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Warlander

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  1. Like
    Warlander got a reaction from Sabretooth in NQ-Deckard response to "negotiation" attempts in DUscord   
    Its just short sighted in the sense that it might keep them in the black in the short term but the subs they will lose due to this will in 1-3 months time put them again back into the same situation or worse. 
     
    What are they going to do then?  Voxel complexity hard limits? Target industry? More nw avondonment features?
     
    They could have said we needed to cut down on all the constructs of people who arent paying us and even if you are an alpha backer or beta key player you are the ones who are going to be limited. If you have an active sub you get 200/200 for being an active paying customer or that there could be different tiers so that if you have a T2 sub you get 400/400 cores for $20 a month and it keeps doubling from there since as soon as you are inactive it pretty much gets avandoned anyhow so getting more for your money is mutually beneficial for NQ and the players.
     
    It was dumb of NQ to ever offer Alpha backers a totally free account and beta players free accounts until launch and is part of the reason this is the way it is currently.
     
    If the problem is money then they need to really start making money in either tier subs to entires people to spend more to get more or actually having some kind of fluff shop if not a full on cash shop.
     
    Either way they need to find new sources of income or they keep cutting off segments of the population off from wanting to play their game which makes their situation worse over time and creates more of a cycle of cutting more costs and spending all their time trying to punish, grief, and restrict their dwindling player base.
     
     
     
     
     
  2. Like
    Warlander got a reaction from Sabretooth in NQ - Take my money ......   
    Dont know if you noticed but your in the middle of a slow rolling wipe. They can do all the countermeasures they want like abandoning cores, taxes, sinks, limits, etc but with all the changes its unavoidable the direction they are going. They might not be doing it all at once with a clean wipe and a fresh start but all the taxes, abandons, sinks, limits, etc are doing just that and if you dont see the pattern or that players are leaving anyways its going to wipe itself clean eventually of both assets and players alike.
     
    #takealookaround
  3. Like
    Warlander reacted to blazemonger in NQ-Deckard response to "negotiation" attempts in DUscord   
    I think that is less an issue here. This is one of those things that should have been implemented a long time ago but with JC in control it was never even considered as NQ never thought ahead more than 3-6 months nor seemed to consider the cost factor much.  The argument that a cap of 1400 cores per player, as Deckard now brought up, is certainly a potential problem waiting to happen is fair and whoever thought that this number was fine when it was put in clearly lacked the foresight of multiplying it with tens of thousands of players needed to carry the game. The problem there is probably the lack of a project manager who will question anything that is being done in game against the cost and viability for the company.

    I think this is more a matter of resource cost in the server design that drives the decision than actual financial impact. That the two use the same word "cost" can get confusing quickly.  Regardless of how much money you have, the amount of resources a single player can use/deploy will directly impact your server performance and the amount of financial resources you need to support that. Whether you have the money to pay for that or not, what a player contributes in subscription revenue must be balanced against that. Setting the initial sub at $7 was another mistakes JC made which set him up for failure.

    By upping the core count now, NQ will need to make further choices down the line to keep that balance and that is the point Deckard made very clearly. Those choice will either be further limiting in game options or increasing subscription cost.
     
    To be honest, that NQ offered existing subs the same rate as long as the continue their subscription seems to me to be a good indicator that the current sub count is not all that great and has no real impact on NQ’s bottom line (and they plan another increase at release). And I doubt that whoever subbed or resubbed after that at the current rate will have much of that either. Personally, I really think they should go to $15/month on release, if not sooner, to balance that and to create more headroom in what they can accommodate server side.
     
    I really believe that if they can clearly establish how this increase justifies maintaining the existing limits and options in game, this will work out just fine, Deckard may without realizing it, actually have set this up nicely in his response.
     
     
    JC's biggest mistake IMO was he seems to never have done the math for the long term and on top of that, the limited budget NQ has always had to work with really called for very strict budgeting on several fronts, something he clearly did not do. And when he made his final mistake in thinking he could just open up the game at "beta", all of this came crashing down as server cost went through the roof, draining NQ's capital. And JC did not have the skillset to really address this, and I feel panicked and made more mistakes. Only once he left and people who have the skillset to manage this got a chance to do so was NQ able to make the needed corrections but by now, these started affecting gameplay in a way that broke expected abilities and behaviour. And that is where we are now.
     
  4. Like
    Warlander got a reaction from Zarcata in NQ-Deckard response to "negotiation" attempts in DUscord   
    Its just short sighted in the sense that it might keep them in the black in the short term but the subs they will lose due to this will in 1-3 months time put them again back into the same situation or worse. 
     
    What are they going to do then?  Voxel complexity hard limits? Target industry? More nw avondonment features?
     
    They could have said we needed to cut down on all the constructs of people who arent paying us and even if you are an alpha backer or beta key player you are the ones who are going to be limited. If you have an active sub you get 200/200 for being an active paying customer or that there could be different tiers so that if you have a T2 sub you get 400/400 cores for $20 a month and it keeps doubling from there since as soon as you are inactive it pretty much gets avandoned anyhow so getting more for your money is mutually beneficial for NQ and the players.
     
    It was dumb of NQ to ever offer Alpha backers a totally free account and beta players free accounts until launch and is part of the reason this is the way it is currently.
     
    If the problem is money then they need to really start making money in either tier subs to entires people to spend more to get more or actually having some kind of fluff shop if not a full on cash shop.
     
    Either way they need to find new sources of income or they keep cutting off segments of the population off from wanting to play their game which makes their situation worse over time and creates more of a cycle of cutting more costs and spending all their time trying to punish, grief, and restrict their dwindling player base.
     
     
     
     
     
  5. Like
    Warlander reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The problem is that both types of core are visible and must therefore be calculated.
    It would make more sense if you could store your dynamic constructs in a ship menu, including image preview and evaluation. When you need it, you click on it to activate it and it is put in front of you. All other ships are parked in this menu "like in a garage".
    The same can be done with voxel libraries, a menu where I can help myself when I need something. This also saves having lots of constructs standing around.
  6. Like
    Warlander reacted to Sabretooth in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Im rage quitting this game, im in rage of the devs with their stupid limitations which gets all the fun out of the game. Also every limitation is a message that you have done a lot for nothing.
    I can say goodbye to all my work of the last 10 months... What a waste of time this game turned out to be!
     
    Please be honest and put this game back in alpha state, because this is NOT a beta!
     
    Could you devs start a discussion of the game that started in august 2020 and the game you are trying to make, so we all can be honest and know what we can expect?
  7. Like
    Warlander got a reaction from Virilitas in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    NQ just needs to have a virtual build mode type system that has all the best things or essential things needed for voxelmancy and a creative mode to make things quickly and then just allow for blueprinting imports/exports for ships/buildings and call it one.
     
    Part of the performance hits are from all the voxel reactors and kits all over the solar system that dont need to be there along with how lanscape voxels have two layers such as the base layer you see from space or that loads first before the teraforming changes are loaded, player voxels, lights, industry elements, scripts etc that all need to be toned down and not cores.
     
    There is also ways to only load the voxel faces that need to be seen when looking at them to also increase performance but when you have a base layer of landscape voxels, changes, and regualr voxels with a 3x the performance being taken and millions of rocks that need to be loaded its impossible to get good performance.
     
    The other thing is they need to create core size elements like hangars that are like an inventory that can compact ships and only has so much space like a container to hold ships you can take out and has some kind of cut scene with the actual ship like the sanctuary shuttle when pulled out and spawned.
     
    There is no reason to have so much out unless you plan to actually use it or that most of this stuff has some kind of purpose since PvP is DoA the way it is to take it out.
     
    Instead of reducing the amount of active non compacted constructs they want to force it in a way that does damage to the game with abandons or defaults since PvP is not a thing in the way they set out to make it.
     
    The other thing is that Orgs need to have a level of sovernty outside of players to sink that the Org Leader should have an Org Talent Tree for things like TUs, Ships/Structures, tax breaks, and general bonuses that dont require 100 cores per player but that those who donate does help or that Orgs should be able to buy the cores from someone as a form of compensation and until the org is ready to relinquish they should be compensated each tax cycle to rent the core. 
     
    As well as orgs renting the land to personal player cores outside of the org cores.
     
    Or where an org can actually levy the taxes for themselves and anyone living on an orgs land pays taxes to that org and if you arent in an org then you pay your taxes to NQ. There is no reason not to have the taxes actually be levied to do something for the orgs rather than just bleed money out of the system.
     
    I also think that 1600 cores is too low since you only really need 16 dedicated members you can actually trust vs randos who might just suddenly pull 100 cores from you after investing inthem.
     
    The thing is eventually orgs will need to fight each other on multiple planets across from the solar system and they will need like 10-20k ships & 10-20 structures in order to wage sustained wars unless you want it to last a month and game over. You will need lots of land via TUs, lots of land for industries, lots of land for mining, and lots of structures for defenses, lots of ships for moving things, and lots of ships to fight with, lose, and still have more in reserve to keep wagign war as you make more parts to keep it going.
     
    This system pretty much kills all chances of that from ever happening if every Org is 16 people and less with beta key holders.
     
    Its very short sighted and since PvP is a thing this game has no long term appeal for players to want to wage massive wars rather than just hoard stuff and scrim for roids.
     
    Thing bigger NQ. Its a bandaid now its amputation by not addressing the root causes of these problems rather than just griefing your playerbase every chance you get that puts you further into the hole monitarily the more gaming player types you chase out the door.
     
     
  8. Like
    Warlander got a reaction from Sabretooth in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    This right here ^. Our small org all feels like this.
     
    Its like every update is yet another setback, roadblock, kneecap, setback, etc in the sense 
     
    First it was schematics that ballooned our industry by 75% of what we actually needed to like 5000 machines for 3 people, destructive elements flip flop that actually helped the game, removing voxel mining, adding MUs that have been a chore/job and are part of what killing the economy, building a base with nothing else to do being techered to our tiles, and now they want to abandon our cores if we dont touch them, tax us, as well as abandon our cores so that we can reclaim them before someone else claims our work for us for no real reason.
     
    Its like NQ has a sado masichist running their studio that just likes to cause unnecessary chaos working on systems nobody wants or asks for with no communication at all about them till is like surprise we killed your puppy again in a constant grief, abuse, and punishment cycle rather than actually spending their time, money, and effort into making an actual gameplay loop and constantly killing off segments of their playerbase they dont like because they dont understand gaming psychology and the different types of gamers they should be building rather than forcing everyone to thread the narrow minded window view of the game NQ has.
     
    Or that they dont even know what kind of game they have built, the types of gamers it actually appeals to or why people play the way they do or for what purpose. Whatever JC set out to do was always DOA and it seems like NQ without him at the helm is finishing DU off.
     
    Its like sure this time its core jurisdicational transfer and chaos breaking up an org and only needing 16 dedicated members per org that actually kills most orgs or projects like the D6-12 train project when the real issue is the need and the ability of being part of an org, creating a pocket org per person, and the loose nature of orgs when if NQ just had no real upward limit or like 10k/10k ships/buildings with this new system and only let you join 1 org it would do the same thing. and now you cant tokenize personal cores.
     
    But on top of that whats the point if you cant trust anyone now to not unsub, pull cores since you only get 1600 and only so many are part of the org or those with multiple beta keys dont need other people messing things up more.
     
    Its like what is the next shoe to drop if I continue playing or my friends continue playing. There is already not much to do in game since there is no PvE content, PvP is de post facto at this point, and the only meta is mine, produce, sell to just perpetually scale your ops to just keep endlessly producing more and watering down the economy that much faster with nothing to spend it on or do with it.
     
    There is no real reason to throw away billions on PvP or that NQ has adopted a DvP meta in which you can really only take a 2 week break before things start going abandoned and with taxes constantly rolling any break you take kills your MUs, industry, and pushes you straight off the treadmill anyways at which points is like do you really want to rip down billions of voxels by hand along with hundreds of thousands of elements or do you just call it one.
     
    Because there are just too many better games on the market that do all this better with a lot of content and dev teams who just care more about their communities to throw it all away every like this without actually having the intelligence to see what it does to their communities without treating their players like children by saying "you all seem to be confused to let me explain it to you really slowly and sugar coat it so that you keep paying us".
     
    Everyone should stop logging in till NQ either comes to their senses or they scrap the new core system entiresly. If its not broke than why fix it or just give higher core limits in general in orgs so large orgs dont need like 30 sister orgs because of core caps and pocket orgs etc.
     
     
    @NQ I really hope that you guys can actually come to your senses and build a game as its not just DU on the line as much as all your careers at stake now. I know if I see any of you clowns on a project im gunning for you being fired and any studio can see this slow motion trainwreck and should steer clear if your inability to develop anything.
  9. Like
    Warlander got a reaction from Leniver in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    This right here ^. Our small org all feels like this.
     
    Its like every update is yet another setback, roadblock, kneecap, setback, etc in the sense 
     
    First it was schematics that ballooned our industry by 75% of what we actually needed to like 5000 machines for 3 people, destructive elements flip flop that actually helped the game, removing voxel mining, adding MUs that have been a chore/job and are part of what killing the economy, building a base with nothing else to do being techered to our tiles, and now they want to abandon our cores if we dont touch them, tax us, as well as abandon our cores so that we can reclaim them before someone else claims our work for us for no real reason.
     
    Its like NQ has a sado masichist running their studio that just likes to cause unnecessary chaos working on systems nobody wants or asks for with no communication at all about them till is like surprise we killed your puppy again in a constant grief, abuse, and punishment cycle rather than actually spending their time, money, and effort into making an actual gameplay loop and constantly killing off segments of their playerbase they dont like because they dont understand gaming psychology and the different types of gamers they should be building rather than forcing everyone to thread the narrow minded window view of the game NQ has.
     
    Or that they dont even know what kind of game they have built, the types of gamers it actually appeals to or why people play the way they do or for what purpose. Whatever JC set out to do was always DOA and it seems like NQ without him at the helm is finishing DU off.
     
    Its like sure this time its core jurisdicational transfer and chaos breaking up an org and only needing 16 dedicated members per org that actually kills most orgs or projects like the D6-12 train project when the real issue is the need and the ability of being part of an org, creating a pocket org per person, and the loose nature of orgs when if NQ just had no real upward limit or like 10k/10k ships/buildings with this new system and only let you join 1 org it would do the same thing. and now you cant tokenize personal cores.
     
    But on top of that whats the point if you cant trust anyone now to not unsub, pull cores since you only get 1600 and only so many are part of the org or those with multiple beta keys dont need other people messing things up more.
     
    Its like what is the next shoe to drop if I continue playing or my friends continue playing. There is already not much to do in game since there is no PvE content, PvP is de post facto at this point, and the only meta is mine, produce, sell to just perpetually scale your ops to just keep endlessly producing more and watering down the economy that much faster with nothing to spend it on or do with it.
     
    There is no real reason to throw away billions on PvP or that NQ has adopted a DvP meta in which you can really only take a 2 week break before things start going abandoned and with taxes constantly rolling any break you take kills your MUs, industry, and pushes you straight off the treadmill anyways at which points is like do you really want to rip down billions of voxels by hand along with hundreds of thousands of elements or do you just call it one.
     
    Because there are just too many better games on the market that do all this better with a lot of content and dev teams who just care more about their communities to throw it all away every like this without actually having the intelligence to see what it does to their communities without treating their players like children by saying "you all seem to be confused to let me explain it to you really slowly and sugar coat it so that you keep paying us".
     
    Everyone should stop logging in till NQ either comes to their senses or they scrap the new core system entiresly. If its not broke than why fix it or just give higher core limits in general in orgs so large orgs dont need like 30 sister orgs because of core caps and pocket orgs etc.
     
     
    @NQ I really hope that you guys can actually come to your senses and build a game as its not just DU on the line as much as all your careers at stake now. I know if I see any of you clowns on a project im gunning for you being fired and any studio can see this slow motion trainwreck and should steer clear if your inability to develop anything.
  10. Like
    Warlander reacted to Celestis in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    A Game of Chicken, yes, that's a good description.
    Almost all of the way I was playing during Alpha and early Beta has been taken away through the schematics changes, taxes and mining units, and now, although you've put them back, removing the org constructs finished me off.
    I'm not rebuilding my org constructs.
  11. Like
    Warlander reacted to BlindingBright in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    I let this one sit for a day before making this video so I could gather more of my thoughts on this issue. IMHO if this goes through as intended, even with the revisions- I'll still have to tear stuff down unless I beg people for construct slots for my personal project/s

    if I had all 200 avalible to me when this launches, great- may be able to make it work...  but as it is we're still going from 275 to 125(if you're lucky and have stuff already maxed out) AFTER having the skill that is nerfed refunded, and training for a full month on top of that to not even get half way to where we are now.

    Really? just.... really? make people tear stuff down just so they can spend months training skills to rebuild later, this was the solution? This is not a working solution.

    Though I do appreciate the attempt to fix things and a response within 24 hours, while leaving the door open to future changes if needed. Well, I and others are telling you changes are still needed.

    Please DO NOT make us play a game of chicken with our constructs being removed.  
  12. Like
    Warlander reacted to blazemonger in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    So what happens if player A withdraws 10 slots, the org gets a warning on the next bi-weekly check, then they adjust and following that between the first and second bi-weekly slot another player withdraws 10 slots? Will the system be able to identify this and so it is not until the third bi-weekly slot that something happens if the org doe snot react to both instances?
     
    The quoted part of the devblog really seems to imply that this is not accounted for and so unwarranted sanctions are activated.
     
    I also hope the above shows how garbled the messaging from NQ is here. This is not about the community being confused or not understanding, it is about NQ being vague, leaving potential loopholes open and generally not communicating well.
     
    I really think this mechanic is overengineerd and will cause a lot of potential confusion and potentially see NQ missing details like this in their implementation. There is no mention of this situiation which is easily expected to occur.
     
    I'm also not sure if all this is really needed. I'd like to see NQ be open about he reasons for all of this as I honestly feel there is an oportunity for players to chime in and provide constructive ideas and sugeestions to find a better way to resolve whatever problem NQ is trying to address with this. Frankly, it feels like NQ is stuck in an internal feedback loop on this and is not considering alternatives.

    Over these past two devblogs, the sense that NQ has no real understanding of what players do, ask for, understand or where NQ needs to improve seems quite obvious. Maybe NQ should start coming to the community sooner, or at least a select few from different walks of life in game, to ask for feedback and suggestions.. You know, like the previous two failed instances of a player council. Maybe NQ needs to dedicate time to that as it really would seem that they can actually win time back if they do. And do not be afraid to ask your critical players, you may just find that they have some useful ideas and feedback on top of not just saying what you want to hear.
     
    Knee jerk responses like this tend to mean mistakes will be made an details overlooked.
  13. Like
    Warlander got a reaction from Sabretooth in This is a slow wipe   
    just wait till they announce voxel complexity caps or TU limits. Next I can see them caping industry units as well or script limit caps.
     
    they should have just wiped the server with geo reset and downsized as tht was the time to full wipe and set standards and they wasted the op. Really the need to d
    ownsize the scale of the solar system is its too much for the server to handle apparently on top of core limits.
     
    Either way they will need to full wpie at some point the way things are going.
  14. Like
    Warlander reacted to Megabosslord in Anyone else STUNNED space cores aren't excluded from the core cap?   
    I mean, I thought it was blindingly obvious: space stations might be big, but individual stations are rarely close together (meaning only the player building the station can impact their own load time), there's no terrain to render, and generally less traffic around them so system o/h is far lower than ground constructs - plus incentivising players to move into space would drive more traffic necessary to drive progression and at a minimum one-step closer to PvP.
     
    Sometimes I wonder who's calling the shots at NQ and what on Alioth they're thinking (or not thinking.)
     
    [EDIT: Please also let us convert statics to space and fix BP alignment, so we can just BP our ground bases and move them onto a deck in space.]
  15. Like
    Warlander reacted to NQ-Deckard in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    So this is an interesting question which I will attempt to answer to the best of my ability...
     
    I'm really fighting the urge to make the "It never was" meme here, but I'm sure one of you will do that for me soon enough.
    The reality here is that you never actually were making 1/8th or 1/16th slopes, you've been creating what is the closest approximation of that.
     
    In the old system, we used 253 points. In the new system, we use 252 points. This means that in the old system, a single voxel was: 84.3333333333333 (recurring) points.
    84.333 also does not divide by 8, 16, 32, or 64.

    In fact, in the old system you couldn't really reliably cut a voxel in half to an exact precision, and even a single voxel was not precise. As for example:
    84.333 / 2 = 42.166 (in reality this would have been 42 because we don't store decimals) 84.333 / 4 = 21.083 (in reality this would have been 21 because we don't store decimals) 84.333 / 8 = 10.541 (in reality this would have been 11 because we don't store decimals) 84.333 / 16 = 5.270 (in reality this would have been 5 because we don't store decimals) 84.333 / 32 = 2.635 (in reality this would have been 3 because we don't store decimals) 84.333 / 64 = 1.317 (in reality this would have been 1 because we don't store decimals) Sure, the difference is so negligible that you can't see it by eye. But that's essentially the same in the new system as the new pattern looks like this:
    84 / 2 = 42 exactly 84 / 4 = 21 exactly 84 / 8 = 10.5 (in reality this would be either 10 or 11 again because we don't store decimals) 84 / 16 = 5.25 (in reality this would be 5 again because we don't store decimals) 84 / 32 = 2.625 (in reality this would be 3 again because we don't store decimals) 84 / 64 = 1.315 (in reality this would be 1 again because we don't store decimals) Now, if we had changed the division to 64 instead of 84.333 you could expect the following to happen to all currently existing constructs:
    A loss of precision around 25% Every existing voxel would have lost around 25% of its available detail. You would see huge changes in your designs and most existing designs would likely loose a lot of their detail. Curves would be less curvy, more blocky. But you would have access to a 1/8 slope. With the new division of 84 instead of 84.333, you can expect the following:
    The precision loss is only 0.395% Every voxel will look near enough exactly the same, except for a few edge case ones. You likely not see any noticeable change in your existing designs. Curves are still curvy. But your 1/8 slope might be a bit wonky, and its probably better to adjust to 1/7.  In short, the precision cost of changing to 1/64 is not worth it. It really isn't. Trust me, we've looked. It's ugly.

    I can already see the new question brewing in your minds: Why didn't you increase it to 128 per voxel?
    Sure, this could increase the detail and be more divisible, however it also doesn't fit inside a single byte. So now we are talking about every single construct in the game taking up twice as much in terms of data. And if you feel your cache is big now, you really don't want to know what its like with double the resolution of voxels.  

    We could perhaps consider introducing a pseudo 1/64 grid mode further down the road, which would give you a 1/64 grid. However it will still not actually place a vertex at a 1/8, 1/16, 1/32, 1/64 position. It would place it at its closest available position.

    Also, to answer the question about the scale at which the tool works. No, it will always be 1.5vx in each direction from the vertices point of origin.
    I thought maximum adjustment range on this image made that quite clear, but perhaps that was an error on my part:


    I highly recommend you try it before you cast to much judgement on it, as someone who's tinkered with voxels for a long time. I absolutely love using the tool.
    I find myself mostly using Grid 2 and Grid 7, using the control key to make bigger jumps.
     
    I hope this answers some of the burning questions you all have.
    I wish you all a wonderful day, and look forward to seeing what you will all create with it.
    - Deckard
  16. Like
    Warlander reacted to Eviltek2099 in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    The blog said nothing about reducing the move limit of a point! you will still be able to move a point 1.5 vx in any direction
  17. Like
    Warlander reacted to Honvik in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Some good and some poor changes.
     
    What is DU?  Is DU a civ building game sandbox or autominer with minecraft building?  The Civ is out of DU IMO.
     
    See PvP as said by Pann/Deckard was all about if you want the best reward it wont be safe.  Now literally you dont need to mine roids thus PvP is defacto dead, boomed, ended...... I may as well pick up that 5l per hour T10l per hour T5 hexes as well I can spam so many more of them!.  As much as Legion are the dominant force as an alliance it has been fun clashing with them at asteroids and skirmishes around mission hubs.  This just pushes it more to why bother.
     
    I guess I struggle to see from the original vision of one safe area, building alliances, building ships/warships etc and potentially clashing but equally someone can trade, build and feed those wars.
     
    Perhaps with all this ore we need voxels to play a part on ships again (ore used in armour and blown off) or decay of elements so we need to replace elements from time to time in non-pvp to help stimulate the economy.  Btw I am not wholly against cheap ore prices as to me prices now for ore are fine and it is a bit like the old days.  We just need a use for that ore that also disappears by other means.
  18. Like
    Warlander reacted to Frank3 in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Not all can have good tiles to mine... From what I have seen you where lucky. 
     
    And yes, you are right about the 33% more capacity... It's not good... Just going to make ppl place more MUs
     
    Personally I will not place more MUs, but it will give me 33% more charges I can sell... 
     
    Btw it only takes me a day or so to mine 1000kl of mixed ore from an asteroid... And I don't have to pay tax to do so 
     
  19. Like
    Warlander reacted to Zeddrick in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Mining units can generate quite a lot of ore.  I have some Acanthite tiles which generate a little over 1 million Acanthite per month.  That's probably the equivalent of a couple of hours' mining every single day and quite a few asteroids worth and it's very low effort.  It wasn't very hard to find the spot so there are probably a lot more like it which other people have.

    And now they're giving me 30% more capacity so I can go look for some other ore type as well.
  20. Like
    Warlander reacted to BlindingBright in Why do NQ keep trying to perform heart surgery with a hammer?   
    Actually, can do more than 27- past 30 and it feels like you're wasting time/resources to pickup and deploy them. A tomahawk with 33 scanners is a hefty ship haha. I still recall having 120+ scanners active on lacobus doing a scan op with friends, good times....

    I miss the scanner gameplay. I feel it's dead now, except for a few that like to scan/sell tiles. Was actually stoked NQ deleted all my scans, gave me a reason to scan again! though once I found all the ore I wanted; ran out of a reason to keep scanning... so now I alone own 2 scan ships with 50+ scanners, and the org has 2 with 50+ laying around just collecting dust. I stare at them every once in a while to remember the good times.

    with Demeter giving us "salvaging" and "unlimited ore" they also largely removed emergent gameplay of
    Removal/Nerf of hauling packages for other people with VR Mission Nerf(still a thing, but waaaaay less so)  Removal of In Ground Mining - Replaced with taxes & required mini games, somehow worse than manually mining.... Removal/Nerf of scanning gameplay - Once you have your field/s... no reason keep scanning? Removal/Nerf of vanity projects. I saw several artwork/installations go unclaimed due to taxes.  
    I love DU- though I'm even finding myself taking a step back from it a bit lately. I wait to see how they implement the vertex editor for voxels, and how they handle the next update in general. Haven't wanted to work on a new ship with so many changes looming (weird stacked element issues, airbrake changes confirmed yet? Voxel complexity may nerf/break ships?!?, no vertex tool yet) Those are huge unknowns, and due to that- haven't wanted to invest in creating content for the game when it'll most likely need to be reworked due to this update coming- and because NQ doesn't communicate their intentions more clearly, makes it very hard to maneuver around.

    What do you do when you have a factory that makes everything, enough resources to do anything, and a game world that leaves nothing to be desired?
  21. Like
    Warlander got a reaction from Zireaa in Elements need Element Usage Stress mechanic (accumulating stress while being used)   
    DU is a fad based game.
     
    They wanted EvE but they ended up with Space Landmark and it fails at both aspects since anything we build beyond industry has no purpose with resource generators and bad PvP. Lol the worst thing that can happen is they actually could make a game more than 1000 people play if they actually developed something.
  22. Like
    Warlander got a reaction from Trisbarl in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Q: Why does NQ always want to hand all your hard work over to other people?
     
    NQ calls people's builds and hard work trash which is kinda insulting on its face but like anything else why do they not simply just turn it into a golden blueprint that can only be placed on their territory so players do not just respawn it back onto the pad or treat the pads like a dockable construct in which once the construct has been turned into a golden blueprint cannot land on the market pad it was compacted from?
     
    Or just compact it into a golden blueprint and impound the construct via a script that does this automatically with a repo vendor or screen near the market keosks that charges rent via number of days?
     
    NQ has done quite a lot of damage to the game and some people might be playing other games since they could be waiting for progress and why does NQ not have a system to notify people when patches like demeter or panacea drop where you are potentially going to lose your base or constructs via en email or text? Kinda bogus if you ask me?
     
    Q: Why does NQ always go with the free candy approach to salvaging?
     
    If NQ spent as much time with systems like salvaging as they do routinely trying to cut people's airbrakes, obstruct them, or nerf PvP into oblivion it might be a decent system, but as it stands it seems like they are just handing out jackpots of ore, elements, or bidding wars for ships which again compounds the problems of wrecking the economy even faster by doing so.
     
    Nq again just seems to want to hand out free lunch as a bait and switch to just bait people into PvP and why make them wrecks instead of making players fight somekind of rudimentary PvP script that will fire on players that come to check it out and force the player to risk something to get the rewards and reward based on how much danger since NQ can break their own rules and create a wall of railguns with a huge jackpot of ore if they wanted or make armadas you have to actually "wreck" to loot them.
     
     
    Its kinda dumb that NQ does everything they can to not introduce NPCs or rudimentary NPC scripts for PvP, Travel, etc to make this work and there are so many scripts they could use that requires nothing more than making the actors or flags to make their scripts persistant vs 1km and have ships, weapons platforms, space stations, ship fleets you have to fight in order to just cash in your jackpot lotto ticket rather than just handing over "Free Loot" because it sounds cool and NQ thinks we need free candy or a cookie.
     
    If NQ put as much thought into things like this as they do for cutting peoples airbrakes every chance they get, Obstructing people forno reason, or nerfing PvP this might actually be a fun game. 
  23. Like
    Warlander got a reaction from VandelayIndustries in Elements need Element Usage Stress mechanic (accumulating stress while being used)   
    DU is a fad based game.
     
    They wanted EvE but they ended up with Space Landmark and it fails at both aspects since anything we build beyond industry has no purpose with resource generators and bad PvP. Lol the worst thing that can happen is they actually could make a game more than 1000 people play if they actually developed something.
  24. Like
    Warlander got a reaction from GEEKsogen in Elements need Element Usage Stress mechanic (accumulating stress while being used)   
    A G Force system could easily simulate stress based on what sort of stress elements are put under for sure but it really only works in atmo.
     
    Personally I am more in facor of a wear and tear based system that is based on SU traveled vs G Force systems as it does small amounts of damage to all elements being used in atmo, in space, as well as in static cores in general.
     
    For damage done it just needs to be based on the size, grade, rarity, and tags so that:
    XS Ship Elements take 1hp per SU in atmo or space S Ship Elements take 2hp per SU in atmo or space M Ship Elements take 3hp per SU in atmo or space L Ship Elements take 4hp per SU in atmo or space XL Ship Elements take 5hp per SU in atmo or space  
    Basic Ship Elements take 1hp per SU on top of the size HP damage in atmo or space Advanced Ship Elements take 2hp per SU on top of the size HP damage in atmo or space Uncommon Ship Elements take 3hp per SU on top of the size HP damage in atmo or space Rare Ship Elements take 4hp per SU on top of the size HP damage in atmo or space Unique Ship Elements take 5hp per SU on top of the size HP damage in atmo or spac  
    Maneuvering Ship Elements take 1hp per SU on top of size/grade HP damage in atmo or space Freight Ship Elements take 2hp per SU on top of size/grade HP damage in atmo or space Military Ship Elements take 3hp per SU on top of size/grade HP damage in atmo or space  
    I think all other static core based elements should also follow those guide lines along with different elements like doors, switches, MUs, and Industry Units every time ore is produced per hour, parts produced, or every time you go through a door that should reduce hp and also increase production time, lower efficiency, and take longer for doors to open and close based on 1-100% efficiency.
     
    This type of system focuses on those who use things more ofent, fly more often, produce more, or mine more as the MU efficiency should rely more on the HP health of the element as the actual efficiency as it is essentially the same thing and does the same thing as the OPs proposed system only really effects atmo based elements as 0G vaccume of space is a limited approach to a system that should degrade with use based on size, grade, and tags of all elements not just atmo parts.
  25. Like
    Warlander got a reaction from Sabretooth in Trade PvP warfare investment for racing   
    Warfare is an important key feature that NQ uses to lure people into the game and has never sold this as a racing game and while I am sure that there could be some kind of draw to racing or space racing as a genre I think doing so could be done to an extent.
     
    NQ would need to:
     
    Making a proper waypoint system that allows for multiple waypoints as a list and an element that players can interact with that with a yes/no checkbox to download the coordinate list. Another element that has a que list of players interested in racing as well as a number of participants for each race. Some kind of security system that you can have public ships for racing that if they try to leave the territory it will automatically enguage an autopilot to take it back to a preset location for that ship. Some kind of auto repair system so that while in that territory the ship can be linked to a container within the teritory that will automatically repair damage so that ships are good to go with minimal or no effort. A auto placement system for qued players to where it gives them temporary access to racing ships and removes access once a race has been completed and will automatically take all ships back to the starting race positions for the next race. Some kind of perms to flag PvP within specific tiles as part of a racing system for races that lasts until a race is complete and tied to the racing Que Element in which a tile owner can have PvP flagged, set up teams or independent teamless options as well as the allowed weapon types or sizes as well as what can share perms in terms of what can be damaged in the case of interactive portions of races like triggers for collapsing parts of tracks, obstructions like voxel walls, etc as you could also allow the spectators to man turrerts orsomething.  
    Many of those things have many uses beyond just racing as NQ should never shift their focus to any one thing in DU with so many things missing or being needed in game beyond racing.
     
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