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realMod

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  1. Like
    realMod reacted to Distinct Mint in Roadmap for the next...   
    This is all we know (beyond what was mentioned in the stream):
     
     
  2. Like
  3. Like
    realMod reacted to Oborion in DEMETER PTS PREVIEW - Discussion Thread   
    So it looks like after the preview video you snuck in a resource pool. If this continues to Live I would just like to say that I think having a tile become empty after spending all that effort to do the slow painful extraction process is REALLY REALLY annoying and I personally find it EXTREMELY discouraging.
     
  4. Like
    realMod reacted to Daphne Jones in What is the largest city / base (Freeport) or spaceport (Utopia)?   
    There is one there, but I don't know if it's public. I expect there will be a public one when construction is complete.
     
    I did find out that not all the cores are deployed yet, but most are. Actual building lags behind core deployment of course, but it's pretty big already.
  5. Like
    realMod got a reaction from decom70 in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  6. Like
    realMod reacted to Novean-32184 in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Lock and fire AvA will be glorious /s
     
    Do you really think that NQ, not able to pay the cost of their infrastructure now, will be able to get to the point where freefire for handguns will be possible? They can't even get lock and fire to work properly..
     
    I would not be surprised if, like most of what was discussed this time last year, AvA is off the table for the moment, only to be reconsidered if and when NQ is in a more stable and financially secure place to undertake development of such a feature.
     
    In fact I expect that what we have now (including Demeter) will be pretty much what they will go to "release" with (early 2022) and from there they will just hope and pray that the hundreds of thousands of subscribed players they will need to survive magically show up AND stick around.
  7. Like
    realMod got a reaction from Haunty in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  8. Like
    realMod got a reaction from MerlDT in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  9. Like
    realMod got a reaction from jkspartan in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  10. Like
    realMod got a reaction from Tional in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  11. Like
    realMod got a reaction from NQ-Ligo in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  12. Like
    realMod got a reaction from WarrenOne in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    offtopic:
     
    NQ, keeping in touch / doing an Inside Star Cit... / DU video series is a good step in the proper direction.
     
    Also the frequency of client / game updates is getting better.
     
    Keep up the improved work.
  13. Like
    realMod reacted to Zarcata in What is the largest city / base (Freeport) or spaceport (Utopia)?   
    BorKSpaceStation
    Still under construction

    VR: BorkSpaceHyp

  14. Like
    realMod reacted to blundertwink in Up to date DAILY player count   
    DU would probably be more successful with a similar model as MC: limited multiplayer and people can run their own servers if they want. 
    All the chatter about PvP or no would vanish because those rules could be server-specific -- that's like 50% of this forum at least lol People that want to play in creative mode to create art could (see above) NQ wouldn't have spent nearly a decade in alpha/beta because the complexity of an MMO was more than they could handle With the game they wanted to design, an MMO never truly made sense -- it is far too niche (and incomplete) of a design with too inexperienced a team (especially at the leadership level). 
     
    As has been said many (many) times, game design isn't NQ's strong point. Doing a sub-based MMO without strong game design is either hubris or vast incompetence. 
     
    I mean...it's been 7+ years now, and there's still no good understanding of how PVP is supposed to really work. Territory war and avatar vs. avatar combat are basically just myths. 
     
    Even with the changes and velocity in the last few months improving, I personally don't see NQ reaching enough subs to turn a profit and maintain that against churn. I don't think I can emphasize enough how important churn is and how little NQ has considered this in their design. 
  15. Like
    realMod reacted to Hachiro in Where Are The Cities? - ( Static Blueprint Placement is Broken )   
    Well, the problem is not that there are no benefits in building close together.
    The current problem is: The game is still not ready for this.
    We tried it in "Hyperion City", and the game causes so many issues if you want to build close together.
     
    Advantages of a City:
    - Feeling:
    Its much nicer building close together and see others buildings grow bigger and bigger
    - Industry:
    Everyone can specialize on some parts and build a perfect optimized industry line. And your Neighbor can specialize on other parts
    - Shopping:
    In Hyperion, we have a fully automated ore deposit and shopping center that works very nice and is more comfortable and immersive than flying to the markets everytime
    - We even experimented with street systems where hovercars can drive with ease (yeah, not absolutely necessary, but adds feeling too)
    - Building together on large projects
     
    Issues with a City in DU:
    - Performance:
    The industry city is a nice idea, but the game cannot handle it currently. Just a few cores filled with industry are causing massive FPS drops. Imagine what it is with dozens of buildings. Thats the main issue and thats the reason why the real use of a city is not achievable.
    - Overlap-Protection:
    DU has an overlap-Protection that does not allow to build too close to others buildings (not even the tileowner can disable this). But the range of this is way too far. So EVERY player with a house in the city has to manually disable this overlap-protection for every core. But this is extremely bugged and there has to be just one inactive player who has not disabled this protection, to make a whole 300x300m area unusable. Several players reached out to NQ because of this. The protection does not need to be removed, but at least give the tileowner the option to disable this protection for his tile. Issue would be solved. But nothing changed so far and this for already more than 1 year.
    - Organization Core limits:
    The only other way to avoid this overlap-protection is if all the building cores belong to the organization (and the player just gets all the rights for his own buildings). But NQ decided to reduce the max. amount of cores for every org massively (doesnt matter if its a org with 5 Members, or with 500). So this does not work too. Many players reached out to NQ with ideas like "scaling the core limit according to the player amount" / "add some missions to expand the org core limits" and others. But so far nothing changed, and this already for ~ 4 months.
  16. Like
    realMod got a reaction from Novean-119644 in ELEMENT STACKING NOW PROHIBITED - NQ FEEDBACK PLEASE   
    see also
     
  17. Like
    realMod reacted to Novean-119644 in ELEMENT STACKING NOW PROHIBITED - NQ FEEDBACK PLEASE   
    Dear NQ,
    I'm actually very happy about the change and the fix, and want to thank you for that.
    However, as a buyer and not creator i'm actually worried about the lack of planning over big part of community.
    Most of buyers have no idea whether our ships have stacked elements or not!
    Also what about situation when engines touch each other (thanks to unintended mechanic) but are not in the same position.
    From what i am aware in order to put some elements closer and look nicer, they have been moved closer to each other using the broken mechanic, is this also a subject of moderation?
    Lastly, Can you create the list of constructs that have overlapping elements so the community can fallow it up and take care of their ship?
    I think this change require cooperation from both sides so please help us help you.
    Would be nice if NQ would visit player ship stores and check every ship and inform community which construct have overlapping elements, because i think some people will start to panic.
    Thank you for reading.
  18. Like
    realMod reacted to Zarcata in Warpbeacon and rdms   
    I ask to make the rdms standard usable for warp beacons. Currently, only those who are members of the same organisation can use a warp beacon. There is no possibility to unlock it for other players, as it is possible with VR stations.
     
  19. Like
    realMod reacted to Jinxed in Resources   
    JC also said it would take months to get to space.

    Let's be generous and say 2 months (minimum required to become plural).

    Actual time to space was, I believe somewhere in the order of 20 to 30 minutes for the first space goer.
    let's again be generous and say 30.....

    It should have taken (according to JC) 24 hours a day for 2 months of 30 days is 1440 hours to reach space...  It took 1/2...
    That's a mistake factor of 2880 or nearly 3000...

    If we apply that level of JC-level-brokenness to ore consumption, we can say 1900 years / 2880   =   2/3 of a year or 8 months for a team of 1000 to mine out alloth completely...

    Yeah, I know I'm just having a lark, but still. this game is NOT going the way JC naïvely thought it would.

    He needs to pull not just one, but 2880 rabbits out of a very big hat to keep this game working as intended for as long as he intended, at this rate.


    --EDIT: Added an underline under the joking bit for clarity ?
  20. Like
    realMod reacted to JohnnyTazer in Talemai LOCKDOWN   
    Effective immediately, all mining and transport in and out of Talemai and its moons will cease.  Company Waste Management has taken over after reports of multiple OSHA violations and violations of the UMU (United Miners Union).  Independent organization named RockHoppas has been dispatched to Talemai to replace all current miners.  Only people with proper Mining permits are allowed to and from Talemai and their cargo will be checked for any contraband. 
    For inquires about Mining Permits please contact JohnnyTazer with your reason and your fee ready.  Its 5mil per person, per week.  And 20mil for a whole organization.  Thank you for your continued cooperation as we take this time to sort out the mess on Talemai.  

    - JohnnyTazer
      Waste Management Consultant 
  21. Like
    realMod reacted to NQ-Deckard in Ship for repair and refuel   
    We are indeed listening

    The repair units are not in a final state yet, improvements will come over time.
    Regarding the fuel related topic, I will feed back your idea to the team. ?
  22. Like
    realMod reacted to Izon2887 in Break the mega factory meta   
    To reduce the mega factories I think there needs to be a progression system built into the crafting, this is an mmo after all. Have machines produce a part, but only have partial success unless you use a schematic.
     
    In order to progress to the next level (basic screw to uncommon screw) you'd have to produce X amount of basic screws without the aid of schematics. As you get closer to the required amount, your success goes up. When the machine fails to make the part it will consume material and produce a failed part that can be recycled in a recycler for fraction of material lost. 
     
    The schematics would only be necessary if you wanted to guarantee your success. Success with a schematic would also only be 100% if you're level is basic and you're trying to make another basic, if you try to make an uncommon part you're only 50% success rate, advanced would be 5%.  Using a schematic when you have not reached 100% success without it will consume more material per part and will not count towards required amount to level up. 
     
    As you get into the higher tiers when you complete the required amount to have 100% crafting success you get a schematic as a reward.  You can repeat the process (produce without schematics) and make more schematics but the number required will increase (2nd schematic would be 1.5X amount required, next 2X amount, etc). Higher tier levels will also require considerably more successes to reach 100%. 1,000 batches of basic screws, 10,000 uncommon screws, 1,000,000 advanced screws or some other values as you go up.
     
    For items that use multiple components to make (engines, etc), the success rate is based on your level for each item. If you're not leveled on one of the items it will reduce success of producing the item. When you succeed on making that part, it'll count towards both the engine and lower component requirements. So there would be a gamble in rapid skilling up by mass producing multi part items. 
     
     
  23. Like
    realMod reacted to blazemonger in Time to move on..   
    @rothbardian
    I understand where you are coming from but do not agree.
     
    Standing by your ideas, forcing your vision on the people who pay your bills and in doing so risking the lively hood of the people you employ by risking the future of the company you run is not a "quality", it's called reckless and bad business and it gets you removed from the CEO position which is what happened to JC.
     
    Having a vision is good, great even. Not having the ability to make your vision retain what it can while matching it to what is realistically possible is what makes you a good business person. The concept of DU is great and offers a promise not seen anywhere else currently, that I will certainly agree with. But JC lacks the ability to see that what you dream may not be what you can achieve on someone else's dime and that is what happened to NQ.
     
    It remains to be seen where NQ goes. Until we learn where NQ will take the company, nothing they say or suggest they may do matters. And even if the VC provide fresh funding, it remains to be seen if NQ with the current staffing will be able to turn this around. Great things are built on dreams but are enabled by the extent to which those dreams are able to become reality. That is a lesson NQ has not yet learned it seems they are stil very much at the stage of "if we just explain our vision often enough, people will get it and we'll be just fine"
  24. Like
    realMod reacted to blundertwink in This is war (?)   
    it is really not great. 
     
    1. Server infrastructure isn't theirs, it's AWS
    2. Game engine isn't theirs, its Unigen2
    3. Data pipeline isn't theirs, it's mongoDB and Amazon's DynamoDB (afik)
    4. Voxel to mesh algorithm isn't theirs, they implemented a known algorithm that other devs could implement for less cost and with the knowledge it is actually robust 
    5. It hasn't scaled. There's no evidence that DU's tech can scale other than in advance of pre-planned events. Tech with no real-life proof of performance isn't worth anything because it is basically gambling that your devs can fix the issues for cheaper than it would cost to implement yourself. 
     
    The thing about their tech is that it is fundamental to how a similar game would work, and no responsible dev would purchase that hoping to just plug it and and make it go.
     
    You need real proof that a purchased architecture is robust -- proof DU hasn't been able to materialize. If DU is "just a glorified tech demo", it isn't a very compelling one. 
     
    there's no way investors could take DU's tech and sell it for anything that would make it worth their time. 
     
    It's one thing to buy Unreal Engine and use their code vs. making your own engine...whole different ballgame to buy unproven code from a game that hasn't scaled and seems mired in dev difficulties. Would end up costing you way more than it is worth, even if it only cost $1,000 it wouldn't be worth it for serious devs looking to make a similar game.
  25. Like
    realMod reacted to sHuRuLuNi in How to claim a water tile?   
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