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fridaywitchx

Alpha Tester
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Posts 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. 41 minutes ago, Warlander said:

    This system will largely be dead on arrival. Sure people will try a couple missions but as soon as they realize that 50% of the missions are just large orgs baiting people into particular lanes heading to planets or that 25% of other missions will be to jump people at particular points with the last remain 25% of missions just not being worth the time/money/effort/risk for the reward nobody except large orgs running inter-org jobs will actually use this system.

    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. 22 minutes ago, Penwith said:

    And in my explanation, I gave reasons why I believe your suggestion would need to be changed to someone more in line with what I stated.

     

    In either case, we both know NQ won't be doing it.

     

     

    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 :D but that won't get me anywhere in today's dual universe

  4. 8 minutes ago, Penwith said:

    This is what I was referring to. The value of their ship should not even be considered in the discussion.

     

    The higher reward should come from, and only from, the fact that they delivered and sold more of the same good than someone who delivered and sold less.

     

    Doesn't matter. The time investment, apart from that of shipping, would still remain. And honestly, the 5-10 minutes of shipping to a market to sell the goods isn't going to break the game. I imagine that, at the very least, players with small industry would love a chance to sell goods to the market.

     

    That your recommendation was used elsewhere doesn't matter; apples and oranges. Many of the mechanisms that work in EVE, for example, would not work well here at all. If anything, the closest comparison would have to be Starbase, but their current economy suffers from near-hyper inflation (and a few other things), so even that is problematic.

     

    Also, in my qualifier, the sale price of the market goods would follow the formula used to set the current buy price of ores. They can scale up, from that baseline, to be sure, but tagging it to a player-made item (warp cells in your example) is going to cause problems as players, especially larger orgs, will certainly manipulate the market in order to cause the price to change for their benefit. While they can do that now, to a certain extent, they cannot directly cause the bot purchase price of ore to change.

     

    Lastly, my qualifier would need to use a steady trickle of demand, probably by the hour, instead of a daily dump that is quickly fulfilled by the most industrial. This would mean that demand would exist throughout the whole day, with player actions determining whether or not it gets filled. If not, the buy price increases slightly, otherwise it remains unchanged. Again, this could easily be tied into the mission system, with an increase in reward for the more distant planets based on how that system allocates rewards.

    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. 

  5. Just now, Penwith said:

    You do need to account for the cost to program this in. What takes less resources, less cycles, and less man-hours is the most likely route, because of budgets.

     

    One does not need a 1billion ship to ship goods anywhere, players choose to do so. Thus, the reward method is much too high in your calculation.

     

    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.

     

    Ignore the ship being used by the player to make a delivery in your calculations (and argument) of risk/reward. The real consideration would be is the demand being met on time? If someone orders 1000 of something, they don't care if it goes by plane, boat, truck, or a person walking it to the door, as long as it arrives on time and is unlikely to be delayed in shipment. Businesses care about such things due to efficiencies in cost to ship vs weight of goods shipped, but that would be for the player doing the deliveries in-game to take into account, not the game itself.

     

    Where this applies in your example and my qualifier, is that we are both talking about a mechanic that does not follow the design philosophy of the game, and so would very likely be used as a temporary crutch until the game is ready for full release, and perhaps a short time after. Therefore, any such addition have to be viewed in that light.

     

    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.

     

    Also, this can be dove-tailed into the upcoming mission system, where contracts for these market goods could be issued to and fulfilled by players, as a mission. They could even be set up to where a player with a smaller cargo ship can meet the contract in multiple trips and not just one.

     

    I could continued with further explanation, but will leave it here. I think your idea has potential, just not in the way you set it up. Which is why I added my qualifier.

     

     

     

    "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.

  6. 16 minutes ago, Penwith said:

    I think for this type of thing, it would be better for an industrial production based on "needs" of a planetary NPC population (that we don't see but are assumed to be present somewhere).  So, Alioth and Sanctuary would have a set demand, that would fluctuate based on how well previous demand has been met, plus a random variable.

     

    These would be market goods, and could either be a single item, or be classified as "food, "dry goods," "hardware," etc.

     

    This would give something to people to make in order to sell for a modest profit, but would be limited in order to reduce its potential to be exploited.  As the game progresses, other planets and moons could have an NPC base placed on it, that would also need these types of goods, again for a steady source of income. I imagine off-planet locations would make for profitable traderuns for dedicated haulers.

     

    As the market stabilizes, this particular crutch could be progressively withdrawn as new content is added; content which provides income opportunities.

     

    At the same time, I'd rather see bot purchases of ores go away, entirely, as the market goods would serve the same purpose, but not directly determine the price of t1 ores (player's should be doing that).

     

    A point of clarification: These market goods would be single items, not a container of anything, just "Hardware" at 1L each and a mass (to be determined). The number of these should be kept fairly low, perhaps up to five, with higher tiers of ores producing more in a batch.

     

    I suggest there's no set volumes for anything beyond 1L worth per item, as this allows players of all kinds and carrying capacities to participate, with less hassle. 

     

    This suggestion is made as a qualifier to yours, as I think bots producing anything is bad (beyond schematics) as is the bots directly effecting the prices of goods on what is supposed to be a player-driven market. Sure, the same materials go into my suggested market goods as other player-made items, but that's an indirect effect.

     

     

    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.

  7. On 11/10/2020 at 5:49 PM, Olmeca_Gold said:

    Idea:


    Use a system similar to surface mining to create a class of respawning items (e.g. Ancient Relics) collectible with the gathering tool. Then add bot buy orders for these items.

     

    Why:

     

    DU has great potential for exploration gameplay. People should be motivated to move around. Planets, moons and other things in the system are already beautiful at this early state, waiting for players to roam around. But a balanced exploration gameplay should rely on sustainable rewards. The wrecks do not really cut it. They are exciting but really rare. It is not possible to motivate people for a reliable income if they took 1-2 hours of they time. And they will eventually be gone. Meanwhile, daily rewards are a bad way to keep seeding quanta into the economy. That money could be used elsewhere as rewards to motivate players do fun things. Thus we need Ancient Relics (or whatever NQ wants to call them).

     

    Feels to me that this type of play can be created at a significantly low development cost. It could start as simple, sparse, respawning nodes that can be sold to bots as described above. But it can also be built upon. NQ can eventually create variation between relics. Some more expensive, some cheaper. They can place them in space as well. Some actual reason to visit the rings of Thades. Some of these space relics could even take hours to extract, creating a PvP-conducive situation. Could even build a puzzle minigame around them. All that can take a lot of time. But it can begin with the simple, low cost version.

     

    How could they be balanced?:

     

    They can be at the right window of rarity/value.

    - They can take time to extract.

    - They can respawn in a rate that guarantees X amount per planet/moon.

    we had something similar in No Man Sky, didn't we?

  8. 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

     

    image.thumb.png.b93893ff7571613a71018457f0d737b9.png

     

     

  9. 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.

  10. 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 :D

     

    etc

  11. 32 minutes ago, Kezzle said:

    The only thing about the OP that is vaguely right is that you need to be able to middle-mouse-click to repair, like you can for mining (and ctrl-z for autorun). Still should take as long, and use the exact same amount of scrap, but saves the RSI. And autorepeat should work for the arrow keys in Build Mode, too... no need for a toggle, in that case, though :)

    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! 

  12. 12 hours ago, JohnnyTazer said:

    No, it's called planning ahead. Bring tier 2 or 3 scrap in your nanopack if flying a bigger ship with bigger elements.  Takes like 3 min to repair. It's not brain surgery just need a little foresight and planning. But good news, this Is a learning experience for you.

    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.

  13. 35 minutes ago, Moosegun said:

    I literally gagged a little bit.....

     

    Just to humour you

     

    1/ Dont crash, if you do it has consquences

    2/ See 1, if you dont do 1, you are saved from doing 2, 2 is your penalty for doing 1
    3/ ok
    4/ live nearer the market or stop moaning you chose to live miles away from the market - probably bought into the weird Rust mentality that it is 'safer' out there
    5/ pay another player to do it

    6/ Pay attention
    7/ See 6 but if you go to a market you can check all your market containers

    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.

  14. 23 minutes ago, JohnnyTazer said:

    Terrible post. But I'm gonna forgive it because your new. Once you actually play the game more and learn, you will be just fine and figure out these things aren't very big problems. And also if you wreck your ship that's on you. Part of the game and what makes it fun.

    If you think holding a left mousr button for 2 hours is fun, then you are out of your mind buddy :)

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