Jump to content

Warlander

Member
  • Posts

    692
  • Joined

  • Last visited

Everything posted by Warlander

  1. Its all about the mining on the front end and lack of limits to megaorgs or having hard finite limits to how much you can sell on the back end. Since NQ lets metaorgs destroy the game through mining, production, and market saturation it breaks the rest of the game. Since NQ sees the common players, casuals, soloers, and small orgs as enemies of the state in this game and not the megaorgs breaking everything it will never change. You cant change mining without taking away scanners. You cant change the market without changing mining. PvP is broken because of mining and production and ships costing too much to throw away. They need to balance to mid size orgs and chop from the top with all the sinks directed at megaorgs over new players. Until NQ realizes this nothing will fix this game or make it possible for more than a handful of orgs to enguage in pvp on any regular basis. I dont even really see it as being much of a demand issue as it is a group of players using the analytics tools to systematically keep the market down by the top power players and employing an army of bots to drive the market down and box the community at large out of the game and making the money we do earn take more effort, time, etc vs the megaorgs who are chewing through all the ore and further boxing out any potential competition if you cannot get any higher tier ore and the ganking type pvp that has claimed tons of haulers by now right into the hands of the people doing all the damage to the game. Without balance anything they try to do will do the opposite of what they think they are trying to accomplish until they chop from the top with hard limits and make mining more accessable to more people. At this point its pretty much too late to even do that without a complete wipe and new world generation to make the grind less monotonus but even still it just delays the enevitable of it happening all over again if again hard limits are added to slow down megaorgs and power guilds by forcing them to constantly pay upkeep/rent/taxes that scale by total property per person or putting upkeep on machines by what they run since they will likely never take damage.
  2. I was going to type out a huge post but meh. I think it had a comedy of errors: Talent Reset Fighting the game to play the game (lag, bugs, expoits (voxels), and just random occurances) Fighting the gamer to fight against the developers to play the game (you arent allowed to do much with talents, time locks, time sinks, money sinks, resource sinks, system mechanics, arbitrary nerfs, removal of necessary tools) Fighting the game to fight the developers who want to play their way to find out they cant because this game is desgined for a very narrow group of zerg guilds and everyone else must be punished who does not want to conform to NQ's idea of a faction. The complete shut down of our industry Destructive Elements Shutting down of our industry when we were flying through progression into T4 ores suddenly kneecapped and ransomed to get it out of mothballs. Shadow brake nerfs over saturated markets unbalanced/incomplete pvp All combined with losing our main hauler right as 0.23 hit hurt enough and we wanted to keep going till NQ suddenly shut our industry completely down, cut our brake lines, and added like a 50+ mil h ransom. Before that we were starting to climb T4 ore progression able to make pretty much anything we wanted and were doing pretty good for ourselves until it came to a grinding game breaking halt and all but three of us remain now out of the people we had who either had enough or that starting over from scratch looking at all the things we built around us suddingly useless and a whole mountain of grind to get started again was pretty devistaing. We were almost at the point to start pvping but we are still trying to fully dig ourselves out of the hole NQ put us in.
  3. If I could pay for some kind of travel pass from orgs or pirate groups directly to make them physically unable to attack me I would gladly do so if it meant I didnt have to use warp cells or if I ran into a group I didnt pay for safe harbour I could still punch warp. I dont trust those same people to want to protect me with escorts or anything of that sort without at least a 75-97% chance im either going to get ganked in route or that there will be a wolf pack waiting on the other end. With all the shiesty things people do in this game im never going to use that type of system unless I can directly pay them off as a toll and they cant kill me since im being protected and cant do damage to me even if they wanted to.
  4. Its as I say elsewhere that mining is the root of all evils in this game and the major cause of imbalance. My guess is by the time they did their first initial world generation that by the time they came back around to improve mining since its basically as stock of a system as you can get they realized that they could not change mining. Since every system down the line is impacted by it and you cant change any system sepperately that does not lead right back to mining. But as time goes on they will need a supplimental system in order to keep mining viable as a profession once all the juice tiles and payday mines are gone. None or all of it can be phased in when that starts to happen but it will be necessary at some point when 4-12kl nodes end up being all thats left with the remainder of the ore being scattered by many km between nodes and still justify what happens to the millions of tunnels that crisscross all planets. At some point they are going to need to spawn content and alternatives to node mining to go back down there. Haveing 1-250l rocks is like 1 avg grab and stopping to harvest larger versions of surface rocks wont break the game if the spawn rates are done well.
  5. Been saying this for a while now myself and I am fully onboard with everything you suggest. I do also think that everything you see should be 100% harvestable where the planets are just as harvestable as the rocks and new industries are created for various consumables which open the door for buff based talents to require/allow players to fill in talent gaps to do more in game would be a great start. I think that there should be grades to planets or some kind of timer to plants to change the model or grade to a larger plant so if you do harvest you get more or a better grade. With there being 5 sizes and also 1 type of planet in game for every single talent that there is. Not only that but I think there should also exist a poisonous plant element on the flip side of the consumables which could be a male/female version of the plant but does harm rather than good to a consumable talent based buff system which takes/negates talents when harvested but adds a toxicity to perhaps the buff duration but is otherwise indestinguishable from the non poisonous version and even stacks with the regular version but adds hidden effects, vision filters, or debuffs to any consumable that you wont know till you buy / try it. There should also be other types of planets that produce medical supplies like bandages to stop hp loss or bleeding dots or to just heal in general. I would say if NQ ever adds a stamina bar instead of putting cooldowns on things like the maneuver tool and used stam with the weight of the ship or requiring you to eat some kind of stam refill consumable to bypass the CD with consumables or stam regen to cut the timer down. I think everything in this game should have a purpose and be harvestable, potentially dangerous, random at times in terms of what you run across and not just how fast you can do the 100-500m dash to the next node.
  6. My final suggestion for AGG is simply that depending on the side of the AGG S.M+ that the size of the AGG itself should act upon pulsars attached to it as the factor of speed it can produce by how many pulsars are added since apparently breaking the game with unlimited weight is an expected feature at this point without having to calculate how much pulsars can actually defy gravity and haul weight vertically into the air. AGG speed by size: S-AGG: Every Pulsar added gives 1kmph to the ascent speed. Even if you slap on 100 its still only +100kmph. M-AGG: Every Pulsar added gives 2kmph to the ascent speed.Even if you slap on 100 its still only +200kmph L-AGG: Every Pulsar added gives 3kmph to the ascent speed. Even if you slap on 100 its still only +300kmph Its not a bad tradeoff to at least offer players the ability to buy more pulsar to give some kind of efficiency out of a free technology until they add some kind of fuel source or keep it free. Its completely sensible to add speed even without weight being a factor. The whole reason pedistals/towers exist is because there is no veritcal bridge between hovers and retro rocket fuel vs a more sensible solution to either allove hover engines to get up to AGG height or to offer some kind of rotor based lift system like drone rotors and housing or helicopter rotors to get to that height. Retro rockets, atmo engines, space engines are more all suited for traveling long distances or hitting the nitro boost to punch it with retro rockets. There should be another vertical practical option between hovers and AGG. The height of AGG is fine but either hover engines need to be able to fly higher or some new 101-999m gap needs to be filled by a more efficient thrust unless you plan to go to space and need retro rockets after the 4k mark for space elevators as an alternate solution where there are more options for travel in general.
  7. Its the lack of choice that is the heart of the issue. You arent really even given enough self sufficiency through division of talents to even start as a solo player and build a community from the ground up. Instead NQ arbitrarily decides you arent allowed to do that and you need 10-25 people to have a ok-semi good time to progress. If you cant build a base, industry, fly, or mine your way to building something players would want to collaborate or work together on then your only choice is to join a large org then build your own. Who wants to join a ground up full list of projects needed to get an org going vs a pre-established mid-mega org? They do everything better and more efficient. Its not impossible to do its just a lot more work then you can expect people to be invested in to get an org off the ground. Me personally seeing how much NQ hates me and wants to punish me for playing in a small group just makes me not want to fit into NQs mold since its not a faction I can support on my own terms its a forced select group of guilds that dictate everything to you. Im not cool with that and im still inching towards the goal of getting to that point where we are a mid size guild despite NQ and how much they stack up against the way I play. Or how much NQ does not understand about MMO gamers in general with well established social norms players should have every right to play as they want to. You cant do that in pretty much 90% of the aspects of this game currently. Applying more pressure to join the zerg borg factions does not appeal to me in this game.
  8. NQ needs to chop from the top and not target players in the middle or bottom of the progression. Little barriers or hurdles to jump sure. But you never want to target new players ever or prevent upward momentum for mid orgs to become large orgs through upward mobility. You need to chop from the top beecause they have everything and break every mechanic they touch because JC wants to break the game just that much faster or now that he has set a prescident to catering to large orgs nothing else can change for the better unless they give orgs limits, higher than average scaling costs, industry upkeep, higher tax rates, TU land taxes based on number of TUs, machine upkeep, and a lot more. It should not be some free ride gravytrain with JC as the conductor. Until then the rich get richer and JC punishes everyone else for playing this game.
  9. We have found no upward limit as of yet.
  10. Im not worried at all. Analytics of any sort is a powerful tool. Im not against it. Im just glad for the heads up.
  11. No dont get me wrong I think it should be a thing to have cyber warfare and intelligence and cyber defense as a part of the game. Could be interesting. Or planting bugs or detectors/trackers or having to spot bugs in the local files. Im not necessarily against this being allowed in a Territory war situation with a totem that shuts another ship down or break door security or something to that effect.
  12. Not unless NQ decides to not allow people to use scripts on other players.
  13. shit just got real lol. So if they have the capability to embed code onto a player to track them what is stopping them from creating a character embedded code to a person that sets perms and polocies? Im sure its not too far out of the realm of possibilities. Hell the one guy took out district 15 likely with this type of code. It was just a sacrificial test run to test the electric fence and probe to see what they could get away with. Cyber Warfare & Inelligence gathering and embedding code onto other players is probably out of the wheelhouse of a majority of players skill set im pretty sure.
  14. It dosent matter Im just trying to pull it back to not fully derail the thread by straying too far off topic before it devolves into semantics.
  15. Its not just expensive its not really possible atm to get enough lift to have a 15 container hauler and the space enough to place parts the way the system wants. With the parts creep to weight ratio there just isnt enough space/links to do both until items progress or the size/grades line up to just haul gold which is the benchmark or gold standard if you will for hauling. The problem is getting enough weight up to antigrav levels to get to space. The stats on items are so low even with takents that it would take 200+ L Stabilizers which is pretty rediculous especially with the 2:1 ratio of wings to engine to provide enough thrust. 15 containers is nothing in the grand scheme of things. There is no room for weapons or defenses in parts placement. There isnt enough lift or thrust to do both. The stats of items is what is making haulers cost so much and such a big hit if you lose one that makes pvp out of reach for defense. If there were more stats it lowers the cost barrier to people losing ships or to be able to add weapons. Im all for PvP I just cant afford to with being pulled into multiple directions at once to progress, build a fleet, base, honeycombs, machines, schematics, reaplacement parts before they nerfed destructive elements, and pet projects its just not enough to go around enough to be able to afford throwing away ships right now. I want to fight im just not at that point yet of self sufficiency I want to be at yet. Im sure many are in the same boat. But like I keep saying until they apply hard limits on megaorgs or do a full redesign pvp in this game wont be a thing. They have developed themselves into a corner and their flawed design cant be fixed at this point without fully going back to the drawing board with world generation on up for this project to ever produce meaningful pvp to occur with any frequency. Warp is the least of our worries right now.
  16. Why not just treat warp like Tier 2 max speed so that its not as much as an instant escape as a head start at max of 120,000 kmph. Or warp 2 being 240,000kmph? You could at least punch warp 2 and catch up to were its not an instant escape but that it still travels faster than engine travel with warp 1-5 just being faster than regular travel and build up to like light speed at like warp 10 or something.
  17. Sounds solid, hire your gankers and pay them to gank you on top of the loss of your ship. That will solve everything indeed.
  18. I wonder if the person using the scanner with talents shows more if you have the +25% vs someone with no talent.
  19. I also think that there is a bit of variance in the node amounts as well that could also appear like you are getting less as well since I think the smallest node I ran into was like 1,300L that was pristine and completely unmined to the normal 4,000KL ish standard which could also be +/- 4000kl. So the effort can seem like you should be getting more than you are since the node does not specify the full amount contained which could differ per node.
  20. Believe it or not idc. My father worked at fermilab for nearly 30 years as a physicist. During that time he used to invite over other physicists, astrophysicists, and other bright people over to dinner and then have debates. Ive had the pleasure of meeting and listening to top physicicts and a few nobel prize winning physicists as well. My dad also has a pretty good sized physics library I used to read for fun back in the day. Based on those debates I have my own ideas on how it all works. Theories are driven on what math can reliably prove and even if its wrong and the math fits its the best we have to go on. You have your view I have mine. All there is to it. We are still infants as a species looking at the crib and thinking we know everything. Just look how far we have come and how our perception has changed over time in just the last 100 years alone since the dawn of the 20th century. This is still the stone age of physics as the universe is constantly throwing us curve balls when we think or claim to know something. Todays nobel prize winners are our best guess yet until someone comes along and throws a new wrench into the equation. Regardless a free energy tech in DU should be bound to limits. The 4kmph speed is slow as dirt and the reason people build pedistals to save time on 1hr round trips going from 1km up to however high they built their high altitude platforms. The pedistals exist to transfer items or ore from the ground to the pedistal to ma pedistal and using rez pads as teleporters to streamline the filling of the containers saving time and effort since you cant lift the weight without an insane amount of parts creep and not enough space to lift what you can with anti gravity drives. The issue is there is no teleporters to get to the space station without space elevators or anti grav. Becuase you cant teleport reliably without exploiting rez pads or do anything with surigates it creates the need for a system of platforms and containers to be either every -2kn up the chain and rezzing your way up each level or to just go antigrav because it is free. Because it is free it is intentionally made practically unusable since it does not matter if the ship is empty or filled up with 1mt of volume it does not matter. Because it does not matter it is made to be slow and not conform to the rules or parts bloat any other system in the game has to abide by to make it more efficient to lift weight or to speed up its use. I dont care to debate the theoretical nature of the existance of this technology or how it applies to real life people want to get into. I really dont. but its a broken system like everything else in the game. 4kmph does not need to be the punishing factor of having it if you can get more than a handful of pulsars vs being able to buy and put on more to again add speed of ascent even if it does not calculate weight which it should to make necessary the need to add more pulsars and also open up the market since you only need a few and without destructive elements for PvE there is nothing to really drive people to buy pulsars or the gravity drive unless they are building a ship for a pedistal. Otherwise you can just fly out of orbit without it or get to the ground to out of oribit. It only exists to destroy the need for weight in general.
  21. Its just the nature of element based lighting vs voxel luminescent lighting. The element lighting does not stop when it hits a wall since its just a big sphere of light though if you build around the light it will direct what light can pass through to some effect. But even so it still is allowed to luminate in its sphere of influence that also seems to multiply if you add more lights to an area to make voxels inherantly luminescent to some degree with non blinking light sources. The voxel lighting however does apprear to illuminate an area and stop bleeding light through other voxels. For example I have a ship with 2 large verticle lights as the blinking element. I built around them to cast specific light patterns. I usually park it next to my shop that also has a static non blinking light. That light affects the ship and makes it glow as it does the voxels in and around the shop and if you fly above the shop at night you can see the sphere of light it casts on the ground around the shop. But also that the two flashing lights slightly timed differently react off the reflective surface of the shop and the elements inside also flash when the ship blinks. Its just the nature of lighting. It does seem like the sun however is somehow not bound to element lighting and casts shadows and light shafts that is meant to not effect the other voxel or element based lighting. Its no surprise that the red color is more neutral and looks like it does not bleed as much as it is not the standard white but it is likely there regardless or that somehow having red might act differently then a pure RGB color value white, red, yellow, blue light would produce. Honestly I wish there was an option with a slider for light intensity or reach so you could better affect how the dynamics of the lights react to the different sources.
  22. PvP is broken because of mining which they cant fix without breaking the game more or adding more limits that makes it even more time consuming or grindy for a vast majority of people and makes it even more costly for people to play and thus less pvp. Taking warp from people without any kind of fast travel is also going to break more than it fixes if you can rail everything out of the sky and make it more difficult to progress for 90% of the people playing and thus destroying the game. Its all about mining. And since the devs developed themselves into a corner you cant make this game viable without imposing hard limits on the top orgs. Since they dont want to do that its a dead game until they change the whole game to make pvp more of a cost effective option. Not destroying the whole mining meta to destroy the industry meta and ultimately the ability to pvp since there will be nobody left to fight because everyone is unable to progress or built orgs without losing everything they earn. Mining is the root of all evil not haulers. If you had people to fight if there was a good flow to progression would be a different story but since they need a full game redesign to make it work pvp is pretty much stuck in perpetual limbo with only hunting defensless hauling crews is not pvp if nobody else wants to participate in it and all you have left is crying to kill fast travel so you can enguage in pvp at all is a bigger sign that this concept has failed. Its not my fault you killed pvp for your playstyle. Its not your fault that you only have ganking through predatory pvp either. NQ has no idea on how to design a cohesive game design.
  23. I know. All im saying is im not about to write people a 1mil word count research paper bridging 30 subject to spell it all out here to prove anything since people subscribe to different theories and in the end people are mostly unwilling to change their views so its pretty pointless and subjective over a free energy technology in a broken game to begin with.
  24. https://youtu.be/e6fe6yiUTRY Im not trying to write a textbook. Do your research. Its all acting and reacting magnetism. Space time is just a measure of the glaxial disk bobbing which in of itself is hydorgen and traces of helium that has a metalic state that reacts to iron and other metalic superconductive elements that create resonance through frequency and vibration and light energy that reacts with the atoms and sub atomic particles like protons, neutrons, electrons but also the smaller quarks, neutrinos, and the higs. The positive and negative magnetic forces in a galaxy rotate due to this reaction or the dark matter that is basically burnt particle broken down to mon atomic states and their condensed nature of the vaccume of space crushing them into sub atomic particles that create dark energy. The space / time as you call it is when the galaxial disk bobs and the wave(s) react to all the flow of the over all magnetics which have the potential due to space weather to touch like folding a piece of paper so the two points touch is why you can theoretically warp or teleort throuch the "wormhole" to another connected wave of the galaxial plane. Its magnetic. But its a game it does not have to make sense to most people. The mass of positively charged particles coming together pull things to a planet. You have to balance or have a higher negatively charged magnetic field that acts to counter that field and the subsiquent gravitational forces pulling the mass of a planet together and ride the negative wave out. You cant expect to lift 100mt of weight without a more powerful negative force that the Pulsars provide to move the mass of the ship up.
  25. I wonder if its possible to use like one of those raiding scripts that is for like damge parsing and convert it for ore. Not sure what to run the script off of. But seeing the other scripts that are out there its not nearly as malicious as market bots.
×
×
  • Create New...