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Warlander

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Everything posted by Warlander

  1. Oh I get it Jake. But its not nearly as bad as you say. You get 150,000h per day and 1,050,000h per week free. You get 5 HQ tiles, 1 free sanctuary tile and potentially another free mining tile per week for 7 free tiles if you log in every day. On top of that in order to make a ship to haul it just takes: XS Dynaic Core = 1,284h or S Dynamic core = 21,087h 1 L container = 340,000h 4 hoverpad L's = 33,675 ea or 134,700h total 6 M adjustors = 5694h ea or 34,164h total 4-6 Wing M's = 37,491h ea 149,964-224,946 total Hover Chair seat = 4,999 Atmo fuel tank M = 32,471h 2 Atmo Brake L = 37,000h ea or 74,000h total 1 basic atmospheric Engine L = 80,000h Total 584,580h. This is a game of choices and there is nothing saying you should have a territory scanner right off the bat. Getting a hauler going for 600k-h is easy to start hauling with no effort but like 4 days of loging into the game with 5 HQ tiles and even if you drop another tile for industry and MUs the least of your concerns are what is produced in the tile at that stage of the game. With just 5 charges for MUs with no exp you can get like 20kl-25kl worth of ore playing the minigame. Lets say that ore is coal for an example you can do ever 2 days at 40h p/l you make an additional 1mil h every two days at current market rate. Seeing as you can do that 3.5 times a week you get 3.5 mil a week on top of the 1,050,000h just logging into the game. You can almost buy a scanner with just the mini games in the first week not including the 84kl you make per week with just a 500 l/h standard tile they would likely drop in. seeing as youll likely get T1 dropping blind plus drop cost you will likely make around 3 mil in just what the MUs produce on their own. The other factor is they can mine rocks on top of that and just mining rocks for two hours netted me about 30kl in random ores that netted me roughly another 4mil+. So its not like new players dont have options or that a lot of stuff can be made inefficiently in the nanocrafter if they dont flat out buy it from the market. Nothing is unobtainable within a week with little to no effort with demeter. And there has never been a point in DU that the game just handed you everything right off the bat that didnt require choosing what you wanted to improve and making hard decisions. The other factor nobody talks about is that every time you play and ace the mini game the more MUs are able to mine from the territory in terms of L/h. Some of our S miners are now pulling 150+ l/h and our L's are now sitting at a top end of 250 l/h. So you dont need a lot of MUs as much as acing the mini game.
  2. Either way the ships with scanners are not connected to any static core containing territory scanners. If NQ allows static to dynamic core links it would be great for lots of purposes. At the very least though territory scanners should need to be linked to the core with MUs to bypass the minigame since the tile scanner is the same thing as the calibrator in the sense that you could know where the ore is by scanning the tile. But since the tile itself is what the MU is representing it should require triangulation of multiple scanners to get more shown in the mini game where things are with up to date results since you would know where the ore is before playing the mini game.
  3. The markets have always been a mess and it is now time to use the tax system and adapt it to become a parking meter type rent based system to start charging people per week for parking at markets parking fines. There are many reasons to park a t amarket be it to drop a box cluster for easy market access and storage, safety if you dont own tiles on a planet, just parking at a market, or new players opperating out of a market trying to build a base. It is time to start charging by the core: XS core = 50,000h per week per core S core = 100,000h per week per core M core = 150,000h per week per core L core = 200,000h per week per core XL core = 250,000h per week per core when it comes out. Markets have always needed a mechanic to clear out all the trash and scripts running and all the elements bogging down markets from people who actually genuinely neeed/want to use them. And there is no reason not to charge people trying to sell ships or kill performance running scripts in multiple markets or having box clusters. And wether you fail to pay and your ship gets packed into a golden BP, your ship becomes abandoned, or failing to pay restricts access to the market for not wanting to pay something needs to give to clean out markets that is long over due. But also NQ should create ship dealership type markets to specifically buy ships in order to also free up the markets.
  4. If they just added PvP cores (dunamic/static) they could have had PvP as the driver for anyone wanting to have or use weapons along with anyone wanting to produce top tier parts or weapons manufacturing to create scavengable ships but hey the only card they had in their deck apparently was IRS reposession simulation as PvT to clean out players. They wasted anough time to create a territory tax system that does nothing to clear out the market constructs and instead target players who actually followed NQs vision to create the world others will experience before they decided to erase it all from existance. But hey priorities i guess.
  5. Its NQs weird logic. Why should I have to claim a tile I will just turn around and mine for a week, steal the constructs and everything in the tile and then pick up and let it rot at the end of the week since im not intending to pay the taxes on the tile if that is the intended goal. If it is just sitting abandoned it should be totally lootable. Its like the graveyards I mean markets where there are pretty much thousands upon thousands of constructs that need to disapear via salvaging since they are mostly abandoned at this point but you cant claim a market and NQ does not charge any of the cores rent with the new tax system to make them abandoned. And the whole premise of salvaging dead constructs is pointless for the most part if you are litterally kicking people out of the game that NQ needs subs to keep going. Its the dumbest thing you can do if you want players to come back at some point if the game starts turning around. That is unless there is a full wipe and the stuff didnt matter in the first place which is the only card NQ has left to play to potentially bring people back. Especially if you consider NQ could spawn any element that has a mesh onto the ground including any blueprint of any ship in the game at any time. It would be much better to find elements on the ground instead of rocks as pure metals, chunks of scrap, parts, damaged parts, or full ships. NQ just likes to take the easiest dev solutions with no forethought of what they are creating or the impact on the game it has.
  6. You dont need a ship though thats a different story altogether. The easiest solution is to allow territory scanners to link directly to the TU. Or to have the miner eat an updated tile scan to bypass the mini game. But it would be nice if the MUs could use triangulation in the actual tile to find ore more quickly and raise the rates if you put them in all the tile joints to reduce the time of mining. Followed by drill bits that produce more ore in general as the efficiency that gets destroyed, and the mini game to increase efficiency. I do hope they treat MUs like industry in the sense that it isnt just a miner linked to a box and a mini game. It would be nice to have a system along with talents in prospecting and mining equal to industry rather than a side step of the mining tree but that MU operations should add mining talents of the person pressing the button to start it or the output of the mini game. But on the topic of ships I dont see a problem in allowing people to stap miners to ships either when they are out scanning or just flat out just using ships to mine on unclaimed tiles like the older mining system. It would also be nice to just be able to have industry or limited industry on ships as well. The other thing about ships and MUs is if you could attach a number of MUs to a ship and while asteroid mining if you land on the asteroid the MU should actually start to mine the ore in the asteroid. Its only fair that actual miners should be able to use mining equipment or at the very least add some kind of ship based voxel mining elements to crush asteroids faster than players can with bigger industrial digging tools.
  7. I thin you should only be able to teraform inside a core. Either you can remove all the dirt or just let people only place down dirt in a core. SO that way if you want underground bases it takes chained cores to do it. When you pick them up it fills in the dirt or you cant pick up the core until you fulfill the blueprint of the pristine area befoe you dug it up as a condition. All it needs to to take a snapshot of the core right as you place it down and store the bp in the core till picked up again. They just need to treate the voxels in the core like traditional voxels. Apparently gms have that tool to bore out cores. But the game already tracks the pristine tile and the changes to it. I flattened out 7 tiles paper flat by leveling 3 mountains and a number of valleys to a flat sheet surface. I dont know how many times I would come into land and it looked like I never did anything or suddenly I fell into a gap that hadnt filled in yet and buried my ship as the system built back up the changes 20-30-50m tall changes. Having two copies of the live game also create a lot more lag as well.
  8. I dont know have a choice to run the mini game to spawn more rocks or produce more ore per hour without rock harvesting sounds like a good trade off imo. There should be options.
  9. I would rather they just did cooldowns/lockouts then an energy system. Say for instance they just do an hour cooldown and turn it into a group activity by letting a few people play the game non stop for an hour and mini game all the MUs you own and then have other people group mine all the rocks its infinatly a better system. They could also just let you run the game each hour for like a production buff. perhaps even if it only spawns like 1kl per MU it would be more active if you could just actively mine with the miners rather than collect ore for free. Or better yet it would be interesting if there was some kind of sonar equipment you could put down to just instantly beat the mini game if you triangulate or place down 6 sonars that link to the TU directly that does not require a core but links right to the TU and the MUs just show the data since the hex should be the tile displayed.
  10. Ill also test this later as well. Its still worth checking out how the system sees individual's cores or org cores in a few environments. NQ did say you could charge people for mining on your tile it would make sense that you should be able to charge them rent or inform them the rent when they put down a core on your land.
  11. Its what happens when you develop grief loops over content to experience rather than chaining characters to the wall and not having a choice in what you want to do rather than having content forced upon you vs opening up or developing game systems to entertain people and keep their interest rather than structuring your game to monthly subs in a slow drip entertainment faucet just to run it down the dain in content sinks. They just got caught up in the game or just wanting to punish those who do.
  12. It just takes adding PvP cores for dynamic/static cores and forcing people who want weapons on ships or any military grade items to having to produce them or T5 crafting in a PvP static core along with any weapons/shields being put in a dyanic PvP core. I would say that MUs should have to be put in PvP static cores. They could have done that any time they wanted and there would have been atmo combat if all of it was flagged for PvP. It just takes cores and tags. I think if PvP were largely optional and if you want to make T4-5 parts you needed to put your industry and MUs on the line to generate ore and produce above common parts then having to protect those assets from other people who can sabatage, jam, or destroy competing military factories and weapons instalations to be able to make them. Where the size of your territory means you can add more defenses. I think the ground defense should use the NQ AA gun script for anyone entering your territory. Where building towers or floating cores has strategic value in placement for space, atmo, and ground placement for defenses with limits per tile and by core sizes or lower approach. All they need to do is clone the dynamic/static core and turn on PvP and add restrictions for T5 or T4-5 parts, military grade or Tag based items like maneuvering/freight parts and industry machines needed to make them. You should go into top tier crafts with the understanding that it means you put it on the line if you want to play top tier gameplay but still lets people progress to T3 content to have parts needed for PvP ships in a civilian protection. If you want to fight people then you need a PvP core people can fight you and anti-pk people with retrobution. Even if your military assets get destroyed you still have T4 or T3-4 industry to fall back on. The further out you go could also dictate what tier is allowed for a handicap to be able to keep fighting and of course its still FFA in space. So that way you still have means to continue to fight in some capacity. On distant planets it could or should be full FFA onworld for whoever can keep their mining opperations for T4-5 ore.
  13. @Jake Arver So Jake is the problem that your org mates or alliances allow them to mine on your territories you pay for and are siphoning off ore from your l/h tax free, or is it that by allowing people to mine on your tile (as NQ mentioned in the Vlogs) does it make it so that with org mates you can potentially gain more ore per tile with allowing other people to mine on it multiplying output? The posts were semi vauge just looking for clarification.
  14. Votes dont work in a one sided attempt at a democracy if the dictatorship is plugging their ears and blinded by their vision quest.
  15. The qustion should be: Does this improve quality of life in game? Why dont taxes actually get used for anything in game? Why is NQ forcing a speed of gameplay? Why is NQ pushing people out of the game? Why is NQ booting potential players from the game they need back as paying customers at launch? Purging inactive players and all their hard work and opening up their property to looting is counter productive to their origional vision of help build a lasting civilization other people will experience before turning around and wanting to erase what they have made with taxes if they fall off the tredmill when NQ arbitrarily turns the speed up and people mug them when they fall off is a bad president to set when NQ could just pack up their stuff in golden BPs like they used to at the markets. If things are that bad that you have to go against your own mottos or principals to push this thing out the door its not going to end well. Anyone remember when NQ was like hey we need to get rid of mining for performance and to make mining "LESS" "tedious before they turn around and made it like 200% more tedious by then taxing miners and giving quanta billionares/trillionaires the ability to mine with opperations that can produce more than a traditional miner could in a day automatically? Anyone remember how NQ flooded the economy with quanta from missions that justifies these taxes from their own inaction of unplugging the printing press? Its not like we have any kind of in game government like the empire that has AI npcs and star destroyers enforcing their oppression on the galactic citizens or having the option for avoiding taxes and fighting the empire to clear out a planet or region from their oppression. If we actually got something in return for paying taxes i would be for it if it had content added by paying it. Like I pay property tax, sales tax, carbon tax, core tax, or whatever else they want to tax me for in return for police NPCs, Military, Infrastructure, etc along with a mission system that works for the people that isnt just waypoint to waypoint but involved actual items instead of fictional components that do nothing for anyone. The way I see it NQ squandered their resources and now its do or die time. They could have made the mission system take taxes, buy the ore in the market, pay for missions, and then make actual content drivers that take the purchased ore, refine it, make parts, ship to a factory that can build NQ ships, then put them into action with player crews in some kind of group finder NQ space fleet of both players or NPCs to act as law enforcement, or military. Those who want the benefits of protection or benefit of NQs government can do so. Anyone who does not like it can leave that civilization as a rogue faction or factions and fight against NQ who is better funded, better armed, etc and actually have some kind of meaningful warfare that could be fun. Instead they want to nail down people with taxes as some kind of Sci-fi neo space sharecropper for ore and taxed to death to prevent gameplay that should have opened up gameplay.
  16. But its like they dont want to sell anything worth buying. Subs only go so far in funding a game tbh. There are people out there who spend as much money on virtual clothing as real clothing. I know people who play video games and spending on virtual clothing to cut down their shopaholic tendancies.
  17. I think that even without the NQ-TUs having AA or just shooting anyone down that comes into your airspace that PvP cores could still work pretty well if you had to put anything that makes T5 items or military items in a PvP static core along with defenses could work pretty well. Since you would need PvP Dynamic Cores to protect them and since you are forced to open yourself up to loss to make the T5 parts it makes it so that if you want to remain civilian and out of the combat you make T4 and below parts. But if you can attack military factories and shut down your competition it keeps the whole thing going and also has destructible elements.
  18. Subs might be income but they are going to need to start selling things in a fluff shop instead of the recruitment pyramid scheme for getting skins. Sub models only work if you make a game worth paying for. I would pay money for things like skins or pets that auto repaired, auto harvested, auto refueled, or played mini games for me. I would pay for things like dyes to make my avatar glow. NQ is not doing themselves any favors with a sub based model. I would prefer like some kind of golden XS core that you can fit whatever you can fit into it which wouldnt be much along with bps and exp.
  19. They should rebrand dual universe as Solesurvivor 0. A break away distopian civ building game to where humans are an endagered species going extint. Those who remain take what is left of those who played before then so that there can only be 1 human left playing as the distopian goverment NQ slays them one by one. Faced with cost cutting measures and red budgets leaves them only one option. Erase any existance humans ever existed.
  20. NQ seems to not understand MMO mechanics let alone what the MMO itself means. They could have brought out at any time a 10 person group or a raid grouping system tied to the container range in which if you have 10 people you can get 10-25% bonus ore mined, quanta paid, attack or defense bonuses, or a talent bonus for working together with people. But then again NQ does not have ship formation mechanics to fly together with other people in either a caravan, fighter wing, or pirate squad. They dont have any sort of group finder mechanic to que up content and do something either for the public or orgs. They have no opposing que systems for say a caravan run with lots of people, other groups escorting, and also other missions to intercept caravans similar to WW2 bombing runs but in this case running transport. There is no law system to generate PvP flags for criminals to either get blown up, pay for their crimes, or to take your stuff back on world even if you know where it is. There is no space dungeons or goblins to group up so its either we fight ourselves as group based content or little to group up for that you cant do solo since the more people you get together the more lag is causes. NQ thought we would make the group content for them.
  21. I think this system would have been better if it was applied to markets as a parking meter. If you park there for a week then you pay 1mil quanta. If you can pay your vehicle gets booted and cant fly until you pay the taxes. next week it gets abandonded and salvaged. All the people with stacks of boxes, ships, selling ships, and just all the random things needed to be clamped down on long long ago. The old style of land price on putting a tile down was better with an escalating cost by how much you have in territories but should also have a low cost of owning a tile with 150,000h is better if you charge more up front and a small cost. You could do the same thing with the number of dynamic static cores you own and tax by core size. You could charge a distance tax for VR along with warp cells or calibrations charges. You could charge people for killing themselves with exp and quanta tax. You could just create resource sinks via destructivle elements You could create resource sinks like wear and tear on elements You could do a tick of global damage to everything based on tax cycles You could add drill bits to mining units to create a resource sink to run mining units and also industry units with comonents the industry units are made of or vice versa with mining units wearing out components you need to replace now that there is an efficiency system it just needs to cause some kind of damage to units that need repair via scrap or parts replacement. You could create resource sinks with every time a part breaks you lose 10% efficiency until it no longer has useable stats and must be replaced. You could make all the tools use a resource sink like gas, batteries, etc to charge by how much people actually do. You could do resource sinks like actually require people to breath oxigen on different planets or underwater and in space or you suffocate and lose exp. You could create a quanta sink for players who attack, kill, and loot other players. Where I come from thats considered breaking the law and if pvp players want to use the market they should have to pay for their crimes with quanta or become full FFA pvp everywhere until they do. You guys could have just used the tax cycle as a check to see if people are playing and just packed up everything in golden blueprints if you dont play for a monthi so that if people came back after they could still put their cores back down somewhere and start again if you used some kind of system of labeling cores. Its much more friendly on player retention or returning players.
  22. I think that if it had a visual that showed if there was a 5-10 second warning in tile it should visually count it down and play the audible warning sound. Then if you dont get a warning countdown you know to get out of there as fast as you can. It should be marked on the map and the mini map or even radar that it is a private or hostile tile. This game does need to start introdycing some war footing. This is the best way to do that while offering people to opt into pvp willingly while still leaving any civilian industry or property able to produce items PvPers will need on their cores and its the only system that uses destructible elements to take items out of the game.
  23. Why even go through all that just make it spawn on the ground and mine it when you get time.
  24. The only thing left is to make PvP a thing to take items out of the game.
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