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Sycopata

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Everything posted by Sycopata

  1. Is a niche game, they no renounce to beta players, people still in the game is in love of it, and after a few rand, they gona play in the wipe, and ALOT. Yes you can see alot people asking here they gona leave the game, but are not true in 99% of cases.
  2. This is not PVE is player vs his own skills the environment is not hostile, is innerte, a racing game have no PVE if there are not IA cars on the race, you can't say drive alone your car is PVE
  3. No one force you finish the loop, but game have no PVE sorry You can just: gather You can just : gather>industry You can just : gather>build You can just : industry>build>PvP We have so much options... You can skyp any part of the loop, but you are in this loop.
  4. Sorry but non exist PVE in dual universe. We have this loop: gathering>industry>build>PvP some people avoid the last steep of the loop, but is the only loop we have.
  5. This mean double work, maintain the old obsolete world, and work in the new one, just for some people keep his "hard work"
  6. It is a bit complicated to draw so many conclusions, they are probably trying to license their technology, but the metaverse is not a matter of technology, but rather the recruitment of humans who want to be within that metaverse, as an example, you have the failed second life project, the game was ridiculous, but managed to capture the attention of the media, and the illusion of being relevant.
  7. Unfortunately for me, I am reliving the situation experienced in another Sand Box MMO, Life is Feudal, the patterns of what happened are being repeated, wipes, players who wanted to keep their possessions in the wipes, players who wanted a more pvp environment, players who said that builders were the essence of the game... the resolution was as follows: 1-Launch of a unified server with many pvp restrictions "turned out to be a bore and the game was continually losing users" 2-Wipe and launch of 2 servers one without PVP and one with PvP "the PVE server had hardly any population and for some reason the PVE players preferred to play in the PVP, but continually complaining" 3-Wipe, elimination of the PVE server and creation of a much bigger PVE/PVP server. "The PVE zone was used in practice by PVP players as a war factory, distorting the PVP zone, game become a big arena" 4-Closing of the game due to lack of players who paid a fee "They wanted to make everyone happy, when in reality you have to have a clear project, if your game has a small gameplay loop, and destruction is required so that the game loop does not end, you have to accept that some people are not going to be happy of losing his things, but the game will work" All MMOs survive why wipe, people name wipe, EXPANSIONS, and accept this, but in sand boxes, people is so stick to his "hard work" try for a moment, imagine that a world of warcraft player was opposed to an expansion, because the armor he uses will be obsolete and he will waste his time investment in getting it In games where there is actually a cycle of destruction, these wipes are called world wars, as in the case of EVE Online, where it is the players who reset the economy by destroying large amounts of resources.
  8. It is 100% certain that they will read you, they will not respond, because they have learned that every piece of information that comes from them is analyzed and used against them, that is why they only communicate in a unidirectional way, but rest assured that They read everything, and collect the relevant information. If an idea/opinion helps them in their objectives as a company, it will be better accepted than another that requires more investment, without knowing if they are going to have more income. But never expect a thank you, we are willingly giving away our "talent".
  9. There are not many people willing to immobilize their capital by buying a large stock of material, hoping to one day make a profit, when the problem is the lack of demand for a product that has been overproduced, and also taking into account that there are to pay the fees for putting that product up for sale again. Pretending that a market will be regulated because a great whale will buy a super production is very optimistic. The incorporation of the recycling of game elements would not only efficiently solve these deviations in the economy, but would also add more playability, business opportunities, and dynamism to the economy.
  10. My suggestions just recicle existing code, the proces to recicle a item is the inverse of create a item, we no need make complex codding to create a recicle machine, and this machine already exist... Gamers we need tools to make the economy works, if some one produce 100.000.000 S containers and decide sell it at 50% of cost price, you cant accept: Ok S container market is dead, you need a way to remove this 100.000.000 items from the market fast, and the way is not introduce bots to buy this containers, is alow players recicle the ore, if you craft 100.000.000 containers and you recicle it to recover the ore invested, you just lost alot time in the process.
  11. Yes, i expect this time economy works fine, i have 40 milions skill points in industrie, and 200 milions in schematics , and industrie is now dead, i have no motivation to sell products crafted with lvl 5 skills under ore bot price, and im bored to haul ores to markets to sell ore to bots and buy new schematics.
  12. Some more economic tweaks -If someone has ever played eve online, they will know that there is a very important factor that affects the economy, this factor is a large block of the same product, if someone puts 1000 units of that product on sale, the price will be stops, because that enormous stock of products has a fixed price that is maintained until it is exhausted and the price rises again due to demand. One solution to these plugs is to penalize the mass sale of products, increasing the cost of placing a sales order based on how many products you simultaneously put on sale. -Another problem of the economy occurs when someone has made a too large investment in a product and runs out of liquidity, in that case that person can decide to put their product up for sale below the cost of production, to recover their liquidity, but this ruins the market, because until the stock of this industrial is consumed, there is no benefit in producing that product, immobilizing the economy, the simplest solution to this is recycling, a new product should be able to be recycled , returning the minerals used in its manufacture, thus allowing the overproduction of a product to be quickly eliminated and allowing the market to regulate itself again to the real values of the cost of the raw material.
  13. Yes, for sure, the maintenance cost of hex have to raise for each one your control. Yes you can bipass with moar alts, but make it alwais hard to mass control land. And second, the cost of the Hex have to be related on how much L/H ore produce and the tier of this ore have to affect also de maintenance cost.
  14. Taking advantage of the great idea of implementing markets in space, I have some suggestions. -Implement a space market in each of the planet/moon systems, including planets outside the safe zone -These markets would be the only point of arrival for warp jumps, since they would have a warp beacon, being a small bubble of safe zone, and clean of structures, eliminating the current jump points to planets or moons. -These markets would be outside the safe zone of the planets offering a safe arrival point of warp, but leaving an unsafe travel space between the planet/moons and the market. *I think this would create a safe rich economy between planets and create a nice interaction between players by controlling the trade route the between the planet/moon and the market station, the smuggling , piracy...
  15. Yes you are right, any way to solve the same problem are nice.
  16. Taking advantage of the fact that you have planned to revamp the planets, I have some suggestions: -Reduce the size of planets, at an artistic level it is great to have such large planets, but it is not very useful when it comes to creating a sensation of life in them -Reduce the size of the hexes, the amount of space in a hex is much higher than the amount of structures that a player can put in a hex, this turns the populated areas into scattered structures very far from each other. -Bonus the neighborhood, reducing the maintenance cost of the hex depending on the number of occupied squares that surround it. -Release abandoned hexes so they can be repopulated -Limit the heights of the static cores built in a Hex, although the idea of space elevators is great, in practice it is horrible to have to dodge dozens of floating platforms in the sky -Forcing antigravity ships to consume fuel by remaining floating within the atmosphere, to avoid the same problem of fly platforms occupying the flight space. I hope that some of the ideas will be of interest to you.
  17. Its a nice analisis , but yes in my opinion you cant put a wall in the new player experience, at least not 1 hour after they start build his own base, low tier schematincs kill the dream, this is my opinion, and i think are important new player experiment the basics concepts of the game and try fly to the space, or store items in more large containers than then fustrating XS, why is not fun you fill your nanopac in 5 minutes gatering rocks and you just have to wait 20 minutes to finish the XS container, to discover you just can hold 1000L on a XS and you have to wait 20 minutes more to store 1000L more... And 30 minutes more to craft and XS assember and discover this ends the organic gameplay, and now you have to grind ore to buy items on markeds or grind alot more to buy schematincs to self sustain. We are killing the eureca sense of self succes, and we expect game works just why old players tutor new ones. For sure is not the way.
  18. Sounds really flawed to go buy a item and back to your base each time a new player figure what he need. We still desconected from new player experience, and how this affect new player retention.
  19. Wake me up wen this nightmare ends, if the official anounce delay so much, we gone be crazy. We need know the final desicion before this forum become bible about wipe experts.
  20. If they care on compete in the marked, are not just a "new" player, please... Try the new player experience yourselve and lets talk again.
  21. Wow, nice final touch.... Like i said, we are so veterant players here, and no one take in considerarion, new player experience. Go fill all sactuarium markets with t1 resources please, remember new player have just a hover ship, and cant craft wings.
  22. You know there only supplies on Alioth market 6? You really expect a new player travel from sactuarium to Alioth 6 and buy a container S? We are so disconected from the new player experience, please make a new accound and try yourselve.
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