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Warlander

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Everything posted by Warlander

  1. With as much surplus as there is the only stabilization is hitting rock bottom on everything. Just look how much the market tanked after NQ arbitrarily decided to pull the plug on non pvp items breaking through the destructive elements system. The bots at this point are the only thing holding the market up and creating a reserve surplus on top of the massive amount listed. If they took away the bots the market will free fall which is why JC allows them to opperate and just make millions doing nothing but consolidating all those credits to the botters. In any other game they would likely have been banned but hey DU is reinventing the wheel. If there is no destructive elements or PvP going on that surplus of items and ore will not ever be brought down to a realistic market level or free market. If there is no way to get items out of the game or make them custom then it will always be filled with 100x more than anyone will use and besides everyone is making everything themselves these days so who needs to buy anything but new players or those progressing through the industry progression who will then flood the market and undercut themselves at a loss due to undercutting everyone else because they need the money and all those schematics are priced to eat the first 100 crafts anyhow.
  2. Every craft a machine does should take 1hp base and up to 5hp running high grade parts. Seeing as there is a hyper saturated market run by bots it would seem that upkeep on industry needs to be a thing to take more out of the market since players would need scrap to keep the maintenance up to date to get 100% of their bonuses. If you dont repair the machines the 1-100% becomes your machine's efficiency. If you are running a huge industry it should come with a lot of upkeep to keep that industry superiority. Since NQ just nerfed the destructive element system and now only effects pvp there needs to be a way to flush mats out of the system. Depending on the scale of your opperation should scale the running costs of keeping up with maintenance like any factory or production line should have to deal with. I also think that all playstyles should be bound to upkeep as well. Pilots should lose 1hp per SU for PvP/PvE along with miners needing dril bits since there is no damage meta for mining to slow it down as well. I think Mining tools should have to use the bits to opperate beyond the static out of the box lack luster gameplay. With various tiers and options that are more efficient to gaining other ores than others. But realies on damage from constantly drilling though teravoxels. Every playstyle should have upkeep to slow down mining as well as industry most of all but also flying or travel to a lesser degree through wear and tear.
  3. I cant remember what game it was but dungeon lords comes to mind where if you died you permanantly lost exp from your level and after a while your character became lame and could no longer fight later in the game and had to start over. Talents or random selected talents or taking away the exp of qued talents would not work. Potentially the exp rate per min could be a better targer for a death penalty. You could just make it so that you can respawn as many times as needed its just you lose 10 exp for the next hour and every death compounds that loss by 5-10exp per min with each subsiquent death. I think this should also apply to forced rez too. You cant really restrict its use as there are many factors in play outside combat but if you turely need it you can take the exp hit. If you are exploiting the rez system while mining or using it as a teleporter then you get hit with losing 600 exp will add up over time.
  4. You can fit all the dark matter would be a more likely fuel source than plain dark energy. Seeing as gravity is like gears spinning with roatations of moons around planets, planets around suns, solar systems around galaxies, and galaxies pushing away from some kind of universal supernova it makes sense with black holes driving mush of that spin to occur or the conditions for that spin of matter/anti matter or the magnetic reactions to elements and metalic elements to react and act to the worlpool current.
  5. I think in order to make it work ships need some kind of blue book value based on what all is on the ship as its current market value. Once a ships value is calculated under some kind of apraisal type system you can actually apply that to the fines of siezing a ship and compensating the victim. That cost should first be passed on to the org in order to sell on the market. If you are siezing ships worth 100mil h then your guild will have to pnny that up in order to sell. If the members of their Org keep seizing ships that fine accumulates until paid before they can gain access. I also think that for pirate orgs there should be an alternate black market system to sell. Its a much smaller market for sure but they should still be able to sell to some capacity for pure pirate orgs. But unless you have control over your Org members regardless of size and tell them not to go pirate since it not only forced you or someone in your org to pay your fines before they can sell there should be a timer for every ship you sieze that opens up the larger orgs property as another layer. If you risk your org's property there is incentive to remain in good standing or that even if you boot the player you are still stuck paying their fine before you gain access and need to vet people before you allow them in. If the agressor is a large org against a large org retaliation or siezing property from the agressor makes you an agressor and should make you a temporary pirate org if you steal your property back since the fines should go to the victims as compensation for doing criminal acts and settles up the debt. Which allows the player to rebuild a ship in the case of a newbie the fines are.nt that steep but you dont want to end the new players game just trying to get into space the first time if they lose everything. The idea is to create escalting conflicts that allow PvP and Territory battles to occur based on that conflict or criminal actions. It also opens the door to anti-criminal orgs who just hunt down criminals or different roles like bounty hunters, police, or military orgs to stop the conflict long enough for the timers to run their course and restore order. Once large orgs take whole planets it should be bound to a system of laws that anyone who owns a territory can vote on if they are in the org or not to control the actions/reactions/punishments for citizens living there too. So if you are a criminal it would make you kos there unless you are in good standing. Or they could decide all known criminals are kos and should not be allowed to live there. Citizens should also be able to vote to go to war, zone out properties, or to sue for peace. Amonst all sorts of rulesets. There should also be some kind of solar system voting for laws in the solar system as well. It should force a pure pirate org or faction to emerge and generate conflict if they are legally allowed to steal or be killed anywhere since you can hunt them down anywhere. Since they can only use the black market they either live or die by their ability to run, hide their bases, and launch raids. Or they get destroyed into oblivion and lose everything. It should not be just caming outside of a safezone or near jump gates with impunity and then going into the safe zone with no consiquence or fines for their actions. I dont think that imprisonment really does anything but restrict playtime. But I do think that the timers acrued from criminal activity should be bound to the player being logged on to reduce their timer so you dont just constantly steal and log off and the timer keeps running. It should only tick down when you are on. Which presents the org you are part of to either make you stay logged on to reduce the timer protected in a safe house somewhere if they like you or disassociate from you to allow the timer to tick down but still be responsible for your actions and still have to pay the fine on top of it. If you want to pay for 4 subs NQ still wins if you want to go that far. There is nothing saying a pirate faction wont need industry or production since they likely cant steal enough to keep things repaired. If you are trying to skirt the system and trade stolen goods to another player such as an alt who is a criminal then if you try to sell the stolen parts you get charged with piracy too as an accomplice and then those items are left at that market but siezed and given back to the owner who has to come pick it up. Or if you sell large quantities of goods to pirates then your organization should be charged with aiding and embedding known criminals. So unless you are super dedicated to being a pirate and want to pledge 4 accounts to making it work you just either have to leave a double life and not associate accounts or go all into it. You could always hand your ship or cargo over to your other char by having 1 account steal the ship from the other but you still need to attack yourself and have to repair it regardless. So it works in that regard too.
  6. I agree with that with 1 caviot which should be that it should affect all the people you are connected to from your friends list to your org. If you have a bunch of pirates in your org then your org should be affected by the actions of its members. So if you kill and steal it reflects on your guild, perhaps their tax rates at the market, market acces, and property pvp flagged. If your org cant sell and their property is being flagged for PvP im sure youll get all the pvp you can handle. Or that those timers reset every time someone kills someone else until a truce is made. So if your org likes selling things they either tell you to stop or kick you to clear their name and break associations with known criminals in order to sell again.
  7. Im not comparing it to RL. Obviously its nice as is but its broken. We can all agree on that yes? It needs some kind of fuel or something to power it that takes energy. We can agree on that yes? AGG and hoverpads both push vertically straight up do they not? The gravpads are basically reskinned flat hoverpads are they not? Everything else in the game is bound to physics is it not? Even if you just use atmo/space engines to leave orbit you are still bound by weight and gravity are you not? Why should AGG not have to fight gravity and use at the very least some form of weight to push force as a factor since it has no upward limit. Does nobody see any issue that all you need is an M dynamic core, S-AGG, as many containers as you can pack and still put a seat on, and pretty much lift however much you want to lift without extra parts like grav pads to lift a near unlimited weight since you have a pedistal that basically exploits container range since you cant possibly fit the number of parts on a ship to haul that much weight so you just use your container range, clever use of rez pads, and just float on up. Then unactivate a rez pad and jump up and transfer the mats when you get in range. Im sure many people are doing this. Its certainly a problem if you dont see it or not. Its still a problem.
  8. Guessing by most of the builds I have seen so far I guarentee 99% of them are not designed for combat. They are designed for practicality and production. Not combat since who out there could affort the multiple layers of 10-20vx thick walls and floors it will take to absob just one missle now imagine 20 ships firing volleys. The only true defense ready builds are underground where weapons will likely act like mining in blowing up chuncks out of the ground. There is some really great stuff out there but nothing remotely designed for combat.
  9. Henestly I think it would be cool if being target locked turned on physics on a ship so that when it gets blown up parts go flying off the ship with shrapnel and panel elements. Or that if you sepperate parts of the voxels they can be allowed to drift apart. But I only see that working if you could somehow chain cores together as sections of the ship that was more modular and if parts of the ship are destroyed those cores make it so the ship actually has more than one core point to destroy but also since physics would be enabled you could sepperate those sections if they arent touching other nearby voxels and drift apart. Thats almost the only way I see that working in terms of structural integrity. As far as building structural integrity goes I pointed out in another thread there is already a basic frame of a system through the teraforming of teravoxels that has a rudimentary building requirements. With the flatten tool you can flatten existing hills but you can also pull up lower voxels to the height as well. If you try to bring up a lower area it will just make it flat unless the grade of the lower slop continues to slope down or it stops you. What it does it starts spitting out straight beams. If you try to continue to pull up the ground it only lets you go 40-50m before it physically wont let you pull it up anymore unless you work to flatten the surrounding land completely smooth as there are a couple phases before the area is completely smooth. Then try building up an area on top of the flat surface. Depending on your teraforming tool size (mines about 20m) and hollow out the space with the flatten tool to create a room. Then plane off the ceiling. You can actually somewhat pull the roof out until it stops you if you use the flatten tool. Essentially its structureal integrity in a basic form. If players were allowed to sculpt more with teravoxels and add better foundations or frames to build static cores into it roughly does what you ask. There should be no reason to need static cores to add architectural touches, elements, or industry if you are just building the frame those things sit in so that it isnt about needing 500 L Static Cores you just need to use the sand, tundra, or snow as the frame and there is a good enough greyscale white and yellows to do a lot with if you could just make squares, cylanders, circles, and triangles. Or if there was any actual stone. If you could build massive towers as bases you could turn on physics and let structures that arent in space plummit to the ground and explode or require some kind of base version of AGG.
  10. Its not hard to see the connection that both hovers and AGG provide vertical push with hovers 1-100m and antigrav at 1001-10000m if you want to spend the 4kmph trip up that far that the 300kmph used to be more efficient at. Gravpads are basically just reskinned flat hoverpads already. Only one system takes into account weight and required lift and needing the required amount of hovers while antigrav does not take weight into account not the necessary amount of lift to defy gravity with the weight of a ship. Nor does it require any real size class equal to the ship core size. It needs to be like hovers that point down because you are pushing up from the surface vertically. I can also see them being able to be pointed upwards so that it is pulling the ship up rather than pushing it up vertically too. Being able to put them in any direction should have to conform to ship design limitations like any other part. If hovers only go up to 100m and there is a 900m gap between where anti-grav starts. It needs some kind of intermediary hover technology like industrial drone rotors to bridge that gap. I dont need retro rockets to do that as much as something akin to the hover engines that pulls the vehicle up instead of pushing it off the ground. Not to mention adding another way to customize atmo travel if it added helicopter like flight dynamics if they added a rudder tail rotor in the back. If they factored in the weight and made the gravpads also effect speed it removes tedium. 4kmph works if you hate sci-fi as a developer and dont want your playerbase to use high technology that should be available and more wide spread than 20th century fossil fuel mentaility. They could just as well just allow hover engines to fly up to the 1000m+ mark to make it easier to get to anti grav too as that is the easiest tweak they could make right now that negates the need for a bedistal since you can just go straight up to 1000m and then go up from there.
  11. All ore needs to be on all planets and moons. The nodes are fine as is as that is the point of this suggestion that unless there is another pass on world generation that instead of 1-1000m node depths they could add another layer from 1001-2000m. Since I dont see that really happening the solution is rocks under the surface inbetween nodes. Bare minimum each planet should have had 2 types of all 5 tiers with a primary and secondary ore to make specific parts from each planet or moon. But also that there are much smaller renewable fragments of ore between nodes to suppliment resources with again the primary and secondary types spawning more frequently in addition to other scaling rates per tier as a chance. One day real soon Territory Wars will begin and it seems like they are going to hand over control to mega orgs as micro planetary factions. If another planet or moon is being sieged and you cant make specific tiers or grades of items to compete that is built into the design of the planets and moons should be to support each org controling a planetary body should have a self supporting amount of all ore since it is its own ecosystem. Otherwise you give mega orgs a monopoly on not only the market but the tier items anyone else can make. Not only that but the grades as well as the size of items themselves. Its too much of a death vice for everyone else when the gap becomes impossible when all you can make is T1 basic parts and they can make everything else in the game. Once the real blockades begin along with full assaults and unlimited resources and parts at their disposal it is not hard to imagine how they are going to blow through other peoples reserves and ability to fight in no time at all if they are also siezing TUs and everything connected to the cores which means even more power with every planet they take. There is a real need for renewable resources and since the nodes arent going to repop harvesting a larger versions of ground rocks wont break the game if every once in a while you sift 1-5 gold or stumble upon a 25L gold nugget. If anyything its the only way to make mining random enough that you can actually break even or get ahead in the game. Not to mention a supplimental resource pool for sieges that builds up over time rather than hunting down 4-1mil+ KL nodes which are the real draw. This way orgs can still function when mega orgs flush everyone out of the most profitable planets and moons and cut everyone else off from that resource.
  12. I just find it pecular that NQ does not even have the tools to send out announcments at one time. They could use Zapier which to a large expent is free and has and/if/or statments and has twitter/discord/redit/youtube/facebook/email deployment that is simultanious for announcments. Its just one tool of many out there. But in the end the events like dropping 4 salvagable ships or this golden ship event are pretty much non existant exents that took time to craft and build up for a minimal amount of participation is certainly a waste when if they really wanted PvP events they would just open up a region to a hotzone and then drop a huge ore deposit in the center to fight over and that would actually be an event imo. They could do it on any planet or all planets at the same time if they wanted to stir things up. A couple of ships hidden in the solar system is not much of an event. Its basically personal handouts from JC to his personal megaorg friends since if there is a such a huge discrepency in announcements from twitter/discord/emails it only benefits those who get it first rather than poping up a screen like the daily log in reward they could just as well do the same with events that are coming up instead of missing an email or letting twitter get first dibs hours before anyone else.
  13. AGG=Hover pads. Its the same type of system. Hovers to 100m AGG at 1000m both provide a form of thrust to push/pull a ship up. AGG grav pads should work the same as hoverpads in the sense that you need to have enough to lift a ship and not just some random number required. If I need nearly 100 hoverpads to lift a load I expect to need the same amount to lift it via gravpads to add lift and speed like hovers. It litterally does not matter what direction gravpads face they dont actually do anything lol. I also think that there should be a lift based rotor type system that bridges that 100-1000m gap since hovers push there should be some way to pull a ship up using the same principals.
  14. Ive been cursed with this since I started. I still to this day cant gain access to much of our guild hall. Not because the player who owns it does not want to give perms or polocies but because the game physically wont let us. I cant give him perms/policies either. The most recent example being new ships or cores put down in which I still cant access. I feel you on this.
  15. I got both email and discord when it dropped. Im just saying there are better ways to do events going forward
  16. I just thought that devs learned like 15 years ago that doing hand crafted events were a waste of development time and resources when they could just script things like every other game these days does and doubly so in a game that is pretty much based on scripting bots...
  17. I didnt start this game with any assumptions. My buddy was like hey want to play a voxel based pvp game and I watched him stream it and decided to play. I dont have any assumptions I just learned what there is and what there is to come and thats it. The whole premise of rolling out their priority of features is to judge them and provide feedback. Is it not? Im not stuck on a vision quest like most here. I tried this game from the ground floor up not knowing about the game. I know much more then I did before and eventually looked into the roadmap and just judging by what they have created. Its not hard to see a pattern in iterations perhaps based on time constraints, perhaps because bad game design, perhaps just inexperience in producing quality games before this project. I dont know nor care really. The direction of this game needs work.
  18. Its not our fault NQ pulled the trigger and said they had a beta to play when its only a proof of concept experiment at this point. They said the house was ready to buy into and yet its just a frame. Its not even half built. Ever heard the phrase nothing goes according to plan? Ive never seen a studio follow their actual blueprint start to finish. Its more like thinking they know the recipe but they dont want to use all the ingredients or follow the amounts. Id say its more like that. Its not really even in the oven yet. I judge based on what there is not empty promises they know they cant keep 1 year behind schedule already. Think they arent going to cut corners with the limitations of the engine and voxel engine along the way?
  19. Title says it all. How much would you charge to completely skirt the talent system and provide a service to start schematics for other players so that it opens up the game for more people who dont have to spend 6 years of exp and a core of 10-15 individuals could just charge people to start it with some kind of reputable service there is obviously a need for.
  20. Killing an obvious gap and need of quality of life is a nerf since what is the point of a gravity defying AGG if it cant really defy gravity and nerfed so its again another punishment for their own bad game design or underestimating the player base yet again.
  21. Yes there was it went from almost 300kmph to 4kmph I would call that a huge nerf. The devs allow the script im just using what they let me.
  22. Agreed Players need the same access and functionality of markets on their bases with the stalls and everything that brind people to their base to pick their merch up land tied to the market search results for items. But also bound to the amount of containers required to hold a large pool of stored items. It should be possible to buy multiple tiles as well to make larger markets. Not to mention a standardized trading system that has a buy/sell function similar to PWI's cat trader system that does not require scripting and tons of workarounds and instead is straight forward. Dont get me wrong people have made some incredibly complex things but this should be applicable to players or vehicles. I am buying this, I want to sell that. Since people are connected to ships there is no reason why you shouldnt be able to set up your character overnight as a vendor. The amount of markets in the districts could be condensed into a 14 tile area but seeing as people just want to fill it up with all sorts of things because they have no market functionality outside of base markets or that they are just trying to sell on the spot or get traffic to their player built market it pretty much serves the purpose the district markets were intended to serve if you buy something from someone and have to go there anyways to pick it up. Or build it into the system for a delivery option when buying.
  23. The issue is supplying the high atmo stations. We put ours up 5.5km. It takes a lot of fuel to get heavy freight up to the station from the surface. For space travel we just land or fly from space so it cuts out nitron. We also have bases on the ground as well. The problem still is that anti-grav only works at 1km up and only with the flight scripts out there that it allows it to be used like a hoverpad. Since NQ nerfed the speed to about 4mps it creates the need to have a pedistal in order cut that time down. To get up to 5.5km it takes 30-45 mins to rise up that high. So we are forced to build a pedistal that uses the container range to your advantage so that you can just put mats from the ground 2km up and just float up from there cutting off roughly 5-10 mins. We are also considering making another pedistal that is 4km up to make that trip even shorter or that at that point we could just direct transfer to the station from the second pedistal. The problem comes when you want to get people up there from the ground base. In which you could easily exploit the rez pads but how much longer until NQ nerfs that so you cant really count on that staying around much longer with some kind of limits like the maneuver tool nerf. Most people spring for the teleporter tower route or the space elevator route and building up Static cores. For us 5.5K will take a min of 515 L Static cores to get there and more like 525-50 if you consider the overlap between cores to be able to add the teleporters. The real issue is the lack of being able to teleport from 1 core to another even within your own 1 tile territory let alone adjacent territories you or your org own. So the only real solutions is towers, pedistals, and space elevators because NQ for whatever reason hates Sci-fi tech in a Sci-fi tech based game.
  24. Especially when 90% of people get ganked by the escort they hired. I cant wait to see those reactions.
  25. All the system mechanics are supposed to run in a survival format. I dont expect food or water but all the basic elements are there minus any kind of environmental things that are meant to slow people down or to add content of any substance to this game. I use that in the most basic loose sense of the word. No I have no idea playing Pvp games for 20 years. Information they give does not mean the systems they create will live up to the devs expectations seeing how basic this game is. Their slated game loop is also basic, short sighted, and set up to fail.
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