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Namcigam

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Everything posted by Namcigam

  1. They are like Edgar Allen Poe's monkey paw for each whish 3 bad things are going to happen.
  2. I agree this lines up with the other elephant in room, There is nothing in this game that's makes it worth risking your ship and your cargo. The idea is that we are paying taxes for the privilege to get a trickle of ore that is high maintenance, it's a terrible deal...Maximum effort minimal returns.
  3. I will wait and see but after reading that my initial response is it's not going to be good enough. having to go to the farthest planets for uncommon ore is one of the biggest problems and nothing was said about that. More calibrations charges sounds moot and it still sounds very tedious. I hope the surface rocks skills are OP cuz its going to take a miracle to make that proficient. lower tax amount is the best change but that still seems very steep esp. now because the only way to increase your mining is to get more tiles which is going to require increasing the amount of active cores a player can have. This game is way too restrictive and the gains don't justify the means. Too much tedious effort and not enough gains.
  4. One thing I'm noticing is the limit on how many cores a player can have needs to be increased and static and dynamic core counts should be separate. Not being able to compact your pocket ship because you used a static core is incredibly frustrating and pointless. The direction this game is going in means we are probably going to want to claim surrounding tiles if they sort out the ore distribution. This is going to increase the number of static cores a player is going to need to use. Static core counts going against you're dynamic core counts is too much by a lot. I like to have a ship on each planet I own tile(s) on . Five headquarters will say 2 tiles per planet that's 10 static cores and 5 dynamic cores. That's at or near the player core cap with skills. No room for anything extra like a space station and a ship. It's very limiting in my opinion. Some sort of increase will likely be necessary.
  5. There's a few things that can be imo easily added to the game as a means to expand on what can be done in game. I think a rescue mission system would be beneficial to the game for all sides. Set it up like the hauling missions but put out a schematic for a distress beacon that can be mounted on a ship. If someone activates the distress beacon they show up in a list of missions that players can choose to do in order to be compensated by NQ similar to hauling missions. Gives people something do in game to earn income while at the same time providing a service for people that need assistance. Due to getting paid for your efforts by NQ this will be more appealing than the player organized method being used currently. Make sure the reward covers fuel & scrap costs plus a nice profit. I think that would work really well. Another thing I keep thinking about is Gathering, pharmaceuticals and food. Gather resources for either making stims that enhance performance in game and /or food with benefits. This could be expanded on for new items within Refined materials. I think you need to expand beyond just ore gathering as a means to make additional items in game. Surface nodes 2.0 same as before when I first started playing but more ore types and bigger nodes and more of them everywhere. 20 per pebble is cruel and unusual imo We need more reasons to fly our ships, this is more difficult to figure out I don't really know the best way to do that like discovering anomalies or something like that. The more lucrative and beneficial reasons we have to fly somewhere the better.
  6. ABANDONED CONSTRUCTS DEFINED Players with a subscription, even if they have not logged in for a while, are in no danger of having their constructs flagged as “abandoned”, with the exception of constructs parked in Aphelia territory as noted below. That was the statement I was referring to "For awhile" isn't 3 months. I over looked where they mentioned it below but that's no excuse to be belligerent like you are. Learn how to act right...
  7. Around the markets etc. this is a great idea but if you're going to do that to territories and constructs the time limit on that should be long imo. Life happens sometimes you don't play for 1,2 or 3 months. It happened to me between sept and dec. Making the world volatile where you can easily loose assets is toxic and could do you more harm than good. However getting rid of those AG towers would be a great idea while you're at it lowering the AG minimal height would also help with the out of control towers littered in the game. Enabling builders to build shorter towers would easily make them less of a hazard.
  8. Useless Markets are a problem not a feature. Gathering resources is supposed to be a means to an end not the main feature. That too is a problem not a feature. No wonder they are having problems. I think they have been getting a lot of radical feedback. There should better ways to make quanta than scalping fuel & ore.
  9. So, you're only allowed to run out of fuel on Alioth. That sounds like a perfect way distribute fuel. Talk about ignoring the elephant in the room...
  10. I would love to use rockets on my ships for a boost between atmospheric engines and space engines but they made burning up too sensitive during exit and re-entry you pretty much have to risk breaking something during these transitions no matter how careful you are. Another big issue with them is the fuel is heavy and expensive and the duration is way too short. They would also be good to use as a rapid way of slowing down but the performance is short and weight makes it not worth it in my opinion.
  11. Yeah, I tinkered with my ships just to get an idea of what's going on because this entire topic makes no sense to me. I've been mounting brakes on top of one another since I started playing this game about a month or so after the Beta was launched. There's a hologram saying yeah you can put something there so I don't know what the hell is going on the item turns green confirming it can put there and they blaming players for this? I'm still trying to determine the victim in this tragedy of element stacking. Furthermore let's say I have 4 medium atmosphere brakes stacked & I want to fix this you can put one unit of honeycomb block between each brake and it's now legit but what does that really fix or how does that make the game world better place? I don't understand the gain in this. Adjustors aren't allowed to be side by side but one space between them is ok? Seems like they are always focused on the wrong things to me. The ore supply & demand seems orders of magnitude more urgent than this element stacking nonsense. I remain baffled by all of this.
  12. That was a great response, Since uncommon ore is needed for space fuel this tier of ore needs to be in the safe zones so that we can make space fuel. Space fuel is a basic low level necessity which means it needs to be easy to make if keeping uncommon rare in safe space is a must then maybe change the recipe for space fuel so that it doesn't require T2 ore. Maybe I'm wrong but I think Space fuel should be as easy and about the same cost as Nitron fuel. I can see the need to maybe require more t1 ore in order to make space fuel vs Nitron fuel so that Space fuel ends up more valuable on the market. I don't think asteroid mining and leaving the safe zone should be a perquisite to making space fuel that's seems excessive to me and problematic. I think tile taxes should be significantly cheaper but I will leave at that not going to throw out I'm not really sure what is a good price per tile I just know that I can do it the way it is now using 2 active tiles but it's an all work and no play situation. I'm either calibrating, or flying a really long time doing hauling missions. just a round trip of hauling missions takes several hours to complete then calibrating on top of that then asteroid mining b/c the MU's are inadequate and basically makes asteroid mining a must until this gets hashed out there's not enough time in the day to do all that let alone a normal amount of daily play time. My point is You don't really get much done in 2-6 hours of play time and I think most players fit in there because they have to work and life responsibilities etc. Right now I have more free time to play than I should and it's still a challenge to do these things. So I do believe that tasks in game need to be quicker more efficient so that people can accomplish more per hour of game time. The gains don't seem to justify the means as it is. Is it possible to double the space speed cap? Seems like a great idea to me but maybe that's out of the question, I dunno but that would certainly speed up hauling missions and asteroid mining. Just trying to put some constructive feedback out there. I want you to succeed the ship building the flying experience is what keeps me coming back for more. I do love that aspect of this game. I would like even more if it was easier to do and easier to manage time, resources, quanta that's what it's all about in the end. The less time we have to put in acquiring resources the more time we have to do the fun stuff. I hope this was helpful.
  13. I'm confused with this whole topic, if I mount a large atmospheric brake and mount another one on top of it is that being labeled an exploit? if so how? who is the victim here? After looking at my ship I can arrange the breaks so that they are not on top of each other but what does that fix it's all very confusing to me. Is the goal to make brakes less effective? If so why? what is the shady benefit of this because I missing the part where this is an exploit. If you don't want people putting a brake on top of a brake then make it turn red so you can't this is not the violation of trust that you are making it out to be in my opinion. The reason people are putting 20 engines and brakes on ships is because the elements are really weak and it takes that many elements to get the ship to spec so you are able to leave the atmosphere which is 2g or more of thrust same can be said about the brakes our ships are littered with brakes because the brakes are really weak in my experience you need about 10 times the braking thrust and your engine thrust in order to stop in a orderly fashion. If you dont want players putting to many elements on a ship then the elements need a huge buff across the board from basic up to the highest tier engines and brakes, wings, air foil, adjustors all need buffed the less we need on our ship the better. I don't think players want to do this, I think it's a means to an end is all this is. Weak elements = many elements. You seem to throw that word exploit around a little to lightly for my comfort. According to you having a landing pad on every planet is an exploit and again I don't get that.
  14. I agree I mentioned this in a different thread. They seem to think that everything in the game has to be tedious and I don't know why that is. % scans for asteroids why not one scan? Like you mention how bout calibrate once every few days or a week? Tile tax is definitely too high. Most if not all tiles should have some uncommon ore on it. It is very difficult to make space fuel the way the ore is currently being managed. My favorite thing in this game is tinkering with ships and flying them which made hauling mission a great thing for my play style. I'm hoping they expand on the things we can do with our ships aside from pvp which is a in game wealthy players game. I can't afford to risk my ship and my cargo, nothing in the game is worth that risk. Might want to consider bringing surface nodes back with a vengeance now that there is no mining. Bigger nodes you mine like you did under ground but on the surface but should make them bigger than the original ones they were pretty small. I really use to enjoy doing that when I first started playing you could hover around and scan you pov for nodes. Uncommon surface nodes would be helpful. There are things that can be done to fix this we just have to wait and see what they come up with but one thing is sure many things can be A to B I think most players are like me we don't need hoops to jump through and time sinks we need the opposite we need an abundance of resources and menial tasks should be direct and fairly quick. There's no need to time sink everything and drag it out. those are the biggest issues I see while playing.
  15. Yeah great point except it's a rip off, those prices are somewhere in the far reaches of nowhere it's 5 times that in most places.
  16. I've this on Alioth, Madis, and Thades I suspected they were making uncommon ore piñata bait but I wanted to see for my self. Making the safe zone T1 only was the dumbest move yet but they keep out doing themselves in this manner.
  17. I suspected that's what they were doing making Uncommon ore piñata bait....smh
  18. My Quest to locate uncommon ore to make space fuel has been futile...
  19. I always try to be open minded during these updates but each update makes less and less sense. I've been playing this game for quite some time now and the way game currently stands I can't even make fuel. None of my territories have uncommon ore all of a sudden. The only way to find uncommon ore would be to get a new territory but I cant do that because it costs too much. The most basic goal you can have in this game is making fuel and I can't do that. I didn't loose enough from territories you yanked to complain about others lost much more than me but I will say that was a really shitty thing to do to your player base. The mining calibration is the dumbest thing I've ever witnessed and the only thing worse than that is how often you expect us to do it. The amount of ore we get from these auto miners is sad and the fact that multiple ore types aren't minable from one tile to the next at least in my experience so far. I can only find T1 ore on my tiles and even that is a very small amount. Your updates have one or two good things and the rest are horrible things that out shadow the good things. You made asteroid mining so tedious its not worth doing. Ore needs to be plentiful and its not it never was. 1 mil per tile per week is insane, there's no way I can mine enough to pay for that so its not even sustainable. It's like you put the game in a great recession and I don't get that. If you're trying to flush out single/small group players, I'm pretty sure this is going to work because your making it too difficult to do anything.
  20. I'm sure that's a matter of when not if....it better be anyways
  21. I have seen so many video games make this fatal mistake. There will always be solo players and small group players. In fact , solo and small group players are the dominate player base of most games. The Mega corp large group player base is typically the minority simply due to real life constraints. Most players aren't willing to go all in and join a major corp because the simply do not have that much time to invest in the game on a regular basis. I highly suggest you develop this game for all play styles otherwise they will play something else. I recommend implementing alliances for the "lil guys" and expanding player roles drastically medic, various support roles defense support roles, shields, fueling barges, ammo barges. with each of these roles have a skill tree. There should be a fighter pilot skill tree there should be a transport skill tree there should be a trade skill tree the more the better. I think doing everything it takes to to get to another planet should be more rewarding than it is. It takes a fair amount of effort to leave the atmosphere and even more effort to make to another planet. Those accomplishments should be more rewarding establishing another base on another planet should be more rewarding. That's just a couple of things off the top of my head. I really like the potential of this game but there is more to be done. turning single player / small group players away from your game is dangerous you risk ruining your game. Ohh and the skill point rewards are shit knocking off 5 mins off a 2 day skill is moot.
  22. shipwreck recovery and crashing in craters and or valleys, moving ships around at your base. 50m is not much distance. Wrecked ships are often 50+ meters in the air and you have to resort to terraforming in order to reach the ship. I understand your need to address the problem in question but the maneuver tool barely works as it is.
  23. The changes seem a bit excessive for the maneuver tool, only being able to lift the ship slightly will not cut it in some of the harsher terrain with peaks and valleys etc. Wreck recovery will suffer from these maneuver tool changes. It often takes more than the tool limit height to recover wrecks. With these changes I assume it will be even more difficult. The coming back to the game from a disconnect while flying change seems like a really bad idea to me. I don't have a current modern PC this game does not load up in a timely fashion for me. This will result in "X" amount of faith flying until the game actually loads up. Probably not a huge problem for someone with the latest hardware but for me that will be difficult.
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