded together to not shoot each other and complain about lack of targets".
     
    "Stasis weapons". Are there really concerns right now that haulers have it too easy to escape from pvp ships?
     
    FTUE at long last.
     
    New space map, about time, embarrassing it took so long.
     
    Visuals visuals visuals, sure nice, the bug introduced with the industry visuals is still not fixed.
     
    Mining Units Lua API, nice, can we have dispensers, too?
     
    Space market:
    If this is just a market, but in space, we already have that, on every moon. Want to bring a huge space only ship to trade things? Go to the moon. Nobody does it of course, because nobody does it. The player base is so low, there is only one npc market with (usually) all things.
    Also, how large will the no player-station radius around this be? Because there will be a cloud of little shit stations blocking access. Just because it is cheap to "reserve" some space in case NQ introduces more and better npc buyers and sellers again. 
     
    Element stacking exploit fix: This time really though, right?
  4. Like
    Gottchar got a reaction from wokka1 in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    I like the changes, but was also hoping that the calibration loss over time could be reduced, while also reducing the gain rate for charges.  So that user have the same amount of units with the same output, but can (and have to) calibrate less often.
  5. Like
    Gottchar got a reaction from OrionSteed in Mining Hematite   
    Did you only scan hexes in a small area?, Fly 20km in some direction and scan a few tiles there. ore distribution is more in "areas" now, if you have a hex with mostly quartz and coal and little hema, the neighbouring tiles in a 5km radius will be roughly the same
  6. Like
    Gottchar got a reaction from OrionSteed in Bug list   
    Last updated July 13th  2022


    As reporting a bug usually is a process with no feedback and as picking talents usually means hoping they actually work, here is a public bug list. If you want anything added, please describe them clearly. No need to be salty towards me, I am just the salty guy who wants them fixed or at least known, too.
    Do not spread exploits. There are plenty of exploits, I would love to make them all public for a level playing field, but it is against the TOS. So as I want to keep my list, please no exploit talk at all!
     
     
     
    Talent related:
     
    Crafting

    -plenty of text is wrong, like exceptional parts manufacturer claiming to decrease crafting time for functional parts, it works however. 
    -[tier] product refining description is for honeycomb, but works . 
     
    Piloting
     
    -increasing foil lift via piloting talents (not handling) do not change sustentation speed(with full talents your true sust speed is therefore 82% of what is displayed)
     
     
    Gameplay related
     
    Industry/crafting
     
     
    -So many more unknown server errors leading to random machine stops, especially after maintenance
    -HC nanocrafter inconsistencies, like galvanized black iron can not be nanocrafted
    -t2+ Hovers and Boosters have the schematic price|craft duration|assembler need|materials needed of the of the one bigger version. In other words, while basic verts and hovers L cost as much as an M engine, t2+hovers and boosters L cost as much as an L engine of the same tier. Likely caused by the mixed naming conventions for all elements
     
    Ships/piloting
     
    -Diagonal (as seen from the front) elements add crosssection based on their max coordinates they cover. As in, the game checks the difference between their highest and lowest X value, highest and lowest Z value, multiplies them, and that is the cross section of the element. In simpler terms: If you place a wing diagonally, in order to get a little lift and a little stabilization, it has as much cross section as an upright, rectangular box that covers it. 
    -Elements also have different cross section depending on where exactly they are, a horizontal Wing S does not add to cross section if placed on a z coordinate ending on .5   
    -configuring pilot seat resets connections and autoconnects different parts. Sadly never my gyro. 
    -When the default configuring has too many possible links, it states it skips autoconnection, but instead just connects as much as it can and then continues. I wish it actually did skip auto connect.
    -Airbrakes produce a down (relative to craft) force when active. To repro, just glide down while holding brakes and pitch down about 45° (brakeland, while facing downwards).
    -Cruise control can hold retro brake active at close to zero speed, compared to holding breakes manually (test by comparing normal brake holding, 6km over Alioth, vs cruise control set to zero). 
    -Collisions with environment are checked client side, same for mass of construct, position etc.
    -As long as you are above 3420meter (space engine can activate) and 6270 meters (space engine generally can be active at 100%) your space engines only generate as much power, as your atmo engines facing the same direction have max power. Cruise control does not have the issue. (numbers used for Alioth)
    -G-values in build helper do not factor in docked constructs
    -the build helper function that shows blind passengers can be bypassed
    -Landing with a tilted core craft which has a docked construct often leads to fun explosions.
     
     
    Trade/markets
     
    -Notifications do not include size of item (can be found in the log though, press "O"). 
    -"View market page" only works for items in the market container
     
    Other UI

    -Setting something as destination while in VR often gives wrong position once out of VR.
    -opening a notification log with more than 10k entries freezes the game for seconds, it re-freezes every time a new notifaction pops up while notifications still open, until you finally manage to set it to "last 24h" or similar.
    Update, notifications now get auto deleted regulary.
    -Bookmarks, pffff. Somebody ping me if they properly work, I will stop checking.
    -trying to put something into a full container displays message "not enough space in active container"
     
     
    Other
     
    -using a LUA parameter with a decimal comma instead of decimal point (damn Germans) will ignore the comma and the numbers behind it, run normal otherwise but the LUA parameter will not be displayed anymore to be edited, as the the whole export part is skipped, too. (LUA issue, not DU specific, DU should still throw an error). 
    -canopy windshield triangle M and L have wrong mass and volume. 
    -"brick product" is called "brick honeycomb"
    -VR Stations, gunner or pilot seats, get stuck on "in use" and can not be used anymore. Ask a GM in the help channel or try this: place a fresh seat, enter it, alt+f4, log in again.
    -Not being allowed to board a construct may keep you from coming close enough to rightclick-report it.
    -Linked container fluctuates out of range if you have no talents (or in vr), even well within the 250 meters, if you are on the same construct as the container. Workaround: Have a dynamic core with a container to link to, at your base.
    -Nanopack volume talent works in VR
    -Some ships in the flight challenge have full buffs, not sure if intended.
    -Elements deactivated for supposed clipping often re-"clip" after maintencance, or if a copy is made via blueprint.
     
     
    Mining
     
    -Multiple people mining the same spot causes errors
     
    Technical issues
     
    Account/Billing
     
    -revoked keys and gametime run out show error 106 on log in
     
    Performance
     
    Game hugs all RAM sooner or later, client has to wait for server info to be allowed to show frames, aka, framerate stutters at idle GPU.
     
    Settings

    -Borderless can not be stretched to cover a full screen with game resolution set smaller than screen resolution. Workaround: Set screen to reolution you want to run DU at.
  7. Like
    Gottchar got a reaction from Shadowspawn in Maintenance, an element-sink idea   
    The problem: Elements never decay, ore is infinite.
     
    A possible solution: Element decay and requiring maintenance.
     
    Overview
    -a second health bar
    -decay is time based
    -decay is in no way coupled with damage taken. Scrap stays the mechanic for damage related repairs.
    -purely cosmetic items are excluded from this, no maintenance for plants, furniture, windows etc.
    -no decay for items in containers
    -a maintenance unit keeps the tedium at bay
    -the maintenance unit is fuelled with elements of the same "family" as the items to be maintained.
     
    The new bar:
    With the repair tool in hand and ALT key held, elements show their decay status. Usually players will use their maintenance unit to check stuff though. The bar slowly fills with decay points and, when full, the item needs full replacement. This would on average take month to happen and is easy to avoid. The decay bar has as many points as the healthbar has health points.
     
    Time based:
    Any time a player enters the seat or build mode of a craft, or enters build mode, and at least 5 minutes have passed, the game runs the decay check. This also happens during server down time if it didnt happen for the last weeks otherwise. So most constructs have this happen to them spread over time, but even unused constructs do not escape decay.
    During decay check the following is done:
    -game checks time passed since last check
    -game checks total hitpoints of all elements that can decay (cosmetics are excluded)
    -multiplies the above numbers and a coefficient
    -assigns those decay points, up to 5% of the bar of an element,  but on the healthiest (by percentage) elements first.

    If you have two identical ships, but one is used every day, and the other every month, they still decay at the same overall rate. The first in daily tiny chunks, the other in big chunks whenever used. Please note it would still take months to actually destroy an item due to decay.
     
    No cosmetic items:
    Players are already discouraged from using cosmetic items, due to the tedium of repair. I don’t want to add to that.
     
    No decay for items in containers
    Especially now with core limitations and the renewed talk of "storage mechanics" for ships reemerging, having no decay for items that are not visible in the game world is a nice incentive for players to keep the world clear of their 40 ships they have in some corner. 
     
    The Maintenance unit
    Similar to a repair unit, but useful, this machine let’s you empty your decay bars. A ship in maintenance is temporily disabled, the unit can also be used to fuel all tanks.
     
    The "fuel"
    The most important part, in order to do the above, the unit must be connected to a container with items (and fuel). It directly transfers the decay points of elements on the construct to elements in the connected to container, and deletes them if the bar is full.  This only works for elements that share a group:
    -atmo and space engines of each tier are a group
    -ground engines and adjustors
    -aerofoils
    -containers including tanks
    -AGG, pulsors, warp
    -control units, electronics, elevators, force fields, other "system" items.
    -industry units of the same tier
    -doors, gates, landing gears
    So unlike the repair units you do not need the exact item, but you do at least need something similar. This should also normalize different market prices of different elements with similar production cost.
     
    Possible results:
    -Every item is useful, if only as scrap. If a patch makes some item obsolete (like recently with scanners) they can still be put to use.
    -just like the 4 different space fuels equalize the t2 ore prices to some degree, this would also equalize prices between safe/freight/military/maneuver engines.
    -no item is a one time purchase, unless it is cosmetic. Equipping t4 engines mean from now on you need t4 engines to maintain them.
    -You can not just only buy things on alioth and there is little commerce on other planets. because now, on every planet, there is a constant, if slow, need for elements.
    -Ore prices steady and hopefully ore bots can be turned off again. A step towards a player driven economy.
     
  8. Like
    Gottchar reacted to BlindingBright in DUAL UNIVERSE WIKI UPDATED - discussion thread   
    Site is nearly unusable on mobile, got hit with multiple pop up/out ads before I could even get to read the main page(edit to add, I clicked on the contributing members page first), clicking out of one refreshed the page and gave me another ad! 
     
    DU really needs to host its own wiki without ads, this is a subscription based game not a fan made Naruto game made with RPG Maker by that one kid in class that smells weird. 
     
    Seriously, I just consumed ads for a game I already pay a premium for and could not use the site on mobile effectively due to bad advertising.... 
  9. Like
    Gottchar got a reaction from Kronius in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Again, if you think fuel is expensive, use a more fuel efficient ship.

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

    I wish fuel was far more expensive or more was used, so people would actually care about consumption more.
  10. Like
    Gottchar got a reaction from Feriniya in More Ideas for DU   
    Very nice post. I have to go through it one by one:

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

     
     
    Similar to above, other elements could have different properties, too. Be it faster transfer units that are t2, container with more storage volume but same element size, or less storage volume but weight reduction etc.
    Generally about this and the point above is to add, some people made vast amounts of money with exploits, some with (legit) mission running with plenty of accounts, I do not think people should be given that much of an advantage to spend it at the NPC. If those exploits had not happened, and the mission system was not paying out those ridiculous amounts, I would agree.
     
    Yes please, use scrap for something more of a "field repair" after a crash, but require elements to get some amount of maintenance from time to time. Meaning elements get a second health bar, "maintenance bar", which is replenished via a repair unit, which in turns requires fresh elements. Not 1 to 1, but you need eg 1 Wing M to get the 40 wings on your ship back to 100%, every few weeks. On one hand it solves the same issues that lifes lost on destruction tries to fix, but support does not get overwhelmed because people will contact them every time their ship is destroyed due to a bug.
     
    Hell no, the sales taxes are a big reason why there is pretty much only one market, and why people don’t sell things on Alioth. If my items don’t sell, not only do I obviously not get the money, but I also waste the fee. Instead the storage tax should be abolished and buy and sell orders stay in the market with no time restraint, or the value tax for unfilled orders be returned. The current fee system just leads to less items being available.
    Additionally, it leads to more players wanting to bypass markets and their fees, without the ability to properly advertise in a non-intrusive ways. So we just get an increase of messages in the general chat "WTS Basic engines L for a good price, message me for more info", and more signs and screens and dispensers at public places.

    If there were proper player markets, or if you could see dispenser sales in the market interface (optional), and players selling things was actually integrated more in the game, I would totally be for higher market taxes.
     
    If NPC missions didn’t pay so much, so reliable and with so little collateral, player missions to do the same thing would actually work well.
     
    Similar to the ore bots, and before that the HC bots, bot kill the economy. Just like t1 ore is now down to close to 25 (and soon, at least on alioth, below), other elements would be artificially more or less expensive. A bot that buys any number of t2 military atmo engines for 180k or even more? I bring it 200 per day. If it pays 160k or less, I don’t care about the bloody thing. So the devs would have to exactly know the current value of things, which, historically speaking they are bad at, the players without industry skills can not partake, or doing so would be at a loss, and, depending on the items, some people win the lottery. NPC pays 10M for Bonsais, some few people are suddenly rich, If instead it was Exotic agile Cannons XS, nobody cares, because nobody builds them. There is just no way to properly balance this, and even if it was balanced, it would just introduce another artificial NPC price stabilisation. And when the event is over, any overproduced stock is worthless.
     
    This would bypass schematic costs and talents and be hard to balance, and would need constant rebalancing, or it would by itself just be another artificial stabiliser. 
    Make it so that I upgrade 3 t1 engines into one t2, that would currently not be worth it. But if other items are introduced (like t2 wings  )suddenly the t2 ore price rises and it might be worth it, so far so good. The ability to upgrade now artificially keeps the t2 price lower, because if it climbs too high, people stop using t2 ore and just make t2 engines with t1 ore. But if you can make t2 items with t1 ore, the t2 refining and smelting talents become worth less. So do the schematics. So some people who trained this and bought that, now find their stuff made obsolete.
    What I am all for though is the ability to swap elements, like engines, without the need to remove, place anew in the same position (and re-buff)
     
    Would have to be at a rate of 35% or less of the ore needed for the original item without talents, otherwise I am all for it.
     
    I wish there were better tools for players to do these. 
    Only the last one, for orgs is imho a bad idea, orgs should really be a social feature, or we should have a different tool to use for grouping. 
    I am not part of an org to have a group chat with people I often interact with, because I use my limited org slots for beacon sharing and to have more construct slot.
     
    Almost all of them please!

    Link limit increase maybe for fuel tanks, but not for industry please. There should be a limit, and I think the limit is just right currently.
    I am all for other industry related QoL though, like faster transfer units, or talents to build something faster are also applied to transfer time. Rebalancing item volumes and batch sizes. There is lots to be done.
     
    Nothing to add to the rest, they are all very good ideas.



    I wrote more about the stuff I disagreed with, I hope you understand.
  11. Like
    Gottchar got a reaction from Feriniya in Active Feature Request Top?   
    Mostly things they had planned anyway, check how much on the top is suggested by "moderator". The site was shitty to navigate through, people just made new suggestions as they didn’t see the suggestion was already made, with so many pages people only voted on the stuff that was on the top already: the stuff added by NQ.
    Proper polling needs some proper moderation.
  12. Like
    Gottchar got a reaction from Maxim Kammerer in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  13. Like
    Gottchar got a reaction from enjeyy in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Any of your org members can access the containers on your tile at any time. Which means any of your members can then fly it to the market, at any time zone. And any of your other members can then VR to your ship, at any time zone. And any member can then fly the ship back to your base, again, at any time zone. 
     
    Maybe don’t stop playing for a bit while your construct with all you own is parked on the market. Just generally don’t park on the market unless you are there to bring or fetch something.
     
    People ask all kinds of things, usually "how does my ship look" or "why can’t I use this or that?". What they do no ask is "how can I safe on fuel?". Military engines and vertical boosters are the default, fuel prices are dirt cheap. I sell about 4x as many military engines compared to maneuver, and at least 10x as mane maneuver still compared to freight engines. If people wanted to safe a lot of fuel, they could. I happily VR to your ship and tell you how to safe a lot of fuel.
     
    With the amount of bugs around, it would overwhelm support with tickets and requests. Currently most players only ask for GM help if they can’t repair bug related damage themselves within 5 minutes. If I lose a single engine to a bug and cant just repair it, I will contact support. We already had that.

     
     
    So I might fly to the market and find out I can not sell my engines there? or I know the limit for an item and just push it to the max, now nobody can compete with me, unless people buy my overprized items.
     
    So I put 100 XL engines for 5M each on the market, now my buddy does the same, and mine are auto-sold, I like it. All of this can be abused so hard.
     
    And what about storage fee? So people have to guess how long the "queue" is and pay the fee accordingly. The minimum prices for items would also have to be constantly changed by NQ, due to fluctuating ore prices. They did not do this for the 10 UEF store ships, which now essentually cost 4x as much as they did a few month ago (same quanta price, but quanta currently has 4x the buying power). And you want to set a minimum price? Imagine that minimum price is 80k for a basic atmo engine L, if ore bots run dry and ore prices dip below 25q/L, people can now no longer use the markets, because the minimum price is too high, and people with dispensers can sell them for the "real" price.

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

    Get rid of ore buy bots, so that we can finally know the true prices of ores again, but also massively reduce tax. Or, as has been suggested many times now, have different territory states, so you can have it active but not run mining units, for a vastly reduced fee. 
     
    We all know how annoying it can be to take apart a construct and still look for that last voxel or glass panel, and that is on our own constructs. When taking apart constructs that were abandon, you grab what you can, and if it takes more than 20 seconds to look for the last part missing for grab the core, you leave the core where it is.

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

    It looks neither alive, nor abandoned, not like a ruin, it is a roof hovering in midair
     
    well I agree there. Please slow down calibration charge gain but also calibration loss. So that we get the same ore as before, can only have the same amount of units running, but calibrate half as often.
  14. Like
    Gottchar got a reaction from DekkarTV in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  15. Like
    Gottchar got a reaction from Kanamechan in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  16. Like
    Gottchar got a reaction from Iamhole in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  17. Like
    Gottchar got a reaction from Tional in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    No good way of stopping them, but the mechanic will solve most of the issue and at least put a good amount of work and risk of losing their stuff in the hands of the people who clutter the market. And hopefully the feeling that they harm the game with their "I have a new ship and everybody should see it even if it kills the game" attitude.
  18. Like
    Gottchar got a reaction from Shaman in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  19. Like
    Gottchar got a reaction from sleim22 in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  20. Like
    Gottchar got a reaction from Metsys in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  21. Like
    Gottchar got a reaction from Briggenti in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  22. Like
    Gottchar got a reaction from StarWuz in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    No good way of stopping them, but the mechanic will solve most of the issue and at least put a good amount of work and risk of losing their stuff in the hands of the people who clutter the market. And hopefully the feeling that they harm the game with their "I have a new ship and everybody should see it even if it kills the game" attitude.
  23. Like
    Gottchar got a reaction from StarWuz in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  24. Like
    Gottchar got a reaction from Palis Airuta in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    No good way of stopping them, but the mechanic will solve most of the issue and at least put a good amount of work and risk of losing their stuff in the hands of the people who clutter the market. And hopefully the feeling that they harm the game with their "I have a new ship and everybody should see it even if it kills the game" attitude.
  25. Like
    Gottchar got a reaction from Shadowspawn in Market Clean-Up discussion thread   
    It is time again
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