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CoyoteNZ

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Everything posted by CoyoteNZ

  1. This isn’t for now, this is to generate ideas for further down the line. There are arguments for and there are arguments against a wipe. Rather than having a wipe, I think NQ needs to get creative with a solution. But they are pretty busy so let’s get creative for them. The object of this post is to determine reasons why a wipe is needed, and work out solutions for them which don’t require a wipe but don’t go breaking a bunch of promises which were already given. So firstly why try to avoid a wipe in the first place? - A promise. We were promised no wipe once beta started. We were promised if our subscription expired that when we came back all out stuff would still be there. People have put hundreds, or more, hours into some fantastic designs, buildings, etc.. The player base is pretty small right now, and while a wipe may make it easier for new players it would cause a lot of current players to rage quit. Plus let’s face it, a lot of the reasons for a wipe are just gong to happen again and again if not addressed anyhow, and we can’t have a wipe every couple of years so the issues need to be addressed in game. So I’ll start with a few reasons I think a wipe is needed, then give a few solutions for those reasons... Dead hex’s everywhere! - Try to get a hex near a market, good luck, try to get a nice beach front hex, good luck. If all these hex’s were actually being used, and building etc., it would be amazing. But sadly huge amounts of them are either claimed by players who no longer play and may never come back, or claimed by people just banking them. My solution, - We were promised if we left and came back we’d still have our stuff. I’d be very upset if I heard the game was at a level I want to play so I returned to find the cool hex I claimed close to the market was gone. I propose (a lot of my suggestions have this answer) a new system with new rules. Make a new planet in a new system, but this time territory claimed has a rental cost to the ark ship. This cost is based on the cost of placing the territory claim unit. The more you have, the costlier it gets. Sure some people will have plenty of money and pay ages ahead, but that’s ok. When the money paid on a unit expires, the unit is shut down and collected by the ark ship. All static constructs on the hex are now considered abandoned. Something like this is going to have to happen if the game survives as there will always be players coming and players going. But let’s not be mean and take back all the claimed land on the current system they promised would still be there’s when they returned, let’s have the new system have this issue worked out in advanced. Let’s admit it, with no rent and passive income from hex’s arriving with automining, sooner or later the majority of the current system will get claimed. That’s ok. The people who supported the game through beta will have a little passive income as long as they are willing to showboat between systems every few months to empty all there collection box’s. Tunnels everywhere are killing NQ database and bandwidth Really should have seen this coming, but were not here to blame, were here to help. My solution - once again a new system. But the new system has no ore you can find by mining. There are only three ways of finding ore, surface gathering, automining units and underground mining of asteroids or passing rocks. They show up, sometimes in the safe zone, sometimes in the PvP zone. They stick around for a while, then they are gone. It’s great, lots of holes made, but once they are gone the database can once again forget about them for ever. Naturally have balancing, less megas and lower tier ores (generally but not always) on the ones in PvP zones more megas, higher tier ores normally. Yes we will still have tunnels all over the current system, but as the current system starts filling up with hex’s just claimed to place a autominer on, or from people who have left the game, people will slowly migrate to the new system. Heck have new players start there. As less people use the old system there will be less strain as the tunnel laden planets won’t be accessed as much. The devs have new planet generation tech they want to deploy We hear they have new generation methods. But you can’t really respectively place them on a current planet without really wiping it first. Once again, leave the old planets on the current system, deploy the new tech on the new system. Start smaller with less planets, and when they have new tech again, deploy a new planet or moon which is discovered. Tech will always be advancing, give them a way of using it without killing the current stuff. We we are running out of megas/ore are we? Yes or no, the answer is simple and already in the works, asteroids mining. Simple. The market bots ruin everything Some love them, some hate them. But leave them here, but in the new system don’t have any NQ markets. Have all markets be player markets. No bots allowed. If you really want to sell toma got, pack up a huge ship, and slow boat it back to the old system, be in 10,000SU away or ten million. The choice is there for those who want to use them still. But let the actual player driven market determine the prices in the new system. We will have daily allowance and autominers to help start the economy. Some players used exploits and got mega rich Darn wish I had got in on that, but I’m poor ?. Is this actually a huge issue? In the short term yes they have a huge advantage, but over time there are always going to be players who spend all day playing, or orgs which are very well organised who are going to be way ahead of other players. It’s life. These people should have been dealt with at the time, but they weren’t. They got a huge jump, but over time we’ll catch up. I don’t have a good solution for this issue myself. Maybe somebody else does, maybe it’s a yip, we’ll just take that one on the chin and keep going, new player is always going to be disadvantaged to a long term player. Casual is always going to be at a disadvantage vs hardcore. It’s just NQs job that new, old, casual and hardcore get enjoyment. Conclusion There are many reasons why NQ may eventually feel a wipe is needed. Let’s not use this thread to bash them, there are plenty others already doing that. This thread is to seek issues and offer workarounds. -if you have a reason you think a wipe is necessary please post it, don’t feel like you have to have an answer -If you have a answer, or different answer to one of the issues, please feel free to post it. Don’t post that somebodies idea is stupid, but if you have a different one post it instead.
  2. I feel there is a improvement in communication since JC got ‘shifted’ to a new role. A lot of people are upset (or laughing) that the mission system hasn’t arrived on live yet. A quick question, of those people have any of you tried it out on PTS and thought to yourself this is ready to go live? When there is a mess up which advantages one group for a while, like the duplicates, or the cheap schematics everybody is in a huge uproar. Maybe they have listened to us and are trying to not enter such a big game changer until it is closer to right?
  3. I’m still riding the train paying my ticket every three months hoping for the best! Feels like a little more progress and communication now JC has been moved sideways.
  4. It was pretty cool for me. I really enjoy surface gathering, pitty it’s so worthless once you are more experienced. I had filled up my XS core industry, and filled up my S industry before I finally left for them greener pastures of Alioth. Everything I made was from ore I gathered, and a little I brought with a visit to the market every couple of days to spend my 150k allowance. I enjoyed it, not sure if it will be the same this time around if I was new or if they did a wipe. The cost of schematics would really have slowed my investigation into how industry works. The only real issue I had was trying to learn to underground mine was a nightmare with a short scanner range and even worst a lot of my hits being for ore in negibouring hex’s I couldn’t touch. They really should have an option to turn off hits in order there hex’s. My only issue at the time was I wish the gravity was lower, learning to fly was harsh. It should have been easier until I graduated to big boy world.
  5. Give us power management which really restrict the number of engines etc which can be on a ship. ...but then at the same time give us grades of engines which can be manufactured, and buffs for engines placement. Combine that and hopefully we can have good looking ships, fewer elements, and if you want a faster or more powerful engine you invest in a costlier high grade engine
  6. We keep hearing they are working on new models for planets and stuff like that. How about giving us a new solar system to play with. Make it like 5000su away, so it really is not just a new source of easy ore. Make it PvP apart from a safe zone around the actual planet, but not wide enough to warp from Make it clear that this world solar system will be wiped, will be wiped frequently when ever there is something new to test. Then just give us a vector, and we’ll head out there to play, to explore, to do something different!
  7. It would be great for the components market, but it would just make the game to complex to manage for players to repair and maintained their ships after damage. If I may, a slight modification to your idea would be 1. Scrap repairs and gets any element back up and running; basically you jury rigged it with a quick fix. 2. Damaged, but repaired elements would list parts damaged which are lasting. They don’t stop the ship from operating, but they have some sort of effect, maybe less total HP for an element, or maybe it runs less efficiently. Now you have it so you can still use scrap to get your ship back up and running, but every now and then you are going to want to take it to a mechanic, or have a repair unit. Then all the seperate components can be reapplied to the element to get it back to original stats. This system would have three advantages over your idea, 1. Still simple to repair your ship, all you have to do is repair your ship with a bulk standard scrap lie, current system rather than having to carry hundreds of special different parts 2. There would be a new game loop for people who want to offer to repair their own or other peoples ships 3. Actually have a market for components and parts, not just finished elements.
  8. Firstly, beta, still working on new systems including mining. But if people just remove a mega, then that is good, as it means there is still lots of ore available for those who are happy with a more relaxed pace of mining. As megas start to run out, then it will just be the definition of how much is worth it will change. One problem NQ is having is huge amounts of tunnels are killing their database. They probably prefer megas as a big hole probably takes less DB to store than the same amount of space in lots of little spread out holes.
  9. Probably only limited usefulness. For example some refinery lines I have 18 or more machines on the same pure. Going to the market and being told I have 18 carbon pure schematics isn’t really going to help me know how many more I need. I suppose being told I have three not assigned could be of use though. Also gets a bit bit complex for full on factory guys. I manage three different factories. They have different requirements and needs, and belong to different orgs. It would be hard to be able to get useful information from the market about what I need with that in mind. Usually when I am going and doing a schematic run (or any market run); I have already purchased all the items I want and I’m just Actually just going to do a pickup. What would be useful would be to be bring up a virtual display of my factory and all the machines, how they are linked, what machines have what schematics etc. But the developers are very busy right now so let’s leave that to some crazy Lua programmer lol.
  10. Totally! I’m known as the goto guy for honeycomb in the org. I make a few other things on the side, but it’s honeycomb I specialise in, its honeycomb my talents go into (and refinery naturally as we don’t have a spealistist for that, but would use if we did so I could have even more talents in honeycomb) Once you’ve got all the talents it ends. The only thing which can make you better is then a better supply line. That’s a shame, we need a way so you can keep getting better and better, and the narrower you invest the better you will be compared to somebody who invests wider. Maybe we need to end the 5/5 for talents, but make them endless but with dismissing returns. Then it’s a decision when to stop getting better at being the screw guy rather than you have reached the same hard limit everybody else has reached.
  11. We will never get cross core linking. The reason is a core doesn’t exist apart from a bunch of data in the databank unless somebody is close to it and it has rendered. If cores were were able to be linked, for a factory to be fully rendered and operational, any core it was linked to would also need to be rendered so the factory knew which materials were coming and going into the core. Naturally any core which was linked to would also need to be rendered. Also of a sudden you you want to load your little factory, but every factory/core your factory is linked to has to be brought live as well so the entire factory chain would be known. Since this is a client side game, it would mean all these linked factories would need to be downloaded and run on your client. Now in a big city, which is well designed, with speciality rather than individual mega factories all of a sudden you are loading lots of cores. While it would be fantastic to have a huge city where parts were made by different people flying around and being delivered from factory to factory, it’s just not viable on a client side system. You load up your little factory, stop one of your ore refiners, and all of a sudden every core which depends on your pure needs to be loaded and updated of the new speed, or lack of speed of incoming pure. Then naturally every core which relies on the product factories connected to your core require have to be woken up and told of the change of incoming stock, and it just keeps spreading with more places needing to be loaded from database and have their inputs and outputs changes for any little change on the line. As I said would be fantastic, but don’t see it as practical. This is why I suspect a lot of missions will be moving supplies around, as when somebody goes to a location and d ops off cargo, that core can be woken up and told of its new stock levels. The problem is this will be unreliable, so a big factory depending on a sub component coming in will not be as reliable as a big factory which makes all the components it’s needs itself. I am making a org refinery, so I will specialise in refinery skills. People will drop off their ore, and pick up their pures. I will take a slight cut, but they get the advantage of my 5/5 talents while not having to invest the skills themselves. So people don’t have omwait I will naturally build up stock, so as soon as they deposit their ore they can pick up their pures. It would be fantastic for me if they could deposit their ore in a bin in their factory, and it would move to my factory, and the pure would move from my factory to theirs, but I just don’t see a system like that showing up. If it did, that may break the mega factory meta and make mega cities instead; which is what JC wanted; but can’t see how they could make it work
  12. Before putting dev time into something to avoid exploits, maybe put dev time into, removing the exploits instead. Heres a easy one, if warp is active, radar doesn’t work! They say there is a complete PvP overhaul coming, so let’s not add two many more quick fixes before then, as we know how they usually end up.
  13. I would like it if you could add extra cores to an existing one, but have them act as one logical core rather than seperate. Then we could have interesting shapes.
  14. Having market machines which players can create and run would be great. How much their machines could sell would depend simply on how much back end storage they have. So if it could take ten in links, then I guess the max a player market could store would be 10 container hubs each with then expanded L containers with max placement skills.
  15. I like the idea of a ship dispenser. But having the advantage that a person with placement talents can place them on the production machine, and they get placed onto the printed ship. This would mean people with placement skills still get use of them, but you don’t have to do a in-person token swap to purchase a ship with skills placed.
  16. I don’t think NQ cares about the tedious part, I think the part is having hundreds of thousands of tunnels dug by players is killing their database. They want to switch to mining machines that give you ore but don’t make nightmares for their database. The regular mining as we know it now they probably want to save for astorids so once we make lots of tunnels in it, it can go away and their database no longer has to keep track of it. It is a MMO, there has to be grind ?
  17. Make it so stuff looted from ships via PvP can only be sold in black markets. Then people can say I don’t support piracy and not buy from there, or they can go I’m here for profit, I’m going to support a black market to get a good deal! Sorry dude, you missed a post. The 23-25 T1 and the 47-50 T2 orders are bots. If you see a smaller order in one of the outer planets which is slightly higher, than is normally a player who thinks if he gets his margins right he can transport the goods and resell them to a different market and make a slight profit.
  18. Says something if people are complaining about the same thing months latter that the dead post is still in circulation
  19. Nope, before you press login, top right of screen there is a dropdown menu with delete logs as an option
  20. The times I’ve needed it was because I burnt up in re-entry. Both last times I was about 4300 km up. I figured no problem, I’d make a little pile of rocks and make it to 4km, but now the limit of the height you can build up to with the dig tool has changed and can only do 100 meters now. Crash due to pilot error, not sync issue, but it was hard getting somebody to rescue me as the player base has shrunk so much. I need a back pack with a real comet booster!
  21. I’d like to be able to hot swap any element. That container two small, swap it with a bigger container or a hub without having to retire all the links manually. running out of base room upgrade your core size; though personally I’d rather add a new core to the side which is then connected and counts as the same logical core, somas to make interesting looking but still connected creative shaped plants.
  22. 39 feels about right sometimes, getting quite ☹️ Needed a lift St the other day, took ages to find an org member to give me one, I never got a response from two taxi services being advertised
  23. Don’t we already have this? After maintenance I often have to go through the factories I manage to see which elements have randomly decided to turn themselves off this time ?
  24. Don’t really want a hex limit, because they would kill cities which NQ want us to build. Our city has lots of people with their personal factories, sadly mostly not working together for greater efficiency. If there was a limit to industry per hex that would kill our industry district ?
  25. Yes a lot of people are waiting for June 17. I’ve heard of whole orgs planing their migration. Somthe big question is, what would, and what could NQ pull out of their hat before the 17th that could slow this tide. I think a completely revamped PvP system might do it, but can’t see it before 17 June (or the end of the year really). Any idea what they could pull off in that time to slow down the drift? Not sure if missions by themselves would be enough ☹️
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