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Warlander

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  1. Yeah actually I am against VR based calibrations. For one it diminishes VR since every other use of VR has T1 Talents and even if you VR there with max charges T5 talents and enough charges to cover the drop in T1 mode you circumvent the whole reason of T1 talents. While mining in VR is T1, you cant fly a ship, you cant drop PDs, or anything but you can still take max advantage of the charge system. It opens up a whole can of worms why you cant do anything else in VR and at the end of the day it just turn into a Teleportation device in which case you might as well charge people a luxury tax for teleporting across the solar system to multiple planets to use their charges by the SU calculated for the priveledge of doing so since the efficiency drop dont really matter. Besides the teleport VR exploit came back when they Announced Demeter so there is that in play too. It works with a single character (alpha) and also works with all three beta keys most people kept. So when im talking about 1 character im talking about the alts that compound into running missions, asteroids, etc you can position wherever you want on whatever planet you want and VR anywhere you want.
  2. people should have to make the hard choices. Either you scan, mine, mini-game, mission run, or asteroid mine doing all 5 potentially at the same time is reduculous and sacrifices should be made to close loopholes and if you can just teleport to every planet and charge the MUs tht matter you get 208 per month. Besides you can totally side step the whole inefficiency thing by putting another couple MUs down to account for the production frops when with T5 talents you should have pre-qued if you werent a miner as soon as they announced the mining reset. If you have multiple people you play with the losses arent so bad the more people you have.
  3. Yeah its either one or the other they put schematics or some mining units up on the market or they dont. Yeah just depends on how many infustrialists are ready to hit the ground running or how many people pre-qued the mining talents for the reset once they talked about demeter will likely be how long it will take to get mining units out to the general public who were not ready for Demeter up front. T4-5 mining units could take a week or two or 3/4 depending on how quickly scanner crews can identify the new juice tiles and drop miners down. SO if people drop units on the market before then they are empowering the ocmpeition and if they were smart they would starve the market out for those who do have good tiles to bleed millions per week sitting on them waiting for miners to enter the market. To be safe I would at least account for a months worth of taxes with no ore coming in if that is what you are going for.
  4. It only works until the game gets rushed to live in a year or less and the resulting wipe. Then if they want to pay 4 subs just to do the same thing its fair game to support NQ.
  5. They could charge 10-100k per SU you want to travel via VR. You could also make it so that VR uses 1 mining charge every time you use VR. You could do both. Alt game over. You get free ore per month with auto miners Double dipping with the mining mini game Triple dip with VR mission Runs Quadruple dip with asteroid runs every weekend via VR Quintule dip with VR to run scans and use maneuver tool to move the ship to the next 3 tile cluster to scan. one or all of those could be plugged if each of them used mining charges to VR since you get 208.6ish per month and charging a Quanta tax for VR. Beta keys are free play till launch and destroying the game from the inside out and something needs to be done about it.
  6. Step 1: Create an Org called "NovaQuark" Step 2: Tie all taxes collected to the "NovaQuark" org bank account Step 3: Tie all the mission payout to deduct from said bank account Step 4: Add talents for missions so active people can grab up to 5 containers of missions at once Costs, Taxes, and Diminishing Returns: Taxes need to be added to VR by distance traveled All actions you can do need to use Calibration charges since you should need to Calibrate a VR Station, Calibrate a Scanner, Calibrate an MU, or Calibrate a Mission and make strategic Choices 10 times every 35 hours. For people doing the same thing over and over it should come with diminishing returns to make room for people if Missions are tied to a finite tax loop. The more missions you run per week the less you get each time or the more weight the packages have each time over the weekly tax cycle. If missions are based on actual taxes collected now that there is enough Quanta in the game to cover it and retail and property tax to pay for it making the mission payouts fully based on supply of Quanta and Demand by taxes collected if too many people run missions they pay less and less until it is not worth doing or if nobody runs missions for a day the retail tax will refill it somewhat each day until they are worth doing again or when the taxes hit each week they will be worth doing until the money supply drives the rewards down again if hudreds of people are running them via VR. This loophole in Quanta generation needs to end before it causes more mass inflation like every other MMO on the market with the daily UNI slowly increasing the Quanta pool and you can remove whatever you want via the NovaQuark org master account to flush whatever needs to be flushed from the game. After that there needs to be an incentive to actually run the missions rather than just creating a VR mission you just need to jump to a space station or space elevator when the pilot hits the stops for 5 mins then go back to whatever you were doing. I suggest that missions be also bound to the charge system per pickup and let people either run miners for property tax or run missions or use charges for scanners, asteroid scanners, or auto miners, and missions. You get 208 per month and you should have to choose what you want to spend them all on wisely. But to make missions more of an active part of the game there needs to be mission talents to where you can take up to 5 boxes at a time for 1 miner charge so being there is 5 times more profitable for actually being there vs 1 box via VR.
  7. What else will there be to do once you finish scanning everything you can, getting your miners set up and gainingi ore for free, and jumping to your space stations in VR when the single pilot get to the stops? It takes like 5 seconds to pick up or drop off so if you are waiting for asteroids to pop on the weekends its really the only VR game in town with VR mining charges and using all the dead accounts in the game to do it. Its an alt eat alt world out there im just VRing in it.
  8. If we are luck they will put some up on the market but unless you park at a market for when the patch goes live people are going to buy them all up instantly like schamatics so that they can then turn around and get scanning while their org mates are busy scanning. If we arent lucky we will have to buy the schematics and hope you have all the industry pre-reqs to instantly get producing the uato miners in whih you will be SoL until they have all their tiles set up since why help your competition mine when you need likely hundreds or thousands of miners per org and it will be a week until you see some up there while they gobble up all the tiles they can worth anything.
  9. From an all in one sort of world generation and hosting solution there is a huge amount of work to do for even basic parts of this software, server engineering/infrastructure, and the possible gameplay it can achieve. They might as well as a company do another kick starter for that as a premise since if that is their ultimate goal milking people for subs for a game they arent really doing much with while siphoning funds and making something quite different is pretty shady. Obviously they saw Everquest Next / Landmark, Crowfall, SpatialOS, Voxel Farm, etc and JC saw dollar signs since there was no space version when in reality as this was being develop EQN and LM failed and Crowfall was a flop since voxel games dont sell unless you go low fidelity or low rez like MineCraft in the sense that its basic, its easy to learn, easy to play, has survival elements, crafting, and you can teach your 3 year old to play it in 5 mins and 2 billion people bought a copy. As a platform all prospective developers need to do is look at the games that fail or flopped trying this system before Du or just look at all the YouTube channels, Twitch Streams, and social media and see what a train wreck using this tech is and the huge limitations it has without extreme limitations or optimization and move on. Just look at the top 10 MMOs by players and there is no voxel based MMO. Top 10 MMOs? Not a single voxel based game. Top games of 2021? No voxel games. If they are going for some kind of platform or all in one tool there are tons of engines, platforms, or dynamic generation tools out there and all those companies do it way better than NQ. Even in its current state NQ is as basic as they come and voxel engines like Voxel Farm are way ahead and have other tools like architecture generators already under the hood, prop seeing, etc already there. What was the term EQN:LM used when they shut EQN down? "It wasn't fun" and with the watered down out of date version of voxel farm they used ended up breaking the version they used to the point props and elements would migrate. This type of endeavor will require: A kickstarter for the platform itself to make it viable Buying Subs with In-game Quanta Premium Tier'd Subs T1-5 that comes with perks A loyalty System Heavy Monotization via a fluff shop A Secondlife / Landmark they Marketplace to buy assets with real money Data Mining via Crypto Currency Data Sharing via Torrenting Crowd Sourcing A competent team led by a CEO that makes MMOs and not Single/Multi player games. This platform needs its own independent investment so it is not sapping resources from DU so the platform isnt the main focus if the game is the Tech Demo. NQ should give an option for FTP with the option for using in game currency to buy a sub out of the market to get Quanta out of the system. Obviously they need to shore up the Quanta printing of Missions first but a FTP Pay to Sub model to get people to play and have a version of the game with harsh limits for playing for free in TU's, Cores, and Elements so that they can play the game and potentially buy a sub if they play the game and put in effort to buy a sub with Quanta and preventing people from buying more than 1 per month so that the players cant trade them so you arent giving out a life time sub to someone who exploited trillions since the start of beta. Premium Subs need to be added in which give adjustable tax rates, supplies, skins, dyes, are gven for more money that are not game breaking for those who wish to support NQ and in return given perks by the Tier they sub. NQ needs to adopt a loyalty system for how long people play the game and pay NQ. It can be the same as the above mentioned perks and relies on how often you log in as the escalting factor of what perks you get. And also how many days you log in even if you miss a day giving some kind of rations or perk, monthly ship, whatever. Adopting monotization and adding money people would normally give but cant for customization. Seeing as random dye boxes are now lootboxes and banned in most countries NQ could sell dyes in any color for $1 a piece and take all these gaudy parts and add a primary, secondary, and tertiary color you can dye each part and require X amount of dyes by Grade/Rarity. NQ could also sell different glowing Dyes for both parts and players as well that act like the glowy players if you lock onto someone but actually in the game via dyes you can purchase for $2 ea to make parts or character customization a thing and profit. NQ also needs to sell the skins for forcefields in all colors, avatars, and anything else they can put up there like pets for repairs. This game needs an ingame market for Voxel Builds, Ships, and Scripts so that the things we make can easily be bought in an in game version of the marketplace but for realworld money or in game currency. Anything that sells is split by NQ and the Player who made it and helps further fund the game or the player gets a majority of the in-game Quanta if they buy it with Quanta. To list in the marketplace should cost to post it in the market and be based on how much you intend to sell it for like on E-Bay up front so if you sell things for $100 it would cost $10 to list initially for a year and then since it is digital you can then sell however many you want or a set amount. NQ Should also consider selling assets via block chain as NFTs or launching their own Crypto Currency to help fund the game via the same concept as above but through the blockchain as NFTs as their own exchange that is only meant for NQ Coin to pay for NQ assets and allowing players to use a crypto miner and encypted transactions and even farming out mining their data to those with some extra time or if you are just playing afk NQ can reserve the right to use your account to mine instead of draining resources and at the same time pay people for doing so to help cover their subs. NQ could also emply torrenting in the background to free up some bottlenecks of taking their server data that is client side and using a P2P network to transfer that data to everyone and cut down some of their bandwith costs and only use encrypted data and not allowing people to host/post their own to corrupt the pool and gain a lot quicker data transfer with seeding from the players internet bandwith in conjunction with NQ. Employ Crowd Sourcing for systems they want but dont have the budget for and asking players as a team to help them by working together with the coding before cleaning it up and adding it to the game. Players will donate their time for free if they feel part of the team and have just as much talent in many cases as dev teams in all the same fields. NQ should at least try it. Employ qualified people who are capable of pulling off what they want to accomplish within acceptable timeframes or stretch goals. This time is limited yes but at the same time they dont seem to understand simple mechanics let alone really complex dynamic systems that will be needed to create a robust tool or platform. They may have hired a new CEO but from what saw it said Nicolas made single player games and this is not that and they want to make something 100x more complext than just an MMO. This is what this type of solution calls for: Dynamic world/system generator Dynamic Resource Generator Dynamic Weather Generator Dynamic World Healing/Erosion Generator Dynamic Resource Repopulation Generator Dynamic Environment Generator Dynamic AI Generator Dynamic Character Generator Dynamic Creature Creator Dynamic Element Generator Dynamic Ship/Vehicle Generator Dynamic Structure Generator Dynamic City Generator Dynamic Effect Generator Dynamic Weapon Generator Dynamic Asset Library Dynamic Quest Generator Dynamic Event Generator Dynamic Performance Generator World Generator: NQ has built a scaleable world generator capable of building pretty decent planets like Alioth that could be scaled up further as its own single environment if it was 2x or 3x the size it is now as the game environment which is pretty decent. AS a space game 1 solar system is pretty cramped even if the planets are as big as they are with nothing to explore but player generated content. Also that the world they did build dont seem to have that great of biomes propigated into the system. Some of the mountains are nice but there arent really any oceans as much as 50m deep lakes everywhere vs other planets that have the polar opposite with min or max +/- heights with rookie generation that shows the needle points peppered in. It seems like they kinda fine tuned it with every planet but the origional scripts used were fairly generic. It needs to have at least one smoothing pass or an eriosion generator or tault lines simulated if the planet has fault lines. And also that there is no Gas Giants in the generation tool. There is also no liquid molten core planets as much as just balls of dirt, snow, sand and not comprised of layers like a jaw breaker by the gravity. If the intent was to make a mining sim it would have been a good idea to layer in sediment on top of a stone layered construct that made it harder to dig the further you went down until you hit magma and died or that all the nodes they made were stone/metal minerals and if they used geology the world should have been made of granite, limestone, sandstone, etc with the randome ores that are more gem mineral based like malachite that made no sense. Resource Generation: NQ has also built this Dynamic Seeding Generator already but as mentioned above it made the mistake of not making the world out of stone as a construct with the sediment layered above that. Since typically the core of a planet is iron wether its molten or solid and other metals layered around that. If it has a cracked mantle crust then it seeds the metal where the metal rose up from the core between the broken rock layers in which we mine as seams. If they are trying to sell this as a platform they are going to have to figure out how to make the ore work since any dev studio that want to use this platform will want the MineCraft experience and the closer you can get to using a system with geology the more lucrative it will become to actually using this type of dynamic content. I imagine it probably scared NQ that if they actually made the world out of stone via granite, malachite, etc that it would have been too much and we would have just mined out whole planets for trillions of stone based mats. It should have been that way since it is made out of many types of stone and we need it for all sorts of things. The only thing they didnt think of was limits in the sense of how fast you can dig or how much you get with the seeding they had. You should have never been able to run through the wall with a 30ft tall/wide sphere ever and it should have been about doing it in a group with a limited amount of damage like a real world mining crew where it takes a long time to get to the ore and mine it and then process it enough to finally refine the ore to finally make something with it. Had they made a 4kl node 40+kl and slowed down the mining in general to make what you do find worth it or actually creating geology to where there were specific regions to mine at a pace that wouldnt cause extreme latency due to the speed and then made it harder to mine by the depth/pressure along with the layers of stone requiring higher tiers of mining equipment they failed to make this whole thing would have made more sense to get to the ore seams. They added in gem based minerals like malachite but never bothered to any any other gem or crystal based resources that should have been added along with built in cave systems and networks. But when you make the seeding so that you have to dig 500m between nodes at 30m high/wide and most tiles having like 300kl of each type of T1 ore with 4-20KL of anything higher and 1.2+mil L of ore per tile and needing to destroy a 1.25km tile to do that there in lied the problem. And considering most planets in the first place have pretty much the same resources with only a few being able to be able to mine them with extreme heat, cold, air, wind storms, sand storms, liquid nitrogen oceans, gas giants, etc Dynamic Weather Generator: NQ needs to build a Weather Generation tool that relies on a floating equation of wind, humidity, temperature, time of day with random values with each day cycle that when certain event triggered it can that start to make weather events occur like clouds, rain, thunderstorms, snow, hail, sand storms, etc to accomplush a variety of things to happen in simulated ways. Wind does not need to be anything other than a random direction arrow around the mini map that simulates wind on an aircraft or walking, running, or driving depending on the genre. Temperature when simulared for hot/cold regions could be used to drain stamina faster or to freeze a player slowly and make their actions slower. Air or whatever gasses a planet is comprised of can also slow down or create a survival aspect if air is required to mine under water or on a planet without air. Water could be made scarce or undrinkable depending on if it is fresh or salt based. Simulated hail storms, or sand storms could eaily cause small dots to tick on everything above the surface or specific gasses when mixed with weather events could also act as acid rain events that tick hp on everything above the surface or not in a static construct. Other weather events could be fire storm bombardments where fireballs or metor storms pelt the landscape as a quazi weather event. Along with different liquids like liquid nitrogen instantly freezing constructs or prolonged cold causing constructs to be slower or take longer for warmups. World Healing / Erosion Generator: NQ needs to make a robust tool that is efficient, optimized, and low server stress that heals the world from all the damage players can cause that is neither too fast or too slow in how much it heals or has an overall smooth over time so that all the jagged world generated landscape stays efficient and give better performance. World healing should be a very slow process you would not notice so that it uses as little resurces as possible while healing the holes over time. Combine that with a quick pass on server reset that again heals the world a bit more than the background healing when patches, maintenence, or resets occur. And then after that using a tool that just randomly fills in a certain amount of tiles that are completely empty of resources or if no such tiles are available it raises the threshold to fill in tiles with a certain % of resources left in the tile so that the system will let you mine, then slowly fill it in over time, and eventually just reset the tile. Dynamic Resource Repopulator: NQ needs to make a Resource Repopulator Generator so that when people mine the ore and when that ore eventually leaves the system all the ore going out of the game gets put back in at the same rate to keep an ecosystem of progression going to where players are not getting less and less as time goes on. Dynamic Environment Generator: NQ needs to make a Dynamic Environment Generator that has dynamic flora propigation in which has resources that can be collected from flora if there is a crafting system for edible consumables, wood, etc so that flora props are organically generated from existing props around them every so often that can be sped up or slowed down based on the weather system or player activity. And having flora in which spawns changes size as it grows using exp based on light, water, humidity, or the soil type it spawns on tied to multiple dynamic systems where it generated experience in the flora prop until it levels up and grows and eventually dies but grows content organically. Dynamic AI Generator: NQ needs to make a Dynamic AI system that has AI actors and Boids which act in predictable ways and able to be scaled to be as smart or dumb as a project needs to boost performance that also allows for NPCs to do basic player functions like drive, fly, transport, craft, purchase things from the market, build structures, or fight players with basic strategies like patrol, assault, waypoints, flanking via waypoints, retreat to waypoint, etc. Dynamic Character Generator: For the Dynamic AI Generator it will take a Dynamic Character Generator to populate NPCs. In Du a character generator would be easy to just make a generic random colored avatar and then use the Dynamic AI to drive it. In other Games with shallow Tier Progression it would be easy to assign a random set of clothes, armor, or weapons and let the NPCs do what the AI tells them but is absolutely required. Dynamic Creature Generator: Like the Dyanmic Character Generator, the Dynamic Creature Generator is required for boid based npcs that are slightly different. What is required is bipedal, quadraped, tripedal frames that has various inputs for lage structures, fur, skin types, or centaur like torsos with sockets for arms and types of hands that can be added along with hair, horns, antlers, etc if traditional animals need to be adapted to aliens, chimeras, different races, or whatever the project calls for on the fly and all the armors and things that they need the character generator will equip them with. Dynamic Ship/Vehicle Generator: NQ should create a Dynamic Ship Generator that builds a vehicle wether its a car, truck, jet fighter, ship, space ship, or wagon that relies on a basic frame with modular sockets or parts of hulls that are element or voxel based that attaches defenses, weapons, constianers, engines, and everything needed with random placements for things like wings to create variety that also applys random PDs so NPCs or whatever have a set look via the frame, paint jobs, symbols, and ready to use that they can fly or drive plugged into the other dynamic systems. Dynamic Element Generator: NQ needs to make a dynamic Element generator to where if they make say an XS Atmo Engine it automatically generates the S, M, L, XL+ assets at the same time with all the stats and everything properly scaled with variables so that you can have it multiply effects, as well as using PBR textures that can also automatically apply colors for ratiry (Basic-Unique) or for different designations such as military, freight, maneuvering or whatever subset designations they wish to create on the fly that auto scales an populates the whole set instantly applying primary, secondary, and tertiary colors or applying guild symbols/sigils to the props when made by a guild/org. Dynamic Structure Generator: NQ needs to make a Dynamic Structure generator for various structure types that if you want to build a house it uses different variables and automatically generates a structure via # of rooms, floors, roof height, and some check boxes for different types of rooms with some sliders to where this tool will just auto generate the building. NQ should also consider a genre drop down menu to make it easier to select what types of textures or architecture it will generate. Dynamic City Generator: Once Structures are Generated NQ needs to make a tool that can quickly generate and populate a city and place all the cores to carve out the space that is generated or the distance between the buffer zone similar to the tool in "Sunking/Sunken City" that made it easy to generate an entire city fast as well as being able to go back with the structure tool and the voxels/textures to quickly swap/pain different building to make it unique and organic. Dynamic Effect Generator: NQ should consider creating a dynamic effect generator that uses particles, waves, streams, sparks, smoke, fire, and whatever else a project might need that is tied to the dynamic Element Generator sothat once the assets are generated and scaled it automatically takes the size and power values and creates an effect that gets attached to that Element. Dynamic effects can also be things like fire spreading to combustable voxel/element/prop tags that will consume HP and grow the fire effects until there is no combustable fuel to consume or fuel to burn if it gets damaged and leaks fuel based on the damage or causes explosions and scales fire sprites/effects organically. Dynamic Weapon Generator: NQ needa to make a Dynamic Weapon Generator that has different modular pieces like for instance a pistol with a grip based on what its made of (wood, metal, pearl, bone), mag capacity or number of rounds in the case of a revolver, type of iron sights, and barrel length that also takes into account what it is made of, any energy lazer rounds, and generates a random weapon. The same could be randomly generated with rifles. For other genres you could have different pommels, grips, guards, blade length, tips, wooden poles, shafts, etc that will auto generate medieval weapons or whatever weapon you want to make from beer bottles, etc. Dynamic Asset Library: If NQ goes with a digital player made content marketplace or Crypto Blockchain Marketplace Exchange for game assets made by the studio or by modelers, texture artists, sound engineers, voxelmancers, or scripters These dynamic systems can take advantage of a dynamic asset library to where people can purchase assets or other studios using the platform can buy asset bundles that go directly to NQ or split between NQ and the content create to quick impliment and deploy assets to get a game started and able to run. Dynamic Quest Generator: NQ has built a basic version of a quest generator but it is necessary to build a dynamic quest generator that can create a variety of missions such as escorts, intercepts, patrols, transport, work orders, resource orders, SoS missions, Salvage missions, Scuttle missions, distress calls, crash sites, assaults, battles, and anything else you can think of with out NQ needing to do anything other than spawn some kind of content or make some kind of content occur if nothing is happening to restock markets or whatever other function they need. Dynamic Event Generator: Depending on community enguagement a Dynamic mission can be generated to create interest in the gmae via small to large scale events like generating asteroids, meteors at planets attached to dynamic cores to world ending giant asteroids that must be mined or they impact and do damage on a planet to generating mining events, alien attacks, to wars, spawning giant space stations to assault with space pirates, to any kind of event they want that can then take all the keywords and generate a social media post to call attention to the event. Dynamic Performance Generator: NQ should after all that make a tool that will automatically scale performance so that during peak times, player activity spikes, or large scale warfare is taking place the server will automatically tone adjust variables to optimize performance if its texture resolutions, toning down dynamic systems, weather, or whatever to make things more playable. These types of systems opens up the game development world to an allin one tool that can pretty much instantly create a random game that can be fine tuned or added to with custom assets to make it more unique. This type of tool can be achieved as all of these individual systems all exist and there are 100 companies doing this already. Unless NQ does this what they have made is sub par to even the simplest solutions and all those companies do it better already. The more of this complete platform in a single player, multi player, or Massively Multiplayer game the more lucrative it will be to studios to want to use this type of system.
  10. Just using the tile number of here as an example since the new geometry update who knows how that will change the numbers and dont want to log on PTS to check. say there are 259,472 tiles on Alioth. Every other planet is smaller with moons smaller then that. If every tile was grabbed as a cluster there would still be 37,067 people needed to grab a single cluster. Even if the people there just grabbed a tile for Malachite, Limestone, and Acrinite and nothing else there is still 86,491 tiles. Say people build a cluster around each of those 3 mats providing there is enough for 86k people to have a tile for all 3 mats and they put down a cluster its still 12,355.8 people it can support just on Alioth which is more than this game can support in most cases.
  11. IHonestly its all in how they did their limitations or lack thereof since it created huge bottlenecks. For Digging/Teraforming: Digging just seemed to endlessly spam the system multiplied by everyone doing the same thing at the same time that just qued all the damage being done to the landscape until the change was reflected and the system could add/remove terrain and then process all the rest of the qued requests that threw invalid errors, tool jams, etc while the system tried to work through all the que that was built up. Combine that with huge height/sphere sizes, faster digging spam from ti constantly trying to change the landscape and no real limitations on any of it to make sure that whatever shard, helper, whatever could handle the workload without some huge latency buildup of qued actions. And the limitations of the system really shined if you tried to mine within 1-1.5km of people even if you had 2-3 people working out of a 3 hex cluster the system had/has huge problems not only spamming the changes, finally making the changes, updating the changes to the land, and reflecting it to the nearby players and at the same time the que in the system trying to catch up to what those other players are doing at the same time seemed to really compound the problem in close proximity. For teraforming having flattening 7 tiles flat and building up tiles it seemed like the system had the pristine image built into the game on top of whatever you were doing so it seemed like it kept two versions of the same landscape at the same time since I would come in to land at the base and it would render the mountains that were there until the system loaded what was actually there like it had to process the changes again showing giant holes and some kind of mashup of both so there is that. Beyond the double rendering of what is/was there you had the flattening tool that was basically the better version of the dig tool since the system obviously had a bottleneck in the changes you could just endlessly hold the button down or bind your mouse to just hold it down which just endlessly spammed the que to the system. It worked better than most tools and it created so many more jagged edges and with more smoothing talents it created more flat walls and most times you could just run through the wall even if the digging tool was slow so it added even more processing and desync with the rest of the system. It also seemed to have some kind of memory leak on top of that. Then with the way ore was seeded from the surface down to like 1.5km and spread about 500+ meters apart led to the necessity to tear up large amounts of land to get minimal gains in the first place since most nodes were on average -4kl to 12kl with nothing actually there for what you needed to gain. They could have made those same size nodes with 4kl nodes actually having 40+kl and taking longer to mine yet more or digging slower to get more from the same nodes since you basically mined a house or an appartment building and you might be able to make a door or a wall's worth of voxels. And seeing as most tiles had like on average 300kl of most ores that is like 6.5 boxes of ore bur needing to tear up an entire tile to do so. Landscape: It seemed like the way the landscape was set up with the PBR textures was that it showed landscapes with too high rez texutres from too far away without proper shifts between lower rez textures or needing to get up close and personal before they swapped in the highest rez versions. The rendering of voxels from too far away further robs performace if not tuned properly and since the planets are always constantly streaming the updates of the colors as it gets bigger and you see more and more it had to stream it to all the other people you are with. In most cases its not even noticeable. With teraforming mentioned above it double checks what the pristine image of the game is then has to update to the changes before repeating the process endlessly the closer you get. Voxels: Beyond the double load of the landscape, checking what resoloution you needed while it loaded, thenalso loading and rendering the same thing for a triple dig with the resolution needed during that if you are moving around while it is doing all that made the latency between the client as laggy as possible. Some patches I could see our orgs tower like 15km out, Sometimes 4km, sometimes I could see out space station 5.5km up and other times they would adjust the true max distance it it would appear again. Its the same thing with like luminescent glass. Its a plain texture but it seemed like even if you did a checker pattern leaving gaps you could travel like .5km away and it would look like the whole wall was nothing but luminescent glass you could see from as far away as like 2-3km with just a wall of an XS core even though it just needed to render the basic texture as it shouldnt have been that bright like a flood light to see it from that far. Lighting: With lighting as well it then added another layer on top of all that where luminescent voxels created one layer of light that needed to be rendered and then there were multiple other lights that were needed such as headlights were directional projectsions of light or other lights that were direction or full sphere based lighting. You could stack the lights to create multiple layers of lights that went through walls and made everything glow. If you didnt everythign felt pitch black even if you had L lights unless you stacked them. But by stacking multiple lights it would take the triple dip of rendering the land, voxels, and the layers of light with the resultions necessary then had to multiply the amount of lights needed. Elements Then layer on Elements that constantly run like industry elements, transfer units, in addition to all the meshes that get rendered or the screens that constantly either are loaded and not being shown or seeing them and actually having to render the imagines with changing resolutions. Scripts With all the element scripts constantly running in an area that is further draining the performance you then have all the rest of the player scripts that need to be loaded when you get into range. Final thoughts It sounds all well and good until you have this level of symphony constantly running and loading under the pretext that players would develop the world for the devs and since its not uniifed with limited amounts of the scripts being actually part of the game rather than attached and doing checks on if what the script is doing can affect server or client side changes via how fast the script checks for updates and everything else the system is trying to do, update, and render it makes for an unplayable experience unless NQ decides to vet player added content and polish it so that it works with the system rather than bottleneck everything in conjunction with their bad code even if the tech would otherwise work.
  12. I could be wrong but I believe I remember seeing JC talking about how he wasnt happy with how the hexes lined up and wanted the geometry reset to fix an issue that worked just fine the way it was and making the geometry more complex along with more complex vertex manipulation along with adding flora props pretty much killed the chance of having other systems. Had they reset the world geometry, kept vertex manipulation as was, got rid of teraforming or had a system that carved out cores when dropped and filled them back in or just adapted the landsape within a certain heigh with an auto foundation that cost dirt, snow, stone, or some kind of voxel you wanted it to place that also was removed when you pick up the core/TU. If they added harsh voxelmancy limits with the system they have per tile it would have saved enough perforamance which they claimed was why this needed to happen in in the first place without adding it back in and making it worse without any real limitation that wont eventually lead to bad performance even if mining isnt in the game beyond asteroids since its the same system just in space leading to the same performance hits. Any new system is basically doubling the performance hits and will never happen or if it does a ton of limitations, red tape, sinks, etc will come into the game to make it happen.
  13. Yeah the time, effort, risk, reard, and loss ration is way out of whack for a PvPvBuilder game. Though on another not it would be cool if Experience was added to telements rather than players and had an old school level system for the stats built into the elements themselves to make things better or to actually have players work together with their exp.
  14. NQ created the hoarding mindset by promising PvP and Territory Wars that is basically the whole reason people are hoarding mass amounts of resources and Quanta for whenever your ship(s) get ganked or eventually NQ lets the PvP crowd come kick down your sand castle and steal your shovels and castle molds. NQ at the same time never created a scanning system as much as making it so you could potentially run around with 3 scanners at once or dropping blueprints of ships doing the same thing scanning mass tiles, buying up juice tiles, or easily identifying mega nodes by showing numbers rather than imposing limits to aid in strip mining and haording. with all the loopholes, expoits, and compounding the mindset of you need 1000 times more than you think you do since the losses are harsh when you lose ships or eventually your base(s). Its the build up to throwing away everything you own that drives it since it takes so long to amass wealth, progress via talents/possessions, build an industry to support yourself, and a base to opperate out of before you can ever really think about PvP unless you get a big score. Those days are long gone since PvPer chased off most if not all the prey.
  15. Its a start but it still does not use the exp you have in the mining talent tree or add a harvesting talent tree to gain more ore or to speed up the harvesting process in general. It is good to see they finally decided to add to the variety and add the glow that the dig tool has you can use to find surface mines or ore in general. Its sad that surface rock harvesting is still 5+ times faster than the autominers. You can harvest 15 basic surface rocks in like 10-15 minuites easy depending on where you put your base which also relies on what sort of spawning and propigation surface rocks has. I also hope that they add in surface rocks for all the various ores either available on the planet or across the board.
  16. I find it pretty dumb tbh. if the max l/h is 300 it only takes 15 surface rocks harvested to outpace the auto miners and the big problem I have with rock harvesting is NQ never bothered to tie "Harvesting" to "Mining/Dredging Talents" for the speed bonuses and bonus ore even though I have 30mil in the mining tree the surface rocks will never get better than 20 and take longer for the T2 surface rocks. On top of it they didnt think to add random spawns of slightly bigger rocks except for the miner mini games which the surface rock spawn needed not the game.
  17. Yeah the superfriends captain planet trip NQ and others are on here is laughable. There have been a bunch of examples of people in this game given trust or playing the long con just long enough to loot billions or trillions in assets as soon as you get the chance or siphoning whatever they can on the way out. In many games I have played people feel entitled to what you have or a guild/org has and helps themselves to what has been amassed as a group. In this game its not as bad but guilds/orgs here are nothing more than a roster without any kind of guild mechanics, quests to do that give anything more than a small amount of quanta, no epic, no raid content, nothign to really even join an org for in the first place. TW's eventually but until then its just to gank people, steal from them, and not much else.
  18. Its years to build up for an hour of fury to destroy. That ratio in any game is a bad thing. With Demeter I feel like a lot of recipes in crafting need to be revisited since you now get at best 1/4 what you were getting across the board for the up front cost of getting ore, paying tax.
  19. I have seen our tower from as far out as 15km and our spacestation from like 5.5km away. Just depends on the patch.
  20. They just need to plud up the Quanta printer the mission system is by using the market taxes to pay for it. They then could lessen the taxes for most basic ores if they taxed higher tier tieles appropriately for having and holding higher value tiles vs this tax adjustor approach of pushing all the tax on everyone else so their taxes are low on juice tiles/clusters. When the market needs tomething to burn the infinately finite ore pool coming into the game since sure if you fuck up you might have to repair every once in a while if the system glitches and breaks something. Beyond that nothing will keep the ore flowing without both destructive elements and the same efficiency mechanic of the auto miners themselves based on useage and causing damage to elements being used and thus reducing efficiency and requiring repairs rather than charges. Hell they could even cause slight damage to everything in a tile every tax cycle if they wanted as a sink as eriosion.
  21. If you take more than a month youll likely be debt free. From what they said you had to laod the quanta into each of the tus you wanted to keep manually. I havent seen any kind of correction so you might come back to nothing if you dont play for 30 days and the jawas loot everything you had not in your bank account.
  22. The more NQ wants to force me into playing how they think I should play the more I refuse to be steered into it. I cant think of a single MMO I have played out of the 100+ I have played since UQ that forced me to play or do something I didnt want to do or liked to do. Most devs realize that there is a gambit of playstyles to cover and each of them are just as important as the other. I normally like to roll with top of the server PvP guilds but at the same time most of them are on a particular times so for the most part you solo during the day and get together at night and get something done as a guild/org. In DU the more you do as a cew the laggier the gameplay is and the worse experience you have. I couldnt even mine half the time since I played if there was another person within 1.5km of me and it would jam up or slow down to the point it was unplayble. This game really does not have any reason to group up unless you fill a specific role. Hellif they actually thought about making a group function that increased mining output, defense, damage, etc sure I might actually want to group with people to accomplish things but in reality there is no real need to. Like I said I like rolling in large groups or in groups in general and this is the only game that I simply just dont need to because I make just as much ore more money solo than with other people around. Im not trying to take over the game as much as play it to build a base, industry, and eventually get to PvP after my exp finally lets me do that. I purposely went mining, then piloting, then radar, then weapons, and finally ammo with a tiny bit of industry for honeycombs & QoL skills so I would have means to make money, get to actually want to get out and fight people to justify throwing away millions to hundreds of millions if things go sideways. Im not asking for much more than just wanting to progress, build something to further that, a place to call home worth showing off, and enough left over to toss away in PvP if it ever really becomes a thing worth doing.
  23. A You know they only said that the ore on the PTS seeded would be different than on live. Since they origionally intended to keep scans before they flip flopped. So they didnt want people to pre-game tile running and landgrabs. The numbers will remain the same with the relative min max l/h totals and max tile output. Why do I bring up T1? Its the most abundant number we will get. I personally saw a tile that had 210l/h and my bro said he saw 280l/h so im going to assume the best you will ever see is 300l/h. Every other tier ill assume is half that so if T1=300 T2 top end is 150, T3 is 75, T4 is 37.6, and T5 is 18.75 max as the best you will ever see. Seeing from the screenshots that were shown in the first Vlog it looked like T2 ore had a l/h of 6. I could be wrong and dont want to watch it again. That is utterly abysmal. Lets say 300 is the best you will ever see top end. First lets consider the minigame and say with max talents you can get 10 charges every 35 hours. With 168 hours a week and 208.6 max charges per month and a max of 5kl per mini-game the best you can hope for per month that route is 1,043,000 liters of T1 ore via the mini-game if you dont miss using a single charge, hit the efficiency perfectly, and get the 5kl spawn perfectly thats all you can ever hope to get. If you consider that 300l/h from the auto miners themselves will produce 7,200L per day, and 216,000L a month with no tile bonus. with 7 tiles with the outer 6 you can produce 1,296,000 and the middle tile producing 365,000 with the x6/60% bonus for a grand total of a cluster being 1,551,000L. With the mini game the best you will ever get per cluster using all 208.6 cahrges, not missing a day, and hitting max efficiency is 2,704,000 or 14.083 L containers (with PD's) per month per cluster for T1 ore. Any higher tier gets abysmally worse from there. Considering I could bring in 14-21 L containers of the same ore in a week on a bad week its pretty much 1/4 of what I was getting right off the top and it never gets better than that it only gets worse since that is all perfect numbers if you found such a grouping. Considering it will take 28 million to even potentially pull a max of 2,704,000 at current market rates lets say or is 100h for T1. Thats 280,000L I need to sell to cover the cluster. Right now best T1 price is 90 on the MP so you really have to dump 311kl to cover the cluster at market rates in T1 ore leaving 2,393,000L left to play with which sounds all well and good without mentioning the tax to post it on the market. Now for a second consider the 20h p/l prices we were paying back when NQ was propping the market up. Dont think for a second if people are forced to post ore on the market in the tune of 311kl per player it wont plummit down to whatever level and for this example lets say 20h p/l. You still have to post 1,400,000L of ore to pay the tax on the cluster and also the tax on 1.4 mil L of ore which means you will need even more to just break even and now you are down to 1,305000L per month to break even or 6.70 L containers (with PD's) per month which is even worse by now getting 1/10th the output I was getting on a bad week pulling 14-21 boxes a month and getting 6.70 L containers per month. If you are even serious about progression at all you will need a tile cluster for every ore type over T1 to make it worth even doing and that requires 17 clusters of tiles spread across multiple planets or moons for a total of 119 tiles and at 28 mil per cluster its 476,000,000 quanta per month to do that with no other option but to own the tiles. If you consider waiting the year for a box of T5 ore to even quantify transporting to wherever your industry is located to produce some kind of product currently you are looking at 37k per warp cell to not get your ship pink slipped. and that is not including all the warps to the other planets to pick up the 17 clusters worth of tiles and whatever else ore you will need making that number exponentially higher if you are getting 1/4th-1/10Th+ less ore than before blowing even more Quanta then you origionally would make. With that type of system shock eating up what is left in the overall pool it will drive up any ore above T1 by double its current price making the costs of warp cells to not get your ships jacked by double at least 75k to warp and most orgs will keep those ores to themselves to cut the costs doubling the price for warp cells again to 150k per warp cells to sieze ships trying to slow boat. If you want consider that ships now capable of transporting 50+ boxes of ore are easily 250-500mil each depending on what is on it those losses are going to be catastrophic. If you think about doing missions you could make 18mil round trip from Alioth to Jano and back or 7mil per person round trip inside the bubble. Considering that missions and asteroid mining will be the only way to really get ahead once demeter goes live running a 3 person mission runner cost about 250m to put together with all the bells and whistles and fully optimized with PD's and full piloting talents our lowest costs on kergon round trip were 23kl trying every which way we could metagame it. Seeing the current cost range of Kergon, rare T4 Kergon is 1000h p/l right now. If we were to be forced to buy that making 21mil per run we would pay with current market costs 23,000,000h for the gas. and even with base T1-3 Basic-uncommon kergon being 100-109 its still 2,300,000-2.507,000 per trip making 18,700,000-18,500,000 profit. Since it will take at least 2 trips per week just to cover the cost of one cluster with a little left over and that is not including any crashes or if AGG suddenly breaks from the bouncing which does happen basically washing any profits for the whole run. When people are all constantly running missions and all those trillions per month get injected into the game to break even everything is going to be worth less even if it looks like its worth more as you have a constant inflation coming into the game along with unlimited limited ore coming in as well further watering down the value of items that is no longer tied to a finite ore pool or supply and demand vs effort as time goes on. This willl also put a huge drain on the conumables of Nitron, Kergon, warp cells when you are forced to do multiple runs and getting 1/4th+% of the ore entering the system. I do expect that the only thing going to be worth a damn as far as parts goes will be space based parts since all you will need is a space station that is tax free to run missions or tracel form planet to planet to collect ore and transport it to your industry since basically this update kills all atmo parts further making most T3 and lower parts unsellable if you want to use your spare ore to try to make some money. If you want to do asteroids consider there will be more competition and potentially sabotage, wasting gas getting to the 5 potential spawn points, and only really being a weekend activity inside the bubble and if you fly solo then you wont be able to mine it fast enough to justify chasing asteroids if you can get it fast enough before the server messages pop. Outside the bubble asteroid hunting? You are just asking to get ganked if you dont roll with an escort of a couple of ships for overwatch and are basically mining for whoever comes to gank you or spending all your gains warping. Im good on that. So can you make money sure but who knows when NQ is going to turn around next and fuck you over even harder for just trying to play the game in any normal capacity. I would love to make my actual base my HQ since the broken geometry put it into two tiles and it has an industry I dont really want to tear down multiple cores worth of industry to make it a tax haven and with 2 tiles its not worth mining and tht assuming that anything in the area is worth mining when demeter goes live. And I certainly dont need all the tiles I already have put down since there is no knowing if they are even good and all of them arent even in a cluster and even if they were they are in my personal and org tags and under two orgs beyond that. I dont care for this update much and seeing the numbers is hella depressing or where I could just travel to any planet grab what I needed and go back to base I now need multiple tile clusters for whatever or is there, 28mill a month per tile for the 3 ore types, and all the scanning that is now required to go even begin to find them. I was able to progress but this update is a mountain of red tape, sinks, and a grief loop treadmill. Now none of that take into account the actual setup costs of creating at the least 17 tile clusters of 119 tiles just for all the 119 TUs, 119 cores, overkilling the mining units on each of them, containers, transfer units, vr setups and everything else im not thinking of right now. Then you have to think that NQ is going to drop Territory Warfare hastily in like 3-9 possibly 12 months or sooner to start bringing in subs rather than bleeding money left and right. Considering it will likely take a hear to get a box of T5 ore what is the point when ill just end up handing it over when some other org just ganks it. And if I have to physically put money into the TUs for the tax 400+mil of work per month is kinda impossible to do anyhow. Or if NQ goes and makes gold at 300l/h or anthing else more than half the tier before they are basically going to kill the value of that ore or make it so that the ote itself does not matter or all the items they make. Im sure there will likely be juice tiles with crazy outputs or minimal amounts of clusters that are all profitable but it will be sheer luck with scans. If you take too long to find one you are just bleeding time setting up tiles if you already own some at 4mil a month each scanning. And the other can of worms NQ is opening up here with VR allowing for people to potentially do charges remote with full talents as a poster here has said without being basic T1 Talents is that why cant you do VR putdowns with T5 talents, Why cant you do everything with vr like pushing burrons and using an elevator with T5 talents, Why cant you fly a ship in VR, and why not just have teleports? Its a slippery slope imo. This patch also seems like NQ had the bight idea to avoid a wipe before launch (they still will) by consolidating all the dead tiles and pushing people out of the game from returning and at the same time removing all the Quanta inflation due to the mission system in taxes by forcing people to inject more than is taken out by doing even more forced mission and posting all your ore intot he market that wont sell, get instantly outbid, and nobody can buy. Great move if you ask me. Its still going to need a full wipe. Also I would have spent more time on the PTs but someone deleted a lot of the scans we had and so im not going to spend 15 mins on the PTS server trying to see whats out there when scanning should be instant to test the mechanic...
  24. Not only that but what does NQ think will happen when they force people to sell the ore to pay the taxes? The ore will be worth nothing and prices are going to plummit for basic ore T1-2 and probably not get enough quanta to pay the taxes since T1 will be worth nothing and T2 will also be worth nothing since the L/H is grabage.
  25. Unless NQ put their flip flops back one it was 1 tax free sanctuary tile and 5 tax free Headquarters Tiles you couldnt do anything but have a base on unless you got some links or quotes.
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