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Warlander

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Everything posted by Warlander

  1. I just say that the only solution is Player run markets because NQ is completely unwilling to really police markets in any real capacity and their constant catering to megaorgs and all the walking cube cores along with scripts havesting data and all the advertisements and general crap stacks and the used car lot its becoming at launch is going to make markets unuseable after launch. At least if players can maneuver tool ships off their land I could at least drop their ships off the side of my platform. When TWs happen a player cluttered market it likely the least of my worries. There are many different solutions I have offered besides player markets but I dont see NQ ever doing anything meaningful about it so I see it as moot or they would have done something about it. Honestly I think they like it this way as it makes people crash or lag out in the districts at least to slow us down somewhat. Sure sometimes they pack stuff up but its always still the same ships I see constantly there so if they havent coded some kind of parking/storage fee by now again im doubtful they ever will. Or giving players the ability to rent lockers instead of having hundreds of storage containers everywhere, running hundreds of scripts, advertising, brining vending machines, just building random half build things or the shady used car lot its become. None of that needs to be there and its because there is litterally no reason to visit anywhere but the market. And it begins with setting hard limits to what can be there without charging large sums of money for parking, storage, advertising, ship for sale, scripts running, and all that which should be at a premium and built into or around the districts including a hard finite cap of how much can be posted to actually get the markets to move and pushing people to spread out into player run markets to fill that gap and decentralize the markets by allowing at least to use the market stallst and requiring an actual warehouse to store all market items in the system elsewhere players cant use or steal from the containers with unlimited links to a hub to increase a real volume of goods that can be posted.
  2. Its only fair that their game is broken so it should be free to play. "We heard you"!
  3. The only solution is player run markets from their own tiles connected to the market system that draw people away from the markets and restricting all the crap people put there at the markets. Until that happens nothing else will fix anything really. But if NQ actually does give us our own personal markets then we can talk about restrictions, fees, and limits.
  4. You should consider that when you do any updates to put it to the top of the OP so that you have the current issue on the top but also maybe the last two issues below the new one. So when there is a new issue out you can check it out right in the op. Or like any newspaper/chronicle you should also have a (your ad here) sort of thing or in the upper right having a 50h cost on there lol. Otherwise keep up the good work.
  5. Personally I think that there needs to be a catch up system that gives like 120 exp or more to get you within like 5-10mil of the current top exp player. Not only does coma grinding exp ruin competition whenever the dormant players who havent even played can suddenly have everything ready to go qued. If you are actually logged in you should get +30exp per min. I also think that this game needs some kind of Ultima Online style approach that you get Exp for actually doing piloting/mining/pvp/industry to actually gain exp doing things. If people have it maxed it does not matter you dont get the exp. But really when you think about it we are just beign griefed by this system just as a time lock to drag out subs just to kill any kind of fun you can have until you basically let the account sit for a year before you can even really start to do anything fun. Its a terrible approach. Especially when if skills were just tied to the actual parts and not the character to free up play and you could just dump the exp into improving parts stats or performance with some kind of AA alternate advancement system this game would be a lot better off than it is now with all the time sinks and red tape it has going for DU.
  6. NQ needs to do the following at bare minimum: Charge parking fees for 5-20k h parking fee per vehicle per ingame day cycle to anyone over 5mil exp based on the size class of the ship (XS-L core) Charge an additional storage fee of 5-25k h per container you have stored at the market depending on the size of the container. (XS-XL-E) Restrict container boxes and instead offer "lockers" with a sliding inventory system with rental fee per ingame day cycle. Create an impound lot between the district and the district market where ships are packed and sent when people fail to pay the parking fee. Restrict scripts once a ship has landed and is shut off until the cockpit is enguaged again. Restrict player run advertisements by deactivating player screens when a ship is not on. Add billboard style XL screens a player can rent all over the district in strategic spots ranging from XS screens inside district buildings up to XL screen billboards which are off the landing platforms. Charge players 50k per ingame day cycle for a small screen and up to 1mil h per day for XL billboards that have advanced gif capabilities or require approval for premium advertising in select areas or 250k per day cycle for standard XL billboards. Create another landing platform about 2km away from both the district and the district market that is meant for a public sort of used car lot to sell ships. Enable the ability to fly through other ships with no clipping in cases of lag or brakeboxes blowing up incoming ships. If there is no clipping enable there should also be some kind of option to not render other players ships/elements/voxelsscripts only on market tiles.
  7. If the hijacking has been dealt with then my apologies. I did make a suggestion for a sensor array in which a fleet flagship had a large area radar or sensor beacon in which orgs could set up for additional viewing of what is in the area along with a ship sensor/diagnostic tool which could allow an org to see where all ships were along with their radar added to the flag ship along with the health/status of the ship. In that sort of light I can see a rescure beacon being useful if you can count on someone within an org to come to your rescue and placing a blip on org radar with a yellow waypoint. Or a red waypoint if a ship is taking fire, target locked, or targeted as well. You are far more likely to be saved by an orgmate than a random stranger. I am also sure that orgless players are also more prone to needing rescue. To me if I need to im not above running 1su to a market for 4 hours. Before the maneuver tool got nerfed I walked an M class ship .9su over mountains and other features for like 10hrs straight. I could have mined and fixed it but it was way over weight coming back from a mining haul. If the will is there you can figure it out without support. If you can mine and craft Nitron with carbon, silicon, oxigen, and hydrogen which can be found everywhere. With enough mining you could get both the scrap and the gas to get to a market. But I do see value in having something like a "Black box" type container that is much more durable than a standard container that would be required to even fire a rescure beacon if the ship is completely donezo. If your whole ship gets blown it either has to be some kind of standard tool or having emergency type beacons that can be stored inside the black box container that still function like active elements from within the box. And it should be much more durable to make it through a crash and perhaps just has a whole ton more hp than the gravity slam of the crash can do tot he box but requires a lot of scap for the luxury of being able to use emergency elements within it. In the case of new players though either their ships are not worth much and easy to replace if need be. They likely wont be going off world and would be in range of a market or mining area to fix their ship if it is on the ground and not stuck up in the air. It should take them no time at all to fix XS/S parts. Even if the rescue is tied to a mission system it still begs the question how much is it worth it to fly to repair and fix a ship when the person could likely do it themselves with a little effort in about an hour or less unless they are flying L+ parts that take a good while to fix. At that point if you arent in an org you are just asking for trouble anyhow.
  8. You could have just mined anything else endlessly for weeks and bought the ore. Im not saying that the finite resources arent completely broken at this point or that mining does not need to randomly be reseeded from time to time through gold rush events or just random tiles being selected on each planet per day in minimal amounts to just keep ore in this solar system going to make it anywhere close to launch without mining surface rocks. Scanning is the real problem as people have already mined and scanned and are constanly honing in on whats left. NQ needs to figure that shit out quick. Otherwise if there is only sand left to mine we need sifting in addition to a full resource reset. But honestly I would just rather see this iteration of a busted game design proof of concept test to open up better solar systems and multiples to go to. Being locked inside a dead solar system pretty much sucks.
  9. Im not really sure what the purpose of this would be tbh but ill bite. For search and rescue to work you need something to happen. If that is PvP then you pretty much lose your ship and the transponder beacon is moot once they claim the core. If there is a crash somewhere or a ship is deralect on a planet somewhere then you can always run to a market or mine to buy what you need there. Pinging a signal with a beacon is pretty much asking for trouble and potentially getting hijacked if you already crash landed in an occupied tile or even if you crash in an unclaimed territory you are asking for people to come and claim the tile then maneuver tool it onto their ship then fly it up to space and take your ship once you are in the PvP zone. 8-9/10 times you will attract the opposite of help. Its not to say you might get lucky but you are waaay more likely to get ganked than helped. Running a rescue beacon just makes their job easier. But, if NQ were to say add NPCs through missions and seeded crash sites with a crew of however many were on board not knowing if there are survivors (they might all be dead by the time help comes) you can go and try to save them before the timer runs out. In which case it becomes a salvage opperation and you can bring back the remains of the crew or salvage or repair the ship. If the crew is alive then you have a few options depending on the RNG of the situation. Perhaps its just a simple hey come fix the ship and we pay you. Perhaps its you need to fix the containers to get the scrap or whatever is in the cargo hold at which point you could steal whats in there. Perhaps the ship is completely destroyed and they need and evac and you just walk up and hit F and escort them onto your ship that uses a /follow command like in counterstike with hostages. If NQ goes further with NPC and Scripts that use the available Auto Pilot Script they could send a ship crew to anywhere and if the auto pilot isnt tuned that is ok too if they crash it works with this kind of suggestion if they crash or whatever. With an Auto Miner Script and Auto Pilot Script you could have NPCs traveling, mining, crashing, etc. If NQ also did an Auto Crafting Script (Nano Crafting), Auto Mining, and Auto Piloting Script together you could have NPC ship crews that can be PvPed and if they make no distinction between pc/npc tags nobody would really be the wiser. If NQ made a Anti-PK script that had combat based Pilots that could be sent to attack Pirates or players or NPCs it would also make things more interesting. Especially if we ever got guns and the NPCs are hostile and baiting you to the crash site to rob you or they are trying to protect their cargo. NPC gunners could also help as hired henchmen or wingmen. If NPCs ever got access to the Talent System as their base of skills and were no better or worse than a player that you could hire to do any number of jobs or just AI that requires no avatar or as just a ship, element, or a kind of micro core driven construct (XXS, Nano, etc). Otherwise this system is dead on arrival as a game loop unless you use NPCs.
  10. Whats wrong with a pirate changing their Alias? Eventually people will know its you if you still fly the same ship(s) you did before you changed your name. Some people just outgrow the name they chose when they started years down the line. If you are a pirate a nobody or somebody it does not change anything really. NQ could still profit. Orgs merge and or need to rebrand their name if they again dont like it for whatever reason. Even if the names change it does not change their mode of opperation, geography, or outcome of the game. NQ can still profit.
  11. The time locks make such that you cant do anything in this game. Resetting or respecing talents opens this game up. If it takes me $200 to do that via in game tokens I can reset that is fine. It breaks nothing and it allows players to fund the game. Sure it allows for people to skirt the system but if I want to PvP for a night and blow $40 is that really a crime? You can make the arguement for industry but before 0.23 you could pretty much make anything you wanted anyhow that people had been doing since beta. If I go pvp for a night and switch back to mining its pretty much paying for a 6mo sub on top of what im already paying them. If PvP is supposed to be a thing it would be nice if I could actually do it. Vs having 3-4 accounts to do the same thing. The biggest issue with the game is the talent system for me. Personally I think it should all just get baked into items and toss the whole system and open up more of the game at which point you could do whatever you wanted vs being locked into a role you hate because you have to go miner, then pilot, then industry, and then you can only support pvp once that is done. The more people who can do the the bigger the chance PvP ever really becomes a thing in this game. Or you could just buy an accounts and do the same thing from gold sellers with 20mil+ exp pools, beta keys, and anything worth buying in game. Considering the market bots are allowed to flip and make gobs of cash they just sell it on gold selling sites. If you are confronted with paying for a sub or spending an extra $75 for an account(s) vs just starting with 0exp and saving 6+ months of your life waiting for nothing and cutting through all the red tape or spending less than it takes to buy 125mil h its really tempting. I could just buy $40 from NQ for resets or I could just go big and buy an KS Alpha account and never pay any subs too with 5mil exp on top of their pool from the perks. So its either people do it anyways or NQ makes money. No matter what they do or if they fight it will it ever really stop it. They could make money and develop the game faster tho...
  12. Why does this company not want to make any money? Why arent they selling: Talent Reset Items Character name Reset Items Org Name Reset Items Additional Character slots Skins Fluff Pets Avatar Suits I can see them not wanting to go full cash shop since they seem to be cool with all the gold farming in this game or the data mining and selling of NQ's data. People want to buy things, anything, you just need to offer it to them. Any kind of entertainment fluff things like a legit chess board, a game, or things that dont add power or are just fluff could make NQ a lot of money to speed development up. Just the Talent Tree reset if it costed like $20 a pop there are people out there who would gladly drop $40+ to swap around talents or spec into something (LIKE PVP) and go back to their daily life as a lowly miner or get some kind of industry going and swap back. Its not game breaking as much as it actually might allow more pvp to occur.
  13. Honestly I like it. Inventive and creative with a decent layout. Dont let the haters hate its better then the premise of 90% of the bitching that goes on here. Whens the next edition hit the presses?
  14. "We heard you"! CMs used to go in the idea box and comment when they first brought it back. Then they just flat out started disabling voting options for some people such as yourself Blaze, and then they buried it further. They either got all they want to hear and just keep it there to look like they want feedback but they dont have the time/money/resources to do anything with it without delaying the game further. Its kinda just a solitary confinement padded room people can yell into at this point. If they "heard" us at al let alone suggestions this latest mass market exploitation would have been dealt with like the district 15 incident or all the money the gained siezed or banned outright. But in many regards they dont hear us or they dont want to or they just flat out ignore real concerning ongoings of this game let alone ideas that would actually improve the game or make them money to make the game faster let alone Ideas.
  15. With resource generation blown, and balancing and optimization along with the changes made over time there will need to be a wipe after the game loop is complete and at this point they bungled the whole thing from the start to the point that there is no real way around not wiping the server to restore balance. It works for the existing solar system but if they add more I would assume that is where the updates to world generation will end up with possible a full resource wipe. Not to mention the devs wanted to fix the hexes on territory and you cant do that without resetting everything after the game is feature complete.
  16. In my daily life: I need the maneuver tool back. I dont care if it uses energy/stamina to move things but the CD dont work for me at all. I just need a reliable vendor type system on top of the trading and market system to where you can turn a player into an independent market person that you can search for who is selling what with a buy/sell ui interface similar to how trades work but with a more traditional npc vendor flow to where its like I am selling whats in my ship but at the same time I am buying X too to where you can click to do a market lookup for they type of item you want to buy and the quantity/price and be done with it. The vending machines seem more for stores than market trading and there needs to be a more streamlined approach that does not require tons more elements to be sitting ina market to do the same thing unless you are running a player market with dynamic stores and I think dispensers and things should be restricted to static cores only to free up the markets. Some kind of auto voxel/scrap repair AI droid pet that heals 1 part at a time like a normal player within a certain proximity of the ship would free up tons more time instead of the rare chance I actually crash. Having NPCs which act like a player that you can have follow you around or are tied to the talent system that perform tasks like a player would with flying in formation, mining, piloting, industry, sentry, AA base gunners, gunners, and all the positions players dont want to do or you can never expect to fill the role with a sort of henchment type small+ group you have to pay each week based on each skill learned or qued up along with a merc hiring system to lend players your merc for a mission but each player has to level them up from scratch quing skills like a player. More built in entertainment features or elements designed to add more fun or interaction to the game rather than static cores only meant for industry. More ways to get random bonus amounts of ore rather than just 4kl, 4kl, 4kl and just not getting enough but being forced to hunt non stop tiny nodes needs to be broken up with something a little more interesting than just digging tunnels. Most items need more base stats added to slightly dial back the parts cree or having modular elements to allow players to build asthetically ships that dont require an insane amount of wings or parts that dont look good vs modular parts that are more forgiving and customizable but also dialing back some of the weight of voxels through talents to make voxelmancy more of a ship requirement for defense or just a lighter hull metal weight if you just want to make it a non functional look vs an armored defense orieented ship. Lack of any market mobility due to oversaturation and parts making minimal gains and a market in general that is dominated by megaorgs with no room for anyone else. I really wish people had a finite amount they could list in any market per day to leave room for other people to be able to list and make money too but enough to sell a good amount and not be able to monopolize any given area without multiple people. I want industry to work for me but as it stands unless you cant really make much money unless you have all the ore. Permissions that work when you want to share access to an element with someone without having to set up a full access polocy that sometimes requires everything but pretty much giving them the token to be able to do something simple. Making antigravity faster in the ascent process through parts creep of some kind to increase the speed to negate the need to build insanely high pedistals or space stations. Lack of group system or a group leader being able to set formations around a central point that allows all pilots in the group to fly at the same speed but at the same time break away from a formation if they want. Where you can move a bit within the formation but if you stray too far it will ask if you want to break formation. Lack of being able to define rulesets or team mechanics in a territory to allow for scrims or practice combat or prefrences like allowing one team to damage another or restricted airspace actually being able to shoot at people in your land. Or other dueling or race type mechanics for entertainment or priority if you want to allow ramming in your tile(s) to where a large ship will get destroyed running into a bigger ship or any number of things missing from owning a tile. Being able to build anywhere on your land with voxels independent of being bound to a static core which is just meant to fill a set defined function of industry, commerce, residential, markets, defense, showrooms, etc where you want to use elements that have a functional purpose. You should be able to drop voxels anywhere to build up more interesting tiles without needing to drop 75+ cores. Or that Teravoxels should be where all the brick textures and earth based textures that are non building mats should be located to where you just turn tons of sand or whatever into more teravoxel pallets. Or having other teravoxel functionality for squares, cylanders, and a chisel tool for fine detail terrain work. Nature type voxels which have plant type textures or allow for random branches or leaves to stick out of it in a few different textures so we could make trees or bushes or bonzai trees etc. All we need is the dead voxels bases or trunks to really make places look more lively. The nature aspect in this game is quite lacking. I could really use a legit jeckpack that uses actual fuel as a tool that can use kergon, nitron, or rocket fuel depending on the purpose or what fuel is equipped. I could also really use a glding tool like a squirrel suit for a lot of things or jumping off a ship close to a market and gliding down with perhaps a rudimentary brake that has danger involved landing as a tradeoff but uses no fuel. I could also really use more ground themed vehicle elements or wheels/treads and various impliments or some kind of ship like mech walking vehicle. Not everything needs to fly. I could also really use some disposable type items that require no core or anything to be placed down like some kind of train track for mining that has a couple different track pieces or connectors that are meant to be lost if someone comes across it as there is no real owner and it can be used outside a territory. But tracks also have use for a monorail with some elements for automatic stop points. But disposable elements could also be lanterns or other luminescent items or structural beams you can place to lessen the chance of earthwuakes. Or just other random things you can put down if you wanted to others could come across later and admire. Player held weapons and turrets if not full auto turrets and AA guns and ship mounted defense systems. That would make my QoL a lot better. But I would also like to see some kind of loyalty system for people who actually play the game rather than not playing and Queing up and being the same as everyone else who actually plays when they come back. I think for those who actually play the game there needs to be a loyalty system or daily log in perk system that is designed to reward players for playing rather than the measly 150k ubi. I think NQ should consider makign each day you log in come with somekind of reward on top of the 150k by how many actual subsiquent days you keep logging in. For example if you log in for a month straight your 150k universal basic income becomes T2 and you make 300k. Each consequtive month adds another 150K up to T5 or five straight months and gain 750K per day on the house for your loyalty. But not only that I think NQ should also have 5 Tiers of some kind of exclusive ship set that takes 30d to get all the parts and blueprint to make a ship. Sounds kinda dumb in that light but if each month NQ had some kind of basic item ship with custom colors or textures other than the usual drab color schemes or gave out custom skins baked into that item for the month that there was a finite pool of would make people play to get them. Not only that but the parts of the month could have tiny deviations in baked in stats variants in additon to the colors too if they wanted to go that route. NQ could also do a XS(T1), S(T2), M(T3), L(T4), and XL(T5) types of skins, ships, items, exclusive elements, and anything else. It does not need to necessarily be a ship. But for the most part it could be how they introduce items for testing before they go live in small amounts that only the most loyal people get to try.
  17. I would like to suggest a few features I think could really help to get pvp going or making patrolling and dispatching people easier. First I would like to suggest a flagship radar array which allows an org to have one capital flagship that can potentially house 1 orbital array radar system which can pick up targets from a long distance out. An orbital array would allow a fleet to both track friendly allies and enemy targets or identify any allied Orgs you have with various icons. In addition to an orbital array a fleet should also be able to set up sensor beacons as well to extend the range of an orbital array if a fleet puts one down it then extends their capability to see targets or allies passing through perhaps 10/25/50 SU pocket of space. In addition to the beacons and orbital array there should be another smaller ship mounted beacon you can also plug into the fleet array network which gives your fleet the ability to track their individual players of the fleet but also tap into each of their ship mounted radar systems and further increase the awareness of a fleet. Not only does it show your location and radar but it also serves to take a heal report of your ship. The Orbital array should then show the type of ship you fly and also if they click on it see some kind of diagnostic check to see what all the parts on your ship's status is. Also I think missles should have a new ammo that is not meant to destroy as much as it is a tracking beacon you can fire at a ship that lodges into the side like a balista but allows PvPers to track where your ship is to better allow ambushes or just stalking until they discover the tracker lodged into the side of the ship and remove it. I think this could also really help to stimulate pvp if the intial warp attack fails you still can have a shot on the other end since you cna see where the ship is currently. Decoy missles A missle with a core attached to the payload that contains the signature of your ship and temporarily forces incoming missles to auto target the dummy core as a form of chaff. Missle seeking missles that hone in on and take out incoming missles. Emp chaff that if you are caught in the blast disables all elements for 10-30mins. It can only be deployed out of the back of the ship and it has no propulsion and is meant for more of players chasing a ship. I also think there should be an auto repair droid that you can link to a container that can slowly use scrap to repair a ship during combat 1 part at a time. Perhaps being able to set a priority of element types or just set to random. I also think there should be a welding droid that can repair voxels 1vs at a time to a set blueprint spec. I also think that the Destructive Elements system needs to be brought back. It should be harsher then it was before as well to where everything has one break. The only difference being some kind of 50/50 shot that it can be repaired upon destruction. I think if there was always a chance you could heal and get things back or needing to replace parts. This type of system makes PvP require more skill to not destroy what you intend to take or if you just want to destroy the ship you have the option as well but if you intend to enguage in piracy then you need to have some kind of skill to surgically remove and disable a ship. I also think that ships when destroyed should keep traveling the same way they were when they were destroyed. The attacker should have to perform the exact right boarding as the ship they destroyed is traveling and then either enguage landing gear if they can land on it or they have to attempt to board the ship. If successful they can claim the core and enguage space breaks to loot the ship or get it opperational again. I also think the way combat is being handled should be changed as well. There needs to be a better range of physical guns, lazers, beam weapons, etc that use a calibur or Pound rating system. One in which it should take fighters a while to soften up a target with sustained fire with physical bullets doing damage along with lazers doing more damage to shields or forcefields but less damage to other elements if they are using polished voxels. Where beam based weapons just eat through voxels and dod stream based damage the longer they are able to hold the beam onto a surface. Like for instance a .30 cal machine gun should do 30 damage to a voxel or have it do a smooth effect to a surface until it eats through voxels or you can pepper the engines and make them lose efficiency. Each shot also does 30 dmg to a voxel to help break up sections. Larger calibur weapons would obviously do more damage and rip through voxels faster and L/XL+ versions could take a voxel out and smooth with the Xl going through multiple surfaces or going through the ship. Not to mention cannons being done differently as well where it is not about the explosion as much as the hole it rips into a ship. Cannons should have a 2x2 base voxel radious for small ship based cannons and go up to where they are 10x10 for larger weapons. Cannons should not use splash damage as much as it should act as a DD or direct damage to whatever it hits doing 2-10k damage per shot. Using a 2lb cannon shell or a 10lb shell is also somewhat balanced with ore weights. Or that lazers should also have a sort of intensity / calubur system that does damage to a voxel, element, or shield differently. Depending on the voxels or grade should add resistance to a Lazer to where it always does max damage to a shield but the defense enherant to the voxels matters. Beam wapons should rely on the energy system with the diameter in a spere can be mounted on a star fighter to hold the mouse to shoot a beam for energy cost at a trade off to the shield at will to constantly stream damage while the beam is running the size of 1vx to potentially 5 depending on the drain cost of the energy as a trade off for defense to get more damage. Missles should have their homing capability nerfed in space vs in armo. If they are traveling at a ship from a dirrerent direction entirely the missle should have a really slow turn to allow players the chance to actually dodge missles in more agile craft. Missles should also be changed to where they have a lot of damage to a small area like cannons but also that the spash damage should be calculated and distributed from the full AoE to those items collectively sharing the damage it would have done after the initial hit. But also that Warping should be no different than regualr space travel in which there are a range of warp speeds and speeds associated with weight calculation. The difference is that instead of the 30kmph limit it just uncaps the speed limit to double the last speed limit if warp acted like an engine vs a light speed travel. Where you could have warp 1 start at 60kmph, warp 2 at 120knph, warp 3 being 240knph, warp 4 being 480kmph, and warm 5 being 960kmph. Where warp cells are more like gas than being made intentionally expensive they should just act like nuclear rods you have to add anc change every so often once the energy is spent. That way PvPers dont have people just escaping. If warping was more like faster levels of fast travel they have a 1 in 5 chance to actually catch up to a player going warp 1-5 and it creates a 20% chance gamble that if you bet wrong you are going to either be too slow or too fast but if you bet right to the speed they chose to warp then you have at least a chance to hunt down and fight. Otherwise they are likely gone. There needs to be some kind of NPC meta in this game. To where you can hire an npc tied to all the talents into the talent tree for what they can do. Players have to train new npcs themselves by hiring the npc then being allowed to build up its talents with an additional tab in the takent tree window for a list of npcs. You should be allowed to que up their talents but knowing full well that every talent you add will cost you more to pay them with everything they learn. You should be able to trade workers with other players if you cannot afford to pay their salary for whatever reason. But if you could have a pilot npcs, merc npc, soldier npc, transport npc, market npc, or industry npc, or mining npc, trader npcs, and all sorts of sentry types, gunners, and things you will never be able to fill for a loyal npc could do a lot in this game to stimulating combat.
  18. It would be nie to be able to sit on any surface by simply walking backwards and if the surface was at a certain height your character should just autosit onto the surface. So that player made voxel furnature has some kind of functionality added to it in the case of chairs or benches. Or if that is not feasable it would be nice if hitting "C" would either allow you to use a sit like feature when aiming at a surface. Or that you could crouch or lay prone if you hit "C" twice as well and have player guns have better aim if they are ever added. Or if those two options arent feasable then I think that there should be an element based square, rectangle, or possible other shaped elements which can allow a person to sit on whatever you want them to.
  19. Been asking for this as well I think you should be able to fill a smaller container and nest it into a larger container would pretty much solve this issue if you could also name the container.
  20. Im not here to test im here to play the game. Im not going to even take the time to report them as in many other games even if you do report bugs or exploits its no guarantee a studio even has time to fix them let alone break more in the process then they fix. In many other games and MMOs the most closely guarded secrets in game are little exploits, cancels, and exploits that actually become more of a feature then a bug. I dont owe NQ anything.
  21. Yes I am aware that most of the volumetric data is stored locally and rendered from the cache stored on my machine client side. What I am referring to is the fact that every time you change something it has to be sent to the server so it can update the volumetric data then allow users either in the proximity of the changes or later when someone comes along to have a consistent world rendered for everyone. When you mine or flatten anything it checks to see what is supposed to be there in terms of sediments like sand, snow, or tundra then reports back that there is and gives you the volume that exists there if you choose to collect it or not. Or that Building voxels are different than node voxels which are different than teravoxels. They are all voxels yes but they are classified as different things like the ore nodes which do exist on the grid but are given a different layer class so that you can clear around it. All of that of course has to be updated and rendered by the server to the client. Otherwise if it is all client side there is nothing stopping you, I, or anyone from using a packet sniffer when mining different ores and telling the server that snow is gold if you change the hex values vs what the server knows is supposed to be there. What I am talking about is the lag that mining seems to cause when there are 2 or more people in the area and the desync that occurs when it comes back to the server by how much damage can be done during that time which keeps bouncing back and forth between multiple clients and the server. Or the fact that when using the flattening tool for things like mining it never stops doing checks eveen if it is already flat to attempt to catch any artifacts that might exist to flatten the terrain and flooding the server with non stop checks. Or that some days there is so much mining and changes being done that it errors out and "jams" a tool for hours to days until it frees up and I can mine again. I havent seen the specs of the Engine(s) they use but I assume (if im worng ill update this section) that DU uses PBR based textures that have multiple layers of textures baked into what is being rendered. And when you have multiple layers of textures with thousands of faces being rendered by the client it is going to bog it down when there are thousands of holes and jagged bits being rendered even if you cannot see the hundreds of tunnels nearby your still being taxed for it by your pc. And yes some of it is graphics or my machine but I typically get like 45-60 frames a second unless im at the market and I get like 15-30fps. Im sure some of it is on my end but im also sure its the server too.
  22. As much as you all bought into a PvP game its a building & crafting game at its core. Thats the demographic they are brining in. If PvP were a thing people would be doing it. And so NQ punishes the building and crafting people who make PvP possible. If this were a PvP game people would be building bases for PvP but they arent. They are building for everything else but PvP. Sure the Industrialists are but nobody wants to fight because they are trapped behind PvE Roles for the next 6 years of Exp locks. Most people dont seem interested in PvP in general in DU or run from it with warps. This aint a PvP game and adding disruptors wont solve the core issue that it is not a PvP game. The few actual PvP orgs will clean house when TWs hit but that will be short lived and everyone else will go back to building anything else but non-pvp based structures. I created this thread to guage a response to having a solar system to free up the game from all the massive structures, platforms, and just junk clogging up the server. I dont think NQ even knows what to do with it and it just bogs down the server. Sure optimization will help but this game might not be able to handle large scale invasions and hundreds of players fighting against hundreds of players defending. Had NQ not had created the president of having any kind of safe zones from the start so that only Alioth and the 3 moons were safe I would be incluned to agree that people would have been forced to adapt and actually add pvp talents to their Que to survive but I am sure that is not even in peoples minds for about 60-75% of peoples thinking since they are forced into PvE instead of PvP. PvP should always be an option in this game no matter what. NQ has their roles mixed up with jobs. The combat tree needs to be its own Talent tab and the other roles need to be its own tab for jobs. Each need to have their own Exp Pools and Exp per min. If EVERYONE had talents for both PvP and a Job they like to do then there would likely be more PvP but there isnt. You could make the case too that we ditch this PvE server and create a real PvP server with no protections whatsoever outside the market tiles as the only safe zones. Since this server is a PvE server. The only thing missing to making this a full PvE is making space non combat and only flagging PvP during TWs between flag football orgs. As much as you might think im trying to have an additional PvE server I am actually for an actual PvP server. This IS the PvE server you are playing on...
  23. This is precisely why this game needs taxes/property taxes based on how much you cram into tiles or surrounding area along with upkeep/maintenence based on usage of ships or industry to slow down top orgs as well as limiting how much you can put in the market. If you can only put so much into each market and production has a scaling cost to run mass industries or you are hoarding mass quantities of items in a warehouse those items should also slowly take damage or change into something like rusted iron if you dont use mats for a given time like a week/month unless you want to re-process rusted or onidized materials. Either way something has to be done about it.
  24. I would be down for giant worms that could eat ships or damage property if you settle in its territory. And when I say territory like a 19km cluster of tiles it owns but you can settle on and if you do it can eat ships or buildings. Or just using an npc like that to go around and eat up all the dead tiles or abandoned ones. Perhaps they could even bait people if they eat dirt and just create an endless trail of resources it processes as "waste". They could even be tiny or like 1km long. It could also fill in everything around it to heal tiles as it passes through.
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