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CoyoteNZ

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Everything posted by CoyoteNZ

  1. Still motivates me, but I’m not rich. If I got rich then hard to get elements or ores would be cool.
  2. Don’t you pirates already get all the elements (apart from core) and what honeycomb is left? How much do you want?
  3. 1. Community, helpful 2. Industry, could be more complex but it’s fun 3. In game help channel, both @gm and other players 4. The various ships, from container with seat up to OMG I want!
  4. Problem is unless your an experienced ship builder, how would you know, and if you are, you probably wouldn’t be buying ?
  5. That’s nothing, just over two days log in payment to make M containers, sweet. Now try to buy the schematic for a warp beacon ?
  6. It would mean a lot of u der staffed, overgunned ships would be out patrolling calling in gun crew as soon as something was found. what I’d like is to be able to run factories and stuff while in VR so I could do something during those long trips. That may get even more ships out into space. What would be fantastic would be since your ship is still moving, Bri g able to access your ships HUD while VRed away.
  7. But NQ want to get rid of the honeycomb on war ships. The problem PvP is having is it is transmitting huge amounts of data. When ever a ship gets hit, it has to recalculate the ships shape, the it has to transmit that data to all the other ships in range. This is for every single round that makes contact. So there is huge data floating around killngmthe PvP speed and stability. Now with shields all they have to do is transmit shield got hit at this location, make it glow. Hardly any data at all. The meta will probably end up being gold (or what ever you can afford) around you seat, the core, the shield generator, the power system, and cheaper comb around your weapons
  8. Even more important now the market has gone crazy. There are stores which have closed because they just have two many dispensers to update the price in an rapidly changing market. If we had an API link for dispensers they would be able to work on trying to keep these stores open. As it is, player markets haven’t been introduced apart from using dispensers; and these haven’t been given the Lua tools to keep up with a rapid market.
  9. Found it https://upvote.dualuniverse.game/suggestions/125274/childparent-blueprint-system You May still be able to vote, comment.
  10. The original creator may wish to sell ships to people who have them destroyed, so it would be a little unfair on them if you could keep pressing his ship everytime you lost it. The solution in game has already been mentioned. If you have a good relationship with your ship builder he may be willing to make a new core BP of your vessel after your changes so if you ever lose it, he can press you a new one with the modification. I have a arrangement kind of like this with Titan Aerospace. I am a terrible pilot (skill, talents are good), so he has made a modified version of one of his main ships with a lot more breaks for me to suit my flying style. If if you are lucky you can arrange that type of relationship with your builder. There was a suggestion when DRM was new that people be able to make a blueprint which had a different blueprint as a requirement. This would have solved your problem but nobody @NQ took that up as far as I’m aware.
  11. Will be interesting next time they open PTS won’t it ?
  12. I suspect they brought 19 alts back when people were selling them cheap. This has always been an issue. I’m an industry guy, and how can I compete with somebody who has 20 toons training talents for industry so can make everything cheaper? Ok, I specialised and got a good client base, but I wanted to make all sorts but had to specialise to be able to compete. Its just now it affects a new part of the game play. But I’m not to concerned, I really expect a wipe, and I really expect a lot of this will go away at release when all of a sudden all the beta keys expire. Until then, yip the economy is messed up, but it’s a game, and you work out how the game currently works and play that game until it changes gets again ?
  13. Disclaimer I am a hauler, I haul NPC packages and I’m always on the lookout for player packages heading my direction; so my bias may reflect what is good for me... I hate pirates, but... I still think it should be a viable game loop. I think NPC packages should be able to be returned to the point of origin to collect the deposit payed on the mission. If the mission was a player mission they can either return it to source for the deposit, or they can open it and see what they get; but not both. I believe you should have a certain rep to do certain levels of NPC missions. Not high enough, you can’t accept them. I believe NPC missions should not increase your rep, but failure should hurt it. This means the guy running 20 alts doing NPC missions if he is taken out by pirates instead of just being a simple cost of doing business, he now has to start doing player missions until he gets all of his alts back to a good rep, and guess what, they would be seperate missions lol. It also means that indivuals running missions can do some player missions to get up to good enough rep for the well paying NPC missions; Orgs which are carting packages for lots of members can just tell their members next run requires xx rep. But the person with lots of alts, well he has to level and maintain the rep for all his alts by him self. Bye bye pay to win arguments Who would these ideas effect the least? Casual players just running one toon. Odds are they are always looking for player missions they can warp, their rep is easy to maintain. Who would this effect a bit? Players like me; a few alts but not many, who also run orgs. I’d have to maintain all my toons rep. I lost a ship yesterday, that would mean I’d have to rebuild my toons rep. No big problem, don’t have many. Org members could still load with me, but they would have to be aware I may blow their rep, and also they would have to maintain it themselves. Who would effect it the most? Mr 20 accounts, Mr 50, Mr 100. Sure you can still do it, but first you have to build up the rep for all of those accounts. And losing a ship wouldn’t be haha I can buy 10 of these ships with one successful run, it would be darn, gotta lot of rep to build up as the NPCs are really pissed with my crew for losing the last batch of packages. Reasonable solution, or two bias towards my game style?
  14. This is a beta. The fact that is is a subscription beta muddies the water a little. But any body who is discovered using a known exploit should have that account reverted back to the state a week or so before the exploit was used, and then a heavy fine (in quanta) which is levied against the toon, and then and org the toon is a legate of. Anybody who finds an exploit and uses it a couple of times to test it should keep there gain if it’s not game breaking large AS LONG AS they report the bug and stop using it as soon as NQ respond with yes, this is a bug, thank you; we are adding it to our don’t do list. When ever a bug is found there needs to be a fix; and if not possible. Then a way of tracking who is using it and reverse their gain when it is patched. This is a beta. Finding bugs is a good thing. Finding bugs, exploiting then and not reporting them is a bad thing. Finding them, using them, but not reporting them within a day or so I would consider a ban offence, because this is a beta and if you do that you’re not contributing to the beta!
  15. What do other factory build games do, or are they rather than maintaining a factory they are more about how fast you can get a factory up to running efficiently; then game over start again?
  16. It would be nice if they had the mission name on the package. If you aren’t running packages for more than one account, knowing whichnisnwhich won’t be a problem. But if you are, claim themmso they are labeled
  17. But we have to ensure we don’t cripple large orgs wanting mega cities at the same time. If you REALLY want to cripple mega factories, make it so they all run from the talents of only one person. All of a sudden the people with ten alts training in parallel different parts of their factory are screwed... but once again you are also smacking the org which has ten people training different things to run a big factory. Plus you would still realistically have a mega factory, it would just be a mega industrial complex over multiple buildings. The best solution I can really think of is making it so factory’s have things you can keep fine tuning to be more efficient. Then the org with ten people looking after the factory will be able to keep a certain amount of it running very efficiently, the solo player who has focused will be able to keep his little factory very efficient, and the guy who trained 10-20 alts in parallel will still have a big factory running with good production benefits due to all the talents, but is only one person so will only be able to keep a small part of it running efficiently
  18. Or you could order your goods from market six and have a mission to deliver them to a more suitable market. But you would have to be very lucky for the price difference to warrant the extra cost. Me, I like ordering and having them delivered to my base ?
  19. There are ways around it, but you have to overlap cores most of the time. I suspect their main issue is if the elevator went to another core then they would possibly have to load that core as well into the client. If this was the case, then all,of a sudden you could have ten linked cores needing to be sent to the client as they are all connected via elevator. Pretty much the reason we can’t have transfer units between cores, but not sure if it would really be an issue for elevators
  20. We’re glad to see you. Hoping staff can drop by a little more often as we sometimes feel like we are talking to ourselves and nobody cares. Even if it’s yip, great idea, noted, or yip, would love to But not currently in the plan, or even passed up the chain. We feel some issues aren’t explained, or you aren’t even willing to listen to our concerns. Naturally you can’t just listen to what players say and do that; that would be a complete failure, but you can acknowledge feedback ? don’t run, some of us may bite we a lot of us mean well ???
  21. Feels like forever waiting for the latest Settlers! I buy them when I am ready to play a new game, full or discounted price doesn’t really come in to the equation.
  22. I know right. I feel like it’s quite in game and even here. Have we given up hope? I’m still cheering for NQ
  23. I think it was stated in the original kickstarter description?
  24. That is just a bandage to a system that works. Plus once a factory is running you would rarely have to log into the other accounts, only when you got a new line or a new skill level. The problem with factories are that they are two easy and the only thing which makes them stand apart from each other is the players talent points. No matter how smart you are, doesn’t matter if you are willing to spend two minutes or 400 hours setting up a line for basic screws, after a few weeks of talent training you will both be making basic screws at the same (ore) cost. Go to the other end of the scale, I don’t care how much you want to make warp cells; a new player just isn’t going to be able to compete on the market with somebody who has been passively training the correct talents for six months. How demoralising is that. No matter what you do you won’t compete. Yes it is good that players who have been playing longer get an advantage, but the current factory system the advantage is just way to big! I like the system SB are planning. Simple mode, and complex mode. Why can’t we have that. Simple mode for basic screws (from the top of my head) refiner coal, bauxite smelter steel metal works complex, but more efficient mode bauxite refiner... which includes ... intake skip ... seperators ... controlling the skip rate for the quality of ore ... deciding which seperators to use ... how much of the seperators can you recycle ... making or buying the seperator ... dealing with the left over non reusable seperator (no, can’t just delete it) .. power management, cheap solar during the day, unreliable but hi level wind, costly but steady coal, thermal. How much does each cost, should you slow down when the spot price is high .. flow control, if you get ahead of the next part in the line do you keep the melting pots running sucking power, or do you suffer the cooldown, cleaning and heat up,of letting the pots go cold .. virables ambient temperature of the factory, quality of ore, desired quality of the iron .. control, you know what hates factory environments, computers. Do it all on logic, counter, and delay circuits Somebody who knows anything about refining Iron could probably go on for a few pages more. If a person is willing to put work in to some of these processes shouldn’t their skill give them an advantage other than “haha I played longer than you, my talents are better” In JC’s video about not liking mega factories he was complaining that each of these machines is an entire factory in itself. Should we be given the ability to make that factory for better efficiency? Or maybe size is the problem, if each of these machines is an entire factory, rather than bing not as tall as a human, and only a little longer, maybe they should be the size of an XS or S core per machine. That will stop the one factory makes everything meta. Personally I think factories could do with a lot of love. But sadly they won’t get it, because they are one part of the game that kind of works and they have so many to work on which don’t.
  25. Sadly,I don’t think any will be freed up. I think on chat (others probably know better) that they have said that the territory will just keep heading up the chain until it is in an org with a legit super. This means once again there is an exploit, NQ finally get around to patching it so it can’t be done in the future, but those who did it will have billions worth of hex’s which would probably take a regular player ten years to ever catch up with
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