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Warlander

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  1. Q1: Do you guys see mining units as some kind of carnival game vs a system like industry? Q1-A: If industry (or any system) was treated like mining units and you had to drop a TU, static core, and could only put down 7-12 industry units per core, could only make 4 products per tile, you could only make 500-800 crafts per hour per tile, and you had to play a mini game to spawn parts around your tile, and pay 1 mil for industry on top of mining unit taxas would you run an industry? Why do we even need all the tax forced game speed, action based time units no other system uses, stifling limitations, and incentivized land grabs to take quanta out when we needed a resource sink with drill bits moving the ore market rather than floodig it with ore nobody needs since its about the quanta. Q2: Why didnt you just adapt the old mining system to make sense as the industry? You litterally just needed to add a inventory to the first Mining Unit screen so that you just needed to select the ore type and it has a pool of nodes without voxels in the form of ore stacks and still had 100s of nodes per tile you could put a miner on each of them and just respawn the ore each month and whatever you produce just goes from the finite ore pool and spawns on the surface every hour without all the BS mechanics to where you dont need to go to 35 tiles to get a box of ore per day traveling 35km when you just needed a handful of tiles generating what should be in the tile. Q3: What is the point of the mini game in the first place? Just cut to the chase and spawn the ore per hour on the ground since you will have to harvest it off the ground anyways and its a boring dedundant mechanic no other system needs or uses. Adding charge based time units as stamina is a bad system that stifles gameplay but also having a mini game that again no system needs on top of it is a double edged slippery slope.
  2. I really dont know at this point if NQ is stupid, sadistic, or if they just have lemming yes men & women who are all collectively dumb, Honestly they could have just gone with the old system that made sense that compounded as you bought more talents and just charged people like 150k tax per week per tile and it essentially would have done the same thing. Since its 150k NQ didnt need HQ tiles if you simply logged in 7 days a week you get 7 free tiles unless you want more then you pay escalting drop costs and a modest upkeep to prevent land grabbing rather than "you get more ore then you pay in taxes". Then just add a sink for miners to trade the taxes with a resource sink like a drill bit that keeps the ore market moving with tiers that focus or balance liters per hour, -time, or duration of drill bits that use a combination of ore per tier so we can buff the units or use bits slower or faster. This would have done the same thing and got quanta out of the game and instead of just flooding the market with ore nobody needs and instead keeps the market moving since charges are pretty much drill bits only they use some artifical action time unit rather than a drill bit. And you dont need charges or mini games if you just make all the ore it generates on the ground since the actual output is garbage vs the mini gam and eventually you have to pick it up on the ground so just put it on the ground without the BS. They should have treated mining units like industry units instead of treating MUs like some kind of carnival novelty game. Imagine if Industry had this type of red tape in the sense that you had to drop a TU, put down a static core, and you could only put down like 7-12 industry units, you could only make 4-6 products per tile, you could only craft 500 times per hour max, you had to play a mini game to spawn parts around your tile, and pay 1 mil for industry on top of mining units? Its stupid for sure but you could apply the MU logic to any part of the game. Why not make piltoing part of the charge system so you take a breathalizer test to start the ship and it spawns gas in your tile, Play some kind of reloading mini game every time you want to launch a missle, fire a chain gun, shoot a lazer, etc. Why not add some kind of crane mini game any time you want to transfer inventory from one container to another. Its stupid and nobody would want to do this crap on any other playstyle experience so why even bring the system into the game? Then why need 100 tiles per person anyways? NQ didnt think to go one step further in mining units to adapt the old mining system into the new one. Before this we had finite ore pools and all they needed to do was have ore respawn randomly to simulate the old tile structure and instead of voxels they just needed ore stacks in an inventory that are essentially nodes. Had they put the inventory in the first screen on the MUs you could of clicked on coal or whatever and had like 50 stack nodes of coal you could put a miner on, or multiple miners on 1 tile and not need 100 tiles with 700 miners if you just needed a handful of tiles with hundreds of miners each like industry. If NQ would have stuck with a finite pool then just randomly generated different ores or ore amounts via stacks of ore you can put miners on its better than sub prime mortgage tiles that should be different as time goes on. Had they had finite ore pools, hundreds of node stacks and miners you had to watch as a 4kl stack of ore wouldnt take long to mine vs a 1mil ore stack you need more units on like the old system without voxels. You could litterally just spawn all the ore on the tile on the surface and with needing drill bits it justifys the ore spawn with a sink. Its infintely better then whatever demeter was designed to do by doing the same thing but better.
  3. For me it just set me back a month in Exp and im supplimenting while my talents catch up. I fully intend to asteroid mine once that happens and in the mean time figuring out ways to double/tripple up on money. For instance since missions require me to physically be there I can surrigate to my base while traveling and farm rocks while we are going to the destination and since most round trip missions take a couple of hours I can pick up an extra 40-60kl in rocks, drop 10 chrages and grab anouth 40-50kl and then make 21 mil from the missions. Or if we go asteroid mining do the same thing and mine rocks until we spot an asteroid, pop charges for more ore, then mine an asteroid and do more mining while we travel and drop it off since you cant link in VR but you can drop off rocks its win win. Im not above trying anything to increase income.
  4. I think the whole system is fubar not just the unequally applied taxes. For instance why say "you make more in ore than you pay in taxes" to shich it means you could in theory buy up the whole planet if you had the funds and means and profit when you could do the same thing and actually make tiles worth mining if you just needed one tile with 175 mining units in one tile? They could have kept the compounding tile drop costs the way they were where every time you buy a tile it doubles with a flat 150k a week tax to let people who just want to play causual or whatevrr cover a 7 tile cluster with the login bonus and if you want to mine then you get taxed by the mining units you put down that each add 10k-h+10k-h for Grade (XS-L+) and Rarity (Basic-Unique) so that its by the size of your opperation rather than the mass amount of tiles you need to practically do or mine nothing per month. They could have adapted the old system we had just without the voxels if they simply just had the nodes and amounts of the old system updated with the mining unit interface to where the icons for the ore types when clicked on became an inventory type system that just had random nodes or more specifically stacks of ore as the nodes since you only need to represent the stack icon and how many liters each node has in the tile. From there you could have kept the finite type system of how much ore was in each tile and randomly refill it next month with various ores or more stacks added to the ore types and made it so that you have finite ore stacks each month but you can put down as many miners on however many nodes that exist and each node was more like the traditional system with mega nodes or rare ores that show up or refill what you used in the tile in a randomized way. They could have also made a meta of having to pay attention to dead miners that mined out a node and having to keep track of how much is being pulled out and refocus the miners to different nodes or limiting the number of miners per node perhaps. We wouldnt need a mini game if we got the ore we need. Its not like pilots have a brethalizer mini game to start flying, or industrialists have to play a mini game to start a machine and calibrate it, and its not like PvPers have to play an asteroids mini game to start shooting people. Its dumb and out of place in DU to make one system reliant on activity points via a mini game and no other gameplay style for no reason. But the fewer tiles you need vs the mining opperation size per tile treated like industry or ship building progression with a lack of cost to run while flooding the market and not going with some kind of consumable to get the ore instead of taxes or a reduced tax is again short sighted. Mining should have a similar progression system as industry or ship building in the sense that you should be able to customize your mining opperation with drill tips, dill tips, rock crushers, or other add ons that make mining both better and expensive to overcome the taxes they create that could cost millions or hundreds of millions to billions per tile. Not only that but only make those digging parts last so long before you need to replace them so that it acts like gas for ships in the sense that you get a lot more by grade/rarity of the parts in efficiency but you need to replace the parts like bits and tips which keeps the ore market going.
  5. When I joined the game I mined rocks for like 20 mins then started digging mines so I didnt know what it was capable of producing since obviously voxel mining was a better system at the time. Or that I only really mined rocks while I wated for orgmates to sell or grabbing enough to make some scrap if I didnt see any top level ground mines if I dinged an adjustor or something. Now that I had to put my mining exp into MU calibration talents or MU PDs and now have to wait for my talents to catch up to T3 mining over the next 24 days supplimenting ore with rocks made me curious on how much you can actually pull per day while we set up mining rigs and adapt one of our ships for asteroid mining or picking up a DSat. Scoff all you want but turns out you can pull 100kl a day in ore, 15mil h, and get 12-15kl malachite, 10-12kl limestone (that you cant even get on planet anymore) and its pretty much on par with what was in each tile in terms of T2 I was getting on average. Sure im not getting the 400-600kl I was getting daily but considering I can pull 100kl and then get an additional 40kl with mini games ever 35 hours its almost a containers worth with every round of charges. If the rocks were better than 20L per rip with a variety or rock sizes and amounts, used mining talents with harvesting, or didnt despawn up to six rocks around me every time I harvested 1 rock I think I could have pulled 150kl per day which is enough to cover taxes on 15+ tiles a day for the week. Thumb your nose at it but its a viable low cost option you can do on top of other activities. And again scoff all you want but in any other MMO mining rocks IS the gathering system in pretty much 99% of the games on the market so /shrug. Im used to it so I dont see the big deal.
  6. I love the pic where it says the game is built by the players and NQ does not have to do anything themselves. Its like if your parents were like we are going to play mopoly and everything is blank but they developed just enough for the sapces for property, pieces, blank cards, and said go play the game but every time you pass go you pay us $.$$. When you ask what the rules are they said you make the game and every time you try to do something they take away cards, properties, and add rules, taxes, dice roll limits, and slap someone in the face when they land on free parking. They keep adding stupid rules, conditions, and sinks but never bothered to make anything more then a completely blank game they make up as they go along.
  7. Man where is the option for single solar system alt IRS universe?
  8. I think everyone should get to experience DU from the ground up again to see how bad things really are. Alphas/betas have wipes when mechanics change so drastically that you cant make the same potential of qunata, ore, buildings, or ships in that same timeframe. Its far away from where beta started and now it needs to be wiped to rebalance the game. It wouldnt hurt if they also developed a game instead of a job.
  9. Its going to take a lot of work to turn this into a game worth playing/paying. If NQ thinks doing as little as possible to make content is going to make them money they are mistaken. Unless they actually start adding MMO features its barely a game, let alone a PvP, as much as it is a building game. Just adding bandaid features as content on goes so far with nothing actually to do or purpose to what you build. Unless they turn it into a faction based planetary break away civs and I have a whole planet to fight and protected by the people on my planet with each planetary system having a bubble only for their people and still being able to fight my planet in open space with piracy as an option and some kind of combat missions, industry missions, mining missions, logistic missions, etc like every other baisc MMO on the market you can think of this random pvp with no conisquences does nothing for me and I love PvP games. The game just needs more substance and yet practical limits, sinks, how much you can put down in cores, fixing or closing sinks, whatever that is what they have now can easily be used to turn this game around within minimal additions. Its just they think their origional vision is still worth jumping off a cliff for.
  10. 1: NQ needs to make part lines similar to ship progression that has more to mining units other than plug a box in and burn a charge for a mini-game. There needs to be drill bits, augers, rock crushers, power generation, AI units, etc to make better use of tile mining that has millions to hundreds of millions in building a mining rig like you do a ship that has military, freight, maneuvering tags, basic-rare, and XS-XLE designations that can be used on any ore to improve yield, lower the time, create a RNG range for yield per hour, and make it so that every time you play the mini-game you can keep increasing bonuses. With ships you have base stats, putdowns, and talents to tripple down on power, speed, or efficiency with fuels or power sources and mining units should be essientially the same as ships or industry. 2: Taxes need to be changed to how big the opperation is vs how many tiles you can gobble up since this system is designed to give more than you spend and there is no upward end to how much you can grab. It needs to be changed to whats in the tile and how much you can pull out of the ground in l/h in terms of 100L and by tier available. It should be more about improving a tile and doing it there rather than needing 176 tiles to produce 10 L containers worth of ore per day and banking. Those getting the most out of a tile should pay the most. Those draining the most performance from the server should pay the most. Its that simple. 3: VR needs to become a teleport and either remove it from the game or embrace teleporting since the star gates essentially were the same sort of concept as VR with movingmaterials and ships so whats the harm? Just charge warp cells by distance, Tax calculated by distance, add a multiplier by how much weight you carry to warp cells and the disance tax, and force a player to use a calibration charge and call it one. Either they make VR a teleport with multiple costs and burn a charge or they just remove the whole system since it is useless now. 4: The mini game rocks need to be added to the RNG spawns of surface rocks to make mining a little more random. NQ should think of anything you have on the surface should be harvestable. Trees? You can make coal or wood voxels perhaps? Every stone you see? Harvestable. Any prop on the landscape should be able to make something since the world itself in this type of game should be a resource. 5: Add a sink to take out this huge influx of ore constantly into the system now with destructible elements or wear and tear to keep the ore market and parts market moving so that we can "make more ore than we pay in taxes". Eventually we will get less and less for the ore, not be able to sell anything except for random projects people are doing, and "earn less then we generate to cover taxes". 6: Make fully automated super freighters that have automated scripts to fly circuits non stop that launch from arcs anyone can jump on and do missions like a bus on a timed schedule. Do the same with asteroid mining ships so new players have another option to make money or whoever to do content until they can spend the 100s of millions on a ship to do the same thing.
  11. The whole problem is now that mining units are time capped like exp gain for talents and further hampered by time locked charges and a time based treadmill of taxes that has a set speed you are expected to play at. NQ is better off just dropping players off on some random planet instead of sanctuary or doing the tutorial and just giving them a tax free tile that is set up with a starter hut, some basic industry for parts/voxels, basic mining rig setup, and a ship. Then just do the tutorial on site for things they actually need like building a basic hauler, repairing, refueling, basic ship engineering, and building additions to their hut. Everything you can do via the academy should be part of the actual game and given right there. I have complete faith NQ wont bungle the new player experience.
  12. It why I always say NQ tries to impliment schematics, sinks, or taxes at the large orgs and it basically is nothing but a speed bump and since they dont impliment sinks based on how much you have vs arbitrary sinks across the board it only ends up hurting most players and even more so new players. Take scematics for example we were able to make whatever we wanted and had a good sized industry and had all the talents to make what we wanted from that and pivot to making parts we needed at the time. suddenly to even think about using our industry we built we had to turn around and pony up 200mil in ransom to get it out of m0th balls. For a new player upfront that probably does not know you can right click any element in a core and apply talents they likely will replace schematics over and over again as they go through their talents. and if NQ isnt always trying to cut your brakes or knee cap you all the time they add sinks like Destructible Elements at a time when their system was buggy and would break parts even if you had a soft landing. Honestly with new players not having PDs at their disposal let alone skills and less braking power with the finacky placement system they no longer have the time to sit around and teach themselves how to fly or build a proper ship with the PD bonuses, fuel saving, or stats to properly fly. Combine that with a limited amount of ore coming in and insufficient talents to make scrap you could easily wipe out a daily supply of ore turning it into scrap. Personally I think new players should get a system that gives them T5 talents the first week they player T4 talents the second week they play, T3 Talents the third week they play, T2 the fourth week they player, and T1 Talents the fifth week they play since you basically get 1mil exp per week you want to give new players a fighting chance that goes away to give them a sense of what max skills can be like but to get things done in a way that helps them learn while they get their talents going as well as 1mil h per day starting out for the first week and lowering with the exp bonus. It would also be helpful if there were missions that gave out ship parts, industry parts, elements, or voxels as their payout along with cash to also help get them going. With this current system it also needs to be based on what is in your tile per 100l/h in the cost of the taxes. If you can only produce 500;/h of T1 ore as a new player with all other ores being rare and sparse you would think it should only cost a new player or anyone stuck with non prime tiles 500k-h per week and not a mil per tile per week. Anything higher per T1 and it should add 25-50k in tax by 100l/h. It makes sense to charge people with prime tiles more since they are getting better returns. The fact that NQ said you get more then you pay in taxes just means you can buy up every tile on a planet and cover takes and make money which makes no sense if you dont try to stem it in any way if you own an obscene amount of tiles.
  13. Also I did a test on ground rock harvesting over a 24h casual gathering session and noticed that for every rock I harvested I could visually see like 6 rocks around me despawn most times so even if they wanted to harvest the rocks the harder you grind the more it just wipes out a tile.
  14. Sorry posted in the wrong window I had open. With the skybox I would rather see somekind of generic weather skybox and having nebulas in the space skybox.
  15. the sad part is the catch 22/44/88 of being a new player: You have to pay taxes and cannot mine ore in any substantial amount to overcome the taxes You need to choose between taking the ore you had an buying mining units, mining units and flying blind getting your mining operation going to start getting ore and using like 8+ charges to start getting ore and not having the talents to do it efficiency. Or using ore you have in the nano crafter and not having the talents and burning a ton of mats making things. Choosing between taxes or a territory scanner to not pick up tiles blindly. Not having access to missions, asteroids, or any profitable content to keep it going while waiting for miners to produce 12kl per day until you can start building a meaningful ore operation and cover the taxes when you have 3 days before they kick in and hope you can sell what you make or the ore straight up. Its doable but its certainly a lot tougher to get off the ground now.
  16. Issues I have in context to a solar system: Planets dont adhere to any kind of geology or realistic makeup of materials, minerals, etc. Planets dont adhere to any realistic format of planets in general in size, mass, density, and makeup of all materials to quantify where it is in a solar system playing a part in the makeup of the solar system. Lack of gas giant planets or inhospitable planets like Mercury/Venus being too hot, or gas giants like Jupiter, Saturn, and Neptune being gas giants you likely will never see the core with different gases, wind speeds, etc or ice planets like pluto that are dense enough to land on but are too jagged and cold to live on without any kind of life support or survival elements. Planets only exist to serve as places to get ore and are too big since you really only need a set amount of goldylocks zone planetary bodies.you can actually go to and live on with variable conditions for survival like air, living conditions, erosion, etc. asteroid belts that make sense in the context of mass by what planet that should exist in the planet slot or moon slot. No unique features to explore or see or occeans, canyons, POI's, etc. No real Teraforming system that does anything to need it in the first place No weather system, Wind system, or planetary rulesets. The whole makeup of DUs solar systems make no sense in a space game or reality as much as they felt they needed to fill up space with something. My main issue with this being a Civilization based game: Complete lack of a law and order system or consequences of any kind. Being a space pirate and endlessly attacking people should carry some kind of detriment to what you can do. Wether that is flagging your dynamic constructs to realiation for 24 hours compounded by every person you attack for being a criminal and not being able to use markets while flagged as a criminal or generating bounties or paying off the damages. Acknowledging that a planet would essentially be a break away civilization with their own government, military, law enforcement, industry, mining, commercial, building, and populace that has different aims, goals, drives, and age.ndas. Lack of regions in terms of if you turned a sphere into a cube you have 6 continental regions, 9 districts, and each of them should have an org running a district playing a part in a faction of orgs who cant attack each other unless in open space outside a planetary bubble around its moons. Lack of zoning or fulfilling some kind of ecosystem within a society in terms of a district having a central spaceport surrounded by residental and commercial tiles, The four coners being miilitary areas for military, Then 2 tiles being set aside for industry, and two tiles being se aside for mining so that you can produce ore, craft something, put it into use as military or law enforcement, with tiles set aside for infrastructure for roads, tunnels, etc and giving builders something to do to build a central city tile, military structures, mining opperations, or industries. Lack of a government structure that collects taxes for orgs to progress within their own area while still paying taxes to a planetary government that also spends the tax to actually do something with it to keep society functioning. If the planetary government is invested in making sure all districts are constantly being built up, repairing damage, etc and generating district wide missions, repair missions, etc using resources to replace broken or damaged voxels/elements, or creating a crafting ecosystem to where districts mine ore with a work order, then craft what needs to be replaced, build ships for logistics, atmo based law enforcement, military in space, or transit to take people to different districts to where missions are generated to keep the ecosystem fluid rather than stagnant. A lack of neutral trading posts between planets that have a small bubble around them that just have a protected market people can trade at. A lack of a space map that has highway routes with warp gates, a lack of planetary orbital sensor showing who is where within the bubble and where sensors pick up enemies or patch the radar together as a collective system Lack of any sort of group technology research system like a civilization game like age of empires, stallaris, or civilization. Lack of any group mechanics or formations. Even if they call Du a civilization builder it has no actual civilization aspects to the game as much as a free for all that has no real cohesive meta for encouraging teamwork, grouping, etc. You can do just as much solo as with a group and there is no need for society if you never need to really interact or help anyone. And with the way planets aer generated and run there will never be any meaningful PvP. My issues with resources, strategy, and meta: There is both finite and finite ore coming into the game each week depending on how much ore you get with no effort, the number of mini-games you play each day, how many rocks you mine while traveling, or the amount of finite ore you can grab per week with finite voxel ore. There is nothing taking ore, components, or parts out of the game for how much ore is coming into the game via Destructive Elements, wear & tear, or a finite part lifespan. The is bot infinite quanta flowing in with only so much quanta being taken out and unqually applied to those who should be taxed more by how much you do in game. The ore/Quanta influx is out of sync with what is being taken out of the system in quanta, ore, and parts leaving the system which will cause inflation, excesses, and getting to the point where everything you generate will be worth less, needing to sell more, and not being able to sell anything if the proper sinks are added.
  17. Q1: Can you consider tweaking the ore production per tile across the board? Bare minimum all tiles need to have a base of 1000l/h-2000l/h for prime tiles. The MUs work but they will need more than an average of 500l/h. The main thing that is missing is some kind of prospecting system to make the tile better. Personally I think that players should be able to use the talent exp to make the tile better over time the more exp you put in to buy l/h mods, buying/adding/discovering other ores in the tile, or decreasing the time on 1hr down to 30mins. Q2: Do you intend to add other sinks to take ore/elements out of the system tokeep the economy moving instead of selling as much as you can to make taxes each week/month? Right now the only thing taking anything out of the system is what is left of destructive elements in PvP. You could make the auto miners produce whatever amount you want as long as there are material and parts sinks like destructive elements or dots on parts based on useage like the auto miner system has with efficiency and if applied to repairing due to HP loss over time by elements constantly running would keep the ore market constantly move and elements would constantly move if destructible elements was added back in along with useage based damage on any element constantly running like machines, engines, or even based on a per use damage to doors, etc. You can tweak rates on ore coming into the system as you go to match the pre you can produce with loss and balance it to progression over time to account for building a base, industry, mining opperation growth/expansion, and allow people to want to enguage in PvP if they have enough to throw away at the same time. It takes a good balance to achieve but in most pvp game you get like 10x more than you need to account for acceptable losses or costly battles if you keep throwing ship after ship away in large scale battles. The time to progress and fhe time to destroy is out of sync and should get a rebalance pass. That was my last question.
  18. Q1: Can you consider tweaking taxes by the total ore pool and by ore present? Taxes should be on the value of the property and not across the board with T1 = 100k-h per 100l/h, T2 = 150k-h per 100l/h T3 = 200k-h, T4 = 200k-h per 100l/h, and T5 = 250k-h per 100l/h. Not all tiles are created equal and the prime tiles should cost more.
  19. Q1: Can you consider just making the VR system a teleport system? NQ was going to add star gates which are teleports which is pretty much the same system as VR. Rather than embrace VR it keeps getting neutered into the ground and made less and less useable. VR should just embrace teleporting and use a hybrid system that uses distance calculations and requires warp cells, a tax based on distance, and or a mining unit calibration charge so you come through in one piece or dont end up at some random location. Not being able to use the VR for any practical purpose makes it a dead system that needs to be made useful again.
  20. Q1: Can we get mUs for dynamic cores? Territories that are unclaimed have infinite ore now so it does not matter if you slap 20 miners on a ship and mine infinite ore from unclaimed territories if you make them use a fuel source (nitron, Kergon, rocket) as options to mine faster as the cost to mine that is more aggressive than static core miners but uses a fuel source to run to get ore faster while you are out waiting for scanners at least you can bring in some ore while you wait.
  21. Q1: If this is a Civilization why did you never consider laws / rulesets for killing other players? Any civilization or society has rules on killing someone with penalties and consiquences. In Du you can kill everything you want and there is no payback period if they run back to a bubble. You would think they should stay flagged for 24 hours for each kill they do in a day that makes them flagged no matter if they go to a market, their base, etc as a wanted criminal and can be pvp'd by the person they killed or their org mates. You would also think if someone is a space pirate robbing people you would cut off their access to a market while they are flagged as a criminal. Q2: Can you guys build an infamy/rep system that promotes the people who pvp? If you kill people you should be on the most wanted list and any time you come in contact with another ship radar it should start broadcasting your location to the whole server. If you go anti PK you should get a reputation as well. There should also be pings on a space map if you hit /sos for people in some form of trouble or /ua to put a ping up for being under attack that lasts like 30min or until the core gets taken before cutting the distress signal. Or a self destruct sequence if you type /sds then a timer like /sds200 for the number of seconds before your ship explodes.
  22. I intend to post a few questions in a couple posts and they are all on different systems or themes so I posted multiple times so that each question or series can be narrowed down vs 15 questions in one post. Q1: Can you guys add the mini game rocks into the regualr ground rock spawns so it makes rock harvesting a more viable option if every once in a while you got more than 20L per rock? Mining was like a scratch off lotto tickets with every node you went after and you never knew if it was going to be a 4kl node kind of day vs tiles or nodes 12kl-1mil+kl nodes. With rocks on the ground ever single one being 20kl would be a viable option if some of these 400+/- L rocks were added to the ground rock system. Q2: Why does rock harvesting not use mining talents or have its own talent tree? You would assume that you are still gathering even if its static nodes vs voxel nodes and with skill / experience it you would get better at doing it like everything else in the game.
  23. Then tell us all how Decimater works then oh wise one...
  24. The biggest issue is all game have a degree of grind or effort to gain resources. Your grind is my gameplay since for once the grind wasnt solely based off of sitting at a spawn somewhere grining npcs for hours and having a 0.0000001% chance of doing or getting what I set out to do vs having a physical thing to grind on that was all based on effort or time spent grinding it and more on skill to get it done faster and made better by talents. Now nothing in this game takes any degree of skills and essentially plays the game for you with nothing to do. Sure there are asteroids that still have that built in but if the point to getting rid of mining was to free up performance why just add all the ore right back into the game to do the same thing with asteroids? The only difference being wasting 1 hour tracking it down and getting as much as you can before some other asteroid crew comes or the server tells them to come to waste more space gas and time doing roids. The main problem here is NQ never wanted to make content and put it on our shoulders to do it for them in which content developing players for the most part kept it for themselves in tight knit communites of coders or made businesses of selling their content in game that in most other games you could experience freely. The problem is that players are not devs or they would make their own games and so the content being made is not what most content consumers want to experience or do constantly as most people dont mave degrees in game design. Without AI or NPCs or something to break up the monotony or to fight when players are focused on the building side of the game trying to progress to eventually PvP if they even want to there needs to be something else to do in the 90% of the time most people have sitting around since missions are dead, mining is dead, and their industries are essentially dead forcing action to pay taxes. Most people came here to play a game and build something rather than the IRS road trip simulator it is turning into with no action or fun to justify their frequent flyer miles.
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