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Namcigam

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Everything posted by Namcigam

  1. I mean it's ok if you can only handle targets that can't shoot back ehh it's not that weird...
  2. All there's the other useless troll with his useless trolling comments...grow up child
  3. Yeah, I do agree with your point if it's too easy what's the point and that is true. Balancing a game isn't easy, The staff have a very tough job to do and I definitely recognize that.
  4. I agree I mentioned how time consuming hauling missions are as well. I didn't mention the extreme fragility of the ships I do find that odd it's like the ship elements are made out of explosive glass and the surface is mad out of plastic explosives. I do think ship elements should be a lot more durable than they currently are. I would like to be able to make a "Really hard landing" like in Guardians of the Galaxies 2 for example. I think the idea was to promote the heavy use of repair scraps but its seems like a bit much.
  5. Yeah, I understand I can't speak on that I wasn't playing at that time. Just going off of my experiences I don't deny any of your talking points.
  6. Thanks, non trolling comments are hard to come by on this forum and I mentioned you're point in other comments the need for counter measures and some type of evasive maneuvers etc. This notion that haulers are supposed be fish in barrel is absurd to me.
  7. A Non-Combat Ship is a classification for vessels within the universe. Non-Combat Ships, as the name suggests, are vessels that are not fitted out for combat having either very minor or nonexistent weapons and are susceptible to being destroyed by enemy forces. However, I don't think I'm wrong.
  8. I just thought of a way that you could remove the need of a safe zone that's really simple I think. no safe zones but you can only attack ships that have weapons. You would have to come up with a reward system for engaging in pvp per kill or damage done etc. That way haulers that aren't pvping are hopeless victims. Just a random thought I thought I'd put out there.
  9. I agree, players seem to over look that this game is in beta which means random changes will come, that's part of the beta process try something see if it works make adjustments as needed that's normal. Dwelling on the past isn't going to solve anything. They need feedback on recent changes and how they effect game play and that's what I've been trying to put out there. I'm not trying to be hyper critical and if others would do the same the staff would get more relevant input. I mean can you imagine how frustrating it would be to sift through all this to find a few useful bits of information. I know its their job but that doesn't mean we have to make it as frustrating as possible. focus on now and the future and give useful feedback on what's at hand. I think it would be helpful for everyone players and staff. They made a mistake on cost estimations that's unfortunate but everyone and everything is susceptible to "shit happens" Best thing to do is move forward and give meaningful relevant feedback on what they are currently working on. I think the staff has proven they are committed to making this work and they are communicating more than ever before since I've been playing (shortly after Beta) suck it up and give useful input on what they working on that is path forward.
  10. I completely agree with that but it did start going down hill right after schematics
  11. It's simple, there is nothing in this game worth risking your ship and your cargo over and satellite trajectory & pvp don't mix...it's like pvp ice capades, no counter measures and lil to no chance of escape.. it's an impossible sell in my opinion.
  12. In my pov warp cells are unicorns like warp beacons I hear rumors of such things but for me they are myths. If I bought warp cells I would have no profits. Making warp cells is above my paygrade.
  13. Woah, another sane player it's nice too meet you I thought I was alone in dystopian world!
  14. 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence... They are being actively ignored because the risk outweighs the reward.
  15. Things happen in this game how we play changes due to changes in the game as well as players goals changing. Skills that weren't important before are important now etc. It would be helpful if we could pay a certain amount of quanta to reset our skills. For example, I had maxed or near maxed mining skills so when the MU came out it seemed like a good idea to put those skills back into mining but I'm not sure that was the case. It would be helpful to be able to pay for a reset. I have a feeling NQ doesn't want this but the reason is above my paygrade I think. I would prefer to wrong about this notion making this a great idea.
  16. I was referring to Demeter. Back when we were able to mine under ground with mining skills I averaged 200-325L of ore per full mouse click. That used to take 5- 20 seconds roughly, now it takes an hour to get less than that. The ore supply has been crippled due to the recent changes. In this game Ore is everything because that's the only resource for everything. A trickle of ore causes the game to become a trickle. Of course if you was one of the fortunate players that sat on loads and loads of ore then this probably doesn't affect you YET but sooner or later it will. Those of us that didn't have large stashes or ore are instantly feeling the effects myself included. I've been trying to figure out the benefits of crippling the ore supply and I have yet find a solid reason for doing this. It slows the productivity down to a crawl. Hauling missions offset this a lil bit but I don't think its enough. Discovering ships in space might be a nice silver lining but I doubt it will be plentiful enough to become a full time scrapper and just do that within the game. I think that's going to be a semi rare perk that will probably not be a significant resource to depend on. The only dependable resource at the moment is hauling missions but they take a very long time to complete so many people spend %90 of their time doing hauling missions instead of building ships or static structures etc. Acquiring resources is supposed to a means to an end, a necessary evil in order to do what you want to do in the game whatever that may be. Acquiring resources should have never been the main feature. This affects pvp as well. the rarer the resources the more priceless the constructs become. You turn our ships into priceless vessels and then you wonder why people don't want to risk loosing them. I cant speak for everyone but I would be devastated if I lost my ship full of cargo. There is nothing in the game worth justifying loosing all that.
  17. Yeah, I'm aware of all of that but that's not the point. Before these changes that tile was fine and now it's not at all fine. All of the tiles I invested in are drastically less than they were and it's definitely a problem. The amount of natron I get per hour using the MU is the equivalent of half of mouse click with mining skills I don't think people realize this.
  18. I thought about that but I'm assuming they may have a real need to reduce the number of headquarters. So, that was merely a compromise. A headquarter on each planet seems like a reasonable goal but their might be reasons for this beyond my understanding.
  19. Shouldn't the limit be 12 HQ's per player since there is 12 planets or is that considered over reaching?
  20. I'm trying to be open minded about this but it's hard for me. There is not enough Natron to justify using 2 MU's. That can't be as intended can it? because it feels crazy to me and wrong. The pyrite is even more crazy and wrong. The amount of ore and the types of ore per tile is all jacked up in my opinion in a very profound way. There's a chance I'm missing something but I doubt it. also this tile only has one t1 ore on it Iron. None of this makes sense to me and I hope they figure something out because these to pictures were taken out side of the safe zone which means that the tiles outside of the safe zone are just as depressing as the ones in the safe zone. I know you said your going to study the data and makes adjustments but I think it's important for me to bring stuff like this to your attention because I get the impression NQ thinks this is a little wrong when it's really very wrong in my opinion.
  21. Yes, deconstruction is incredibly tedious we do need a remove all command like remove all elements and remove all honeycomb that would be a welcome change and it eliminate the need for support to help with lost/buried honeycomb. and it would make deconstruction much faster and less of a burden.
  22. I can only speak for the individual player number of cores but that sounds really good to me.
  23. Yes, that sounds very good to me and I'm digging the more frequent feedback that's great.
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