Jump to content

CoyoteNZ

Member
  • Posts

    365
  • Joined

  • Last visited

Posts posted by CoyoteNZ

  1. 30 minutes ago, Lethys said:

    Still can work if they get the safezones right and create valuable incentive to go outside the bubble tho. Maybe in 3 years or so, we will see

    It’s just balancing to get it right.

     

    I like ESO and fall back to it every now and then. They have a huge PvE environment and story etc. But they also have a completely seperate area where all the PvP folk can go and have fun. Sure new PvP players have to suffer through ten levels of PvE before they can enter the PvP zone, but apart from that they are off.

     

    Every now and then a DLC will make it that the best kit for PvE is only available in the PvP area, or vice versa. But then it’s a matter of how much you want the absolutely best vs how much you want to avoid the other play style.

     

    ED doesn’t has seperate zones, but they have it so you can play open, group or solo. Lots of huge PvE only group.

     

    I really do hope they do get a good balance which doesn’t force PvE into PvP, but also gives PvP a fantastic game experience.

     

    Right now I think one of the bigger issues is PvP sucks, and doesn’t scale. Probably why NQ started pushing the other aspects of the game for beta, because at least they kind of work.

     

    On the bright side, the PvP guys look like they will get ship, and later probably avatar combat. PvE are only getting their community, building and maybe exploration. With still a hard no for NPCs, the PvE community won’t get any combat options. 

     

  2. Odd, I never seem to have issues using my own construct keys (in live) while many others do.

     

    What I would personally like is to be able to change the expiry time on keys. When you have a ship for sale it would be nice to be able to make a one week key. Then store it either in a dispenser, or if not possible in a container accessible via Lua tricky.

     

    This way ship builders could sell their ships as tokens without having to make the token on the fly.

     

    of course it would have to be made that you can’t make a new key until the current one has expired. 

     

     

  3. You are always going to have mega factories, the question is balance. With balancing you can determine if it is possible with one person vs a small group vs a large org.

     

    So the decision they need to make is what level they are willing to accept them and then do balancing; either talents, schematics or a system completely different to achieve this.

     

    They just have to make sure they don’t break small factories for small or new players to try and slow down advanced players.

     

    As for talent respec, I suspect we will have a few more before we leave beta. They will probably add new skills and balancing which will require them again. Really this is a beta where we are supposed to be testing things, so the fact there isn’t frequent respecs shows they are trying to treat it two much like a live game than a live beta.

  4. Not sure about PTS, but on live respawn doesn’t delete them.

     

    The normal way people delete them is currently put them in a container, go to VR, put in nano pack, leave VR. That currently kills them. Hope that hasn’t changed

  5. 10 hours ago, Lethys said:

    Actually no, that was always a thing and hasn't started with beta. It's called a safezone where builders can do whatever they want in 100% safety. Nothing changed, was the plan from the beginning

    I know it hasn’t changed, but when the Kickstarter came out they really really pushed the PvP aspect of the game. I saw it, I figured this wasn’t the game for me, thus why I don’t have alpha under my name.

     

    when beta came out, there videos had changed, and PvP was hardly mentioned, they pushed hard all the other stuff. That’s when I said, that’s a game I’d like to play so I subbed. That is the issue. 

  6. Since talents train passively rather than while actively playing, yet having a bunch of extra toons training can give you an advantage in industry. 

     

    Other than that, extra toons don’t give a lot of advantage. 

     

    Yes i I admit I brought some beta keys with in game quanta, and because of that I have two characters who have focused fully on mining skills and one who has fully focused on industry. Yes that gives me a slight advantage; but I could just have easily focused only on mining with my only character and had a org mate start up factory machines for me. 

     

  7. There needs to be hundreds of more industry talents to slow down mega factories.

     

    Currently a small group can cover a large bunch of the talents from ore to finished product to easily.

     

    Since if you had a person buying ore and selling pure; a person buying pure and selling alloy... etc. up the chain, each step wants to make a profit on their contribution. This would work,if it was hard to become good at each part, but since it isn’t two hard for a small group to cover all the talents from ore to product, they aren’t going to outsource. 

     

    If if there were a lot more talents out there, there would be more scope to specialise rather than cover everything.

     

    So yes there needs to be more talents further up the chain, all the way which makes it possible to make more profit. And maybe even more than the five levels.

     

    Sure you will still get big orgs which are able to cover everything with a bit of good planning, but there will always be that. What needs to be done is limit it; how much to limit it is a balance, but balancing is what beta is for. 

  8. On 5/2/2021 at 4:18 AM, Lethys said:

    its a single shard with a huge pvp zone where all the juicy stuff is. Time to deal with it and not trying to change it after the fact.

     

    Actually no, that is what was advertised to you back in alpha. When they went to beta their marketing had changed a whole bunch; they were pushing creation and city building. They changed what they were advertise Between alpha and beta

    On 5/2/2021 at 12:15 PM, blazemonger said:

    Expecting that NQ would consider changing the plans they laid out for the game as far back as 2016 when they presented their pitch for backers on Kickstarter is at best an unrealistic one, especially when you consider that everything we have seen and know tells us that PVP is here, will stay here and will be a big part  of the game

    And here lies the problem for you. Let’s be honest, if this game does get released, it’s got another year or more in beta.

     

    guess what their income is for that time? It’s funding from VC, and it’s the beta players subscription. Alpha players aren’t paying anymore until release. All they are doing is taking up server resources. The money is coming from VC and beta subscription. Money talks, and that means right now they are gong to be sucking up to and trying to keep the beta players, the ones who are paying; and they were advertised and sold on a different game than the vision you were sold on back in alpha I’m afraid. 

  9. I think they want autominers so we put less holes in their planets killing their data base.

     

    It won’t really work though. It will be great for casual players, as they will log on for a couple of hrs three or four tines a week. They will have a bin fill of ore they can either play with or sell so they can do activities other than mining.

     

    Hard core 8hr a day miners aren’t going to change. Sure they will place down their maximum number of auto miners and workout if clearing them is more or less profitable that mining all day. If there is no limit to how many they can have then they may just change play style to spending eight hours flying between miners and clearing them.

     

    It will help with the database issue I suppose.

     

    And since the casual player pays the same sub amount but uses a heck of a lot less bandwidth of the hardcore, maybe they are going to make some toys for them.  But probably at this stage there are probably more hardcore than causal.

  10. 15 hours ago, Taelessael said:

    applying these buffs isn't going to stop a purpose-built attack ship with the same buffs from taking the purpose built explorer down.

    That’s what I liked about exploration ships in ED. If you managed to jump, you could usually out jump a combat ship as they were specked for a different task. Exploration ships were made to be light as possible, suck in a fight, often had no weapons, but man could they make some distance. The combat ships were a lot heavier, weapons, heavy armour, shields, but they just did t have jump range. 

     

    Two have meaningful PvP it can’t just be if you aren’t a combat ship and you get caught you’re dead. Different builds somehow need to have different options. 

     

    Maybe power management will bring this in? Cargo ships have huge generators for shields and engines, but combat ships have to also provide power for weapons, longer range radar, weapon heat sinks etc.

  11. It’s not really a PvP vs carebear argument, it’s Alpha vs Beta.

     

    Alpha were promised and paid for a heavy PvP game.

    Beta players were promised a building and social game.

     

    Somebody said maybe NQ built the wrong game. Yes they did, they didn’t build the game they promised the Alpha players who initially supported it. By the time they went to beta the marketing was different; so you have people with completely different expectations.

     

    Can they bring them together, maybe; hope so, as other wise one of the two groups are going to be very disappointed, and they can’t afford to lose that many.

     

    As for why we don’t have a lot of work on PvP currently? My personal believe is it’s because they can’t work out how to do it with the single shard server tech they are developing. They are avoiding pushing PvP right now because there code isn’t up to it.

     

    small fights work, big fights don’t. So they aren’t good ng to open up and push PvP until they can figure out that issue. 

  12. Ship design is IP. So you build once sell often.

     

    so the hard part is having people see your product. The expos and events are good. I think the most successful ship builders are streamers though, as people see the hard work, and see the product, and can go and get one there and then.

     

    i wish I could design good looking ships; sadly I can’t, but I’m glad there are ship builders out there, otherwise I’d just be flying a ugly box. 

  13. 1 minute ago, LouHodo said:

    The answer is simple.  Don't leave the safe zone or just utilize a warp drive to avoid PVP.

    And this I do.

     

    But there are a lot of people on the forums that seem to think my ability to do this is bad and needs to be removed. 

  14. 1 hour ago, Shaman said:

    adding a small planet 500-1000+ su (out of warp range) from any other planet, which would be full to the brim with good ores. (idk how long it takes to make planets, but i'm guessing you have a program to generate one)

    This one I actually like.

     

    But you probably want a little further out as a lot of big orgs have warp beacons and could make that a two jump trip and get a huge advantage over the others.

     

    This would probably make the PvP crowd happy if you couldn’t warp all the way there, or more importantly for them you couldn’t use Warp to leave.

     

    good to have it just for a month so PvP players have less to complain about, it won’t have to,be prefect as it’s not a long term planet, and they can try out some of their new planet generating systems on a disposal area.

  15. 2 hours ago, Fembot68 said:

    What about all those people who make crap and put it up for sale lower than the cost of the ore it took to make it with lvl 5 skills.

     

    Or give us recyclers so we can buy the junk break it down and make something else.  

     

    Maybe they brought the ore when it was cheaper?

     

    Maybe they are ditching old stock?

     

    Maybe they are playing the long game by ensuring nobody else specialised in that product, so they can slowly move to a small profit per unit?

     

    Most probably they are buying ore in bulk from a supplier and therefore are still able to make a slight profit and keep everybody else from being able to compete with them.

     

    Recyclers probably won’t be anywhere near that efficient, but if they are talent based and have different greases, such as basic, uncommon, etc.; maybe the best grade with a fully talented person could become close

  16. 12 minutes ago, FredyKyong said:

    PvE games I knew are still around and have tons of players.

     

    Personaly I would not pay for a PvP Game subscription

     

    I first heard about this game when it was in kickstarter. It was kind of advertised as a universe of PvP with a few small areas of safety. That’s why I’m not a alpha supporter, wasn’t interest.

     

    Next time it came onto my radar it was beta, and the message seemed to have changed, to build, exploration, etc. PvP had been minimised. So I subscribed. If I knew during kickstart how it would have been now I would have been one.

     

    i have no interest in PvP, but I have no problem with it being around as long as I’m not forced into it.

     

    I play ESO on and off. I am pretty much PvE. But every now and then I’ll venture into the PvP area and try and sneak around and do a mission (not actual PvP). If I’m lucky I’ll pull it off. If I,  or somebody will spot me, and si de I’m running armour I like the look of, rather than meta, since I’m running skills I thought were interesting rather than meta, since I don’t have the reflexes of a 16 year old who plays eight hours a day, I die. But what do I lose? Just the mission. I don’t lose my kit, it’s not even damaged.

     

    I slip into ED every now and then, I was a alpha for that. Most of the time I play on a non PvP server. But some times when transporting a ship between stations I’ll pop into a regular server. If I can’t manage to beat them in interceptions and escape, good chance I die. What do I lose? A bit of money for my insurance, that’s all.

     

    Over here in DU, I’m not going to risk PvP areas. I don’t have the talent. My ship is a hauler, not a PvP meta. If I did, which I would if found, what do I lose? I lose my ship and everything it’s carrying. It’s to costly. It’s not worth the risk.

     

    Maybe that’s the problem? Maybe they need to introduce less losses? Insurance?

     

    As it is, other games, not a PvP fan/player, but will risk being a target every now and then.

     

    This game, my ship is costly, I could lose a whole week of mining. Sorry, no interest; not gonna be a target. And if they change the mechanism so I have to be, probably will just leave if I can’t fi d a way around it. 

  17. 1 hour ago, Jizzlobber said:

    Haven't updated Windows on my side for a couple weeks.  Ticket number is in my comments above, no need for me to DM it.

     

    Your request (49935) has been received

     

    They ask you to DM them the ticket number for three  reasons...

     

    1. They can’t go into specific details of your ticket on the public thread as it is a private ticket

    2. If you DM them, they know you understand how the private message system on this software works and that you are expecting a message from them and less likely to miss or ignore it.

    3. They are helping a lot of different people with different issues and different tickets. Having the ticket number as the first comment in a DM thread, preferably in the title makes it easier to jump back into a correspondence when more replies come in. 

     

    hope they can help you ?

  18. 18 hours ago, Zeddrick said:

    I've played other games as a PvP player for years and when I lost sometimes I cared but mostly I didn't really, but either way the joy was still there.  I think it's more a case of 'A wins +10 joy, B loses +5 joy'.  The real loss of joy was when

     

    This is true when both players are into PvP, but if you follow a lot of the PvP requests; remove all safe zones, get rid of warp, only mine valuable stuff in PvP zones; they are not ideas to encourage people to PvP, they are all ideas to force people into it. This isn’t increasing the total fun value of PvP, it’s decreasing it. Ideas how to make PvP more fun so more people partake is what is required.

     

    12 hours ago, Sabretooth said:

    I mean, NPC pirates? And how will this be managed with fuel/ammo? No, I dont see NPC living a life in this game, but we could sure use them as decorations to fill up our empty cities and bases

     

    I for one are happy to set up a supply base to sell elements, fuel and honeycomb to pirates. Industry needs more customers.

     

    Of course we know PvP is generally a net loss, especially if the NPCs are set up to fail more than win to increase the game fun factor. So they won’t be able to afford it.

     

    They will have to go down to the planet and pick up ore from their auto miners to sell to the market to fund their supplies. But that’s ok, once we get AvA, we are going to have people who want a PvE option for that, so now we have one, trying to catch pirate NPCs collecting ore and trying to sell it.

     

    But some of those evil NPC pirates are going to try and cut me out of the supply chain. They think they can run a factory and make their own honeycomb, fuel and elements. I don’t think so. Once we get territorial warfare, we will have players wanting an PvE option there. And there we have it, I for one will help sponsor mercs hunting down and destroying those evil pirate factories.

     

    Yes I realise every activity I mentioned can be done (or will be able to be done) via PvP. But we want to increase the fun value, and it’s more fun for PvE players if it is a fair fight by a balanced NPC, rather than a slaughter by a highly trained PC vs a player who isn’t experienced, and equipped in that department. 

  19. Market bots inject a money game loop for mining. The problem is that nothing injects a money game loop currently for other activities.

     

    Industry, only good money if you’re 5/5 with a lot of stuff. So new players are not able to profit for months.

     

    Day trading or cargo hauling doesn’t earn money because bots buy everywhere, so their is no ability to buy low, transport, sell higher.

     

    Bots are one of the causes (maybe close down all not Alioth bots?). Hopefully Missions will help bring in non mining game loops. But because of market bots, the expectation of quanta/hr is set high

  20. Big Arse shields and better ways to protect elements. 

     

    Make it if a skilled pirate with a good ship runs into a well built hauler who has invested in lots and lots of armour, and has invested in some high grade shields; the there is just as much chance he will hold out for an hour heading for a safe harbour as there is that the pirate will get him.

     

    Make it so there is actually time to call in friends or an Org to assist, either the attacker who thinks he has found a good whale, or the defender who who puts out a SOS to a rescue service.

     

    You say there needs to be risk and reward. True, but migrating risk is part of that. You should be able to carry an extra 10KT of armour and have it help, rather than just have your elements destroyed. You should be able to spend big coin and have a big shield which takes up a lot of your cargo space if you want.

     

    Having it that if you are in a hauler and you get spotted means you are dead is stupid. Just like the combatant is able to do things to make their ship a murdering killer machine, the haulers should be able to make their ships the nightmare of targets.

     

    Thats not even going into stuff like having the option to jettison containers and the like so the pirates have to make a decision of chase the easy loot, or keep chasing the primary, but you won’t get both.

     

    Plus is it really PvP if a fully skilled pirate in a fully decked out combat ship comes apron anything but the like currently?

×
×
  • Create New...