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fridaywitchx

Alpha Tester
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Posts posted by fridaywitchx

  1. hi guys

     

    forgive my ignorance. I haven't seen much action in the game in that 2,5 years....partly because I am not so keen on flying these ugly looking ships in pvp.

     

    can you remind me why we have the cross-section of the ship as a (or the only..not sure)factor for the miss/hit chance? Why can't NQ just use the angle, distance or perhaps a talent tree to drive the miss/hit chance?  

     

    If I understand right, if cross-section wouldn't be a factor, we had more designer ships in combat, no?

  2. full wipe with players being able to keep the blueprints in their inventory. 

    and this is coming from a vetaran player with almost 1bil quanta and another 2-3 bil in assets.

     

    before you would do a wipe, consider the following:

     

    *dont do anything with the schematics system except making the basic part schematics free. That would be a good idea I think. We need scehmatics otherwise we will run into the same problem as before that eveyone is making everything.

    *do something with the mission system so players with 20 alts can't run the same missions anymore. Also, introduce more challanging/rewarding missions.

    *auto-miners extract too much I beleive. 

    *prices of schematics should be dynamic depending on how much money is in circulation. Keep the current prices as a minimum, but increase them if the quanta passes the 100bil threshold for example.

     

  3. On 9/9/2021 at 11:24 AM, Bazzy_505 said:

    This may look awesome in theory, but also adds immense complexity to backend, which quite frankly is the last thing NQ needs atm.  I've seen exactly this kind of system implemented in another french online game from 2003 and let me tell you, browsing maket terminals with so much junk is no fun at all.  In order to work properly, market has to deal in commodities. 

    As for use in ships, tokenized ships already inherit placement bonuses of their builders.  Augmenting that side would have technically accomplished just what you are proposing, and sometime much later down the road introduce something like custom tuning mechanic on constructs in some form.  

     

     

    I  would rather seen limited run schematics with very exotic properities seeded in word that would have could be aquired through research of missions, rather than buying them on market. 

     

    In terms of production specialization, one route to consider that would not have costed all that much developer time would have been efficiency bonuses based on use. 

    For example efficiency of your assembler would not only be determined by SP investment in a given area but also by how many final products that given industry units has produced continuously.    I would promote more specialization among producers, say after producing 100 engines on a given unit, that unit would accumulate passive bonus of 1% 

    you are right. the effort is mdedium-high, but  the reward is definetely very high as it creates an infinete game experience. It would make crafting very exciting and things would actually gain value.  That's the problem I see with dual universe. There is no infinete content...which means that the game's limit is easily achievable.

  4. I recently started using AGGs.

     

    Can anyone tell me why the singularity doesn't start from the ship's current altitude? It doesn't make much sense for me. 

     

     

     

  5. it's too expensive to operate. When xeron was 20q / l, i lifted 25kts off alitoth...costed me 1200k fuel.

     

    obviously it's not worth to use for hauling. In PvP it's pointless either. So either tell us what's it supposed to be used for or on of the following

     

    • cut the fuel consumption to its third. Perhaps change the talent. instead of 5/5/5/5/5 %, make it to 5/10/20/40/80 totaling from 25% to 155%
    • change the indgreditents from T2 to T1
    • increase the thrust of rockets (with the same consumption) by at least 100%
  6. 7 hours ago, Captain Hills said:

    rolling dice ...

    remember me to LotRO- looting for hours for crafting 5 rings - with a chance of 47% to get a crit using scrolls and whatnot- and getting ... NONE 

     

    while some lucky bastards made like 4 out of those 5 with the chance of 23% - spending not half of my time

     

    I personally don't like to roll the dice

    that's the only way how you can limit the creation of the highest tier stuff.

  7. Resource Revamp

    Let’s give the resources stats. The same 4 type of stats for all the resources. Where you go look for a node (small or large), doesn’t matter, the resource will have 4 randomly generated stats each with a value ranging from 1-1000

    For example

    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900

    Why would this be good?

    1)      Small nodes become useful as players may find better stats on resources on small nodes.

    2)      The stats of the resource would determine the end result of the crafting.

    3)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.

    Crafting Revamp

     

    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.

     

    The solution is that we need to introduce some variety.

     

    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.

     

    How would it work?

    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.

    There would be 2 stages during crafting.

     

    Build phase

     

    where you assemble the item for the first time, 

    You open the crafting window. You drag and drop the resources / sub-components you need to an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”

     

    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    image.png.1bc6f39609194c43747e2b4fbf8e7e7f.png

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)

     

    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use

    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.

    For example for space engines.

    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     

     

    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    image.png.faafbdf5737c12f5ba7bc903bf118c66.png

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     

     

    The next phase is the

    Enhancement phase.

     

    This when you actually start putting points on the stat you want.

    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results

    Fail, Good, Great, Amazing, Extraordinary

     

    If you only put 1 point (fill only one white box), then this is how the bar would go up

    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.

    Good = The bar would go up by an extra 10%

    Great = the bar would go up by an extra 20%

    Amazing = the bar would go up by an extra 25% points

    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.

     

    What determines how many points you could place of these white boxes?

    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP

     

    What would drive the rolls?

    There are numerous ways you could do that. What I would do is the following

    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.

    Location: You could get an additional chance on both depending on which planet you are on.

    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances

     

    5% fail rate

    95% good

    50% great,

    20% amazing

    5% extraordinary

     

     

    Once you placed all the points, you have three options

    ·         Cancel

    ·         Create the item

    ·         Create the Schematic

     

    Decorations and consumables could have a build/enhance on the quantity.

    :D

     

    now here comes the million dollar question? would this be a database challange as you would need to store hundreds of thousands of stuff. I have seen this having been already done in Star Wars Galaxies, but not sure if it's doable here.

  8. Resource Revamp

    Let’s give the resources stats. The same 4 type of stats for all the resources. You could grab a stack of resource and could "identify" them, and that would generate 4 random stats for resources. For example

     

    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900

    Why would this be good?

     

    1)      The stats of the resource would determine the end result of the crafting.

    2)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.

    Crafting Revamp

     

    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.

     

    The solution is that we need to introduce some variety.

     

    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.

     

    How would it work?

    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.

    There would be 2 stages during crafting.

     

    Build

     

    where you assemble the item for the first time, 

    You open the crafting window. You drag and drop the resources / sub-components you need for an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”

     

    This could have 5 outcomes.

     

    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    image.png.1bc6f39609194c43747e2b4fbf8e7e7f.png

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)

     

    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use

    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.

    For example for space engines.

    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     

     

    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    image.png.faafbdf5737c12f5ba7bc903bf118c66.png

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     

     

    The next phase is the

    Enhancement phase.

     

    This when you actually start putting points on the stat you want.

    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results

    Fail, Good, Great, Amazing, Extraordinary

     

    If you only put 1 point (fill only one white box), then this is how the bar would go up

    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.

    Good = The bar would go up by an extra 10%

    Great = the bar would go up by an extra 20%

    Amazing = the bar would go up by an extra 25% points

    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.

     

    What determines how many points you could place of these white boxes?

    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP

     

    What would drive the rolls?

    There are numerous ways you could do that. What I would do is the following

    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.

    Location: You could get an additional chance on both depending on which planet you are on.

    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances

     

    5% fail rate

    95% good

    50% great,

    20% amazing

    5% extraordinary

     

     

    Once you placed all the points, you have three options

    ·         Cancel

    ·         Create the item

    ·         Create the Schematic

     

    Decorations and consumables could have a build/enhance on the quantity.

  9. You guys need to introduce higer tier adjusters, also increase the outputs off the current ones as well at least by 50%, perhaps introduce XL adjusters

    It's ridiculous that I have to put 200 adjusters on a larger ship (7kts dry) and not being able to use it due to the low fps (I have an i7, 2080ti, 32gb mem)

  10. hi ppl

     

    The problem is still the same. Active orgs can still produce everything they need despite the high schematic price. Over time it's going to be worse. It's not going to be good for the economy. The only way around this to limit this by time.

     

    I suggest to add an extra complexity to the formula by adding extra talent lines into the Industry tree. It would basically boost the endproduct.

     

    for example

     

    Space Engine Thrust Efficiency - 1%,2%,4%,8%,16%

    Space Engine Warmup Time - 1sec,-2sec, -4sec, -8 sec

     

    for this above, NQ would need to enhance the market as well by adding attribute filters, and perhaps change the naming convention of the crafted stuff such as Space Engine XL (stats) 

    I would even let the players to name the elements that they make. Even color them :)

     

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