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Warlander

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Everything posted by Warlander

  1. First my thoughts on the mining bots that are coming being a spec miner / pilot: No other Talent Tree / Role allows you to just buy a bot to bypass the need to fulfill a role when other roles are being further compartmentalized, yet mining is being religated and sold out. I and thousands of other people will use this bot and as many bots as they will allow me to buy to suppliment lower tiers of ore or to mine up as many higher tier ores as possible. This will destroy what is left of resources even before this game goes live on launch day with only surface rocks to mine. Mining bots are completely uneeded in general NQ does not allow full automation bots of any kind yet they want to add mining bots after trying to hyper inflate the market, add a huge content gate to industry, and then add a tool to the game that will bring in a lot more ore wholesale across the board to undo any inflation they sought to generate with destructive elements by bringing in more ore then we can reliably process, craft, and sell to deflate the market again for no reason than they dont know what to do. Or that by default this bot will need to bring in more mats then it costs to use the tool or it is a waste of developer time and resources Its not like as a miner I can turn around and be like yeah I want to buy an industry bot that wanders around negates the need for industry and just produces me random products. While that would be nice and all im sure the industrialists would have a shitfit if all of a sudden people who didnt invest any exp or talents just got their whole purpose in the game fully automated and run without any effort whatsoever if all it took was potentially some gas to run it or credits per cycle. Im pretty sure PvPers would be likewise pissed if I could just buy a wingman drone bot that could missle lock them as soon as we get targeted in our ore hauler since we are supposed to have a Spec crew of comparmentalized roles to cover escorts, pvp, etc just stepping all over their role in the game. Besides just destroying the purposed and function of roles like mining, why is this even needed in the first place? I don't know about anyone else here but first off these bots just in order to justify the time and resources spend on developing this tool has to bring in more ore then you spend to opperate the auto mining bot. And even if these bots required a roving dynamic core to opperate there needs to be some kind of limit to them based on how many cores you can put down for both players as well as Orgs. Since I, and many others will use as many of these bots as they allow since this will be used to suppliment various tiers of ore with no effort or downside to using them. The problem is if you have thousands of people with potentially tens or hundreds of thousands of these auto miners. You just have to ask the following questions: What then is the point of being a miner? How long will whats left of the resources hold out? Are new players supposed to only mine ground rocks when this game launches? How much more running processes will this add to a game that at times has lag issues already? What will this do to the economy? After trying to get inflation going they want to turn around and hyper saturate the market with more ore and parts then we could ever do anything with? NQ has been against us doing this kind of full automation on our own as it would break the game and yet they want to turn around and break the game with a less efficient version of what they would have banned people for previously? Those are a handfull of ways to immedialy add more content to mining to make it more role specific and purposeful while mining that negates the need for auto mining bots. But if there is some kind of need for some kind of automation then why not just use the most untapped resource(s) in the game that everyone either has 0 need for and just throws away but unless you have some kind of random teraforming project is completely discarded. All they need is a Sifter Element. There should be a sifter version for ships and another industrial version for static cores. Just an element that you can attach to a container that just takes sand, dirt, snow, etc and just processes this vast untapped resource that 99% of the game is made of that 99% of people will never use unless there is an actual purpose associated with. A sifter would again serve all the functions of an auto mining bot that does not destroy waht is left of ore nodes but uses something that is already in the game to generate a trace amount of other ores per 100L processed. It requires not roving script. You just need a container to attach it to. Sifting should opperate in the following ways: There needs to be two variants with one type for ships and the other for Static Cores 5 Tiers of upgrades for each type (basic, advanced, etc) Talents for each type. For the ship version there should be some kind of branch in mining for sifting amounts. Another branch in industry for time, efficiency, amount, tier, etc. 100L every 30 mins base without talents for the ship version. 100L every 15min base for industry. Every part tier should drop 5mins @T6, Putdowns dropping it 2.5mins @ T6, and mining talents dropping it down an additional 2.5mins so that at best you can still only process 100L at 5mins at max. Talent for tiers of ore that can be sifted with each individual ore, tier of ore, and requiring a whole tree to make it fully viable as a potential role paralel to mining. Based on location so that if you go to a different moon/planet you are more likely to find the local resources when sifting with a small chance to still gain other resources from talents. As time goes on mining will hit a wall where it takes more time and effort then it is worth to go out and find ore and there will be a need for a mechanic like sifting. The auto mining bot on the surface seems like a great bandaid but it will only compound the problem of depleting the ore. Even now there are moons that are pretty much swiss cheese where all the resources you came looking for are gone or what is left is like 1 small node someone missed every 10-20km apart from the next one. Sifting on ships is a necessity for mining runs where you could mine for weeks on end and still not fill up 5 boxes working with 3 people 8-10hrs a day specifically looking for it. Sifting if it were based so that if you go mining and actually collect the soil even if you dont find what you came for you could sift the soil there and still get some kind of passive gains that take a long time to process so that you will fill up a lot faster with sediments then it will process without talents. It should at max talents just about but not quite keep up with a T5 maxed miner. But still even if you find nothing on a mining run you dont have to leave completely empty handed or that even if it is still inefficient it still serves the role of mining and industry and fills the role of the bot and slows down mining further for passive resources. Either way this is a necessary feature at some point but it should still require multiple talent trees and content pre-req locked content gates to gain max efficiency. And honestly what is there to the mining tree? Equipment Management Architect Avatar Teraforming Miner Inventory Manager Dredger Stock Control Org Construct Management There is like no real mining skills in the mining tree. Sure you can make bigger holes or add bigger piles of dirt but other then container range for mining or some of the avatar skills you cant use due to mining lag everything else does not pertain to mining besides the ability to grab more. It would be nice to have additional talents that add value to mining like the crafting / industry trees which give bonuses and extras galore the further you go into the tree and needs multiple poeple or potentially years to max vs perhaps 14 mil exp to max mining with T5 everything with no real affect on mining overall per exp spent. Speed and bigger holes are nice but it would be nice to specialize in ore knowledge or things pertaining to actual mining as its own tree instead of 2-3 and at max 4 branches that do anything for mining and thats it. Sifting or ore tier specific knowledge talents would go a long way to making it a real purposeful tree. The other point I would like to make that I think is completely backwards is how personal scanning and ship mounted scanning is handled in general which I think is the real issue at hand in the oversaturation of the market and the real source of market issues. Scanning in general is set to be too fast, too effective, and over too large of an area that has no real limits to its use and yet still allows a handful of players to scan massive areas to find juice tiles (or whats left of them) before anyone else has had a chance to discover or evenly distribute mega mines to a larger majority of the population. For example its like if you were going to feed your dog and put a chunk of steak into the bowl. If you just put the steak into the bowl and put kibbles on top of it and put it down the dog is just going to use their nose, find the steak, eat said steak, and leave the kibhles untouched. Where if you break up the steak into tiny parts and mix it into the kibble you force the dog to eat a majority of the kibble to eat the steak. The dog wont likely eat all the kibbles more then they are forced to work to find until they are satisfied they ate all the steak in the process. I think the same thing is happening here. The alpha backers and people who knew how to play the game cleaned most of that stuff out before anyone else could get the chance to get to those planets and places before they were blockaded in a sense to prevent anyone else from taking those mats. They didnt really have to work to find anything since you can strap three scanners to a ton of ships, then scan whole moons / planets in 12hrs - 48hrs to find all the best tiles then send an army of miners in to clean it all out. Its not rocket science that this system is broken or that before the general public gains access to the game in a year or three from now that there will be no ore left but T1-2 rocks on the ground or spending a month mining and searching for a handful of parts the further they let it go on without limits or adjustments to how this system is fundamentally handled in addition to how it affects the market in general or that they both want to spend a lot of development time and resource both creating inflation market bots and at the same time auto mining bots to floor the market with ore and scanning to know where to drop te bots since now you can use the scan data on tiles and clean up mats just that much faster. The first thing I think that needs to change is how scans are dealt with in general along with how the personal long range scanner works as well. I think that the long range personal scanner should only pick up on the smallest nodes first until all the 4k nodes in a 1km perhaps 2km radious are cleared before it will even begin to register 8KL mine nodes for each type of resource within a tile. And even if you tried to scan a tile it should only reliably read only the small nodes in a tile and require multiple scans after you clear out the small nodes first. This would drastically slow down scanning in general and make it so that the more a tile is worked the better it seems to gets rather than it being completely desolate of large resource nodes and all that is left is small nodes for km in all directions. Resource Scanning needs the following: Lmit of 1 Resource Scanner to a ship Move the base scanning time 1 hr per tile to force people to either mine or wait a long period of time unless they have talents to make it nearly as efficient as it is now with a max of 30 mins per scan. Create ship classifications and a line of scanners that have core classifications. A single XS-S ship should not be flying around scanning multiple tiles vs a M-L ship with better capabilities or means and mining talents for scanning for resources to mine which should be in some kind of mining branch for prospecting. Require multiple scans with the bottom up approach of only being able to scan for the smaller resources first 4KL/8KL/12KL/etc as the smaller nodes are required to be cleared first before the bigger nodes can be scanned for. So you have to actually work a tile to get better results over time unless you run into the bigger nodes. As it stands now Resource Scanning is broken and requires no skill, talent, or effort in prospecting and working a tile and all you need is a small group and you can just bypass all the junk tiles and steal everything of value. Unless something is done scanning should really be removed from the game. This way it stil does something but it would drastically slow down the wholesale stripmining of resources that will eventually need a full wipe to fix. Combined with sifting this would balance out for the loss of resources they were previously able to plunder and flood the market with in the first place up to this point.
  2. Yeah its like anyy real sci-fi elements in this game are too fun or powerful to be in the hands of the players since we might actually use them over the WW2 tech we are left using with atmo/space travel. These types of systems are too powerful and so they feel like they have to limit their use or religate them to basic opperation from what they should do to what NQ will allow us to do. At some point though we should progress to the point that this stuff should be useful or plentiful enough for common use over traditional means of 19th-20th century travel methods. It should not take 20 L wings to fly a star ship. I have never seen a sci-fi show where any starship has many wings if any at all. Not to mention the massive amount of hp it forces you to add in order to opperate. And it just goes on and on down the line with all the tech we have in game that technicallyt qualifies as sci-fi just maginally opperable. With AGG I just hope they go with the hover pad route that makes it more functional with adding more grab pads for more gravitational force output for the weight you are trying to move. I would prefer it to be some kind of self contained thing that perhaps runs on mercury, dark matter, or some kind of easily producable fuel source like kergon or nitron. But still anything that makes life easier in this game is sorely needed as we should be going towards more sci-fi elements as the progression ladder climbs vs nerfing everything or knee capping aspects of the game.
  3. I agree and have commented on this before. EQN Landmark had glass voxels and to some degree stained glass voxels. You could create good windows, frames, and the micro voxel portions which went through the glass as well. It was a great system. I hope that at some point they give us a glass type voxel over just plain glass which fits like nothing, has rectangular shapes over squares, circles, or triangles to even fit anything properly where glass voxels would have done everything and more that I needed it to do. Also I think that transpartent / translucent voxels are the best way to approach shields as well. Sicne ships are all different sizes, shapes, etc it will be hard to come up with an organic shaped shield that again isnt some kind of element like plated glass around a ship. Voxels are the only real way to have a resistance system attached which protects against lazers or other non beam weapons. Shield voxels should be accompanied with a switch to turn on/off shields or that they only have collision added to weapons but still allow people or objects to pass through the voxel. Where as there should be reinforced voxel composits for other types of weapons like railgun or missles that at T5 should only prevent 75%-95% max so that there is damage done but still allows there to be combat. Right now there is too high of damage with no resistance or damage prevention, deflection, reflection. Regardless, there needs to be defense based voxels that properly absorb damage rather than allowing splash damage to blow a whole ship up and negates the only real need for voxels when they are meant to be cosmetic but also resistance based damage negation. Right now there is nothing like that. But there are many uses for translucent voxels or translucent glowing voxels.
  4. We had a convo between the few people we have left and we all believe that there was some form of a brake nerf as well as a slight increase in gravity. Before 0.23, our ships worked just fine and braked just fine. After the patch those same ships would brake on the average of like 10-30kmph higher and all required additional brakes to just stop with the same loads we were flying with previously since they would not stop at all. Because of this we ended up losing 2 ships from the destructive elements system. Mind you my buddy pre-0.23 had max pilot skills / putdowns and I had at least T3/T4 skills in piloting with my friends put down bonuses. This time around I got rid of some talents to go more pure in mining / piloting. Like I said it required 2-6 more brakes with putdowns to do the same thing previously. As far as the gravity goes it seems like gravity was slightly increased or that the damage threshold of gravity was decreased at the very lease as for whatever reason it randomly likes to damage parts or destroy other parts like adjustors even if you set it down as gently as a newborn it still pops parts. My friend whitnessed this on 2 occasions and there should have been no justifyable reason parts blew up. It just seems like as time goes on basic parts are being phased out since high tier versions do what should have been standard. Our friend cant even touch a ship now without crashing since he is being religated to pure industry which he cant barely even use as we try to unfreeze all our dead industry assets while upgrading to make proper parts.
  5. Also I would consider also adding a XS container while testing / optimizing with iron or the heaviest mats you have as well since I dont know how many time we had a couple people with their pockets filled and the ship was not rated for the people / nanopacks and went down. So there is that to think about too. For as much as I try to spec things I always try to get away with the least amount as I can since those repair bills go way up along with your ambitions as well as the magins of error. But also I would suggest that when you do go off world to also account for how much stuff weighs in another moon / planet's gravity vs wherever you are heading back to's gravity. The gravity bodyslam when your brakes do nothing is not fun especially with larger ships.
  6. This will never work unless they adpot factions to make it possible to have huge wars. Otherwise the Mega Orgs are going take take whats left they havent stolen yet. This will never work until there is multiple solar systems with a solar system to fight over and colonize between. There is just too much random pvp to ever amount to anything meaningful. Its just broken, imbalanced, and likely 25% of the player population can even engage in PvP since if you do anything else you are screwed. Without a good infrastructure to make pvp possible at large scales or to allow each side to build up to fight in the empty solar system then all this is pretty pointless since if there is no limits or MegaOrgs just roll over everyone and take or destroy all people''s stuff its over. I dont know about others but our 3 man skeleton crew lost big with losing all our fleet before destrucive elements came out, then our industry knee capped, and we managed to climb our way out of a pretty big hole. The only thing we have is our base. If we lose that we might try to pull back together 1 more time. But once the base is gone we are pretty much done. We have no interest in joining a MegaOrg. Fundamental core things need to change with this game and PvP. when 75% of the population probably does not engauge in any PvP whatsoever because this restrictive Talent system just puts them at the losing end every patch while PvP becomes the only way to play. How long do they thing it is going to take before nobody mines, processes, or makes anything if it costs millions or hundreds of millions if not billions to set up to be lost in like 5 minuites and probably took hundreds of collective hours to build up. How long do thing think people will stick around? I would love to PvP, fly, mine, craft, etc if the game allowed for anything higher than 1-2 multi classes that didnt revolve around things like because I use 40% more of my brain on engine thrust vs just everything being some kind of put down everyone can use it pretty much forces you miner to pilot to crafting to industry to PvP. You can deviate but when the only real playstyle is PVP in terms of easy gameplay, lowest Talent investment with pure profit for a handful of ammo for potentially hundreds of millions in minuites of work vs what it took everyone else there is no point in doing anything. Especially when most of the higher tier resources have been stip mined into oblivion having not had to contend with territory wars to become all rich and powerful to wage wars, no PvP defenses or ai turrets for freighters, and just broken PvP on top of it is a lot to ask 75% of the population of this game to deal with. Sure its a PvP game and all but the way its set up a majority of people are on the recieving end to a handful of mega orges that own everything already.
  7. This is why I keep saying they need to just randomly assign new players to tiles somewhere close to a market or small market with a territroy unit already placed and some kind of optimized ship that can fly properly, a xs ontimized structure that is at the least set up for some small storage but also an industry capable of just making basic rations like scrap/gas for T1 just so new players can hit the ground running and just add on from there but also tinker with stuff and see how it is supposed to be conneccted and run and the same with the ship. This current tutorial is terrible even if it is shortened and it is over complicated and stupid and could just as easily be done on a tile rather than the academy. Just know you cant do everything as stupid as it sounds and the more your want to move your talents outside of 1 main focus the more you shoot yourself in the foot in the long run since we only get so much exp until you can start to multi class a bit more. Honestly I dont know why all talents arent only for put downs so that you can enjoy all the various aspects of the game all at the same time vs the compartimentalized suicide approach they chose. Just know it never really gets easier to test and optimize a ship before the destructive elements is taken into account along with being a new player. I would suggest that when your universal basic income allows that you should follow this ratio: 1 L container 2-4 wings / stabilizers 4-6 hover pads 2 engines 2-4 atmosperic air brakes Thats the basic ratio I follow per L container depending on how well it performs for what I need it to do. But you certainly want to get your hand on a sepperate container full of like iron to really test your ship with unless you can get your hands on something heavier. That way you will know that under most circumstances it will will hold up to flight so you dont crash. I would suggest that if you do any amount of flying get at least Tier 3 skills in all the skills that arent Put Downs and like T4 in the put downs since if you play with others they can use the bonus too. Beyond that dont get too hasty to go to space without some kind of plan since you will need a warp drive and the cells to escape if you get into trouble or you can lose your ship and start over if you dont have a backup ship to replace it. You can avoid a lot of headaches by warping, and even though it is expense at your stage of the game you need it. Also dont worry too much about the industry unless that is your focus. You will need a lot of ore to keep it running and if its just you then you are faced with the choice of mining skills or industry and it takes a long time to progress through the industry / crafting trees moreso then everything else in the game combined which oyu cant use without spending potentially millions per blueprint.
  8. I know exactly what I am asking for. The only thing people should keep is their talent exp, and even still tons of people who dont even play this game are racking up exp and talents waiting for a time to come back or something worth coming back to. Just regular blueprints should suffice since you got everything the easy way and you should not be able to magic blueprint your way out of it. Or else people will just hoard everything into containers and take it through with them. If you absolutely need to keep something 1 ship and 1 building core of a specific core size. But you cant honestly say that we should expect new players to deal with all the changes that just came into the game, but we were allowed to just stripmine everything, build massive industries they cant anymore without massive bottlenecks of schematics, destructive elements, broken markets, and soon to be territroy wars on top of it all. I would say it was all ill gotten gains at this point vs what new players or returning players will be faced with when they hyper inflation really starts to kick in. The devs said they would avoid a hard reset at all costs if they could prevent it. They failed and everything is getting more and more out of sync from what people can do because of how easy it used to be vs those who have a progression climb up a cliff face vs the gentle hills up till this point. It needs to happen its just a question of when is the best time to pull the trigger. People should not get hung up on time investment or items or whatever in a beta. If thats you im sorry but wipes are a necessary evil to restore balance. Sorry you spent hundreds/thousands of hours but you should have to experience the game like any new player would/should experience. And honstely if the whole point of this game is to fight huge wars then they need to set this up differently and have 3 solar systems with 1 empty solar system for them to fight over. Everyone in each faction should be allied and unable to pvp each other so that they can actually work together to gather, build, fortify, and attack the rival faction. I think if it just went on until the other side loses as a type of season if it lasts a year or more. That way when its over its over and a new location gets fought over. Or the devs could impose a time limit if after like every 6 months some alien npc invasion force comes in and just starts wrecking face to make people work together or lose anyways. That would be a lot more fun then the current state of the game but wipe the server every so often.
  9. I feel like everything is out of whack and it needs a hard wipe to fix.
  10. If its such a stupid idea why is it used in real life to keep pirates, terrorists, or armies from getting sensitive material, supplies, arms, or vehicles out of the hands of such people or plots in Sci-fi with the last example I saw being IG-88 in the Manelorian for that exact reason? Pretty stupid I agree. But honestly why would I let you take what I earned knowing full well all the time/effort/risk/and reward are going down the drain to some space pirates using a broken PvP system with no defense mechanics to prevent it considering whomever locks first wins? The PvP tree is a joke and one of the fastest trees vs mining/piloring/industry/crafting for all of the upside and bypassing all the work, money, and effort everyone else has to put in just so you can sit in a lane and steal everything in sight... Thats pretty stupid
  11. Here's a theory for you then. 1: Schematics box out new players from being self sufficient or being able to build without complete reliance on daily credits 2: Destructive Elements will further box out new players from building ships if they have to at the very least buy a new core every time they crash, engines every 3, and containers every 5. Considering the learning curve those pilots are done for unless they want to live on UBI forever and build a new ship every week lol. 3: Finite resources will become more and more scarce until it is not worth mining unless they drop multiple other connecting solar systems or large orgs are going to take over the T2 solar system and box people out. 4: Once there is no new players to PvP, miners to mine, or crafters to craft you wont be able to just build 20-100mil ships + inflation every time you need to replace all the destroyed elements and ganked/hyjacked ships. 5: Once the Large orgs and PvP guilds take over the new solar system they are going to keep all the mats, tehc, etc to them selves while blockading the jump gates / wormholes until they can then come back through and destroy everything that is left once enough people lost all their ships and means to fight. 7: The PvPers get bored and move on as their is nobody left to kill. 8: Couple of waves as the tide goes out and NQ shuts the game down because of their pay model after maybe 1.5years after launch. Basically the same story as every other PvP game on the market with few exceptions lasting the span of time. And those games are not nearly as space limited or limited in what you can do, or how rediculous and punishing things are going to get on top of this ore hyper inflation event right as element destruction is trickled in. Its going to be a fun ride all the way to the ground as it will only really be fun for Large Orgs crapping on everyone else until they finish ruining the game for us all.
  12. Rly now so which one is it? Are we talking about beta, finished games, or visions of grandeur? Their acid trip visions are garbage anyhow. They can barely get anything to work or fully impliment anyything as it stands now the vision means nothing to me. I have never seen any studio that made it to launch follow their "vision" once the players rip it to shreds when the stuff they are actually developing isnt fully baked or fun or up to snuff.
  13. 1: I know its a beta and not a finished game or anything resembling a full game loop. If they are talking about it now then its being developed now and worth talking about it since NQ does not think things through until it blows up in their face. Bad design is still bad design no matter what stage in development. Alpha is the time for making systems beta is the time to test them for last min polishing, optimization, and stress testing. Yet, here we are in alpha, I mean beta or perpetual development. 2: No, NQ has essentially centralized the market into 14 district hubs with teleporters to each of them, and since the district market pads are really the only reliable way to sell at any frequency because that is where everyone goes to sell quick and undercut people if they arent patient I would say that is the definition of centralized markets. Unless you are talking about all the mini markets and to that I say why are they even there? We should have been the ones to colonize and build markets outside of Alioth to actually create a de-centralized system. 3: Ever watch a node regenerate or drop new nodes in? No? Well then if they dont that means what we have is finite unless they start making renewable resources. Considering that once all the ore is gone thats it until they release a new solar system. And seeing as they are taking all the ore out of the game as they can it speeds that process up since everyone and their mother is mining their ass off right now. If you know how to regen nodes let me know... 4: This isnt real PvP, as there is no shields, chaff, destruct sequence or anything other then one sided battles based on who locks first. Considering all the people we started this game going full pvp/pilot bailed because the PvP is so broken, lopsided, and broken they got bored and bailed for better PvP games. Considering Pvp by far has the quickest Talent research for completely bypassing mining and crafting with litterally no downside but pure profit for no investment, this aint PvP. They just have it to cater to those who like to grief and gank sitting in lanes stealing everything that comes their way since they know the lanes. It aint my fault NQ wont let me do multiple things in this game or consistently tries to box me and whats left of my cew into a corner with every patch. We just have 2 miners and an industry guy left. So building a ship for 120+ million to lose it in 3 mins without any form of defense is not my fault. Its just bad game design with systems that make building another ship longer and harder to produce as time goes on since now we need schematics before we can even use all the ore we are sitting on, not to mention we now have to make a line of machines for each part so we dont burn millions changing things up. I am no stranger to PvP and I accept that losses will happen but the ratio of time/effort/risk/reward is way off base when getting ore is taking longer and longer to find anythings. There is still a lot left to mine im sure, but finding those payoffs is really starting to take a lot more time and effort then its worth. Hell we spent about 5 weeks mining, jumped two moons and two planets which were basically all strip mined and managed to fill 5 boxes with anything T3+ the whole time before we decided to cut losses and just mine T1 mats. We only had 10 boxes to fill and mind you we were going at it 10+hrs a day from tile to tile to tile as we walked our ore reserves up the tiers to make things. Bad game design is bad game design no matter if its alpha/beta/live it changes nothing except for the rest of the systems they want to pile on which compound all the issues I listed that you quoted. If you dont see those as issue that cool but soon enough they will be. Don't know about you but I have played enough terrible games over the years to know a dud when I see one. This game does have a lot of promise, but it has a lot of issues, limitations, and fixes that need to be addressed sooner then later. But just know you dont need to be a white knight I seen far too many of your kind eat crow when game after game after game gets shut down with people defending said bad game design and telling me its a beta bro just give it time...
  14. Warlander

    Factions

    If there will be AI Aliens to fight that fly around and attack or whatever in conjunction with mining bots and what have you. Why is NQ not using this AI in this solar system in the form of some kind of Alioth Government that has police or military to help protect players from pvp and to give players something to actually fight? I would like to propose at the very least creating a base faction everyone joins when they start the game. This faction should also have its own missions and work orders it requires to run. The jobs should all pay decently but have chains set up so that there is: Surveying missions to scan a set number of tiles to share with fellow faction members A mining mission for specific orders required for production A crafting order that pops up once the mining is done and all mats are there to pay players to take on jobs to produce for the government A delivery mission for the ore to the crafter and another to pick up the goods Once all the parts are made and delivered back a police, military, freighter, or whatever is created Piloting missions would then be generated for hauling, combat, escorts, mining, etc Military Missions to go fight other rival player created factions Basically if you are in a faction you cannot attack your fellow faction players. So if a player does not like the base government faction they can desert it and either create a new faction or join another one. At which point they can attack the base government players and they can attack you. Since all the missions would be auto populated based on what is happening wars and scimages could be quite fun if the the whole system was streamlined properly. Then if there were just random AI pilots flying missions as well it could bring a little more life into the game too.
  15. I think the industry is a bit short sighted in the sense that its just based off of tiers and apparently the only way to fix it in the devs eyes is to create a barrier of entry for new players wanting to set up an industry in hopes that they will compartmentalize their talents and focus on specific focus items, or to create a bottleneck so that the large orgs can be the only ones to flood the market since only a limited quantity of schematics are sold and every time you change a recipe you need to drop credits for a new schematic unless you were smart and made industry lines for each part in advance. I think this is very short sighted as the talents were the bottleneck to begin with and players need some way to be self sustainable from solo players, small crews, to large org. I think the best solution is two fold: 1: We need an Exp based Chip that can be added to each industry that "learns" how to make something better or more efficiently the more it makes each individual item we make. Not buy a machine and only be able to make one thing or buy another limited quantity schematic that has been highjacked by players for 3x+ the price it was origionally sold at. We need a system that does not block new players or smaller orgs, but a system that lets everyone craft but also levels up the more you make any particular item so that the large orgs would certainly be the top dogs, but also that everyone can improve to some degree. And: 2: A Recycling Machine that can take items and turn it back into parts or parts back into the ore so that people who have better crafting skills can buy out the overstock of items, melt it back down into parts or ore at like 90-95% efficiency so that some ore is destroyed in the process or if it has a few existing lives it will return back even less then 90-95%. The goal is so that no matter if you are just starting out crafting and making junk items another player could buy it and reforge the item to what they are able to produce. The chip itself could be 10s of millions or more so that you can craft base tier items and sell them on the market but if you want better items you can buy a AQI Chip or a AEI Chip to where the machine will learn to focus on different production types. An AI Quality Chip should focus on the quality of the product being produced and grant more stats with every level or tier it learns while an AI Efficiency Chip should focus more on making items faster. NQ could have a number of chip sockets per tier for each machine. They could also have other chips for additional links, additional quantity, etc.
  16. The PvP in this game is so far beyond broken with no actual defense mechanisms to speak of, I would like to propose a Self Destruct Sequence Button like a switch that would allow players to just blow their ship up completely and permanantly in order to prevent PvPers from stealing cargo or all the hardware off the ships they steal. Seeing as they just dump all the items on the market for cut rate prices as they do not have to mine or craft the items, it does not matter what price they list the items for. And, Seeing as the devs are hell bent on creating hype inflation this is win/win to take tons or items out of the game.
  17. If JC were awesome at playing the markets he would thus be rich and would not need investors or likely working here. But, JC seems to think its their responsibility to run these markets into the ground so people make a little more money. JC is way too impatient to let the market(s) sort themselves out. JC has to go and buy up all the ore he can from the markets to create artificial inflation and on top of the schematics which were only sold in limited quantities to keep us from being able to make items and allow his buy/sell bot friends to hijack a system mechanic and sell them for triple the price. Thanks A-Hole. I remember watching my friend livestream this game and talking about how all the markets were de-centralized which was one of the many reasons I started playing. But after I joined its anthing but de-centralized markets when they centralize all the 14 district markets and teleporters between them essentially creating unlimited amounts of items being sold at those markets and naturally causing people to underbid others to make a buck. If NQ would just stop messing with the markets and allow players to run their own and get rid of all their own markets and use containers as the inventory limit and how many containers you can pack into the static core there would be limited items up on the market in general and it would naturally cause prices to go up. These ham fisted short sighted approaches to destroying the markets come on top of: people quitting the game faster than they can be replaced by new players Broken 1 sided PvP with no defense mechanics to keep PvPers from stealing ships and dumping the ore/items into the markets at cut rate prices People hijacking ships using AGG and stealing your ship and again dumping the ore/items on the market Buy/Sell bots playing the market and manipulating the market Finite Resources which will naturally become scarce Schematics which will naturally bottleneck the items coming into the markets Having to now replace broken cores when you crash Destructive Elements requiring multiple backup copies of your ship if you have a bad week The thing is JC is far too impatient to wait for all those factors and more to kick in before he just goes and buys out all the ore while bottlenecking our ability to craft via schematics right before we get destructive elements which will certainly cause mass inflation that is already boxing out smaller players and will continue as always to only benefit the large orgs and punish everyone else until they join or quit. Solid plan... Rather than just developing things that work they always go the roundabout way of breaking stuff and then putting a bandaid on it they just need to start actually adressing the issues and more so the real issues plauging this game. After all this was supposed to be called Dual Univers, not Single Solar System...
  18. I couldnt help but laught when reading the op, because either they arent listening or they need to put their heading aids in and turn that shit up to 10. I cant help feeling like NQ was like hey we have this car and for a monthly fee we will let you drive it. Obviously they dont trust us or like how we drive so they put all sorts of limits on what we can do. But it feels like we have hit the point where NQ is like hey we dont like how you turn the steering wheel 60 degrees in either direction and we only intended it to turn at like 15 degrees in either direction so we are going to have to take the steering capability from you or make it so you can only turn the wheel every couple mins bc we dont like how you drive. So we sit here and debate why they shouldnt take the steering whell from us or the windshield next which is on their list and why it is important to us in its purpose and function when we know damn well no matter what we say they already got the tools out ready to take the winshield in the end. If we are lucky they just shatter the windshield and leave it broken and useless while we debate why they shouldnt loosen all the lug nuts off the wheels next. The devs at EverQuest Next said it best when they shut down EQN and Landmark when they said "It just wasnt fun".
  19. This system will largely be dead on arrival. Sure people will try a couple missions but as soon as they realize that 50% of the missions are just large orgs baiting people into particular lanes heading to planets or that 25% of other missions will be to jump people at particular points with the last remain 25% of missions just not being worth the time/money/effort/risk for the reward nobody except large orgs running inter-org jobs will actually use this system.
  20. In a sandbox game why are they forcing their vision when its supposed to be an organic choice that all players make instead of funneling players into choke points as fodder which will be like shooting fish in a barrel? That is not going to end well when the resources her run out and you cant break into the zone. If they put multi org blockades on these jump gates they will have a solar system exclusively to themselves until we simply just dont have the resources to come through anymore then what happens to 60-75% of the rest of us once all our ships are destroyed and we cant make anymore? Why is the only route for advancement beyond personal advancement? And NO personal industry does not equal Org industry advancement when a single person can get a large cube fully decked out in a month. Why is there no Org only versions with the same mats for things like frigates, frieghters, corvett, and capital ships through orgs now? That stuff shouldnt require alien tech now. We got here on an Arc ship which should in theory be larger than a mothership you would think. There is a difference between vision and execution of that vision and the fundamental impact it will have on the overall community. Not trying to brag here but I have been playing MMOs since UO and likely 125+ MMOs overall including most if not all the best pvp games (besides Eve) and I can tell you that if you give the top orgs the keys to the kingdom they will use it to the fullest extent allowed to shut down and shut out everyone else. Not to mention allowing them to mine, stockpile, hoard, and arm themselves for that time. Its going to be a trainwreck when 25% of the population will ever get to see any of that content and further distance themselves with that tech until NQ gives them another solar system to dominate after they have strip mined that too. Sweeeet, what vision.
  21. Just depends on how they go about letting us go to this new solar system. If you can fly there on your own it might be fine but if you have to take any kind of star gate or some kind of long distant warp-gate to get there and its full pvp then nobody but pvp guilds will be there. After the large orgs finish wholesale strip mining this place and you cant get anything you came for on any of the planets here or progress then again only the large orgs will be able to go there. And if you give them an entire solar system to abuse and wholesale sack dry and prevent anyone from doing anything then eventually those large orgs will merge together so that they do own the new solar system. Once they finish looting all the alien tech take a guess what will happen after that lol. They will take that superior tech then use it on the rest of the people who cant get to new said solar system because not only are there any resources left in this one but no means to fight back against them at that point lol. Sounds super fun. So when they start dumping all those new mats and technology back in this solar system they finish everyone else off because they can then giveth and taketh it away at will along with the whole market credit pool after that and run the whole market as they see fit. Then once they steal all our credits then there is no reason to come back. So when you consider destructive elements on top of that you can only fight back as long as the resources hold out. Sounds like an awesome foolproof plan unless they totally reset the beta when they add all this in. But then again. But that is just delaying the enivitable.
  22. The other thing to consider about this whole thing based on what the devs have said is: Once an item breaks you cant sell it Once it is destroyed the only thing you can do is delete it finite resources and no recycling A salvage system that only works with generated wrecks but not player wrecks Abandoned core system not yet implemented The first major hurdle in all this is that the auto repair tool will drop the item in to replace the item on the ship but wont auto use scrap to repair. The other factor is that even if you completely destroy your ship on another planet and are rezzed back at the closest rez point it would likely be easier to just throw down a whole new blueprinted fresh version then to go to the other planet to recover the other ship since it will be the same thing basically from scratch. And honestly unless you have some kind of special scripts running on it there is no reason to go back to get it. Or if you consider the propsed abandonment system or the fact that the salvaging system currently is for massive generated wrecks and not the upcoming player wrecks or that the first life you lose makes it so you cant sell a broken part, or that a fully destroyed part just goes into your inventory and the only thing you can do is delete it with no means of scrap recycling to keep this system going long term will lead to hundreds or thousands of unnecessary wrecks nobody in their right mind would do anything or even if you brought hundreds of spare parts with you and an auto repair tool the cores would still have permissions until you can claim the abandoned ship. The only real thing to go back for is what may or may not be left in containers. Especially since it will be easier just to make a replica via blueprint without having to do any of the work fixing everything to make it flyable. Or the flip side to this is what happens if your ship is considered abandoned even if you are still active and someone steals your ship, clears all your permissions, gets full access to all your scripts, and you see your ship again somewhere, is there some way to reclaim your ship?
  23. Honestly I dont see the point in not having pvp outside of Alioth even in this solar system. The first thing that comes to mind is there should be at the very lease some kind of Org everyone starts in as a means of mass defense against mega orgs who blocade starting planets, other planetary systems, or in future solar systems. There should be a public government Org that everyone who starts the game is part of. We have all been paying taxes to this shadow government without any sort of help in return already. What I propose is NQ create a federation of public access to where there are actual gameplay mechanics to join the federation Industry, freight hauling, police, or military that controls this solar system. They should have superior tech that cannot be traded but helps out everyone within the federation if they get PvP'd to come to the rescue. It can be written into the game that there are either sensors or advanced AI that overrides the ships in pvp safe zones or planets this government controls where as open space is devoid of these systems so that pvp is allowed there. I also think that even on these safe planets you should be able as an organization to declare war on another organization and flag all their territories, dynamic, and static cores for pvp until one side or another is destroyed. This should be allowed anywhere in the game including Alioth. It should cost a rediculous amount of credits to do so. But we need ways to clean up all the dead territories or to have a daily tax on all territories of like 5k credits to make sure that those territories are abandoned and can be claimed by actual active players. The other thing I would suggest is that there be "anomalies" or rotating active war zone(s) where all of a sudden 1 moon or 1 planet in the solar system is suddenly not protected by the safe zone mechanics and if full on pvp everywhere. This will be necessary to test the future pvp everywhere solar systems.
  24. There should also be a button to clear the whole que at once as well.
  25. Been talking about this in other parts of the forums as well. This will be a necessary function when the Destructive Elements System comes into the game. There will likely be deralect ships stuck on other planets or some ships that arent fully destroyed but cannot leave the moons/planets without some form of this mechanic or to use for docking or moving ships beyond the neutered maneuver tool's range. Even if your ship is destroyed you will still need to collect the frame even if everything on it is completely destroyed just for the loadouts so you arent constantly having to rebuild from scratch if the core and everything else is gone.
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