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CoyoteNZ

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Posts posted by CoyoteNZ

  1. Forcing T4&T5 production into PvP zone, removing outer planets from safe zone. All this would be doing is trying to force PvE players into PvP. Which successful games out there which aren't just PvP games have worked doing this? (serious question)

     

    You don't build up one by trampling on the other.

     

    If there are so many people out there wanting PvP, why is it that every single alien core is currently controlled by one alliance, Legion. Are they the only PvP players, or are the others not really looking for a hard fight, but targets instead?

     

    If they are the only PvP players, maybe they are the problem, and they need to disband, so there are more PvP groups fighting each other. After all, there can't be conflict if everybody is on the same team.

     

    I'm not a PvPer. So I don't get the best resources; the asteroids with the high yields of high tier ore, the plasma from the cores. Take away the outer planets, you won't then get to fight me, I'll just retreat to the inner planets. But if you keep trampling on one player base to help the other, eventually we'd get sick of it and leave.

     

    So back to how I started, don't trample on one to build up the other. Build both, help both.

  2. On 5/6/2022 at 7:51 PM, Cergorach said:

    also think that gating the Schematics in DU behind massive amounts of quanta is artificially forcing players to continue the grind. Instead of creating additional game content that people can enjoy/grind...

     

    Yes, I believe schematics should come from a game loop not just a quanta drop.

     

    But you talk about how much quanta a factory cost, look at the price for a warp beacon schematic, then compare that to an entire warp beacon line without schematics; suspect you could buy then entire line and maybe even have change. Thus the issue, if no schematics then maki g big factories is so much easier for lots of people, not just the very focused industry ones. 

  3. On 4/28/2022 at 12:46 AM, m0rrty said:

    But if tunnels are get filled with soil authomatically once a week ( if a player don't "mark" them as "in use" ), - that will solve the issues with ore and tunnels.

     

    Have all holes slowly regenerate unless they are within the area of a co strict build zone. You want to keep that bridge you made from sand, out a core there. You want to keep your underground bat cave, out a core there. No core, any digging slowly reverts to original status every maintenance cycle.

  4. 5 hours ago, Cergorach said:

    As for the Schematics discussion, there was already significant infrastructure and quanta in place when things changed. This will not be the case at the moment, that will make things incredibly hard, maybe hard enough that people won't want to play DU or quickly stop playing DU after a month or so... I did some quick calculations with and without Schematics when starting from zero and you need a ton of quanta quickly, due to Schematics. With the assumption of having to do missions that was quite a bit of missioning to do right of the bat, with a high probability of having massive T1 NPC buy orders, that might be hugely mitigated by selling ores to NPCs...

     

    I want that. I want it to be a serious investment in all three of time, quanta and talent points to get a nice factory going. Just like I want it to be a significant invest in all three to become good at PvP or being a top shelf cargo/mission hauler.

     

    if it is two easy to become good at a role then it takes the value out of the role, and makes it less fun for the people who really want to focus on that role. If you are fantastic at PvP, you should have a sucky warp factory. If you Rock at getting heavy ships out of atmosphere then, you should be doing less damage with your weapons.

     

    if you want cheap parts, so you can do PvP cheaper, it should be teaming up with somebody who does industry, not easily being able to do both.

     

    if you want a huge factory, you need to take time working on it, or team up with others in that field.

  5. Don’t remove schematics, but do remove them from the bot market place.

     

    Make it that when using a industry machine, there is an option to place it in schematic creation mode. You then select the schematic you wish to create. The components used,  and the time taken for a run is the same as making the item. After the time has run, there is a random chance (maybe %10) that the desired schematic is made, otherwise the components are just used and you have to try again.

     

    once you have made a schematic, it is your choice wether to use I, or sell it on the market. 

     

    Currently there is no market for components. For example you can’t make money selling screws; but I bet there would be a market for component schematics, as some people will still want to buy the schematics rather than research them.

     

    now there is more items in the market, there are more ways to gain schematics!

     

  6. Container hubs only take ten inputs, so if you want to stock a dispenser with more than ten different items, which most ships for example require; you need some tricky (ok not that tricky) Lua to have the transfer units load the hub in the first place. Problem is Lua is Client side, and some items require a lot of time for transfer units to load.

  7. Currently Dispensers only give out items and take quanta.

     

    can we please have two additions...

     

    1. Dispensers which take items and give out quanta

    2. Dispensers which give one item in exchange for a different item (no quanta in exchange).

     

    it seems obvious we aren’t getting player markets any time soon so how about give us a little more wiggle room with what we can do with dispensers.

     

    Also for dispensers...

    - let them be fed by more than one container for complex orders like a ship BP and all it’s items

    - let more than one dispenser be connected to the same container so for example you could set up a row selling different quantities but all feeding from the same supply box.

  8. Every component, every element have its own talent 5/5 etc.

     

    everything currently have schematics like at present,  it they are not made by bots, they are created as part of industry somehow.

     

    maybe yes if you refine 10,000 coal in your nano pack you get a coal refiner schematic, maybe some other system; but remove schematics as a bot item. If there is a sexy stick for sale on the market, it is. Cause somebody made it and they don’t want it (as much as the quanta). 

     

  9. Deeper sink for industry, so increase specialist. Ie have a talent for screws, uncommon screws, advanced screws. Have a seperate talent for every component and element. That will help specialists. 

     

     

  10. Full wipe.

     

    give alphas and betas a number of talent points based on how long they have supported the game so they get something for the support.

     

    don’t remove schematics, but remove them from the botmmarket. Make them that they are somehow produced by being in industry and using talent points so industry can be a actual profession rather than something everybody does. This way market will actually have a point as making good elements is a real profession and people who want to be good at other stuff won’t be near as good as those who focus solely on industry.

     

    make an industry talent for every component and element, so people will spealise more rather than having mega factories. 

     

    Remove the 5/5 cap on talents, just give ever decreasing benefits, so people decide when they are going to stop their specialisation, not just because they made 5/5. (Make this for all talents, not just industry)

     

    make up your mind about wipe and tell us. Not knowing and being strung along is what is making people mad

     

  11. Not everybody want to have their assets such as hexs owned by a master org, but it doesn’t means they don’t play together.

     

    a big advantage to mining units is the adjacencies bonuses you get if neighbouring hexs are owned by the same person or hex.

     

    could we possibly be a tiny bit more flexible, and allow the adjacency bonus if you are next to a hex which you are a member of the org which owned it, you are next to a hex that the person who owned it is a member of the same org as you, or finally is owned by a suborg to the org next to you.

     

    The reason for this is to ensure your hex gets its tax paid, you have to either have faith your org won’t forget or slip up; or you have to be given high level access to the orgs wallet. It would make much more sense that being a member of the org was enough for your personal hex to count for the bonus without you actually handing over your hex

  12. It would be nice if your talent was what based how many machines you could run and their output, but then again this is a MMO, they do need a level of grind otherwise people run out of actual things to do quickly. All MMO’s have grind, it’s just balancing the rewards so people are willing to or choose to do their dailies. 

  13. Autominers are making a lot of ore, but then again a lot of them will be using beta accounts for calibration, which will drop when release comes. I am calibrating with two paid toons and four betas, I will drop to only the two when the betas dry up.

     

    probably easiest for the recyclers to melt all the material down to pures, naturally with a loss. Yes a talent which reduces loss would be good, but it still has to be a loss process no matter how good you get.

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