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Hiturn

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Everything posted by Hiturn

  1. AGGs M cost around 8M to build.Profit is 15M. I still agree with you that ROIs are too long but thats because many people have stock annd prices arent yet in the hundreds of millions.Wait for those Aggs to be sold and the prices will go up.
  2. It doesn't really matter Ive been playing for only 3 months , I have around 150M but the cost to redo my factory is around 5-10billion depending on the intermediaries .My factory has esentially been wiped.I am a single guy there is no way back for me or alternative gameloop to enjoy I have nothing to do now just barely 30minutes a day after an initial time investment . I will do the time investment and the maintenance 30minutes a day. If things dont change before my subscription expire in January I will leave until the game offers something to do.
  3. Can you please explain to me where is the complexity of the game? Are different varieties of resources in each planet that add complexity and decision making skills necesary? Are diffferent conditions in each planet that makes choosing where you set up different industries and supply lines a complex decision? Are players allowed to craft custom engines or parts with different materials and technology that they only discovered that have different specs? Do you consider 5-10 minutes to set up engine production complex? Is waiting for a circle to get bigger then clicking after 3s-5-9- whatever for hours complex? Is the flight model complex? Is choosing between the different warp drives types and AGGS a complex decision? Is deciding what type of fuel you use complex? Voxelmancy is complex and what people create with the tools available is. LUA might be complex. The rest isn't. If you find complex waiting 2 hours in front of a growing circle complex I have bad news for you.I dont wan't to feel punished to progress in a game.I don't mind some grinding either as long as the grind process shows some respect for the player.You might think I am playing this game to be multiemployed I am not. I play for fun not for complexity either. The level of grind introduced in last update is more adequate for F2P games where you allow customers to buy parts/schematics for real money.
  4. I was talking about market bots in the upvote page description , not in the game.I posted in that thread .
  5. Did they added market bots to the upvote page the 6th Dec? "Recipes becomes items you need to buy from the market bots, and then load into industry units" I dont remember market bots being there.
  6. No reason to go outside pve zone if you cant use t2- t2+ ore for weeks.I am not sure what you would be ganking.
  7. You dont need to be a genious to understand that playing factorio /satisfactory where miners are real people is not going to work.The game is so lacking of content that the little available is behind obvious walls of grind.To fix it the developers rush to build addittional walls . If this trend continues the game will fail. Developers should focus in adding content not more walls to hide the lack of content. The only way to enjoy long term is to build pretty or industries, so they plan to make it harder to extend the duration of the content with more mining, something that industry guys like me won't do. There are people who do not like the industry that came for the rest of the promised experience, they are willing to do some chores but their patience will fade away as soon as they discover that there is nothing to do. They will mine, build a ship the size of their patience and then leave.
  8. This also further destroys the pure/refined market for all minerals/pure except Natron Petalite and Limestone which are lighter than minerals.There is a penalty to be paid for refining the minerals in the mining colony (which is what other planets are) as they are not weight efficient. The extra weight adds to the cost of transportation. It would be much better if the mineral to pure ratio were reversed. I could go further and say that it would be better if there were different variations of the minerals that require different talents on the planets and that you could gain by being on the planet for example. It will create opportunities for locals to specialize in generating supply lines and transportation jobs.People will seek to move out naturally seeking said opportunities. It doesn't make sense that the talent tree is so short in time because it also contributes to destroying not only pure markets but also intermediaries. The factories must be difficult to obtain and have a maintenance cost (cost of time) so that the products have added value that is sustained in the time.Ironically now the only temporary cost is to fix the bugs in the machines, "unknown server errors" and recipes never finishing. PVP could be a solution to this problem but it requires that NQ applies it of a cautious form that does not require the permanent monitoring and that limits the amount of losses in a defeat/raid.The only problem is that the factories would move to zones without PVP what is discouraged (it does not prohibit) with the mass adjustments before mentioned that should be present in all the productive line. There are many ways and ideas to energize the economy by creating the possibility of new ways to make money, this is just one, you can think it's not going to work or it's terrible and that's okay. The system needs changes because what we have now is not going to work in the long run because it has problems at the beginning that are becoming apparent now.
  9. From what Ive tested scrap is consumed even if not selected to restore elemets.
  10. I saw some warnings at the market about the dispensers but why aren't they walled/jailied ? Is that against the rules?
  11. My game crashed 3 times just yesterday.In one cases I had to resort to freezing the ship when it was really close to the ground to prevent a crash.The other two were remote buy crashes.
  12. Not for that, the ship will also fall down... Unless you mean real orbit.
  13. The only use left I see is to ascend 10-0% atmo .I doubt anyone use it the way they say it is intended.There is no need for that.I can't get out of atmo loaded without that my XL engines take too long to warm up. And maneuvers XL are just freights.
  14. How many people are you with? because I am doing this by myself and I don't have time to do that.When I go to other planets I fll a market with what I produce (which is almost everything essential with a dedicated industry line )and they sell but never tested the waters cause the market interface is really bad as you have larger operations 300-400 sell orders are too many to handle with the current interface .
  15. Well, I bring stuff from Thades 1 where I "live" to Allioth districts time to time.Here is a different world. There aren't that many newbies buying overpriced stuff.People wont buy 340k T2 atmos ->300 or 290 or they aren't getting sold and I will start stockpilling them. If I go higher than 40-60% cut on some products they dont sell because people craft them themselves as they should.
  16. I am not sure what L atmos are you talking about, I suppose you talking about basic atmospheric engines L .Bots buy L Atmos at 80k and they sell at 500k . I sell L atmos (T1 and T2) and if I place the T1s at 200k they wont get sold.I am selling them at 110-130k depending on what market/planet.
  17. When your movement and the plane has an angle bigger than X different for some parts stall it may seem like IRL.Some parts have very high stall angles like alierons like 70º wings have around 30º (numbers out of my head but you get the idea) but it is scripted dont expect real life behaviour meaning you wont ascend if you place too many wings point forward and the lift at certain speed is bigger than weight somehow it doesnt happen.I am not sure what happens when u place the wings in an angle I didnt test it but again remember some behaviour might be unnatural its possible that you see that they do not consider that angle and just the plane-wind .You can also see some wings producing lift and others with very little while in identical /symetrical positions.Use the flight toolbar for that. To put you an example the way I reentry in the game is quite simple you enter vertically and as soon you hit atmo you always want as much angle to the vertical before it stalls and further increasing it as your speed vector start getting "more horizontal" to always have that angle. Press X until forces are displayed and you can toy with it youself.I dont remember now if there is any otherdifference than stall angles for stabs vs wings (using them as wings) for example. For games flight models need to be dumbed down otherwise players wont be able to fly straight or fly at all and cosmetic designs would not be allowed. For example in my ships I use the wings glued to a rear vertical stab , in real life the ship will try to point upwards like crazy, here you dont care and Its better this way. I hope this helps
  18. I was talking about the game not IRL . I studied aeronautical engineering at university I know how this work you don't need to educate me .
  19. In most games all forces are applied to the center of mass , only exception is the torque to rotate it.I think angle of incidence isn't fixed is dynamic meaning it will give you as much as you need up to the element limit at certain speed taxing you in drag progresively in the process. COG is shown in the builder menu , it isnt relevant for flight model . You can place the wings where you want .No need to place the wings close to that point they wont create torque to rotate the plane.The biggest usefulness is to place the container hud on top of it because the game consider all the mass in the containers there so turning become easy due to reduced inertia (the cargo its in theory 0) .Just make sure your inertia matrix is somewhat free of xz xy and your life would be much easier. Don't bother with all you know about aircraft, this is a game and plays like such.It's really simple to flight , you don't need your aircraft knowledge at all.
  20. Minimun/maximun ore prices are fixed by bots orders at the moment they are just creating inflation due a reduction in ore supply in a boring mechanic just for the profit of those who "enjoy" this kind of gameplay. I did the math 1 month ago and decided not to go this path because its boring . Remove basic parts from bots or limit them for newbies only.Currently the only currency sink is the territory cost . We dont need money printing , to be fair this is worse : is money printing tied to destruction of wealth .Giving money to newbies is ok for sometime and thats it. People are mining to get parts , people that buy the ore for bot sells are not providing parts or anything. The way it works right now its comparable to giving money to players that crash their ships into a wall. To put you an example with the current inflated ore prices and without some of the more expensive talents to optimize it components pipes screws cost me around 32q to build and they sell for 34-36. A month ago they only costed me around 26 imagine the millions.I've read that people are selling honeycomb that is much faster to produce so you guess.... Its free money the only requirement is having millions of quanta to place orders and remote buy anything.The only hope is that those guys will quit of boredom.
  21. I agree with the general message however adding more boring chores like digging up to return to the ship add nothing to the gameplay just the most boring part of mining (like the rest is fun) that you can solve with a macro.
  22. I dont play PVP but suggesting linking cross section to radar time ... seems that you guys won't learn.People played cubes because they were the way to fill all the space restricted by an XS core , now the lowest cross section ship for a given volumen is a sphere that would probably turn into........ a cube for simplicity.Link radar times to functional element weight with some easy scoring system like weapons x2/x3 or whatever before you remake it into power scoring and forget core sizes and you will remove one source of cubbiness. I like the rest of changes they are a start. For the destruction on elements I would prefer reduced effectiveness any time damage is taken based of the % damage they take. For containers increase their base weight or make part of the items to dissapear or get permanently damaged to be turned later into... scrap. There are a lot of better ways. I like the addition of more industry based content, it's quite limited right now.
  23. I've been having the same problem all day.
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