Jump to content

Underhook

Member
  • Posts

    393
  • Joined

  • Last visited

Posts posted by Underhook

  1. So, I know nothing about PvP.  From what has been stated I assume the following.

    1) Pirate ship has at lesat 2 crew and 1 is a gunner

    2)  Pirate see's a ship is about to warp and they know its intended destination 

    3)  They press the warp button within 1 second of the target pressing warp. 

    4)  Whilst in warp and less than 2 su away, they target and kill the target ship

     

    There are a few things here that make this happening without a glitch/bug extremely unlikely.  At least as far as I can see.

  2. I'm confused.

    Ran out?

    By that you mean you didnt pay the tax?

    You could have made it a HQ hex and not had to pay tax.

    Have you just come back to the game?

    Were you notified when Kor claimed your territory?

    If its less than 2 weeks you should be able to move your stuff off the hex.

     

  3. 17 hours ago, Jake Arver said:

     

    Are they though? If someone did not bother to secure their tile and dig out their constructs even when NQ gave advance notice well ahead of time and offered assistance in that regard, I'd say that is on them.. If the previous owner of the tiles I claimed comes asking for permission to dig out their stuff I would probably agree, but it would cost them.

    If the new owner does not respond to such a request I guess you have a point about support. Otherwise, I'd really hope NQ let the game be the game and have players sort this out between themselves. I claimed a tile with two massive L core statics and I'd ask for probably 40 million or so (and consider a counter offer), and would consider that generous, if the previous owner asked for persmission to dig out their stuff. 

    A notice was placed at your nearest council office on alpha centauri.

    Did, non subscribed players get notice.  I know they were supposed to but?

  4. 17 hours ago, Sabretooth said:

    I cannot agree with you here.

    Like ALL STATIONS are build so the gravity pulls you. I have mine set up so you have the best view. I dont use planet gravity for this and never thought that way.

    My space station is kind of cube. But since you can flip space cores, you can land of the sides too! So my base has 5 sides that are flipped and can be landed or walked on. (Thades best views video on YouTube, in the last 20 seconds or so the entire base is in sight so you can get an idea of what I mean)  

    Maybe you base is flat but mine is not. 

     

    You can VR to Meranda Xirsea Store and check the base out yourself and experience how transition between flipped cores are done. Walking down the stairs to another flipped core requires looking down or youll be pushed into space.

     

    Also not adding a small downward thruster to solve your irritation, but choose to be stubborn and complain  (which has taken up more time and energy already than just adding a almost none visible thruster) to me is a strange decision.

    If you could add 4x4 for almost no costs or room, why dont you do that?

     

    Try to relax and look at these pics (s & xs core) and try to spot the downward thrusters. (MEX or Meranda Xirsea on DU creators)

    And I think you will admit that something this small should not be a problem for any ship builder. Rebuilding a multicore space station is!b5fe298f-844c-4db4-98ba-195066667634.thumb.png.468f495a87e0b3fd83bbd81ceb0f3a7c.pnge0cde928-9caf-4b7f-94bd-5738a97f7619.thumb.png.8a75047bd1d57b58bf43bda06cbe7cb7.png

     

    I wish you luck with your "customer is always wrong philosophy"

  5. 21 minutes ago, Sabretooth said:

    I understand, but how else are you going to land on a space station?

    Not having them is a designflaw that can easily be solved.

     

    If you take the ingame shuttle alioth-sanct, that ship has got directional thrusters too. Since its officially the first ship in the game, then the ships that dont have them are 'flawed'.

     

    My only problem with the vertical placed engines for going up is: they are always on when near a planet. Sometimes even 100km away from the planet. They are 'barely active' and use very little fuel, but so far away they could/should just turn off. Or have a switch to do so (and not LUA!!!)

     

    So Im saying is: your design isnt complete and you want the station to do something about that, while it cannot do anything.

    Thats not fair of you.

     

    And it wont take a 'complete redesign' to implement 1 or 2 basic S or XS engines on your build.

     

    I'm not going to put downward thrusters on my ship just so I can land at a plyer market when it is Literally the only place I ever go that requires down thrust.  The flaw in design is in the station not my ships.  The vast majority of the player base, including myself, build stations with the planet gravity pulling you directly down onto the platform.  Now if you really want a station with gravity pulling you off the landing pad then go for it but if you want people to visit .... fix it.  If the local supermarket car park is only accessible to 4WD vehicles, they will lose a lot of customers.  Saying that 2WD is a design flaw in the vehicle and that is the customers fault might make the supermarket manager feel better but they still wont get the 2WD customers.

  6. 12 hours ago, le_souriceau said:

    Well, last year more correctly to call it "downscaling", game pretty much moved towards saving money/making it somewhat more passable for relativly close "release".

     

    While such more grounded approch not bad thing on its own, its obviously gone far from game that was promised on KS. Basicly we ended up with some space-themed Landmark with same negative perspectives.

    Interesting.  Cutting costs and increasing profits on a product that isnt finished.  Thats typically what you do when you want to sell.

  7. 2 hours ago, vylqun said:

    So, as predicted T2 and some T3 prices are often below T1 bot prices by now, which makes those hexes very unprofitable, considering that you can often claim 500 ore/h T1 hexes, but nothing like that for T3+ and in most cases you rarely have a T1 above 100 as secondary ore on them. 

    NQ said they watch marketprices and will act accordingly. The time to act is now! Either lower hex taxes, or introduce buy bots for T2+ at logical higher price levels than T1, else no one will be able to afford keeping those T2+ hexes, because they just cost more than you can earn with them even if you keep nothing for your own use (or alternatively add buy bots for finished products).

     

    DU isn't remotely close to a playerbase where there is any ore scarcity with the currently available mining hexes which would drive the prices up!

    (and please, i dont want to hear anything like "players aren't supposed to own more than 1 or 2 T2+mining hexes" or any of that, because without mining there is barely any gameplay left that is directly supported by the games systems)

    I setup my MU's on Ion and Symeon.  I have been slow boating the ore.  It just does not seem worth it.  Reward for effort just isnt there.

  8. 19 hours ago, Sabretooth said:

    Downwards thruster can be put easy on your ship. I have 4 basic s thrusters for reverse on my 1.2Kt ship and they can push it back. It takes a few seconds but enough for doing what they must do for parking. 1 or 2 basic S space engines will do for any normal S-core.
    All my ships have them, they need almost no fuel.

    Thanks Sabertooth.  My point was that I dont need downward thruster for anything else I do in game.  So, if the market wants customers, it needs to have parking that the majority of players can use.

  9. Hi Grixis,

    I went there.  Looks good.  You have a problem though.  Many players like me do not have downward thrusters.  Your space station has been built so that planet gravity assisted landing is not possible.  I simply could not land anywhere.  Although I guess I could have used my ECM (didnt think of it until now).  Anyway you might want to build a couple of landing platforms in the "ideal" direction so customers can land.

  10. 3 hours ago, VandelayIndustries said:

     

    That is the problem. DMG and range are the most important.  Literally no other gun but the precision variant is used in pvp. Is that balanced to you? Who cares what the description says.  There is 0 point in pvp to use any other gun.

    Sorry, I thought you meant they were not operating as intended.  Its still alpha, we cant expect balancing yet  :)

  11. 8 hours ago, VandelayIndustries said:

     

    Look at the damage.  They are the same.  One is heavy which is suppose to be bonus to dmg.  The other is precision that is bonus to range. But the precision gets the dmg bonus AND the range dmg.  Those 2 stats are the most important stats of any gun currently.  So no one uses any gun other than Precision.  Unbalanced.

    Did you read the description?

    Precision = Superior damage and range

    Heavy = Superior damage and vision

  12. 20 hours ago, wokka1 said:

    In any online game, and even some offline, there are always a vocal minority in forums, discord, etc.  NQ, please, do not just listen to them, and hope you aren't.  The recent reversals of decisions that were given, and then changed, indicate that you are indeed listening to these people.  

    You have a survey system built into the game, expand it and start using it for active players.  You have many players that do not watch discord, or not often, and same with the forums.

    part of the problem is that some announcements are only done in one place or the other, and not listed on the launcher.

    Please start putting all announcements on the launcher, and use the survey system to gauge what the player base wants.

     

    Thanks

    I'm pretty sure they went against the views of the majority of players on the forum

  13. Hi Space people,

    Just wondering if there is a list anywhere that shows which skills are currently broken.  This will help me decide which skills to get 1st.

    I do hear/read from time to time that a certain skill does not provide its supposed benefit etc.  Lately I have been checking to see if my new skills are indeed working and I just found the following.

    Level 3 Atmo engine handling supposed to provide 10% boost to thrust.

    My ship said it had 4.72g max thrust.  I reapplied my talents (handy function that) and my max thrust went to 4.81g.  That seems to be about 2%

    So, if we assume that the level 1 and 2 are broken as well then that means I have a boost of 6% instead of the advertised 30%.  Can we fix it please.

    and, yes, if anybody knows of a list please post a link. Thanks

  14. 34 minutes ago, Anopheles said:

    I feel sorry for newer players having to shuffle 3 or 4kl a trip in a small core ship, especially if they didn't grab a tile close to a market.  I'm lucky enough to be only 20 km from M6 and it's still a grind.

    I remember flying around Alioth in a ship I built that I thought was soooo good.  3 small containers,  lol

  15. 15 hours ago, Anopheles said:

    Surprisingly not (although I have spare elements to sell if it gets tight).  I still have to spend 3 or 4 sessions a week getting a months worth of joy time by selling ore, more if I total a ship.

     

    Luckily I retooled a ship to take 25kl of weight, so it's come down.

    25kl.  That's nothing ....  Just kidding, that's a lot of weight

  16. 1 hour ago, Knight-Sevy said:


     

    I am part of a small organization, around 15 active players, although now for DU it may be a large organization ...
    So, our number of players has reduced very little over the updates because we are putting all our efforts into common for our progress.

    I'm not going to expand on the subject too much, but having a centralized industry, an optimized corporate ship fleet (from PvE carriers to PvP ships) allows us to have an economy without any comparison possible with a single player.

    => If you are not ready to lose one or more carriers in a row to pirates. It's that you are not up to the task of exploiting MUs on PvP planets.

    Maybe I'm not up to exploiting MU's in PvP  space (there are no PvP planets yet) but that was the path I chose before Demeter hit.  I was pretty sure the good ore would only be on outer planets and I was pretty sure T1 prices would plummet.  I didnt count on everything plummeting though  :).  Anyway that was the point of my post, I took a risk, which might be a mistake.  Before Demeter I could afford to lose 10 freighters in a row, no problem.  Now, If I lose this one .... I'm bust.  Who knew, I didnt.

  17. So, as some of you may know I started back about 2 weeks before Demeter hit.   I was not a miner, I didnt like it.  I had been making small amount of quanta trading schematics before I went on my long break.  This to explain that I had 52 million quanta (a small sum compared to some).

    I spent some time and quanta redesigning ships and getting ready for Demeter.

    I took a gamble and went for the higher tier ores, currently have MU's getting T2 and T3 ore and I have just started a T4 MU.  

    However, I'm down to my last 6 million quanta.  Tax is 5 million per week although that money is in the wallet so all good for this week. 

    I'm on my way right now (slow boating) to pick up my ore (will be my 2nd load).

    It suddenly occurred to me ......... If I get intercepted by a pirate, I may very well go bust.

    I would have to build another space hauler and wait another 4 day to a week to get ore again.

    Exciting?  yes sort of.  I began to wonder though.  Did anybody make some choices/assumptions that have caused them to go bust.  Or, are you all so busy wading through in pools of quanta that Demeter was just a blip on the screen of your luxurious existence.

  18. 13 hours ago, Dyab0lix said:

    The calibration idea should just be flat out removed... its just grind for the sake of grind that no one enjoys. 

     

    I dont like being negative for the sake of negative though, so wondering what the aim of it was, and what other solutions could there be?

     

    Assuming its intended to balance the economy and avoid auto billionares, thats a pretty simple fix of balancing how much ore you can extract from a tile... so its not the quickest way to make money. Make mining asteroids more accessible and more profitable than auto miners and people will choose to do it. 

     

    Or if its some weird way to force game time/interaction, then its the completely wrong approach... it should be about creating opportunities through mechanics for players to want to create, explore and revisit. Micro manging auto mining feels like the opposite, its something i "have" to do, not something i "want" to do... and most importantly it keeps me focused on my own HQ, rather than getting out to explore the wonderful universe they created.

     

    P.s. the airbrakes thing was always broken and should have changed long ago... im certainly not experienced, very new to the game, but when i saw you can stack airbrakes and hide them i thought "thats silly, they should go on the outside in the direction they can push air", so i just built ships that way... im pretty confident if it changes to work like they logically should my ships would work fine. Its basically an exploit that should have been fixed, and simple solution for ship builders, is just build with that logic in mind. 

     

     

    The problem with building with logic in mind is that we all end up building the same thing, logically there is a best design, when you are forced to have everything in certain places etc.  Probably my favourite thing in DU is the fantastic ship designs I see people come up with,  I love making ships.  If my ship has to look like everybody else's, I wont like building them anymore.

  19. 3 hours ago, Ninator said:

    this is failing due to several reasons.

    did you ever try to put down a static core on an asteroid ? it says "no territory".

    putting down a space core does not help either, because it can be shot.

     

    sorry ...

     

     

    But : as a hint : your space suit is quite capable of flying some su if you are patient ...

    So, I was close then  :)

  20. 3 hours ago, Gillwin said:

    Weapons do not see dirt.  The bullet teleports from the gun straight to the targeted construct.  it does not matter if other constructs are in the path of the weapon , or if there is an asteroid, or if the construct is buried in the ground.  

     

    What!    LOL

×
×
  • Create New...