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Warlander

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Everything posted by Warlander

  1. They do go for realism and if you watch the Q&A vids or JC talk in general its "in the real world this does X-Y-Z" would qualify as them shooting for a more realistic game. Not to mention a bunch of the real world weights or balancing that drives 66^% of the mechanics in this game from flight, to industry would qualify as realistic. Sure do were have like 4 or so actual sci-fi based elements that break that into pieces right out of the gate? Yes I would agree with that. But any good game has its starting gameplay until you hit the fantasy/sci-fi level of efficiency is the best approach imo. When I played EQ1 back when you started out with nothing in the streets just grinding for hours to outfit yourself with bags to finally start grinding mobs and gain some equipment. Mind you its primitive but until you hit like level 30-50 you were basically mortal until you got the fantasy gear and stats to actually feel like the fantasy game creeps in with actual efficiency and gear. It was a lot more brutal than this game back then no doubt with corpse runs, trains, wipes, and all that but it is still the core framework games to this day use or that WoW bastardized that games like DU are finally after 22 years are going back to. We can only simulate to the degree at which we can reliably run. I am sure someone sometime some year with some new tech will boast they have cracked the augmented reality code like Euclideon once claimed with their atoms and point cloud data with real scanned textures you can see all grains of drit with where you can run a 3d scan of brisbane austrailia with some kind of compression that can run off an old laptop or thumb drive 60km of perfectly scanned highway. In the end we are stuck with what runs the best and for DU its the baseline numbers that are based in realism along the progression line that is too realistic for its own good until they can add more fantasy / sci-fi elements in over time as they gain the ability to add more solar systems and take some of the realism based numbers out the window once we can actually travel to other soloar systems down the road. Their progression line based in realism is wht I find the most strange which is we are supposed to be like 10k years in the future and somehow we start here at like the dawn of space travel like we got here and some kind of dark space age hit and we are starting from square 1 with 19th centry nazi rocket technology with fossil fuels and requiring us to build airplanes instead of space ships tht can actually haul more that 2 containers rated for anything under gold a 7.5 weight per L will likely require 20-40 Stabilizers to be added onto a 2 L ship. If you are an organization hoping to fill 8-10 L containers with a cew it will take like 80 stabilizers to haul just iron let alone the standard weight of 7.5 weight per liter. Its like we are starting in the stone age only in a space game.
  2. We built our 3x3 L Core floating platform purposely that high to take us comfortably out of range of most high altitude travel around Alioth to make sure that mid air collisions did not occur. We also did not see the point in building a tower that high since even though the L Static Core is 512x512 voxels it still is actually only 128m x 128m in space. It would litterally take 515 core stacked perfectly let alone needing to overlap the top & bottom to actually get the teleporters to exist in multiple overlapping cores which would then take 1-2 voxels off the top and bottom which then would likely add even less height then x515 L static cores to likely 525 ish L static Cores. Since the teleporters also only go a max of 128m it pretty much makes it pointless for us to use it. But when you see the teleporters used in the districts many of them when you set a waypoint to the other districts is like on the average 12-20km easy and it really just makes you wonder why you couldnt have at least 5km worth of teleporting from your own tiles horizontally that you own or just being able to add tleporters from the ground to the platform that is 1/2/5/10km up IN THE SAME TILE so that there arent a bunch of teleporter towers to keep our platforms stocked efficiently. but lets face it the lack of any sort of reliable teleportation within your own tile let alone regional or just on the same planetary teleportation needs to happen. Even if you can only bring with you what is in your nanopack 4-6ikl capacity is non game breaking. And lets face it that surragates are completely useless beyond a handful of purposes and should just become a teleporter system within the same moon/planet and how it is now if you are off world so you could still potentially come to another players territory with the surigate teleporter and buy items physically and take what you need back or to virtually buy so that you can come and pick it up later. 4-6KL max in the nanopack is hardly game breaking let alone hardly qualifies as an inventory when there should be exoskeletons and all sorts of other tech (WE HAVE NOW) in the future. If I could use a surragate systemm to fly ships to my location virtually or all the things you are supposed to be able to do with a surrigate or some kind of cyborg body on the ship then cool it has purpose, but by large surrigates were a waste of development time, money, and resources along with the player version of the teleporters. And if we did not have to go to such lengths to just work around the player interaction and player trade crushing limits then we would be able to do more or not have to create a space elevator using 515 L static cores to accomplish what should be 2 elements in the same territory tile... Its not like im trying to build a teleporter network to Sanctuary or something. ITS ALL IN THE SAME TILE lol. I think the only fun part about the satisfaction of this game in general is to optimize and rate ships and just finding out the most clever way to get around the restraints of the game. Necessity and soul crushing limitations are the mother of invention in this game after all. If its fun it should be illegal should be NQs motto.
  3. They werent able to download talents at 90exp per min then did they have tin can sting internet 10000 years ago too in this history? You would think it would be the matrix that only took a hundred or so years to get instant dl brain implants and yet they didnt also have the same tin can string internet chugging away for 10k years downloading civ talents like age of empire progression through eras? Right now its like somehow we got here yet we are somehow still in the dawn of space travel like the wright bros both litterally and figuratively with the overboated amount of parts creep and needing like 12 Ls just to fly 2 containers half way normal, and when I mean half way normal im talking it fliles like its going to have twins pregnant. We only rated it for iron since it was the heaviest thing at the time but it could easily require 2x that if we grab anything other than gold. You should see what our 14 L container ship looks like. It reminds me of the first dog fighting planes but with 3 rows of 5 stack wings and we are still trying how to fit more without killing max speed, min sustained lift, and everything else add more parts creep since you cant add 1 part without balancing a wing/stabilizer, adjustor, brake, etc just because of all the weight you need engines and then rinse and repeat.
  4. The bots are the only thing creating the illusion of supply and demand. Without them lots of stuff would be 1h without bots taking it out of circulation and dropping it in when it starts to skyrocket. I only wish they had a standard market miner script everyone could take advantage of and make passive money if they ever take the universal basic credits program away. You kill the bots before you solve the oversaturation on the supply side to actually meet the demand side by limiting access to the market in terms of volume of items you can post. It is not a bad thing to add a layer of logistics with requiring a warehouse to hold what you cant reliably sell or are liscensesd to sell. The players at some point need to sell at markets you can add to a static core to increase trade and allow for only so much to be posted. Like I said in the previous post is that the issue is how to come up with a clever, realistic, and fair way to restrict the amount that can actually be put up into the market that also ties in supply and demand aspects with logistics and warehouses for the overstock while still letting a player sell every bit as much as they can sell over time. That would solve all the issues right there and add scarcity into the system to then actually allow fluctuations to affect the flow of people able to sell more or to find an equalirium with supply and demand if you can only sell as much as people can buy and people can only get how much is reliably being sold. The point is that unless players get access to have cores that have market stalls or tools in them so you can sell from your territory or give people some kind of reason to travel for a good deal to take care of the rest of the problem which is you should have to make your own territory market to make the rest of the money you used to make with marketing required and good old fashion hustle to make deals drum up business and use that old lost art of trading, bartering, and cutting a deal. That should be a priority in of itself to give function to player bases by giving us the tools for marketing. The suragate system needs to become a teleporter system to say anywhere available on the planet you are on. Its space and the districts have like 12km+ real teleporters so why not just add a teleporter so that people can actually come and chill or potentiall buy/sell things? Is there something wrong with not preventing people from interacting since basically the suragate system is pretty useless besides a few key things. Lets be real there is a serious lack of teleportation beyond like 128m. It makes everything 10x harder and more drawn out then it really needs to be to add hours and weeks of grind for no reason. I think that is the best way to handle all this. Prevent items from entering the market through a scale-able tracker of both how much you can buy and sell based on how much you were able to actually buy and sell. If you met your quota then you get a begger quota. You fail to meet your quota you lose a tiny amount of what you can buy/sell next week with a pass/fail quota system. There should be no upward limit to how much you can sell. Have a standard basenet daily volume and some talents to extend buy/sell base amounts. If possible make this limit unique to every market so if you want market exposure and the ability to wholesale then you have to earn it in every one of them. Also if you stop selling it also effects all of them to give other people a chance to make money if they put in the work Sell volume extension permits which allow you to extend your daily limit that scales as high as you are willing to pay to extend. Prolly the best option to funnel guild assets through some kind of distributor/wholesaler permits / liscenses. Let the market find equilibrium as what can realistically sold will actually meet up with what is realistically being bought nothing more nothing less Give everyone a standardize market mining script so everyone can buy sell passively to wait for the best opportunities to buy and sell arise since there will be legit fluctuations in supply and demand based on how much is actually being bought Create the need to travel, teleport, and set up player run markets and the ability to buy market access and stalls to plug into so you can draw business to you to cut down on travel expenses and drum up new business with an untapped market in of itself if you dont have to fly 1 su to the district markets vs your neighbor. Player markets need to be just like markets just bound to how many containers they can fill items with that are connected to the market stalls to physically hold the items until they sell but the player recieves a portion of tax or some kind of portion of each sale just to keep the market up and upperational and expanding like any business. Then with destructive elements to take some items out of the game Create a type of fake wind system that uses the gyro that already exists. Then attaching it to a planetary wind script that also has ranges of wind speed, horizontal currents, vertical currents, etc. So as you are going the general direction will change similar to golf games bit with more axis's. Erosion system tied to the wind system. Every so often it should have a random 100 roll done and if it rolls 100 then you lose a hp due to sand beating on it to keep it random and perhaps only if the wind speed hits a certain speed perhaps even using the same type of system as the atmo burn just with sand, dirt, etc chipping away at everything not being stored in a core. If we ever get gas planets / gas giant planets with crazy atmospheres or acidic contitions there could be a erosion dot added as well for a small amount of hp every so often or by the hour. All those things are better for driving the market then they have going on now. I think that there needs to be a new playstyle and a modular focus and change to crafting and industry sometime after launch. Modular that all these useless parts should not be so useless. For instance a wing is comprised of: Slats or the front leading edge of the wing Wingtips or the leading corner edge of the wing Ailerons to allow roll Flaps to provide lift without roll Winglets on the outer edge of the wing tip for a better slip stream current that saves fuel Spoilers in front of the aileron to create more drag, lift, and performance when yaw or roll. Basically make the real components into parts that allow players to use the modular parts and create a wing that isnt a prefab with a size class (XS, S, M , L+) as much as it allows you to go much further. NQ seems to somewhat head down this road with Ailerons, wing tips, vertical wing (sabilizer), Stabilizers pretty much being horizontal stabilizers, and some other random stuff. It would be nice to actually get all the proper custom wing that gives what it is supposed to if you go double flaps double ailerons wing tip then winglet in width. It pretty much turns an L instantly into an XL with the proper stats. then add voxels to fill the empty space. It would also be nice if there was size class engineer cores that acted like a barrier with micro cores on the outside creating a square space in which you could put the custom wing you made and then bake it into the blueprint without a core in the bp and then you make some kind of machine that turns a blueprint into an element schematic to produce your own custom engineered item that you can cut corners on aspects and push others with higher grade flaps for more lift and low grade ailerons to tailor the roll capabilities. Essentially you could create and endless purchasble custom parts.
  5. It was a solid surface as of two weeks ago and then suddenly its no longer solid and you then hover off the bottom instead of the surface where there is air to maintain lift off of the solid surface such as the water plane instead of the bottom. Just wondering if I might have missed it in patch notes perhaps. Has anyone else noticed this?
  6. It would be nice if when it told you that you lack the necessary talents that it would pop up a window or something asking if you want to que up the talents to run it.
  7. I know there is some issues with shadows for some as well that if its on high shadows or med I cant remember makes this game run a lot better for me. It also helps to clear the cache in the upper right screen where you log in.
  8. First I want to clarify the following things as the math might not be 100% but its not far off the mark. Im not exactly sure on the hp per second but it appears to be roughly 10hp per second using T1 scrap and I have T3 speed and T0 hp per second. But to me it seems like 10hp per second and if not ill give it the benefit of the doubt as a nice round number as an example I am also not about to break something to get that number until such time as I can really pay attention hp per second and I will revise this post I will say I am unsure of the 1:1.25 bonus if you T5 the pure refining skills and First I will use a basic L stabilizer for an example since it has a huge hp pool of 50,326 base hp: at basically 10hp per second it will take 100 minuites and 6,032ish scrap to fully heal without any HP talent tree mods. 6023 scrap with no crafting talents may be 6023ish scrap but with 0 talent it takes in worst case scenerio stuck at a crash site is a loss of 20 ore per craft as it is 65 ore for 45 pure which takes 134 crafts to make and wastes roughly 2,676 ore to make the scrap. +5 scrap at T5 if you run it on a machine with a schematic If you have talents in ore/pure/scrap then you pretty much get a 1:1.25 with T5. That bonus making 6,023 scrap will shave off 1,505.75 scrap but still take you 4,517.25 scrap to heal the L stabilizer If you run it in a machine with T5 Talents you can effectively make 6 scrap per 45 scrap since the cost goes down and with making x6 with a cost of cant remember if it was 45/45 or 50/50 at T5 but I could be wrong since I didnt spec back into it fully again after the talent reset. But generally speaking it will cost you much less with T5s I also dont know the numbers for the better grades (basic, advanced, rare) Im sure rare T1 scrap has to do something just not sure how much at 10hp per second it will still take you 75.5 mins to heal and a fraction less if you opt for T5 Repair speed. With the +5 bonus for 6 scrap per craft with schematics brings the total of scrap needed to craft down to 1005 to make the 6023 scrap needed to repair the full wing and certainly relects in the price Current market prices for each of the T1 ore: It is simply the lowest price and does not reflect distance or what market, planet, or moon. The price can be much higher but at best case scenerio I will use the lowst price) Iron / Hematite: 20h ea = 120,416h (no talent) & 90,345h (T5 talents) or 20,106.6-- (with +5 bonus from scemaatics) per full repair for 1 L stabilizer Quartz: 19.99h ea = 120,399.77h (no talents) & 90,299.8275h (T5 eff prod Talents) or 20,089.95h (with +5 bonus from scemaatics)per full repair for 1 L Stabilizer Coal: 20h ea = 120,416h (no talent) & 90,345h (T5 eff prod talents) or 20,106.6-- (with +5 bonus from scemaatics) per full repair for 1 L stabilizer Bauxite/Aluminum: 19h ea = 114,437h (no talents) & 85,927.75h (T5 eff prod Talents) or 19,095h (with +5 bonus from scemaatics)per full repair for 1 L stabilizer If you even think about using T2 scrap the price instantly doubles the cost of the above mentioned prices or the random fluctuations of the market on any given day betwen ore/pure/scrap between all the different ore types. If you dont go into all of those to get that bonus you are not really saving anything if you dont have all the perks. How much do you ask is an L stabilizer worth right now? (again im just pulling the best case scenerio lowest posted number on the market and could be much higher depending on location or off world) 107,000h So then you have to ask how much time does it take to reap the benefit of having all T1 ore processing skills to get that savings by bbeing able to choose the lower price ore option on the market at will? I have T2 in basic ore refining & T2 in Ore Production, T2 in Scrap efficiency, and nothing in Scrap Production so my numbers will be off im just adding all the Talents to the que that I can for an example +/- a week or so to get all the T2s. Just to get that savings bonus not including the industry side will take 63 days +/- the T2 skills I already had. im sure there is a lot of industry bonuses as well I just dont want to go that deep lol. So unless you are rocking T4 across the board to likely break even without waste making scrap and im sure industry is pretty good with the Schematics. But for any solo or common person likely will not have the talents like that with some much else you are being pulled to do or quality of life improvement talents along the way. I wont speak for your situation but that is basically the breakdown. It is pretty much the same story with other parts too. You can check it for yourself if you like im just calling attention to the hypersaturation in the market and how its pretty much cheaper to flat out replace a part each time then this poorly designed repair system. I hope that helps
  9. This game is an MMO after all and one without buffs, equipment, enchantments, sockets, etc. We pretty much got grades with schematics and paying for the priveledge of a data chip upgrade of sorts. A single system getting this by itself is wrong. With no real customization I think if this were treated like some kind of temporary buff since you effectively get 1 core smash, 3 parts crashes, and 5 for containers why not make this system wide that adds a bonus talent like taking a governor off parts until they blow up and basically pay for the ability of talents. Since schematics are pretty much a talent tree and instead of dropping 10 years of exp ques they made them items the same logic could be applied to every part of the game.
  10. Stop giving them ideas OP! They already know not what they do. Guess what? Talents = Schematics. Its crazy I know right? Talents were supposed to do the job that talents now serve and was supposed to be the content gate barrier to getting into crafting or the 3-4 year exp sink to do all that crafting/industry has to offer. You couldnt even turn on a machine and press start without the talent(s) to do it. Since they didnt want to drop an additional 10 years of gradde talents or make new higher tier machines to do the same thing they had to throw this money sink in so that JCs precious Mega Orgs would be the ones making all the rest of the money they already have by boxing a ton of people out of the market until they paid JC's ransom to get their industries out of the hostage situation they found themselves in. Then its like people apparently liked to craft who knew right? NQ couldnt have that obviously since they couldnt let us use T1 Basic recipies without a schematic so we could continue to run what we had built and just upgrade to the advanced and higher tier grades when we wanted to. They had to cut off 75% of the populations undustry so that the mega orgs who could instantly afford it could run the markets for a couple of weeks since JC loves his Mega Orgs somuch. But honestly how are we even supposed to fight in JCs epic space war wet dream if nobody especially solo players are allowed to make anything or that they are being specifically targeted because crafting in this game is some kind of special priveledge only for the orgs upon high? I get the need for higher grades within the tier but there are many ways they could have done it without f'ing everyone over for the funzies because JC thought it would work out awesome for the mega orgs which are the real destructive force destroying all aspects of this game simultaniously. It should be easy to progress but hard to stay on top. But not in this space socialism system with universal basic credit system that oppresses only the bottom so that JCs mega orgs can run the tables unopposed when he gives them territory was and nobody ever builds a base outside Alioth besides them ever again. They could have done any number of things differently that didnt disrupt so many people from even using what they had built as far as industry, but hey thats their game. Honestly how does JC ever to get his epic space war wet dream unless we are actually allowed to make things enough to potentially throw away hundreds of millions or billions of credits if we cant make anything? With the bowl of grief loops and time sinks or mining requirement how is that ever supposed to happen if you are never allowed to do anything but mine for two years to get to that point?
  11. After 0.23 it seemed like T1 scrap heals for even less then it did. Not to mention with the over sautrated market and destructive elements it is actually cheaper to replace most items then it is to use scrap to repair them. L stabilizers come stock with 60k hp. Last time I checked the price of an L stabilize min was about 150k. You will easily spend more than that in scrap then to just flat out buy a new part with the money you would spend on scrap if you just sold it and just bought a whole new L stabilizer and 3+ parts if you bypass the destructive elements system and just put a new part on. There currently is no point in using anything higher than T1 since even for the maginal hp it gives per second does in no way justify the double, tripple, quadruple escalating costs when you could have bought 20 actual fresh parts instead of repairing a basic item ones. It is pretty stupid since you can pretty much create a macro with gaming mice and keyboards to just hold LMB and just have it repair while you get things done around the house while it heals 60-100K+ hp if you add hp to Stabilizer Elements. One Stabilizer might take you an hour to two+ hours to heal. It is made even worse that they make most people sit there for hours while they do this and is completely unnecessary if they just had a better version of plates instead of scrap that just healed more or some form of industrial repair droid that just repairs using scrap for you while you do litterally anything else. Honestly though the problem with repairs lies in the HP tree. The hp talent tree should lessen hp to make repairs more efficient rather than less efficient and addiing hundreds of thousands to a repair bill. It should lower hp but also add in the actual resistances this game is missing to make up for what the hp will do which is nothing when just a handful of locked missles will rip most if not all of your ship up the first barrage. If the hp made any kind of difference and the little we went into the tree before the talent reset did absolutely nothing. It provided no defense just more sinks. If there was resistance and hp actually mattered or that you could reinforce or lessen damage since if you are going down anyways your ship no matter what is pretty much going to blow up no matter if you wasted exp in HP. But if I could lower the HP rather than raise it I totally would. If I could add any sort of pvp defense resistance that made it possible to survive first strike with any form of pvp resistance to different types of elements or ore tiers I would if different voxels had different adaquate resistances to different weapons I might actually add voxels to a ship in layers to block different weapons. Seeing as there is no defense, auto turrets, or resistance to justify the over bloated useless HP scroes I just cant justify repairing at all. Without more efficient types of scrap with plates that just are used by an auto repair tool its a huge pointless time, money, energy, and ore sink that needs to be changed to add more fun. If I wasnt always under the gun I might have enough credits to actually have ships to throw away in JCs epic space war wet dream vision thing. But since im always being griefed by my own mistakes (until we got our hands on a auto-pilot script) most times we crash are pretty much factors beyond our control that stem from the Maneuver Tool nerf & the non locking in place inherant to ships now and basically watching my ship slide and smash into stuff and blow up for no reason, or a ship will just be sitting on a flat surface completely on the platform and either bounce 100m up and blow up or it just suddenly decides to just fall off a ledge again for no reason and completely blow up. It hasent happened in a while but still the most random stuff completely out of our control seems to happen whenever there is a glitch in the matrix. Either way this is completely unnecessary to make people mine and blow mats for this when it adds on hours and hours of mining just because they dont want to make a game you can actually fly in with the stats and putdowns we need to actually fly, or the talents that dont seem to do too much except for specific skills in each tree. Beyond that everything is purposely inefficient to make people crash and especially those without pilot skills to keep them from what they actually want to do and instead add more grind, punishment, with no actual talents to make it worthwhile. Repair speed and amount are a joke.
  12. I vied schematics or other things like scans to be considered more data storage than a physical item like a part. I think it would be a good idea to add a couple of talents that could open up a nano pack that is data storage rather than for physical parts to store and manage schematics which should be digital rather than physical or act much in the way of tokens, tile scans, and other data driven items. Or other talents to expand the data so that at T5 you could pretty much hold all schematics. I wish that there was more options for sorting like: Simply right clicking an item in a slot and locking it into that position if I take it out of the container like honeycombs and put it back into the container it just auto sorts to that slot. If I move the slot it should still be locked for next time. Being able to set filters to display item type, size, grade so I could have it set to filer stabilizers by the highest grade (basic, advanced, rare), then by size (L, M, S, XS) Create folders or groups by holding ctrl and selecting a row slot by slot then being able to right click and create a nested grouping within the container. Then being able to set the filers above for specific sizes, grades, item types, etc to auto fill into the container folder. Or to have it auto expand so that if you suddenly put 50 partially broken L stabilizers it doesnt just go wherever it just expands the folder to the next row. Setting dead rows as dividers between folders that signify those slots cannot be used either by creating a seamless texture that is a solid red color or the diagonal warning stipes or something. My biggest gripe right now with containers in general is that they used to make sense (kinda) but the bigger they get the more they dont make sense. For instance I get that 2 M Containers = the physical space of 1 L container or that 6 XS Containers = 1 M container. That makes sense base volume wise with the ability to somewhat increase the volume or lower the overall mass. I get all that. But when they came out with the XL container they went super stingy. It is basically 6 L containers but with the room of about 3 even before the bonus. The cost of saving links is not worth the space of 6 containers with the mass/volume of 3. Then we saw that there was an XL extended Container...So we had to buy one to check it out. This thing is the size of 8 L containers and even with the put down bonuses still only comes out to 4/8 normal L containers for the space. The size does not justify the loss of half the space this monstrosity represents for half use and the links it saves. Not to mention this behemoth weight 81 tons...WTF? That thing will never go onto a ship VS an L container that weighs about 2T. Even if you went with 8 L containers VS 1 XL-E container its 16T vs 81T in weight and 2x the capacity? What is that nonsense? Even in an industry the space required is absurd. In our L static core on one level we could probably fit 25 stacked 2 high which equals out to 200L containers when with the same space we could fit 4x more L Containers and work around the shoddy limited link and transfer system. It needs to be adjusted for the actual size / volume / mass it really represents in physical space to match what it truely is without creating needless wasted space for little to no gain if not losing half capacity in the process even with talents in play.
  13. first you could probably beg people to donate a beta key account to your project. That would solve a lot of issues. There are only a handful of options available: If you have maxed out your architect talents it will open up more cores If you start a shell org and go into the org talents at the bottom of the mining tree you can effectively double your max cores. You could buy a second account if you run out and just use them for all the talents you lack once you have maxed their cores out. You could have your alt account start a shell org too effectively quadrupling the number of cores available to you You could make a friend who shares your vision and if you are lucky they will devote their cores to your goals. You could make lots of friends. There is also a teraforming route: Buy the surrounding tiles around the territory with the tower (if you can or dont already own them) While you mine just collect all the dirt/sand/snow/etc (agaain if you can not sure about your hauling potential) Turn off teraforming rights to yourself in the 6 surrounding tiles so that when you build up with teraforming you can create the frame on the hex corners and you can essentially frame out your tower with the basic voxels. You could also grab a bunch of people to help fill the whole thing in since it is easier to use the flatten tool to essentially create 20ft floors if you can space the layers out enough. You can also use the smooth tool and clever tool placement not unsimilar to voxelmancy to create smooth walls while the flatten tool is capable of flat floors. Together you can pretty much build the frame or hollow it out and save on cores for more important parts of the tower. Those are about all the ways I can think of just off the top of my head. I am personally going to attempt that teraforming route as it seems like the most bang for my buck since I dont need any honeycomb talents and im willing to take the time to hand craft it, flatten, and smooth the rough framework to essentially make socket spaces for static cores to fit in. Or after I build the tower structure itself then having the nice hex shape that you can just put the cubes directly onto the sides for platforms or whatever. I do understand the need for more cores if you have already built an elevator. With teleporters being the way they are I get why you needed so many cores to get up there. Personally I am going for the approach that I will be maxing T5/T5 container range (2+km) which 1.5km tower is good enough for anti grav which I intend to build a nice side platform again out of smoothed out dirt that is 7 hexes worth of platform. Plenty of space for what I need or if I got the architect / org core route or alt route with the same specs. It certainly wont look as clean as just pure voxel cores but teraforming is no joke if you know how to do it and take the time.
  14. well if we could just build up a tile without cores or using cores to serve functions like industry, market, warehouse, and functions that required a core but were allowed to build or allowed to have teleporters like the districts that go dozens of KM vs 128m you wouldnt be seeing giant hulking towers like that if they could have build a platform and gotten to it easily via a working teleporter within the same tile to get materials up there. They could have saved 15-20 L cores and actually made something cool with them. Im all for architecture and engineering in the game requiring real structural planning and any good voxelmancer will do that. Most people just go cube for the space anyhow. And I think that since a lot of those people prolly no longer play or play often I think that there should be an upkeep system that takes into account the sapce you have each week and forces upkeep maintenence costs. No matter if you play or dont your structures should only stay there as long as your credit balance holds out. Then they could either just auto pack it into a magic blueprint or make it so that if you dont pay the upkeep maintenence costs for oppertaion then everything takes damage and you can just keep it repaired with voxels included. Or if you no longer play then random voxels take too much damage and disapear or elements take damage each week until they are all broken down. It would be cool if static cores had physics where if something is not connected and you leave build mode it falls via gravity and physics if it has no hover device or anti grav systems to keep a city floating in the air. Upkeep and physics should do the rest as things break down. Hell they could say that acid rain on Alioth or whatever planet has erosion built into the cost of upkeep for living there to justify the dot each week. Or evictions if you dont pay your land taxes along with upkeep or a player is evicted or their work rots and collapses at a certain point when the physics are enabled when maintenence is not met. That would essentially do the same thing. Its not unreasonable to charge mega orgs for all the land they soaked up when it was 100k or all their bases to require maintenence. The bigger the operations within an org the more it should cost them to keep it going. Or that their land taxes should go up the more neighbors move in and the property values inccrease, especially around markets where most of the people are long gone, holding up tiles, or building massive projects. Everyone should be under that gun depending on how large you become.
  15. Everything is balanced to fit the micro universe we would call a solar system that we are currently trapped in. It has a lot to do with limitations of the engine and nature of the voxels and rendering the millions of holes and point cloud data. Essentially a universe is a server and we can barely fill one so there is no need for them to add more. You would think if it were easy then they would be banging out new solar systems to form at least a galaxy or that there would be plenty to explore in other solar systems to at least give us a semi galaxy to play in. It should be as easy as using their world generation tools to spit out planets, run a resource generation script, maybe drop some markets or districts, a jump gate connection via circa 1999 UO/EQ zoning tech and create a network of pathways resembling a galaxy with lots of places to colonize since they are empty. Yet NQ is waiting on developing alien npcs, tech, and all that just to add 1 new solar system as it buys them time to develop content when it should be all made into a script. Since they cant/wont do that they cap your speed, stats, and potential becuase they wont make the galaxy larger. If they did uncap the speed there would be no need for warp which is their only way to drain money for the luxury of fast travel when you would think at this point would be pretty much standard means to travel. It would simply make the game feel incredibly small and so they limit everything because there is no real content to hide that fact. Also who are the PvPers going to gank if you could get out into open space and they actually had to hunt for people rather than sitting in lanes waiting for unsuspecting players or the insane braking times for even a handful of full containers? Where would the huge war JC has wet dreams about each night come crom if there was actual room? I dont know where the idea of dual univers comes from but the micro solar system approach aint going to cut it forever.
  16. What I suggest is: Adding a liscense system that is a bid on how much you could reliably produce or sell each week with scaling prices on how much volume you intend to drop and requires a liscense for each market you want to drop additional volume in per week. Giving players a set amount of volume for free trade purposes so that you can still sell to a point where you are considered a distributor or wholesaler. At which point you would be required to buy a liscense or permit. Liscenses would last for 1 week. If you dont purchse enough then by the end of the week the prices are allowed to fluctuate and other people can use their daily limit of volume to fill holes when quantities dip. Giving options to lock in better rates for liscense terms beyond 1 week, 2 weeks, 3 weeks, 1 month, or 3 month terms to where you can reliably lock into a long term but limit your weekly limit to that term but make more money overall. Talents to increase the daily limit or perhaps The main issues I see lie in just letting mega orgs hyper saturate the market(s) with all their EZmode hoards and really all the broken mechanics combined up to this point that allowed them to amass such quantities and post in unlimited fashion and without a finite hard limit both per day and per week with how much total volume you can reliably make and sell vs the real supply and demand within the game to ever stabilize enough. Liscenses should make selling more strategic as a bid or bet on how much you can actually sell by how much total volume per week you can produce. Liscenses should be about storage but also the scaling costs of the volume you intend to clear in that week. If you bet wrong you wasted money either way since if you bet too much volume and you dont use it then you waste or if you dont bet enough you waste since you cant make any other income beyond the daily free trade volume limit unless there are talents to increase the daily limit. Either way there is just like 10-50x the supply then there is demand. And the people perhaps scanning moons in 12 hrs or planets in a weekend sening those tile locs to multi ship or full mining crews are aquiring the ore at a rate the market will ever recover from since the need will likely never meet the supply even after launch. Hard limits would also slow down or negate the need for the bots since it would limit all the sheer excess so the market cant crash but also if prices skyrocket for a few days before people can fill the market again or suppliment each day all equally get to make a buck and its good business for everyone. Its not a bad idea either that all that excess would need toi be put in a warehouses or god forbid talk to people and exchange goods outside the market with this thing we used to call p2p trading. Perhaps people selling via ships and vending machines might actually be required Or that those huge warehouses might now be good targets for the territory wars. Any way you slice it limiting total volume and requiring liscenses covers pretty much all the bases and only really limits the big orgs so that there is room to make more money for everyone sounds like a good solution that does not shut out new players or cause all small orgs to run at a loss if everything is being flooded below the cost to make the item or PvPers dumping their spoils for cut rate prices because it is all profit and everyone else is just hoping to break even.
  17. I really dislike what 0.23 did to new players most of all. Nobody will really tell you straight up when you join the game that it will take 10,000 hours of straight up mining to finally be in a position of self sufficiency to actuall even start to experience this game 6-12 months into their start to have a fleet of ships for different purposes, an industry, min/max spec talents with other players, a base or two and being able to finally stand up before you consider the losses from pvp, inefficient machines, dings and smashes to destructible parts, ultra saturated markets, and generally being largely able to not do what you want in game or to have a full functional experience on top of it. If you are a new player you have a mountainous grind to the top of everest when you consider a new player cant reliably do anything in game and forget choosing something fun you want to do, you are expected to mine probably 100 hours to just get a ship going that is even worth going mining for in the first place along with the crashes / destructive elements and general lack of talents. They cant go industry which is now under lock and key and beyond the hands of a new player who might be able to buy some of the basics but will be required to either jump to a higher tier but cant mine the stuff so its pretty pointless. Or that their nano crafter is so inefficient that they might as well be deleting the ore since its at like a 40% loss to everything off the bat just to throw the rest away in repairs. And they also cant go piloting first unless they dont want to be able to mine to get the ore to get the ship to get the ore to crash the ship to fix the ship to mine more ore. Its a hell of a daunting thing to ask people in a game with no respawnable resources and expecting people to mine for like 5-10hrs a day to do just basic things. And the devs keep piling on the hits as time goes on directly intentionally or unintentionally at new players who are stuck in the crossfire each time they punish from the bottom up rather than actually creating a balance by punishing at the top and not necessarily at the top down. For instance rather then knee capping 75% of the people from using their industry when schematics went in they could have let everyone still be able to be sufficient enough to still use the basic recipie but if you wanted something more then you could opt in for the advanced, rare, extended rediculous version and buy a schematic. That would have been fair to the people who invest who knows how much before JC decides to put a lock on it for no real reason and then throwing a wrench in the market so that he can throw a bone to the mega orgs who bought up all the schematics, had all the power, credits, and ability to shrug it off with minimal losses while everyone else got shut down. When they could have not just put some arbitrary content gate and money sink after mega orgs have been pilaging this game in EZ mode upto this point and have massive quantities of parts, ore, territories they got at 100k and cleaned up which now also costs everyone else like 2mil now. They could have just made it so the more land you claim the more expensive it gets to allow mega orgs to expend but at an escalting rate so new players or anyone else could own land but no it neither stops mega orgs who have lots of credits to continue buying up all the juice nodes but it does further prevent anyone else from ever catching up with the mass imbalance they have been allowed to reap and use to their fullest extent up to this point in mining, pvp, and the markets. They could have just thought about this issue for like 5 additional seconds and though hey we have no idea why our market system is broken and terrible and rather than throwing wrenches into things and breaking the game more in favor of JCs precious mega orgs and destroying the rest of the game for anyone else maybe we should prevent people from being able to put so much stuff up on the market. Or that if you only cater to the mega orgs then they will no doubt hyper saturate the market in which case the only way the maket goes from here on out is down into the ground. If your precious buy sell bots didnt manipulate the market in the way it does it would be like 1H for everything right now. When in addition to just letting people keep their T1 industry and upgrade when they wanted and left it alone so anyone could at least maintain their fleets. The real issue is the way the markets are run. All the people who played during pre-0.23 EZ mode have such a collective hoard of items/mats/etc that the market at this point will never fully recover and when the mining bots go in we will have such an influx of mats into the system that will no doubt make some kind of chainmail interlocking grief loops to account for. When from the start they only needed to limit how much you can reliably put up into the market in one weeks time. Supply and demand is a real thing and in DU we cant get the machines running fast enough to keep up with how much crap is put up into the market. There honestly needs to be a liscense system that prevenst people per week from shoveling unlimited quantities of items endlessly into the market. Either the taxes need to be adjusted by the volume or storage space you use in that market. Or there needs to be an additional fee or tax for the priveledge to use the market in the first place to huck those massive quantities into per each individual market. Each week if you intend to sell more than a certain amount of free trade volume limit per day if you want to sell more then that there should be a talent to raise the minimum, but if you want to sell more then that then you need to buy a liscense that renews per week and not per day like the personal free volume. Each wee you need to bet how much you think you can reliably sell. If you dont use all the volume you waste money, dont have enough space you lose money, and it should be about strategically selling items per week when other peoples limits run out or to find the actual sweet spot that you can afford to reliably scale to pay for the scaling liscense volume that has options of 1 week - 1 month to further entice people to lock rates and build up stock rather then the markets we have now. Those two solutions would have been much better then the way schematics are being handled as a content gate & money sink so you can mine more for no reason. Eventually if they box everything out of a new players hands this game is dead before launch.
  18. Honestly I think that the Talent Tree Branches in mining / inventory need to be added to the HP tree as it belongs there since it deals with hp and healing. I also think that the HP Talent Tree needs to be changed to actually reduce the number of HP not increase it and instead go into resistences per ore type and tier rather than just into element types. So that you can: Reduce repairs by reducing HP on items or metals Increase Resistances rather than HP Repair faster Repair more per tick with technician skills to make it not take like 20-100KL to heal a ship Ship Mounted repair systems that just use voxels and repair all damages and broken parts and replace fully broken parts as soon 1 by 1 and being able to set priority to replacing parts then healing broken parts, or just repairing damaged parts in any order or to skip non essential items like plants or furnature until last. Along with restoring voxels or honeycombs back to blueprint condition. Right now the whole system is unnecessary, long, boring, overly expensive, and it needs to be streamlined Right now we have a system with destructive elements in which the cost of scrap to repair a part once is actually more than it costs in most situations to just flat out replace the part every time it breaks or that you could buy three or more actual parts then the cost of the scap for 3 repairs. Its broken and it needs to be seriously changed and streamlined along with the HP Talent Tree. Not to mention there is no need to require like 12-16 wings to fly a ship of M/L+ size. Its overkill and it just shows how weak the skills are. Does anyone remember the last spaceship they saw that looked like a porcupine because it wouldnt fly? Or just sci-fi ships in general that are large but have little or no wings at all? It honestly take away from most of they style choices or the fact that you cant just get XL/XXL/XXL parts tht first tht cont require 50 stabilizers or links to effectively fly with minimal item bloat requirements.
  19. Lol I tried to offer to come scoop them, hook them up with a ship/base, rations, etc to help get them past some of the hurdles but even stil they chose not to play the game. They arent the first new player either that I offered that deal to but they are so turned off by the tutorial and the start that most give up before they even get going and I almost quit before I got rolling too. Im sure many other new players dont even take the time to even voice their concerns before they quit. New players need some starting faction to pull together organizations and to have a fully functional ship, base, ration generations of gas/scrap and the ability to at least try out all the roles before going into one of the 3-4 main roles within the game. Without being able to try any of the industry right up front or allowing for some self sufficiency is a bad president to set even if they want to force conformed micro compartmentalized roles. It just simply does not work that way nor the type of playstles or play time people typically have on any given day being on the average of 1-4 hours for most people. Not being able to do anything beyond 1 role especially for our industry guy who has nothing to do since he cant fly, cant mine, cant run the machine, or pretty much play the game right now beyond moral support is rediculous for both new, current, or vet players. There is no real higher function or purpose to most of the game as it currently is beyond mass producing and saturation of the market just to do it since nobody really wants to pvp and most features are being nerfed and somehow that is supposed to be a good thing when there should be more freedom, more renewable resources, more production, and JC just might get his epic single spacewar battle otherwise its JC handing large orgs everything while everyone else might see the content before JC again nerfs everything in the game so a handful of orgs can have fun while everyone else is being strangled by red tape and bone headed decisions. The vision is killing this game. It will never be Eve, Star Citizen or any of the already niche market games they listed. Its a fact that they do it better and they make more money. a mine craft clone with space elements and EQN landmark building in a limited single solar system game is not my idea of shooting for the stars as it were and failing pretty hard in all aspects. I was joking with my mining buddy that if this were told from the perspective of a story or movie it would have played out like: Remember that time in EP4 of Star Wars when Obi Wan, Luke, Han, and Chewie were going to leave Mos Esiley pinned down by storm troopers who are growing by the minuite but they couldnt leave because the Millennium Falcon needed 12 L stabilizers to get it off the ground but they spend the rest of the moving trying to position the stabilizers because they needed a bunch of space and couldnt find enough space to fit more than 4 so they finally got arrested by the Empire 1hr 42mins into the movie? Yeah me either... Anyone remember that time in Star Trek when the Klingons fired 6 torpedoes at the Starship Enterprise and it blew up instantly because there was no defense systems developed and they just flat out stole the ship and the show became some wierd spinoff with some bazaro cast of space pirate klingons griefing the universe? Yeah me either... Anyone remember that time in SG1 when the team got pinned down by the replicators and they thought they were gonners until some random patch updated their software and they lacked the schematic to kill humans and hard to go to the market and got scalped since all the market bots bought up the schematics and fleeced the replicators for 3x the price and instead they had to go mining for weeks on end and by the time they went to kill the SG1 team they were long gone? Yeah me either... Anyone remember that time in the Matrix when Trinity wanted to fly the helicopter after saving Morpheus and she went to download the Piloting Talents and her que said that at 90 exp per min it would take her 171 days to be able to fully fly the helicopter and they all died one by one surrounded stuck on the roof by agents and military until the credits rolled? Yeah me neither... It wouldnt be funny if it wasnt how this game plays normally. There is so much red tape and limitations that you cant have heroic moments or cool experiences in this game because the Dystopic Vision demands punishment and gind and monotony their dominatrix would be proud of. Rather then allowing people enough resources as a single or small org crew to even start to fight or do anything since the only real playstyle that matters is PvP or at least the first strike ambush gank pvp playstyle. You can at least cut through 90% of the red tape just by siezing ships then the headache it is to mine, process, craft, and sell items at a loss since most PvP players siezing items dont care how much they post it for and crafters are hurting for money and undercutting themselves just to try and break even before the inflation really hits before they turn around and add mining bots to then oversaturate and undo what they attempted to do. All without any real purpose or function or the ability to make our own markets or give reason to the only thing we can do really is to mine, make items, then gank more items. Its not a very solid gameplay loop.
  20. PvE would be welcome imo. Like right now im sure whatever sort of mining bot they have or the alien npcs they briefly mentioned in the new solar system could likely be easily adaptable to existing flight scripts to randomly fly to and from a alocation mine and return to where it came from. There are some pretty decent ones already and im sure if NQ was like hey could you guys pull together and help making a mining script, a wingman script, an industry script or whatever they needed to help move things along and actually use the talent pool in crowdsourcing portions of the game it would go much much faster. If they have Alien NPCs then why are there no space police / military npcs to help protect players and to give more fodder to PvPers r other players to attack npc content. Alien invasions into this solar system are also a likely option. PvP is pretty bad at best. Sure it takes time to develoop anything but you would think they would be a lot further along then they are now years into development. Its a playable demo but it will be multiple years before it becomes feature complete at this rate with the current pay model. Honestly I would not mind just flat out buying either player or NQ built and optimized ships at this point if they came with more breaks per parts and optimized out of the gate. Or in a magic blueprint that weighed the same packed as it does put down if it could be loaded into a linked set of containers for transport so ships could actually be sold and transported in any meaningful way unlike it is now. a weighted magical / packed blueprints would be nice. NQ needs some way to generate income but also allow us to post or trade items for real cash and collect money for free to put up scripts, skins, ships, and whatever else people would buy onto some kind of e-market would certainly generate income if NQ is unwilling or unable to make them to any degree of customization or colors players could do again via crowdsourcing at a right much higher then the devs who could just sit back hire more devs and let us run with.
  21. I like how world generation is so basic along with standard issue mining. It might be a little more grabical and smaller voxel size but its still basically minecraft just more monotonous and with a lot less sediment, mineral, and rock variety in biomes. Its cheezy at best in terms of a mining sim. You would expect there to be more than like 32km of sand/dirt, etc down to the core or that there would at least be different types of stone or some kind of layer system with larger or more dense nodes that take longer to mine per grab but nope there is nothing practically below 1000m with 32km of nothing is quite disapointing. Or that you would think that with the exceptions of prolly a few moons or planets with some kind of molten core that there would be a massive core of iron ore various layers of materials or a slightly small core that is still somewhat molten but not totally cooled that is just magma voxels you die if you touch or breach into. But mostly that the solid cores should take a massive amount of time or perhaps take as much per grab as a T5 node and then some so that the core has enough densly packed materials in addition to 1-2 10km layers of different rocks or textures distributed in tiles like basalt, stone, granite, limestone, and all non stone ores. To me it makes no sense when there should be massive seams or layers of lime stone or some tiles should just be maddive full nodes of stuff like limestone quarriest that goes down km. There isa lot better ways to do world generation which is interesting and not so grindy as combing ore that is like 100m apart or 500m apart for the same ore type. not to mention a lot of minerals or ores naturally lead to other ore types or have tons of different combinations beyond just one ore type. Or that the soil should be loaded with small nuggets of ore that should be too small to collect or that when we dig a hole it should randomly spawn the mineable rocks along the way or have the mineable boulders spawn every so often to gain bonus ore or to have some kind of nanopack sifter to take soil and give small amounts of passive ore by processing the sediment would be a good start at making mining interesting and profitable Seing as if you go into mining you basically work for everyone else but see no real profits in your labor since multiclassing into industry or crafting is a lost cause in most casees since you need like 10+ people specializing in different aspects unless you want to que up for like 2 years. So for the most part we are along for the ride and just either handing over ore to someone who can actually make money since ore isnt really worth anything now what is the point to mining 10hrs a day for minimum wage and 150k ubi vs people who can just press a button and make 10,000 times more profit passibely as it all gets proccessed and manufactured into something with function and purpose. I honestly wish the refining and smelting of ore where more in the mining domain then the industry domain since we cant really do much other then mine and sell for practically nothing.
  22. Yeah it boggles the mind that you cant upgrade the basic tools or the nanopack. I think that there should be some kind of exoskeleton line that at least turns the nanopack into a S/M container. Most times as a miner I can only grab a small node outside of container range and it would be nice if I could just pick up a standard 12kl node. But moreso then anything I think that since pilots have ships to invest in with a real purpose, or industry which has an investment of purpose, or PvPers having a ship and weapons / ammo to invest with a purpose that mining should also get some kind of vehicle or mech they can pilot which adds better capabilities or functions to mining and that depending on the size frame of a mech (10m/15m/20m/25m) could then have mountable parts like containers, weapons, lazers, mining drills, or any number of functions or impliments creating a new way for miners to play, pvpers to fight, and a hole host of things. As well as jump jets, melee weapons, and the ability to put them onto ships for drop ships or to load full containers onto ships without having to delete them but transfer them between cores.
  23. I think the best grind sink they could do is actually adding infrastructure to the game. Such as power plant industries with fusion reactors feeding mats to generate power for a wide region and paying someone for it is a start since power will be a thing soon and industry is no exceptions. Logistics infrastructure is another sink they could add which add rail lines to transport large sums of materials to markets ship yards to churn out large quantities of ships that dont cost 100s of millions stock yards and warehouses to fill depots to put on trains or water based shiplinerrs to different ports or hubs or depots Infrastructure like roads, bridges, railways, tunnels, etc districts or large clusters with predetermined locations for factories, residential, manufacturing, and larger org roles to actually create cities and have purposes for the things we create factions for planets or allowing orgs to form factions above 500-1000 members to take control of a planet, moon, or sector of space. Factions that can collect taxes and use them for infrastructure projects, missions or services, or to streamline the aquisition, production, and distribution along with the ability to wage war against other planetary factions or PvP syndacates of space pirates. Police / military roles Mass freight transfer roles mass purchasing roles for a faction through other planetary factions who control the planets resources complete control over the markets setting up of beacons, probes, sensors, and other space bound devices to detect ships from further away and seeing allied faction members. Bounty systems to hunt down space pirates and collect bounties Creating actual items beyond the base tools for equipments, role gear, and other oddities that you should be able t quip like guns, rocket launcher, perhaps lazer swords or blasters, traps, encryption devices for ships for security, mounted devices like larger deployable weapons, mining equipment, scanners, and anything else they should be adding. Squadron based formation schemes so you can fly as a wing in formation or transport and break auto formation if any hostile targets are detected would help a lot if we could auto follow / auto formation with the group leader. Or setting group waypoints Adding capture points like a battlefield game with place we would have to clear and hold for a long period of time that change hands by holding a capital or a structure for a 1-2 week period (1 to stip control and 1 to claim it as your own. But a mission system for factions to go destroy high value targets or patrol missions. salvage missions, search and rescue missions of stranded ai npcs. There is a lot they could do there if it were somewhat streamlined and automated through factions. there is a lot more they could do to actually give purpose to the game and the things we create but those are the main ones they should push towards. Like all of that type of stuff sounds fun. Players will never be that organized without tools and means to run a planitary faction or independent faction. This would be a lot more fun then the grind driven compartmentalized grief loop system they seem hellbent on developing so that 3 orgs can actually experience most of the content or gobble it up before anyone else gets a chance. Its not all that fun and it certainly wont be fun the path they are going down. They need to seriously cut a lot of the red tape to actually bring people in. I was talking with some new players this week and they basically quit before they even started becaue NQ has no idea how to introduce people to the game in any meaningful way or to retain them for any long lasting period of time before they strip everything that was fun to the game. And streamlining factions to having a huge pool of allied people going towards the same goals instead of random wanton crazy pointless pvp without balance or some government watching over their citizens is not fun and will not be fun down the road. Making the game fun and interesting instead of nerfed and sterile since you cant do anything at all is not my idea of fun in a game with so much potential.
  24. I am not exactly sure on the limitations of this engine or what has been built on top of it. What I do know is that it seems like the major hurdle to this game is the zone size or sector size this game can run at one time. What I propse is running smaller sector sizes in genral to the scale at which needs to be rendered. I also think that without some form or healing or just randomly refreshing tiles random to get rid of all the holes is also contributing to a majority of the lag in this game either on the point cloud data of the voxels or the player client being forced to render it visually. What I propse is the following: Shrink the scale of the solar system down to a smaller scale of just a planetary size zone sector. A zone sector that is large enough to hold some kind of gas giant type planet 2-3x the size Alioth with a couple of moons. Big enough to fight in but small enough that you cannot hide either. Making it so that the planet itself is more of a focus then the solar system itself so that you can have both a space battle as well as a planetary ground battle creating other nearby sectors with dead space, massive space stations, asteroid belts, and other unique points of interest worth fighting in. Create a star chart of zones you can travel to quickly via warping directly to that zone sector as a standard means of travel unlike now where fast travel is too expensive to reliably use but as a new focus as a semi requirement to getting to different planets or solar systems via some kind of network of connections of some kind of jump gate superhighway that just calculates flight time and just flying in a wormhole until you get there which cannot be interupted So that the whole focus is more about just traveling around and colonizing planets then stuck in space for 12hrs where the game is more about the planets themselves as potential battlefields rather than more spread out across a solar system. I know it sounds counter productive to have zones but it seems that is how it will be. I would rather have more planets to check out then the pretty much empty solar system we have now with quantity over whatever it is we have now but still keeping everything in the game in tact just smaller scale or potentially much larger planets or resources to fight over in the long run. As the star chart expands out or the overall progression allows for further out travel planets can be discovered and added. Perhaps there could be some kind of progression galactic talent based system that unlocks more planets based on exp generated with every player that is logged in at the time with soome kind of tech tree or unlocks in a linerar progression tree. Or based on if certain logistics or infrastructure requirements are met on a planet to planet bases as a secondary login talent unlock that perhaps add access to hidden resources, crafting planetary bonuses to certain things, efficiency based on different aspect inherant to the planet that can be reserarched by the people who are actually on the planet or what is being produced there. Just a thought. What are your thoughts if the scale and focus of the game were reduced to a planetary zone sector if it meant there could be more to do in the long run and have an expanding evolution on how far out we could go in total between content dumps of different areas like massive asteroid fields, giant space stations to assult, alien homeworlds, massive battles since there is nowhere to hide. fast travel between sectors to speed up the flow of the game by making warping a more standardize means of travel that should be more efficent in the future than it is currently. Or just the fact that they could have more resources in general up for grabs or room to breath between planets or jump gates for slow travel directly to a planet. PvP players could potentially go to the dead zones where the fast travel goes through and intterupt slow travel by damaging the jump gate. Which would immediatly trigger missions to send space police/military units or repair missions to get the jump gate in that sector fixed and paid for by some kind of galactic government. Then just sepperate all the planets into factions unless multiple orgs create their own faction governments. I think streamlining the game a little couldnt hurt if it played out more like battlefield/battlefront then it does now. Shrinking the size does not change the game much as it adds to potential content drops an benefits of smaller scales for the overall processing needed.
  25. You know... Honestly with as much customization and boosters all other people get from their put down bonuses along with talent trees why are we stuck with basic standard issue tools everyone gets when they start the game? Like seriously why is there no XS, S, M, L, XL, etc versions of the mining tool with basic, advanced, rare, rediculous, and ultra rediculous expanded versions? Why cant we strap parts to a mining tool in some micro core system thats kick ass and powerful but breaks down the more you use the high performance mining tool. That would be awesome if there was like battery driven lazer mining tools that just mealt rock like nobodies business but requires some form of battery like gas for piloting to opperate. Or drill bits that target specific ore better or provide miners with put down perk talents ore size XS-XL and Basic - Ultra rediculouls expanded sifting equipment, scanners, teraforming shapes, and red tape associated with mining like some kind of container range extension transponder that all runs of batteries, gas, or hell rocket fuel perhaps. It would also be awesome if there was some kind of mining exoseleton that allowed you to carry more weight or to expand your nanopack into a large or having other larger mining mech type suits that start at current size and scale up to perhaps some kind of 20ft mining mech or crawler of some sort. I would love to see large tank treads or dynamic core mount industrial mining equipment. But either mining mechs with different part impliments as well as some kind of military variant and also a moble industry versions for repair bots or field 3d fabrication machine or a suit that makes nanocrafting more efficient. Depending on the size XS, S, M, L, XL versions should allow someone to put larger containers, engines, jump jets, weapons, tools, reactors, repair drones, etc. I dont know how many times I wish I had some kind of tank treds to move my ship mining after they neutered the maneuver tool. It used to be the only way to really mine with our pilot walking the ship and our miners working in tandem. But it would be nice if they had tank treds that were more efficient then hovers but allowed you to move across the ground more efficiently. Perhaps some kind of large tires or something would work too if you could just strap the tires to the side of a container with perhaps a steering tire that needs to not be obstricted with like a circle that cant be obstructed. Most instances I would rather travel by rover that is more efficient than just flying everywhere and using jet fuel super inefficiently when I could just mine all the surrounding tiles in a 15-25km area. It would also be nice to have an actual boat based vehicle that just floats on the water. With teraforming we could create lakes, rivers, and all sorts of ways to more efficiently move on or within a planet. Building massive cargo ships that are bound to physics like spaceships where if it is too heavy or mis weighted it will bob or roll and I think it should go down and blow up that way or if it hits the ground with a lot of weight. Or even some kind of rail system would be pretty awesome for transporting ore, parts, services around much more efficiently especially if there was a need for depots warehoouses, and getting goods safely to the market place. Especially if there was some government paying for infrastructure like that for industry at the cost of shipping. Still with a couple of friends, a couple shell orgs for cores and a lot of elbow grease you could probably get a pretty good shipping company going with multiple lines. It would also be nice to be able to do more with teraforming like create roads, bridges, perhaps even some kind of logistics infrastructure or power plant networks for regional power grids that you can pay other players for power. Just seems strange that industry has this nice investment that generates real money or items, pilots have a ship to invest in, PvPers likewise have something to invest in that can generate profit. Miners need a customizable tool or some kind of exclusive vehicle like a mech or industrial boring machine. Right now its pretty boring and its going to get more boring as time goes on and it gets harder to find resource Right now miners are just some people who cant do much until you can multiclass into other aspects like miner/pilot or miner/industry. Until then you either are forced to spec into processing to make perhaps a couple more credits or you just work endlessly mining ore at cut rate prices so everyone else can get rich off your efforts. Miners are the fundation of what can be done in this game it would be nice if there was an actual mining talent tree like the other roles. Just like inventory needs its own tree and the potential to drastically increase container range to 5km max would also really help or if you could effectively turn putdowns for containers and turn say an XS container volumer into the next step up into an S, S into M, M into L, and so on. Also being able to drastically incease your nanopack volume so that you could at least mine a standard 12kl node would work instead of 5km container range. My biggest gripe is walking just outside container range and having tomake multiple trips since base you can carry like 4kl volume and at max is still only like 6kl volume. If we could have the ability to go at least up to like 18-24kl with some kind of exoskeleton or mech addon container that adds directly to your nanopack but still allows an additional container link. I would love that.
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