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Interscene

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  1. Wow, you're charming(!) Solo play doesn't mean living in a vaccuum or a bubble, most solo players are with friends or even within orgs. I for one don't consider mining for X hours per day to sell to bots 'community engagement' - it feels more like court-ordered community service. I'm a solo player, I practiced self-sufficiency, I built my own vanity projects, I'm also a member of a big org and contributed to theirs. To me a sandbox game is one in which you get to build things. The ideas of elements and voxels in this game started people building weird and wonderful things. Most of the biggest, most eye-catching and wonderful ships at the last EXPO were the products of a single (deranged) mind - often solo players building something because they wanted the accomplishment of having built it - largely from their own work. That's a sandbox to me and I guess I'm as guilty of them because I thought that was fun at the time. Now I can't do that anymore and it's not fun. If you think a sandbox box is one in which most of the in-game currency is being spent on schematics from bots and most of the players time is spend grinding to sell to said bots and where every quanta spent on a bagged plant is a waste when it should instead be feeding the almighty advanced-pipe factory then I'll admit you've got a different definition of 'fun' than I do. The patch may or may not have affected your avenues to fun in the game, but it's completely removed mine.
  2. You're right, at 100k per day it'd only take an organisation of 80 people four years to save up enough cash that way for some of the more expensive schematics. You know, the ones that are in the billions. Assuming that they don't buy anything else in the mean time. That's realistic of a real economy with relatable prices. You don't need to do any mining for the bots. Good thing only our weak, feeble, real-life human bodies need to eat and take bio-breaks... just imagine if your character had to buy food too.
  3. I can't tell if we agree entirely or disagree mildly. Depends on whether you're talking broadly about the game or solely since the patch. Before the patch there was plenty of pirating. If you haven't already seen it check out Blitz Squadrons Piracy Musuem. It's accessible via VR on 'Band of Outlaws Piracy Museum.' It's small and since the patch doesn't look like it'll be growing due to the lack of economy in claiming wrecks anymore even if you can catch them. Plug plug plug. There was good money and good eating in piracy and BOO got plenty of cubes with military engines and good spec ammo knocking over the escorts as much as the haulers. It's quite unfair to say that only stupid people got killed, a lot of very smart haulers got caught, the mechanics of the game aren't foolproof. Everything's risk/reward. Just because someone loses once in a while doesn't mean they were wrong. Without any irony the changes to the way cores/claiming wrecks have come out, not to mention the utterly insane conservation of momentum only when observed (how does that even work? An object is stationary then suddenly accelerates to 10,000 km/h when you get close to it? That's far less logical than it was before) have post-patch eliminated piracy. If that's your point we ought to agree completely. I'd add to the point that the new industry limitations means a lot of people will be flying inferior ships. If there's only two XL engines on the market and the only other one you can afford is on another planet then I guess you won't have a four engine ship like you wanted. Can't afford warpcells? Well, if you were a billionaire you could make your own. Guess not. Slowboat for you. This ought to be a golden age for piracy. People are flying crap ships cobbled together during this recession and are more reliant than ever on slowboating between planets for supplies they can no-longer produce in house or locally. But the patches other changes have made that uneconomical and sucked what remains of the profit, let alone fun out. Doesn't feel like it to a plurality of the games population - maybe even to a majority. What's there to control? Who wants territory?! The mega nodes are gone, the prime mining spots are gone. JC has explicitly said he doesn't believe the game should have big, giant factories or massive ostentatious bases. He seems to think we should all go play second life if we want more than the starter hovel we get on Sanctuary. It's all supposed to be specialised fabrication in small factories dedicated to a single purpose and not exceeding it. With the changes to schematics very few people are operating mega-giant factories, people aren't building these huge HQ complexes with ten types of honeycomb and hundreds of screens and hundreds of plants and toilets and decoration for its own sake. I know a number of people (including myself) who were who have now had to abandon the idea. Their stuff's unfinished and never will be. The economy and grind doesn't justify building these megastructures any more just for the ambition of it. Why would anyone want to take over territory in this game? The only thing worth taking is the schematics and they can be flown out in someone's inventory. If you say NQ have a long term plan... cool. Perhaps they do. Again, no sense of that so far, I see a knee-jerk reaction to stem gameplay that JC hasn't approved of. Whatever they introduce from now on is going to struggle to incentivise people to place it in places it'll be at risk of being taken when ever Territory warfare is introduced if it ever is. They're going to have to come up with some wizardly clever new feature to get anyone interest in wanting to take over any one specific tile in the game - and even then, it'll just be the mega-giant alliances taking it over and keeping it.
  4. I'm in the same boat as you. And others can keep telling me "So long then, quitter" on Discord and places when we try to raise concerns until they have the game pretty much to themselves with nobody else playing. >PvP is probably going to be the biggest overhaul of next year and it will change it deeply in a super cool way, introducing a lot of tactical elements, and more roles, more options Industry was the biggest overhaul of this month and it looks like a plurality, if not an overall majority outright hate it. Pardon my lack of excitement at overhauling something you've so far gone out of your way with un-asked for game changes to make worse, less varied, less rewarding and more limiting than it was before already when you weren't even trying. The bit that does my head in is the idea of introducing more tactical elements. I know what this means in NQ's implementation: - More elements we need to train skills to use, train skills to just manufacture, mine more material for the almighty screwfactory to build or buy from whomever is still playing the game at that point. - More roles meaning more specialisation, needing people or toons in ever narrower fields. Whoever suggested a sandbox game needs more specialisation narrowing the content you can interact with? - More buggy implementation, more half-thought-through solutions. MORE GRIND. That's all I hear. Whatever they introduce, as long as it obeys the mechanics of the game they've got and the pattern of patching and 'improvements' so far it's just more grind.
  5. I'm afraid I have no answer to your question. My only contribution is to say you're not alone in asking it. I've had the same question asked of me and I've asked the question of others. The closest I've come to an answer is the realisation that there is nothing left to do since the patch.
  6. Totally sucks. All reasons for it have been removed from the game by the content-narrowing patches designed to force us out of our emergent gameplay (in a sandbox of all places). There's no reward for piracy, without territory control implemented yet - and limited faith NQ won't totally screw that up too - why bother. After all without meganodes and with no giant factories to steal what's there even going to be to control? There's literally no reason. Big Whoop(!) We have to wait months for territory warfare to steal tiles that don't have meganodes or big, half-finished abandoned factories that are now commercially unviable for their original operator to reopen since doomsday patchday. It's not even 'fun' for the sake of having some content. Even if components and elements were easily replaceable (and I mean materially replaceable with the cost of schematics, availability of parts etc) to make looking for combat with another consenting party viable just for the fun of it - it's days of grind, days of mining to earn more company mining script to buy more authorised vendor recipies for DAYS to afford a few HOURS of dull, uninspired PvP content with a poor UI on chairs and piloting scripts that have been bugged since patch day which we've had to invent our own workarounds for. Bring on starbase. Ahem
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