Jump to content

fridaywitchx

Alpha Tester
  • Posts

    44
  • Joined

  • Last visited

Everything posted by fridaywitchx

  1. I actually like this new patch, but they should have somehow wiped all the products sitting in containers and on the market terminals. I understand that eventually T1 stuff will become obsolete and won't have too much significance, there are so many general items that don't have a higher tier version in game such as Dynamic Cores. I kno ppl who manufactured hundreds of these, and I wouldn't be suprised if a big org would have 2000 L static cor sitting in its vault. Rockets are the same as well. I manufactured tons of it. There is no way anyone could compete with me while the schematic cost of a L rocket engine is around 500m Probably what I would have done is introduce a new tier for everything important (parts that have function) and apply the schematic system on those items only and I would have left the basic stuff to be manufactured without any limitation another pain point is the number of ways you can make quanta. Currently it's just mining. They need to come up with another way to make money. another pain is the dyanmic core replacement. If I crash my ship tomorrow, I am grounded as I can't afford to buy a new one and I can't make it either. I don't see the point why a dynamic core should be repaired the same way 3 times as any other element. the rest are ok I beleive. Although I would make the nanocrafter weight to be registered as well (if they haven't done already)
  2. You haven't read the proposal properly. The dude said obvoisuly the prices would need to be carefully thought through, calibrated, and monitored. for me this means that the examples I lined up there are just ballpark figures. although moving 50ts on a 900k profit to JAgo doesn't sound that bad imho. All I can say is dont get lost in the details
  3. with this patch, it would be a must! especially for dynamic cores. You could pay like 1mil to insure an item if it's destroyed, you can claim it back somewhere else.
  4. If they don't come up with other options to make money, I am gone. I won't be mining 4hours a day for sure. 4hours a week is more than enough for me but that won't get me anywhere in today's dual universe
  5. mate, you are talking about a different aspect of the game. If you want to sell player crafted stuff to bots, that's another idea topic and has nothing to do with what I am proposing here.
  6. Can we have a functionality so org members can disclose their specializations (talents/schematics) on the org members section? Fully integreated would be great, but a manual dropdown would be enough as well for now. With this patch, we need this badly!
  7. "Thus, the reward method is much too high in your calculation." My figures are just examples. Of course it needs to be calibrated. In my opinion the reward should be equal to if you spent the same time mining and slighly exponentially more if you haul higher tier stuff. "Someone delivering 10,000l of Item X will stand to make more profit than someone delivering 1,000L, the more efficient the ship, the more % in profit, but the absolute numbers will, of course, fall on the side of the one delivering more at once." Yes, if someone can lift off 25kts from Alioth, that someone deserves a higher reward versus someone who just have a basic ship. "Why I think that actual items that are produced through the assemblers, instead of bots, is that 1) all player types, except perhaps for builders, are involved, and 2) these items may potentially serve other uses down the road, as the game grows and expands, with more content. If players are creating these goods, then people will need to mine, others will need to use industry, others will need to haul them, and pvpers/pirates will sell them if looted from their victims. While any one player can choose to do all of these, many do not like to mine at all. Others will find the industrial side either too costly or time-consuming, etc. Thus a mechanism that hits all the buttons is better than one that ignores two out of the four archtypes I mentioned above. It a bot sells the item, then there's no need to mine for the goods or for an industrial player to produce them. won't work with player made stuff as ppl would just set up industries next to markets and sell them there. Then you wouldn't need to haul anywhere. Be mindful this stuff I explained above was developed, tested and used in another game in the past.
  8. I added a simple picture to represent what I mean in a 3 planet config with only one difficuly level. In reality I would introduce 10 products / planet (to represent different difficuly levels) Difficuly levels I mean for instace different weights/volume. So for example someone risking a 1billion ship shipping 20kts to Jago would be rewarded accordingly.
  9. good stuff, although I am not sure I get why anyone would want a 1-use schematic. as for 3) i guess you would get a list of schematics required to manufacture the final product, right?
  10. we should be able to buy bot generated goods from the market that we could sell on different planets for a profit. These goods wouldn't have any other purpose. Similarly like in Voyage Century online if you guys remember. for example we would roll out 9-10 different difficulty levels of goods 1 type on each planet and the goods would sell differently on planets depending on the distance. there could be a formula for the price generation depending on the distance, skill level (new talents), and a static value if the goods are hauled outside of a safe zone. so If i buy a 50t weight good on Alooth for 50k q, I go to sell it on Jago 1000k (that's a 6 hour trip with landing), your profit would be around 900k. If you use warp cells there and back, the profit would be around 300k. Although the numbers could be worked out. the same would apply on the higher difficulty goods, but the rewards would need exponentially decrease (the reason why it needs to decrease is because it needs to be worth it for the new player as well), so if someone takes a 25kt difficulty product to Jago, they would need to buy the good that fits into his/her cargohold for 25mil, and the sell price could be around 100mil. (warp cells / fuel would cost around 80mil on the current 20k / piece). so the profit could be around 20mil. This may sound like a lot if you have never tried lifting 25kts off Alioth or land with it. It's difficult and especially very risky in today's Dual Universe where you can't repair your ship that easily. Not to mention building a warp cell factory to support this would cost around 4-5b quanta. There would be a limitation that you can only buy and store 1 good at the same time. There must be a validation how far you are from your good to prevent abuse. We don't want ppl buying up stuff taking them up to space, and deliver all of them in one go. 1 user = 1 good. This way someone with a larger ship can not buy up 50x 50t goods that he/she could sell on a higher margin. these are the different products (difficulty levels) I would make available. This is just one you would as many as planets we have. In the below picture we have 3x level 1 (food is one of them) Food | 50t Medical Supplies | 100t Mining Equipment | 200t Warp Cells | 400t Ore | 800t Electronics | 1600t Spare Parts | 3200t Spare Engines | 6400t Reactor | 12800t Terraformer Unit | 25000t obvoisuly the prices would need to be carefully thought through, calibrated, and monitored. I would probably link the goods prices with the minimum warp cell price on the market with a static number to maximize the value (so it won't be abused) This would also boost pvp as there would be more traffic. Obviously the looted goods could be sold. The above is just on the high level. It needs to be sanity checked and tested on a piece of paper the below is a simple representation on how it would work with only 3 planets with 1 difficulty level
  11. the current structure will drive players away. The only players say it's not gonna be a problem the ones who stockpiled I know I don't stand a chance building anything above T2 without mining 4 hours a day for months. The market is just not ready. There are too many items not enough players to buy up your stuff. The only way to generate quanta today is mining. I suggest either 1) move this whole schematic thing over to talens so normal players can just wait for the schematic to be learn and use quanta there to speed up the process if someone chooses to. 2) come up with a simple mission system where you can for example haul game generated cargo from one place to anouther. For example haul 20kts from alioth to Jago and your reward will be 100mil. Perhaps the same function could be used by players.
  12. hi guys! can we get a button that resets and refunds talents? 1st free 2nd 1mil quanta 3rd 5mil 4th 20mil placement bonuses would only stay of course if the person still has the skills. Upon giving up the skills it should generate a notification to the owners of the cores that their bonuses that they have paid for no longer apply etc
  13. I didn't know this. I made a macro for a left mouse hold, but i beleive it's still not slick enough in my opinion. i dont mind it taking more time or more resource as long as I dont need to supervise the repair of each component. I just want to start the repair of all the components, log out, logging back in an hour, and ta-da!
  14. you are right! I learnt my lesson. 3-5% of my container should be with fuel and high tier scrap, but what I am merely saying is that the first couple of days of playing as a newcomer needs to be smooth and easy otherwise unpatient people (which there are a lot of) will drop it right away which will have long term financial consequences to NQ. I hope it makes sense.
  15. Moosegun, you have a very narrow thinking. Not everyone is as patient and as experienced as you. NQ will loose a very significant portion of their casual playerbase if they don't make certain parts of the game play a bit more easier. 1,2 makes perfect sense. Also, there is a reason why the devs are teleporting / repairing ships for the players, so I guess it will happen eventually.
  16. If you think holding a left mousr button for 2 hours is fun, then you are out of your mind buddy
×
×
  • Create New...