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Underhook

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Posts posted by Underhook

  1. 18 hours ago, Jinxed said:

     

    (Quote emphasis mine)

     

    It always makes me chuckle seeing people who had a few people respond with negative reactions on their posts stating global victimhood and blaming everyone around them, seems to be a popular trend this last dacade... Oh Woe Is Me!!!...    jeez.

    Regarding the post, far from people saying you were crazy, there were dozens of people stating the same thing as you and even NQ themselves at one point stated that they were trying to keep final mass lower than input mass. TBH, I don't see what's so hard... Hell, at one point there was even an item called Catalyst 3 that became self generating instead of being consumed slowly, if one had enough skills.

    I once compiled a tedious list of most of the aspects of the game's "fizziks" that were broken, but I'm pretty much beyond caring at this point.

    My tediously scientific and engineering literacy has basically ruined the immersion for me of pretty much every sci-fi game besides Kerbal.

    So no, you might be feeling a little bitter but you are not the victim and not everyone thinks you are crazy.

     

    Was just stating the facts.  My post back then drew a lot of comments.  50% of responders could not actually understand mathematics well enough to see there was an issue and thought I had it wrong.  The other 50% basically responded with who cares.  It does not make me feel like a victim.  It makes me feel that such a low attention to basic details indicates that this attitude might permeate into the entire game.  As it turned out ...... I believe it did.

  2. 20 hours ago, Qith_Karrar said:

    Am I the only one who is annoyed that refining certain ores increases their total mass? 

     

    For example, 65L (5.04 kg/L) of Hematite is 327.6 kg but is turned into 45L of pure iron (7.85 kg/L) which is 353.25 kg. This only gets worse with better talents letting you use less then 65L of Hematite to get the same amount of iron.

     

    In addition to being unintuitive, it's a pain to have to remember which ores are supposed to be refined before transport and which are supposed to be refined after transport to be as mass efficient as possible. 

     

    Either the ratio of ores to pure products should be increased or the density of Hematite and a few others should be increased so it's almost more mass efficient to refine at mining location then transport the pure products instead of the other way around.

     

     

    There a quite a few minerals and their derivatives that defy physics in this way and its silly.  Refined product should never weigh more than the sum of all its components.  I pointed this out at the beginning of BETA and everybody seemed to think I was crazy, so, dont expect to get any support.  It annoys me because a science fiction game should be based in science.  If you cant understand basic science such as 2kg plus 1 KG does not equal 6KG  then what the hell else is wrong.

  3. On 8/17/2022 at 3:29 AM, Mncdk1 said:

    What is the expected timeline for adding the planets back?

    You can't just remove more than half of the planets and give a vague "They're coming later..."

     

    WHEN? Will all the planets be added within, say, a month? 3 months? a year?

     

    Removing 7 out of 12 planets and then launching the game seems completely insane to me.

    In the stream one of the devs said all planets would be back in "certainly within 12 months"

  4. 10 minutes ago, CousinSal said:

     

    I remember talking to a friend who worked in development. Worked for company that did something with making apps and software.  He said ideas are a dime a dozen. Everyone has them. Many good. Only very few know how to actually execute. That's what matters.  He talked about someone having an idea and went to developers and to make his idea come to life and he wanted half profits or stake, and they basically laughed at him.  That's not the hard part.

     

     

     I agree with this 100%.  It took until 50 before I realised that being creative isnt enough.  Nobody else will invest heavily in making something because you think its good.  If you want to make money out of being creative you have to make whatever it is yourself.  The problem is that its very rare to get a person who has the creativity as well as the ability and skills required to make something.  Usually a really creative person cant stand doing the same thing twice.  Usually a person that makes things well can make the same thing 100 times satisfied that every one is ever so slightly better than the last. 

  5. On 5/15/2022 at 8:32 PM, blazemonger said:

    [EDIT]

    With NQ publishing their first actual blogpost around release (the DAC post fournd HERE), it seems my initial timeline is actually off by several weeks. I have now edited the original post to reflect my updated expectations. BAsically, everything is pushed forward by 2 weeks

    And here is what I expect (speculation may occur):

     

    [Fact] 18 May sees the publication of a blogpost around how DAC is going to be implemented inititally. As DAC activation is directly linked to release of the game, combined with how NQ has _always_ started their cycle of devblogs before a next major patch, Release is not far away. It is actually much closer than thought.
     

    week 30 May - 3 June will see the first actual devblog on the release, it will discuss what will be added prior to release.

    week 6 -10 June, a second blogpost will go into some of the last additions before releease.

    week 13 - 17June, a third devblog, this time with mention that a decidion on the wipe is "almost finalised" and NQ hopes to share more soon (TM).

    27 June - 1 July, a final devblog. NQ has made up their mind and a partial wipe will occur where details will follow (NQ will milk this thing to the very end).

     

    PTS with "release candidate 1" patch 1-4 July

    PTS with "release candidate 2" patch 8-15 July

     

    week 18-22 July, the "wipe" and release devblog ..

     

    Release patch will be brought to "live" server 1st August

    • Everything wil lbe reset
    • Talent points accrued are returnerd to the pool
    • Constructs you are the creator for or which are DRM free are delivered to your backpack
    • Beta keys will deactivate
    • An offer will be made for beta key holders to join the "head start" by buying a sub for 6 months at around $45

     

    Official "release" date wil be 15 August, DAC will be activated from that date. New subs will be charged $15/month while existing active subs will remain at $10/month (for at least a year)
    And a media blitz starts .. inviting people to join the headstart by taking a 12 month sub at the special introductory offer of $99 (normally $120)


    PTS with "gold release candidate" and wipe patch 22-25 July

     

    01 August - Live server offline for wipe and patch. DAC webpages go live
    02 Augusty - Headstart period begins
    ..then..

    15th August 2022 - DU day (release)

     

    Thanks for posting.  Maybe I'll give the game another go on release.

  6. 57 minutes ago, Feriniya said:

    In any case, to be honest, I still don’t understand what the problem is with taxes, what is 1 million and what is 500k .. this is just ridiculous in my opinion? 500k is even collected by stones under your feet in 20-30 minutes .. even without upcoming skills to collect. That is, in general, with a bare ass, without having anything behind you, you can pay a week of tax in 20-30 minutes .. I still don’t understand :)
     

    That is, usually if there is a tile, it gives something, but when you sell goods on the market, you pay % for the transaction, and this % sometimes reaches much larger amounts. Many times large sums. And then 500k which, well, I don’t understand you, gentlemen, I can’t understand, it’s just a ridiculous amount even for a beginner

    Just for entering the game, even without doing anything at all, it’s 3 days to enter, that is, you don’t even need to play, you don’t need to do anything .. just come in and get 2 tiles for a week for a week just by entering the game.
     

    Also, don't forget that there are headquarters tiles that do not require payment, if the sanctuary tile does not require payment either. in sum, this is an opportunity to have 6 tiles without payment, is it really not enough? .. And if you mine it’s so funny, the tiles pay for themselves without any problems 2-3 times than taxes .. and now it’s 3-4 times .. because taxes are 2 times less done.

    That mean.. you can get 1 sanct + 5 HQ tile + 2 from enter the game tile.. so total 8 tiles.. guys.. EIGHT!!! and no need to do anything.. just enter to game.. so what is problem? why ppl still crying.. 

    I make base for total 1 tile.. 80+ L core.. for over 1 year.. but is 1.. you can have 8 without anyyyyy..  sorry guys but i think who talk about taxes.. just dont wanna do any.. and wanna moer and more casual game.. cose thats really strange.. devs give to every one 8 tiles.. free.. and ppl still crying and LEFT game becouse of this.. omg

    Maybe i cannot understand some thing in this game? :)

    Well maybe your very fast.  All I know is this.  Since Demeter all I have done is set up and calibrate Mu's, collect ore, take it to market and sell it.  At this point I have about 35 million ( I went down to about 5 million).  I had 52 million before Demeter.  

  7. 3 hours ago, Feriniya said:

    hey mate.. you looks like not read news.. 
    take it.. this is special for you: 
    https://board.dualthegame.com/index.php?/topic/24266-devblog-panacea-remedies-on-the-way/

    now you can 1 time in week update your MU

    You are correct.  I did not read that news.

    Its good to see that they are attempting to repair this mechanic.

    I feel that the tax will still be an issue for many people, because:  what are players able to do that it is so exciting they wish to pay tax for the chance to do it?

  8. I still have a couple of weeks left on my subscription but just cant force myself to log in for even one more time.

     

    I think its the tax that has ruined the game for me.  Probably that and the lowish player numbers.

     

    Currently all I have time for is calibrating MU, picking up ore and delivering ore to market.  I had 52 mil before demeter and now I have 32 mil.  Thats a lot of boring work to not even get back to my starting point.

     

    The DU community has been great and players are very helpful.  Some aspects of the game like ship and base building are really good.  IMO it just nee3ds to be turned into a game.

     

    Can you have my stuff?   I have made all but 2 territories into HQ.  I think one of them will have a container a couple of advanced MU and a bit of ore.

     

    I might come back if the game ever gets a full release.  

     

    Good luck to a great player base and to the devs.  I do hope you can save the game.

     

  9. My  3 cents worth:

    This situation is extremely difficult to fix.

    Without a cross section penalty, in my view, the most logical design for a space fighter is a big flat sheet.  As big as the core will allow.  That sheet is completely covered in guns.

    These ships might not look good either but without armour one would fire all guns and possibly turn side on to receive fire.

    My point is if cross section penalties are removed ..... players will start complaining that all the fighters look like flat sheets.

     

    Why is this issue so difficult to fix?

    Well, lets use WW2 as an example.  All of the planes, ships, tanks looked and operated in pretty much the same way.  EG.  all the tanks looked pretty much the same.  Thats because, there is one best design.  Now, yes, those designs changed over the course of the war but always in response to something.  For example, larger guns and armour penetrating ammunition resulted in thicker and sloped armour.  Better armour resulted in bigger guns and so on.  My point is that at any one time, there is a best design.  Given that in DU there are few economy/material/time constraints.  Players will simply build that one best design every time.

     

     

  10. I came back because of Demeter

    and now I'm leaving again.

    I was watching Markee Dragon on youtube to see if DU was worth subscribing to again and saw that the Demeter patch was on the way.  I didnt want to lose my stuff so paid a 3 month subscription and came back.

    I thought I would stick around if the game was good.

    So, My goal is to make quanta by offering a rescue/repair/boosting service and I have a space station setup for that purpose.  With demeter,  I find that I spend all of my available gaming time calibrating MU's, picking up the ore (from Ion and Symeon) and selling it.  I have not done anything else since the initial scanning (which was boring as hell).

    I have unsubscribed.  I have one month remaining and I think I'll keep trying to make some quanta for most of the month.  I will then put my 5 best MU locations as HQ and wait until the game gets out of Alpha (could be some years).

    How the game makes me feel:  (I may be wrong, but its how I feel)

    The tax system is causing me stress.  Not the good stress that drives you to make accomplishments that you are subsequently proud of.  The bad stress where you feel you are locked into a course of action that brings no reward and no way out.

  11. Regarding atmo speed.  I'm pretty sure burning up at lowish speeds is intended to prevent players moving into/through solid objects before the server has loaded them in.  In other words.  I would not expect the speed limit to be raised anytime soon, no matter how good you reasoning might be, because the game just cant handle it. 

  12. 1 hour ago, Zarcata said:

    Good morning
    First of all, the ore is worth even more than some of us here claim. who sells Garnerite (T3) for 31 quanta, just because that's where the buy-it-now bids are, it's his own fault. The real values at the sale bid are mostly between 60-120 quanta. 

    (By the way, this applies to all ores, you don't always have to click the buy-it-now button here just to sell it immediately).

    So, now to the problem with the quanta ore and the economic cycle.

    DualUniverse is first and foremost a building game. Collect ore to build something out of it.
    But now every player who wants to build something can mine ore himself. At least everything that concerns T1. If you want T2/T3, you have to search for suitable areas with production. Whoever finds it will have a powerful tool for his own supply. If you just want to build fancy things as a designer, you are completely covered. If necessary, you can sell some ore to exchange it for others, or you can trade ore for ore with players and bypass the market with the taxes.

    DualUniverse has now introduced area taxes. Well, players now adapt and bring even more of their own ore to the market and build accordingly less themselves, because you now need Quanta for the taxes. Alternatively, there are only the missions. (These, however, are not lucrative, are also no fun (time-use) and depending on the mission it is easy times 5-6 hours afk to fly through space ... I certainly do not turn on the game for that!)

    That there are ores is therefore no problem, so we can only build more, produce and generate fun together. Currently, however, due to the few players only a very small market is available. In addition, many players are partial or self-supporters. accordingly, the demand is also low. Another problem is the twink mechanic. A player can create many more accounts and cover his own needs for all ores.

    So it is the same problem as in the real economy. We produce more than we need, just to maintain employment, but at the same time cry that the products by competitors and the produced mass -but no demand- from the value/price fall.

    By the way, I don't know of any game or real economy that would work without problems in the long run. So why should it work in DualUniverse?

    This patch is the 1st time I have ever used buy now price for ore.

    I tried to sell garnerite for 2 weeks, constantly lowering my price to try and beat all the other players doing the same thing.  Never sold any.  Then, I had to pay tax.  I imagine most players who need to raise funds to pay tax are simply selling ore at the buy price because They cant wait 3 months to sell at a reasonable price.  The real price is only real if people are actually selling for that price.  In a market where the real price is constantly dropping, its because people are not selling at the real price.

  13. Slow boating my ore back from Symeon and Ion takes a lot of time.

    The T3 ore I bring back (Garnerite) is currently worth 31 quanta.  Just happens to be the same price as Bauxite.

    It really feels like I'm wasting my time.

  14. 14 hours ago, Doombad said:

    You don’t have your talents, though. I forgo my talents and just use VR, wishing I didn’t invest in those talents.

    Yes, as it turned out claibration talents were a waste of TP.  The skill that give us more calibrations was the only one required.  Who new.

  15. 18 hours ago, Shredder said:

    Yeah, clicking on a MU and clicking calibrate, then exiting calibration after it initialising but before you play the mini game, takes less than 15 seconds in total. That (with good skills) bumps my calibration score up by 60% without even playing the mini game. I do that calibration with 6 MU per day. The MU are all close together, and the territories are all surrounding my base.

     

    So probably less than 5 minutes in total… 15 seconds per MU, x 6, that’s 1.5 minutes, not including walking 2 meters between each MU…

    OK, So you have to be there in person?  No VR. 

    EDIT:  I just tried it in VR and it worked fine even without skill.  I guess it depends how far your calibration goes down.  Anyway thanks for the tip it will save time.

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