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Namcigam

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Posts posted by Namcigam

  1. 3 hours ago, blazemonger said:

     

    Sounds like NQ thinks Players will flock to PVE content in PVP zones where the content may be ok, but there stil is no way to get away without engaging in PVP.. Feels like NQ has not learnt much from the Asteroids outside the safezones remaining mostly undiscovered every week.

     

    Also.. "Alien core units" sets the expectation for NPC forces to arrive sooner or later..  We'll need to see the details here but at first glance I'd have to pass on this content

     

     

    Yeah, everyone is soo excited about the beginning of the end it's really strange to witness. Soon there will be less of a chance to evade attackers let's party...meanwhile they exiled over half of their player base, Asteroids are largely ignored and MU's are slower than picking up ore one piece at a time but lets celebrate. 

  2. I don't know what that means, I've paid for several months of this game but I will share with you the straw that broke the camels back for me, It happened last night, I have been against what they did to the ore distribution from the start for many reasons but last night out of boredom after calibrating my mu's on Lycobus I decided to stay and hang out for awhile instead of flying back to do a round of hauling missions which is what I usually do. Instead I wanted to trying picking up rocks again like when I first started playing I'm using 4 mu's on four tiles cost me millions territory units, static cores, large containers mu's etc. I'm mostly mining Natron there is hint of pyrite on the tiles single digit L per hour enough to be annoying honestly but anyways I decided I might be productive to go ahead and pick up rocks 20L per rock which in my opinion is a special level of cruel mind you. I do this for awhile and it was nostalgic for awhile it did bring back memories of when I first started playing that bit was kind of nice then I take a break check my inventory and realized picking up the ore 20L at a time is faster than 4 mining units on 4 tiles... That is disgusting and the nail in the coffin for me that's how absurd all of this mining unit shit is The mining you do when you first start playing is more effective and more efficient then all of that expensive junk along with the expensive taxes. All of that bloated travel time setting up the bases calibrating etc. etc. and you are literally better off mining natron at sanctuary one rock at a time... That observation has made things very clear to me. My concerns are and have been quite clear and relevant and you can choose to ignore them or dismiss them but they are undeniable. Picking up ore one rock at a time is not my idea of fun so picking the ore up one at a time for hours at a time isn't going to happen even though it is more productive and efficient than at least 4 mu's perhaps even more than 4 mu's it's beyond disappointing.  I can't do it.

  3. 12 hours ago, Jinxed said:

    [quote]This is a slow moving poo is what it is & the pun was very intentional and hopefully it made you frown as you read it...and you're a towel...[/quote]
     

    what does that even mean?

     

    It’s almost impossible not to make a profit in this game once you’re set. I have 3 personal tiles with about 500 l/h T1 ore each and am making millions. 
     

    the thing is, to get to this point you have to do a number of lower end things and get yourself set up to do things like scan for high yield hexes, place a TCU, place a construct, set up the MUs and output container and come back to it twice a week to calibrate/harvest. 
     

    And as a beginner, you can’t just suddenly say, “where’s my money?! I want it NAU!”  Well you can, but it’s not very reasonable to do that. 
     

    Before that, you need to do some early game stuff: by doing asteroid mining, it is possible to make enough to fund the TS ship to scan for ore before setting up camp and plonking down some MUs. 
     

    Thus, when you factor in the scanning requirements, proper MU mining in high yield tiles is late or even borderline end-game activity; you’ve effectively got infinite money by this point.

     

    but you need to have set up a LOT of infrastructure to get here. I.e. you need to actually play the game rather than write on the forums .

     

    Here’s an example of a typical T1 mining yield.

    500 is l/h over 24 hours gives 12,000 L per day.  That’s 84,000 L per week.

    selling at the cheapest prices to the bots 25 ℏ  per litre nets you 2,100,000 ℏ per week or 1,600,000 ℏ per week profit per tile after taxes.  (If you’re not in a rush you can obtain 30 ℏ per litre by setting up sell orders!) 

     

    As I mentioned, I have only 3 personal non-org tiles and with full skills and adjacency bonuses and mini-game ground ore collecting once a month or so, and even this tiny farm nets me  about 10,000,000 ℏ a week for an hour’s effort if I play the mini game.  It’s a lot less stressful than seeing repeated “pending operation” messages. 

    it seems you’ve reached some kind of personal impasse where you are unable to see the road ahead and are feeling frustration. 
     

     

     

    That was just gibberish due to being frustrated, I can't accept the ore changes, the inability to safely mine specific ore dynamically as needed is intolerable. ore over time is intolerable. Hurry up and wait is intolerable. I have a month left on my sub and I think that's the end of the road for me. Too much over head too much bullshit. 

  4. 3 hours ago, Novidian Prime said:

    Ore and making quanta has never been easier. Not saying it is particularly fun, but it’s easy. For context, I’m an alpha backer who only seriously started playing again post demeter, and was flat broke when I returned. Only ship I had was a XS core with 2 small containers.

     

    The key is finding a good spot. That little ship was enough to haul a TS and XS core to check for ore. Took a few hours, but I found a cluster of 489-504 coal and decided to set up shop. Started with one tile, then three, then seven. Built a single 192kl hauler. Your daily login bonus is enough to fund your first tile in very little time and it snowballs from there.

     

    Now, my tiles are paid up 13 weeks and all I have to do is haul a little ore and calibrate every 3-4 days. I never made much at all, and now only playing casually, I’m almost at 100m. Pre Demeter I never had the time to make money like that and now I can do it with almost no effort at all, now that the MUs are up and running.

     

    I think the main issue is there are no tutorials for this and no real guidance on what the progression looks like for new players. Someone who at least half knows how the system works and how to benefit from it can be on their feet from scratch in a week or two, tops.

     

    I think there needs to be tutorials from having nothing on up to getting your first light hauler and territory scanner, and claiming a profitable tile. Otherwise, you’re flat out flailing in the dark.

     

    I also think the daily login bonus should instead be a 1m weekly one, so new players can hit the ground running easier.

     

    That's closer to my point than most, There is loads and loads of room for improvement in regards to acquiring resources and earning quanta, right now is a dystopian worst case scenario the result of NQ being over thrown by the angry space pirates arrrgh!!! 

  5. 2 hours ago, BlindingBright said:

    Are people seriously complaining about this in any meaningful way still? I have more ore income now than I had pre-demeter, sure it took a bit of setup having to hunt a mining field down, setup the outposts- and manage them.... but now I get gobs of ore for a weekly session or two of play...

    I spent 2  hours yesterday picking up 4 megaliters of T2+ ore, after  7 days and 10 hours since my last calibration. Was able to get machines back up to 94% efficiency. while picking it up.  If mined by hand, it'd would taken me easily north of 30+ hours considering the tier of it. Nearly 300mil in ore at current market value.

    As a noobie though, without resources to invest into scanning and setting up a field- yeah, gameplay is a bit slower than pre-demeter as you can't just go out and mine almost any tile and make millions when T1 was 150L (6x price difference)... but arguably, this was "too easy" to me... though for some was the goldilocks zone for accessibility to the game... but it still meant hours upon hours of mindless clicking.... now making quanta means noobies need to be /smart/ with how they approach things and it's arguably still easy to acquire but takes a bit of knowledge, planning, and a bit of critical thinking to achieve vs just digging a random hole(peeps didn't even need to hunt meganodes pre-demeter to make cash)

    For example, I could make money all day long flipping ore- it may not be a lot to start if I'm new, but as you do it- your returns should snowball and you can "reinvest" profits into larger ore buys/sells. Flip elements on the market is riskier, but still doable. Peeps can go roid mining, T5 is still high value and on advanced roids. I can make/sell items in game to players. Salvaging is... sorta a thing now, peeps have flown across planets to find abandoned mining fields, ships, and bases. Spend a week on skills to get fuel production and ore refining to level 3/4 and make a profit selling fuel.  Calibrate other peoples mining fields for 100-250k per charge used, and with 40+ charges easily trained that's a solid chunk of money for a few minutes of effort to a noobie, and arguably faster than manual mining to achieve. Hauling missions are a thing, still- just sorta nerfed for orgs.

    and pre-demeter it was trickledownmissionomnics, the ore prices and "easy access to cash" was due to all the mission money floating around. People blame mining units for the economy crash, but they need to look at the faucet that was removed with VR mission running paired WITH a finite resource becoming "infinite". This combo together is what lead to this situation, but IMHO the core of it is the mission nerf closing off a faucet, not mining units.


    TL:DR "No, you're a towel!"

     

    Yup still complaining about this in a meaningful way...

     

    I dunno all I see is badness, the tiles are too much, the mining units are even worse, the price of advanced mining units and above are hedious... Lycobus is as far away as it could possibly be amounts of ore on the tiles the initial amounts are way too low across the board. There's nothing good about it. The adjacent tile bonus is too low doesn't justify the heavy investment. if you use warp cells to end the madness that's another large expense... blah it's lame 

  6. I dunno all I see is badness, the tiles are too much, the mining units are even worse, the price of advanced mining units and above are hedious... Lycobus is as far away as it could possibly be amounts of ore on the tiles the initial amounts are way too low across the board. There's nothing good about it. The adjacent tile bonus is too low doesn't justify the heavy investment. if you use warp cells to end the madness that's another large expense... blah it's lame 

  7. No, I agree I didn't really enjoy the underground mining but hindsight is a bitch because that was a lot better than what is going on now. If I wanted to mine Natron I would go to Madis fill up a container as needed. Can't really do that now Asteroids are bait high risk low reward 5 scans plus fuel plus risk for 2 hours of mining is a horrible proposition. It's bad for business.

  8. 23 hours ago, Musclethorpe said:

    NQ, I had hoped you had taken this to heart.

     

     

    I had hoped we were being offered an alternative to mining/manufacturing and courier work. A chance to play as a humble scavenger. If this expectation was either misguided or unrealistic, please read no further. However, if this was the goal...

     

    ...what exactly were you going for? It's been a week and I have roamed PvP space, both in-between planets, and out in random directions for a couple thousand SU, and have not found so much as an XS wreck. It feels as if you took your implementation of asteroid finding and went in the complete opposite direction to the extreme. Unless the goal was to just have us chance upon a wreck, here are a few reasons scavenging is completely untenable.

     

    - Detection distance: Space, as you know, is very big, and 2 SU is "needle in a haystack" metrics.

     

    - Rate of travel: This problem is two-fold. One, if traveling at maximum speed you are doing about 2.5 SU per minute (forgive my math if I am off). This means that you have less than a two minute window on your hours long search to see a wreck IF it intersects your search sphere right down the middle. The second issue being braking distance. Due to the detection range being so small, even a slight delay in seeing a wreck dead ahead could lead to you losing it in the backtracking process. Sure, we could reduce our cruising speed, but now we are covering less ground in an already astronomical search.

     

    - Spotting the wreck: As I mentioned you have a very small window of opportunity to even see a wreck in the perfect conditions. Are we expected to stare at our screens the entire time we are searching? Sure, some one may (perhaps already have) write some LUA to make an audible alarm if a radar contact pops up, but it hardly seems reasonable to have to rely on that. Slow-boating anywhere is an hours long process and to be expected to sit in your pilot seat staring at space is completely unreasonable.

     

    - Number of wrecks: Only you know how many are truly out there, but I will speak to the type of density needed to reasonably satisfy a scrapper such as myself. Over the course of, say, a four hour play session, I would hope to see roughly 2-3 wrecks. They don't need to be "What a haul!", but I do need to see something for my efforts.

     

    In a game that has all but zero PvE, this is a great opportunity to add some that doesn't require AI, but we need reasonable tools to succeed! Increasing detection distance significantly doesn't meaningfully affect PvP (*ahem* such as it is) due to lock-on distances remaining unchanged, and this would be just the simplest of solutions. If I'm the only one who feels this way go ahead and ignore me, but if there are others out there that feel the same way, please speak up now!

     

    I knew not to get excited by these wrecks I never saw any of the ones that were underground and I had no reason to think this would be any different. the re-occurring cycle is the gains never justify the means in this game across the board and bunch of tedious time and effort for little reward playing to keep your head above the rising tide. I've been trying to point this out for awhile now to no avail but it is by far the biggest problem with the game. 

  9. Nothing I mentioned takes away anything from anyone... Everything I mentioned would benefit everyone...this all pvp or nothing posture will result in less subscribers. you're analogy doesn't even fit original statement. Nothing I said was either or that's all you being narrow minded and short sighted. To use your analogy I want all the spice levels mild, hot, extra hot I want options, variety, not absolutes. trying to turn this into a black or white argument is pointless its never been a either or debate or at least it never should have been. Criticizing people for having or wanting a different play style isn't productive or useful.

  10. Hauling missions take way too long to complete, This needs to be sped up or they pay needs to be increased significantly. Allowing the use of warp cells would be the easiest fix  All missions could use an award increase especially the low level atmospheric missions. 
    Ore distribution is way off balance making space fuel an end game high investment product when it's supposed to be a low level easy product to make. 
    Stop broadcasting the location of asteroids scanned out side of the safe zone, it's nobody's business. 
    Make space stations a warp able location I.E the warp beacon is over priced and not practical 
    increase the performance of ship elements across the board and make them significantly more resilient against minor wrecks and rough landings 
    Colored illuminated honeycomb
    Different patterns and textures of honeycomb
    increase the amount of HQ's you cane have 10 personal and 10 corporation HQ's 
    No taxes for tiles they aren't worth it 
    make MU's produce like 10 times the ore they are producing now and put uncommon ore back onto tiles in the safe zone. 
    Once you get everything back to normal wipe the server because old corporations have a huge unfair advantage with stockpiles of resources so that none of the bad things you've done to the game affects them they can afford these changes 10 times over this is why many of them don't even see the problems it's causing. 
    In order to get more subscribers make obtaining resources fun and efficient not slow and boring. 
    This game needs to be streamlined and easier for players to acquire resources as it is right now its not worth the amount of effort required to be successful in this game. Make it fun and make it fast or I believe it will fail.  
     

  11. It baby steps to get to a better place the way the game is now is by far the worst it's been since I started playing shortly after Beta the last update was the worst of it but other aspects have been killing the game from the inside out for awhile now schematics, honey pot asteroids, hauling missions that can be ambushed disrupting the ore supply. These are all toxic changes that didn't do any good they just made the game worse. 

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