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Warlander

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  1. Like
    Warlander got a reaction from Mhaijik in MU's are compromizing the building system   
    There are so many better ways they could have implimented MUs since it was supposed to make mining "less tedious" and instead made it a lot more tedious.
     
    In terms of building you first get a whole lot less ore than you used to in general that you then have to sell a portion of to cover taxes, then choose between making parts, elements, and then voxels, and then dont have much time to do anything since its going to take you an hour and a half to blow 10 charges, chase down the ore and potentially have to delete parts of your builds if the ore spawns in the floor, and then waste time going from rig to rig and trasfer ore the MUs have produced. Its a lot of BS for no gain and screens you cant skip as the MU loads up.  On top of it all you have to pay taxes to keep the whole thing going.
     
    There are so many things they could have done better to reduce the tedious nature of the MUs in general or taxes:
    Instead of Taxes NQ could havve built in some kind of prospecting tile upgrade system to get money out of the game to upgrade the resources on your tile. If you are on Alioth for example you could pay 20,000,000h to buy the upgrade to have Malachite on your tile or 30,000,000 to put Acrinite on your tile, and 1-5,000,000 per ore tier to add 10 L/H per ore to a tile and it would have instantly burned out most of the money from the game without the need for taxes and created a prospecting system to where you dont need to calibrate if you had trillions or billions and made baked tile stats more lucrative for building the land up. NQ could have made the MUs just spawn the rocks per hour onto the ground instead of needing to calibrate anything since it should essentially do that automatically without a time based "Are you still playing" mini game. Since rocks arent barely even worth picking up as is with 20L per rock it should take some effort to actually mine if you have to mine anyways and with the rocks that spawn should have been based on the nodes in the mini game on how much it spawns per hour until you wanted to swap resources. MUs should have only needed to be used to initially start a MU and then it should have just run off of Nitron so you dont have to babysit MUs so much since you are essentially chained to a location since VR does not let you get bonuses or talent perks and you end up wasting the charge essentially since you will have to do it more frequently with the efficiency loss. The Charge duration should have given a player a week between starting an MU before the efficiency drop even starts so that you can actually do something else rather than this new boring meta that industry or anything else in the game does not require this much tedium to do anything since there really is no other mining substitue beyond weekend asteroid runs or cutting to the chase of just running mission to get money and just bypassing the whole MU treadmill or kicking rocks. They should have allowed more active MU mining via Dynamic Cores so that you can actually fly a ship around land and mine three tiles at once and used the amount of MUs you wanted to put on a ship and the mini game minus the charges to just locate a virtual node that has actual sizes and ore pools built in without the voxel ore and let the MUs go to town until the node finishes and the MU lazers stop and you rinse and repeat. Chaining people to a grouping of tiles is not good for the game.  
    The whole MU system is lacking, boring, and time wasting and it either needs a serious QoL pass, buff, upgrade, or whatever to make it more viable or run off of gas or whatever to negate the need for charges since it should just produce more in general rather than playing the mini game since no other element in the game for industry, piloting, pvp, etc uses this BS to do anything. Its not our fault NQ didnt know how to make a viable mining system that had world healing, proper resource seeding, that eventually turned into unlimited ore and quanta via the mission system that required removing traditional mining from planets to begin with.
     
    Lol less tedious my ass.
  2. Like
    Warlander reacted to Mjrlun in Research table and industry revamp idea: Thaumcraft-like progression   
    I really like this idea

    What I like about the research table proposal is it gives more than just the research - like the emergent gameplay of sharing knowledge and schematics that you discuss. What I like the most however is the material sink that would go into the schematics, and the scarcity created by them, which should help regulate the economy in a more organic way than carnival tokens (quanta).
  3. Like
    Warlander got a reaction from Wolfram in PVP Sucks   
    The biggest problems with PvP are and have always been:
    Its not based in any skill since its basically tab target and not by actually requiring people to see the radar and get up close enough to actually target ships to lock onto them with homing missles, cannons, chainguns, etc. Its not based on skill as much as PvP scripting to target people further away then you should or using warp scripts to pick up ships you should not be able to track warping using scraping bots to then have wolf packs waiting on the other side. Its not about actually being able to dodge anything since missles travel faster than you can dodge since the game should be like atmo flight in a 4D space like all the Space EPs like Star Wars in which space battles are an emulation of dog fights and WW2 sea based combat. Its not based on defense since shields are actually more of a double edged sword with core stress blowing your ship up and creating a bigger target to hit than forcing people to blow up and disable elements. Its not about defense when there are no AI based turrets or real defenses like missle nano chaff, cloaking, emp's, or self destruct sequences as it is about just handing over your ship to some priveledge gimmie gimmie player who thinks they should just be handed everything you own. Its not about slow boating since you can warp out of anything. Its not a bad thing since PvP is lame but with speed limits at 30K Kmph cap you cant outrun players or missles even if you should have had the jump on them leaving before them since missles essentially travel practically forever faster than you could ever outrun. Its not about how much armaments you can add you can pretty much stack and fill a core with as much firepower as you want since the best defense in this game is pre offense with unlimited ammo, no power cells/reactors, overheating, jams, etc. Its not about ground based combat since there are no surface to air defenses with fixed weapons that dont rotate or pivot and nobody is going to sit in a turret 24/7 protecting their base so its just going to be ships railing your base from the sky with no way to protect yourself shooting weapons from hella far away anyhow. None of it works without AI.  
    Until all of this changes this game aint a legit PvP game.
  4. Like
    Warlander reacted to Mordgier in the vocal miniority   
    I can't help but laugh at the MU implementation. I was begging for MUs because mining was just such a nightmare:

     
    So I hoped MU's would help remove a lot of the tedium from the game and actually make it fun to play....
     
    Except when we got MUs it was totally not what I had hoped for....I wanted to remove tedium - not add more!
  5. Like
    Warlander got a reaction from OrionSteed in PVP Sucks   
    The biggest problems with PvP are and have always been:
    Its not based in any skill since its basically tab target and not by actually requiring people to see the radar and get up close enough to actually target ships to lock onto them with homing missles, cannons, chainguns, etc. Its not based on skill as much as PvP scripting to target people further away then you should or using warp scripts to pick up ships you should not be able to track warping using scraping bots to then have wolf packs waiting on the other side. Its not about actually being able to dodge anything since missles travel faster than you can dodge since the game should be like atmo flight in a 4D space like all the Space EPs like Star Wars in which space battles are an emulation of dog fights and WW2 sea based combat. Its not based on defense since shields are actually more of a double edged sword with core stress blowing your ship up and creating a bigger target to hit than forcing people to blow up and disable elements. Its not about defense when there are no AI based turrets or real defenses like missle nano chaff, cloaking, emp's, or self destruct sequences as it is about just handing over your ship to some priveledge gimmie gimmie player who thinks they should just be handed everything you own. Its not about slow boating since you can warp out of anything. Its not a bad thing since PvP is lame but with speed limits at 30K Kmph cap you cant outrun players or missles even if you should have had the jump on them leaving before them since missles essentially travel practically forever faster than you could ever outrun. Its not about how much armaments you can add you can pretty much stack and fill a core with as much firepower as you want since the best defense in this game is pre offense with unlimited ammo, no power cells/reactors, overheating, jams, etc. Its not about ground based combat since there are no surface to air defenses with fixed weapons that dont rotate or pivot and nobody is going to sit in a turret 24/7 protecting their base so its just going to be ships railing your base from the sky with no way to protect yourself shooting weapons from hella far away anyhow. None of it works without AI.  
    Until all of this changes this game aint a legit PvP game.
  6. Like
    Warlander reacted to blundertwink in Novaquark is now "The MetaVerse Company"   
    He does have serious credentials. I'm sure he's very qualified and extremely bright....in his field of Robotics/AI.
     
    Tech isn't interchangeable -- knowing a lot about robotics (or even AI) does not equip you to be successful as a game developer. 
     
    The most important concept as a game developer isn't even technical...it's almost easy to develop a game feature technically compared to making a practical, simple, and engaging design. I'm not saying code is easy (trust me I know), but technicality is only one part of gamedev. 
     
    Even if JC wrote all the code and it worked flawlessly, that wouldn't make a great game by itself...and certainly wouldn't make him a good CEO for the studio. Good CEOs don't do the coding or design themselves (not for a studio of NQ's size), but they know how to build their vision around experts that do. 
     
    JC is no doubt a smart person, but he was never a good game studio CEO...or even a good CEO in general, which isn't really a dig against him...since he didn't have much experience as a CEO and had zero experience in the field of game development. 
  7. Like
    Warlander got a reaction from Tes_Daus in @NQ Devs can you at least talk to us?   
    I consider this as you are our landlord and we pay you rent the first of the month every month while we want to live here. When you first build this appartment building you promised lots of things like a swimming pool, pool tables, workout center, and more. You still havent delivered on much of that but still every chance you get you dip out on us or dont want to talk to us when the electrical wiring is burnt out in one of the rooms, or the ceiling is leaking, or whatever it is going wrong. Instead you keep coming up with strange new rules about what we can do with the appartment we pay you to rent like lights out at 6, you cant own pets, or you can have to rent two apparements to swim in the pool. And still the first of the month you want to hold your hand out for more money while the AC has been out of 3 months like some kind of slum lord landlord.
     
    Its time for a conversation on why things are going so wrong and not just ask players with feedback and ignore it and laugh on your vlogs about the strange rules you impose or just saying ha you have to pay taxes without any context to why you needed to do such drastic measures in the first place. Its the things you created in the first place like unlimited free coffee and snack bar in the office that was the issue and now you want to punish everyone else who didnt eat it for wanting to work out in the gym.
     
    Lets have a conversation please.
     
    Its getting to the point where you created a problem then tried to fix it by creating more problems then punishing everyone else who didnt exploit the game with adding more problems and more problems on top of that.
     
    If you would have made the origional mining system well enough people wouldnt have exploited sanning and built massive industries. To which you tried to stop that with schematics and made the problem worse. You then add missions to bring in trillions of quanta that requires no actual gained quest items or actual industry parts you can make or buy as the turn in for the money. You then decide to punish everyone else who didnt exploit that by brining in taxes and gutting the mining system and making it tedious so you have to pay more taxes.
     
    This is all your own doing layer by layer of create problem, inaction, bandaid solution.
     
    You guys are human, make mistakes, and cannot see everything coming. There just comes a time and place where you guys have screwed up enough to amit what you are doing is wrong, and learning from those mistakes instead of constantly making the same mistakes over and over again in different ways.
     
    This game is still salvageable unlike your forclusure salvaging system.
  8. Like
    Warlander got a reaction from Efeliel in TERRITORY UPKEEP KICKING OFF SOON - discussion thread   
    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.
     
  9. Like
    Warlander reacted to Megabosslord in Why I'm Leaving DU...   
    ...after >10,000 views on YouTube, and many hundreds of hrs building:
    Death Star
    https://www.reddit.com/r/DualUniverse/comments/j8zxhd/its_operational_death_star_test_flight/
    https://www.reddit.com/r/DualUniverse/comments/jdc5st/districts_9_5_6km_11kms_visible_from_the_death/
    Roulette Table & Poker Machine
    https://www.reddit.com/r/DualUniverse/comments/k74cws/this_took_longer_to_build_than_the_death_star/
    https://www.reddit.com/r/DualUniverse/comments/kotnkm/some_epic_code_optimisation_to_get_this_working/
    Spinning Radar
    https://www.reddit.com/r/DualUniverse/comments/n8fhou/megabosslords_infinitely_spinning_radar_no_fuel/
    Emperator
    https://www.reddit.com/r/DualUniverse/comments/o8z3xg/the_emperator_sneak_peek/
    https://www.reddit.com/r/DualUniverse/comments/o4uev9/market_shown_for_scale/
    https://www.reddit.com/r/DualUniverse/comments/o1xflv/no_other_game_comes_close/
    Hologram Projector
    https://www.reddit.com/r/DualUniverse/comments/ohzbvi/a_huge_thank_you_to_those_whove_stopped_by/
    Stuff Like This
    https://www.reddit.com/r/DualUniverse/comments/orvc46/todays_voxel_challenge_everything_about_this/
    https://www.reddit.com/r/DualUniverse/comments/mwp6xw/til_voxel_landing_skids_work_great/
    Giant Floating Island
    https://www.reddit.com/r/DualUniverse/comments/pzntme/floating_island_progress_week_3/
    ...and a store with 50+ more DRM-free BPs.
    It's NOT the constant bugs. This is a beta. They're a small studio running on fumes. It's no surprise having to fill in a dozen bug reports after every release: https://imgur.com/a/y4sPbpE
    It's NOT the constant nerfs - losing our factories, HTML/SVGs, megas/scans, terraforming, LUA randomly deprecated, ship designs ganked by new element mechanics... also to be expected in a beta (even if it is soul-destroying.)
    It's NOT having all my suggestions ignored - even the most basic QoL improvements which 50 other people also asked for since day 1, and still today: https://www.reddit.com/r/DualUniverse/comments/pu9eoc/watch_my_spirit_broken_in_real_time/

    Sorry Xerrass. NQ just don't listen.
    It's NOT the lack of vision or inspiration. JC's 'emergent gameplay' pitch was awesome bait. Now we're all being shoe-horned into a vanilla same-as-every-other-game meta, but maybe that's the price of doing business. If it means more players, also fine.
    It's NOT the community. The community were awesome - although many good people have also left.
    No, I loved this game - despite everything. Eyes wide open.
    The issue is trust.
    As a beta, the only point of investing time is if you trust the studio to respect your effort.
    NQ have crossed from flaky to deceitful: showering us with platitudes while stealth-patching and quietly reversing stated plans.
    If we can't trust them to respect our efforts, and we can't trust anything they say - any declaration now is potentially the opposite of what will happen. Every back-flip is attributed to some last-minute complaint from someone, but it's never clear who, or how many, or what the forum was to be heard, and how long discussion was open-then-closed-then-opened-again.
    And because of the ham-fisted way they've handled letting players who quit long ago just leave their garbage laying around forever, tying up resources without paying a sub, there are absolutely no consequences to just walking away - which probably the dumbest design decision in the history of a game.
    TL/DR: NQ caught lying. Again. No pre-nup.
  10. Like
    Warlander got a reaction from Megabosslord in Why I'm Leaving DU...   
    Sorry to hear that OP.
     
    NQ can turn this around any time they like. Most of the time they do shady things like "Recruit a Friend" pyramid schemes for skins when they should have just sold the skins and gave store credit for recruiting people.
     
    There is lots they can do right now to save this game. It really wouldnt take much to do so.
     
    NQ is very bad at communicating and if they would just acknowledge that things arent going well and talk to us rather than asking for feedback and doing nothing with it.
     
    There are lots of things going wrong that could be fixed IF NQ actually wanted to. What they have made and development as it goes on is not going to work and evidence shows its less fun as time goes on.
  11. Like
    Warlander reacted to Novean-32184 in Could this game eventually "kill" Star Citizen?   
    In all fairness, part of the problem and part of the reason why certain groups started lobbying NQ to get these safe zones was the ever-present talk of "wait until PVP comes, I'll be kicking over all your sand castles"
     
    Now, NQ could have turned around and made it clear that was not going to happen and clarify that the TW mechanics would be favouring defence (as they have done once) and that it would not be a simple matter of walking up and kicking over sandcastles. They could also have then turned the other way and said "We will be bringing in enough options for you to work on making your territory very, very safe and very hard to take over (as they hinted here and there).
     
    Instead, NQ never even tried to set correct expectations for both sides and just turned half the game into a permanent safe zone.
     
     
    Basic game design choices would have allowed NQ to build a system that provided pretty much an full on safe zone if you want it.
    Have the TU as the centre Allow the TU to be "upgraded" Tier this in a way that each level extends a "decay and attack free zone" from say 1 S core size to 4 L core size around the TU If a tile is fully surrounded by org/same player owned tiles and all of them have a TU upgraded to the highest tier, the centre tile becomes a virtual safe zone in its entirety. Such a top tier tile allows players to set rules with regards to use of weapons, set taxes, charge for renting space etc. Really not hard to come up with and mostly should really not be very costly in dev resources to create. It also builds a strong case for:
    "You want to be safe? You can get there, but you have to organise and work for it" "You want combat and take over territory? You can do so, but you have to organise and work for it"  
     
  12. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    So then let me ask you why DU is so unpopular then with so many players and why large scale PvP in general is so rare if everything is peachy as is?
  13. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    Honestly I am not beholden to any one type of faction system from floating faction bested systems like DU/EvE, soft locked faction systems like SC/EQ, or hard locked faction systems like WoW/SWTorR and could discuss any form of those. DU has tried the floating faction based system via Orgs and it should be apparent by now it is not enough without additional mechanics like soft lock faction in order to make it work with the direction the game is now going due to limitations since they tried floating faction and it does not work for this game and Territory Wars will not change that as the losses are so high in time for aquisition and building infrastructure in its current capacity or how quickly it can be destroyed.
     
    I posted that video to show how unpopular space genre MMOs are in the grand scheme of things since you cited EvE vs other MMOs available in 2004-21 to showcase what people actually like to play that is fun and works most for all player types even with PvE vs PvP vs PvEvP type games in general. It should be very clear what types of systems based on the top 5 games per year along with the top games over the span of almost 20 years what is actually popular.
     
    In brass tacks there is no real difference between any genre in terms of Space MMOs or Fantasy MMOs except for they are 3D or 4D as all mechanics wise all systems are pretty much the same across the board with different paint jobs or model of vehicles they use as system mechanics. Since a horse or flying amount eating carrots or meat in general terms is the same mechanic as a spaceship needing nitron and engines vs saddlebags. Really it is all the same its just the theme and colors used at the end of the day in 2D/3D/4D space.
     
    And as far as factions go it just depends on if you limit populations in a guild/org as to how much impact they have on land ownership or if you want a small group vs multiple small groups being part of that in terms of orgs vs a full blow faction system being more inclusive in genral for a variety of guild/org types from elite power guilds, semi elite power guilds, regular guilds, casual guilds, and smaller groups to solo players still being able to do their own thing but still come together as a larger group of groups to accomplish something in a PvP game since if you just have one sided battles and everyone is inherantly your enemy and there is no threshold of success then its DoA for a large majority of people in general from what I have expereinced in many games with a variety of different gruiping, raiding, floating faction, soft lock faction, and hard lock faction based games.
     
    When you let people do their own thing and come together as a group of groups under a faction that is a lot more inclusive and easier for everyone if you know the sides and have support even if you are not part of elite guilds, sister guilds, or all the other random guilds out there but can still pull together as a team and accomplish something that impacts the game at large. Most games that offer floating faction are instance based combat in the sense that even though you won the territory it still has no impact on the game as in DU that is one shard and the losses are real and totally impactful since it takes a long time to build an infrastructrre and build ships to throw them away in potentially minuites with no real purpose of doing so.
     
    Where as a soft or hard lock faction system allows incusivity and unity of players and actually puts all this infrastructure to work along with the new faction system to take all the burden off the players backs of doing all that and takes tax quanta to buying all the ore, parts and ships their fleet needs and uses that to run the war effort from owned faction planets to fight other planets other than then fighting for scraps and peanuts in someones couch since there is no reason or purpose to fight in general.
     
  14. Like
    Warlander reacted to Novean-32184 in Game quality improvement   
    Most of the points raised realy focus on something I agree really need to get a lot of attention over the next few months as we move towards a "release" and that is the UI/UX needs a massive overhaul, if not a rewrite as it is hopelessly non intuitive, inconsistent and very much of the last decade.
     
    Frankly, the UI/UX has not changed much, if at all, since pre alpha and varies a lot depending on who built it. It also feels like much of the UI/UX is designed by the coders which in itself is really not a good idea.. You need to have someone who understand what users need to know/see to design the UI/UX, not a dev who assumes certain things should be obvious since it is to them.
  15. Like
    Warlander reacted to Leniver in Game quality improvement   
    Hello,
     
    I am not here to talk about Demeter the pro/cons.
    This is a personal list of improvement I see that could be added to the game and would change player life quality.
    Some of the improvement are more for new players, the goal is to make the game less confusing for them.

    Some of the improvement can be complex to develop, some others are easy.

    Blueprints / Tokens
    Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
      We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
      Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
      The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
      Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
      Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
      We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.  

    Surrogate
    Add a filter "show owned only"
    Display surrogate owner by the player
      Add a filter "show company only"
    Display surrogate owned by companies the player is in.
      Allow multiple filter to be checked in same time
      Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
      Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
      Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
      We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.  
     
    Piloting
    Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.  
     
    Mining Units
    Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
      Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
      Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.
      Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
      Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.
     
    Avatar
    Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
      All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
      Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.
      [19.12.2021] Add time to whisper chat
    When you get a message from someone, sometime you miss it, there is no way to know when this person sent you the message. (5 minutes?, 5 hours?)

      Map
    Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
      Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
      Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.  
    Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
      Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.
     
    Building
    Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.
      Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.
      Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
      Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
      [17.12.2021] Add an option to delete voxels
    With some limitation (max 3m³), but being able to delete last voxel in a construct we want to remove. I will reduce number of time we have to ask NQ to help us when we want to remove a construct.

      Effects and Sounds
    Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.
      Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
      Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.
     
    Missions & Jobs
    [18.12.2021] When creating a mission, the parcel containers for the origin/destination should be sorted alphabetically.
    If you have multiple parcel containers (10+ in my case) you have to search for the one you want to select.
      [18.12.2021] The weight of the package should be displayed in the "Reward & Collateral" section.
    There is 3 parameters to take in consideration when you are setting the reward/collateral: the distance to travel, the value of the package and his weight. (warp cell calculation)
      [21.12.2021] Increase the number of mission player can create.
    Being limited to 3 missions is not enough. If you start to use that to create content and give mission to carry your goods, you need to be able to create a lot of them.
    As the mission system is based on reputation, if you are creating too many mission that no one will pickup then your stats will be bad.
      [21.12.2021] Add a notification when someone answer your job.
    Actually you have to check all the time your job to be sure that you don't have miss an answer.
      [21.12.2021] Add the date/time of message posted in communication.
    Actually we are not able to know when someone as answer our job, as the game is worldwide and we are not all in the same timezone it's hard to follow without this information.
  16. Like
    Warlander got a reaction from Creator in WTF again NQ? Market landing pads   
    Why let people put container cluster constructs at any of the markets? Just give them a locker or guild bank sort of thing in the markets to get rid of some of the container cores. Why even have that as a thing if you could just store stuff at the market without it? 
  17. Like
    Warlander got a reaction from Daphne Jones in WTF again NQ? Market landing pads   
    Why let people put container cluster constructs at any of the markets? Just give them a locker or guild bank sort of thing in the markets to get rid of some of the container cores. Why even have that as a thing if you could just store stuff at the market without it? 
  18. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    Making a faction out of an org is tedious and why force all that upon the players when they can streamline the whole process.
     
    Sure Eve was popular but there are much more popular games than EvE. Sure it was one of the first space games before SWG came and went so if you wanted a space themed MMO it was all you had for a long time so there is no surprise it got the lions share of players.
     
     
  19. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    DU will never be anything like EvE due to the tech limitations of going with a voxel system. The thing about copycatting a game is that you also have to make it your own or you might as well play the real thing that is inherantly better. DU has some decent things about it but due to NQ wanting us to make 60^% of it for them will never get this game to where it needs to go.
     
     
     
    vs
     
     
     
    The difference is night and day. DU will never be EvE and most people will just play EvE if they wasnt orgs as factions.
     
    This game needs a push to get people to fight or they simply wont without having pre-existing factions or you can just mine, build an industry, build or build ships, and, and well keep building some stuff for well the sake of just adding a lot more into the game with no end game fun stuff to do even with the horizontal progression system. 
     
    When it will take 260 billion a week to own a planet like alioth as a faction or even half of that being 130 billion a week in tax is too insane to ever have anything more than it is now until people fall off the treadmill. If there were factions they could at least put those billions into ships to blow up which would be a lot more fun than whatever this game turns into when they drop TWars on all our heads or tons of people leave before that happens since guess what when TWars come all the people that got their bases salvaged want to come back there is nothing to come back to.
  20. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    With the EQ/WoW portion its just to show the difference between a hard locked and soft locked faction system. Both were based on racism as the driver that has either predefined sides or let you choose your side through actions you took through choices but either way you were forced to join a side of floating factions as two examples of what could be done.
     
    As far as JC ill just say I think DU was more of funding his gaming opperating system/engine and not actually making a game as much as showing the tech was there since it requires a bit of R&D to frankenstein it together and make it work well. Ill just leave it at that.
     
     
    Since DU is a build your own civ type game it demands that people form groups for survival benefit with little to no survival gameplay and offering bubbles to hide in. Natrually players will form and stay in small groups since there is no actual survival mechanisms to naturally force/make players join larger groups to go from a group, organization, and form governments or factions within a civ without mechanics since there is nothing other than a roster to join now that mining is no longer a thing, logistics is, and the little to no combat that happens on a daily basis.
     
    Without mechanics to streamline a civ from material aquisition, production, logistics, and fleet building on a mass scale though factions or civs players can join and get behind it will always stay small groups with a few large or mega orgs. Even still NQ has made DU so that with taxes that will never happen and has religated mining to static cores which makes traveling for mining beyond shuffling ore around and potentially getting attacked or just warping to your destination requiring anything more than solo players working alone or in small groups require even less need to group up or form groups, mid-large orgs, or a civ faction in what has been set up. And for the most part you can join a bunch of orgs which further diminishes the need to group or side with anyone because you can join all your enemies chat clubs.
     
     
    If left alone players will not make anything like a faction in DU and with the current system mechanics coming in it makes it even more less likely any meaningful PvP will happen without a pipeline to streamline the mining, production, logistics, and military support on a mass scale rather than what it is without mechanics to drive it. This game is prime for that in its core elements.
     
    We have 9 planets and however many moons which could be perfect for three factions wether that is NovaQuark, rebellion, and trade federation with ronin type space pirates as a 4th option to make your own faction it leaves plenty of room to have 3 planets with 3 factions and having 1 progression planet per faction and still having 2 left over planets that should be FFA for top tier ores. On Alioth the 3 moons should be all like santcuary so that you choose a side when you start and alioth acting like the galactic senate homeworld of all three planets you progress into that offers a launchpad. From there you should only be able to jump to your progression planet and live there.
     
    So you have 2 planets to fight over but the bubbles still exist to protect property so you can fight and have sufficient ground weapons to repel space assaults and all dynamic cores outside alioth can fight on planets or moons. With the way ore is set up it makes needing to go to those planets necessary for the resources and any frontier tiles without players could be mined with Dynamic cores as well as attacked by the 2 opposing factions. But there needs to be a pipeline to streamline combat to even make it a possibility since we have industry and ship engineering already in place we just need the mechanics to make it work in a way people will get behind because to this point it only worked in alpha and part way through beta and it drives out more players than it brings in.
     
    And really in each of the factions or civs it comes down to Military, Trade Federation, and Union inter factions since military covers attack/defense, Trade federations handle trade and logistics, and the Union covers mining and industry. Choosing a civ faction is part of it but there are no clear roles to be part of something bigger as much as just doing whatever you want to quing up quality of life talents and doing what you need to accomplish personal or micro spec group based goals.
     
    This game lacks danger in 80+% of daily gameplay and since nobody has your back why watch theirs or care about people in DU without factions making that a possibility. The other aspect is that this game needs large scale PvP to keep the millions of elements, structures, and ships in check and take a lot of assets out of the game. At some point territory warfare might do that but with taxes it makes owning planets all but an impossibility as you will likely never be able to feasably do it.
     
    And on top of that factions owning planets and using the taxes they collect to pay for things and bolster a mass group of people instead of just taking quanta helps streamline or buy what a faction needs to run a solar system wide fleet so even if you do your own thing in game and play solo your contribution of taxes goes to actually building ships for people who want to participate in solar warfare or that there are roles to play in that if you just want to mine, run an industry and build, run logistics via freighters, or attack/defend players it is all covered and helps the whole rather than the system mechanics currently that divide players, destroy them economically, and then kick you out of the game.
     
    And as faction as a system within a civilization actions being taken should give faction with other players depending on what you do. So if your faction comes across two different faction players fighting and you kill one but not the other you should get faction with that civ. If you play as trade federation and run delivery runs or pick up ore from that side you should get faction. If you doi work order missions as a miner or industrialist then you get mining faction. So you can be friendly with one side or another through your actions so that you can have players within a faction that work with or against the civilizations to open up interesting mechanics if you come across other players in deep space or even within the bubble since you dont actually have to attack anyone from an opposing side but the option is there to prevent one faction or another from mining your planet for free vs buying from your markets since if they kill your side they cant actually access your markets and are forced to trade or steal from planets at that point.
     
    Or it sets up interesting elements like having small bubble trade space stations half way between planets that need to be restocked or offer a place to exchange ore to the three factions or as a social hub in a smaller bubble so you can trade but still attack players but not the station that has overkill defenses. Or having pirate space hubs or outposts for those who want to not be in a civ to have an avenue to kill all sides. Or that space pirates own the trade space stations to collect tax or to allow all three sides to trade and bank.
     
    As far as territory any faction should be able to drop a TU but it should always be FFA on a planet their civ is not allowed on to mine aggressively and be forced to defends at all times to gain a foothold on a moon or planet by dropping a TU inside an enemy bubble. Inside a bubble the faction civ on that planet should get a defense bonus that negates some attack power so that they can mount an offense and also grant a slight defense debuff on enemies to where deep space is even odd or if you go to another planet you are at a slight disadvantage. 
     
    With territory wars you could drop an ATU or assault ty on or against any tile that starts hacking the defenses of a Territory unit and in 24 hours it will finish hacking it and open up the assets on the tile to being assaulted by a civ faction generating military missions. The attacking faction should have to hide their ATU somewhere and the faction civ that owns the land should need to find it on their own or some kind of alert system should tell them they are under attack or just that it is silent and just goes live to force players to patrol their land on their planet and sweep for ATUs.
     
     
    Either way whatever NQ is doing is not working and dropping territory warfare on top of taxes will finish off this game unless they restructure or add a faction system since its more an mining industry economy sim with optional Pvp as a game loop.
  21. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    WoW used racism and the historical lore of the game as the pre-established war of good/evil you could choose to take part in. Everquest was the opposite in which you were born into a good/evil race but had soft locked faction and used a faction system to allow players to change the viewpoint of local sub factions of those races depending on what/where you fought that changed over time.
     
    If anyone wants to know "What the bloody hell happened to DU" you simply just need to watch this clip (2:48-4:32) and it should be quite clear what happened here.
     
     
     
    JC said outright that he has never made "games" he had a background in AI & Robotics and he was only interested in the technology and emergent gameplay by grifting MineCraft/Landmark along with Space Engineers and bundling it into a scalable single shard world via VoxelFarm to generate the world. He never really used his AI/Robotics background to do anything other than manipulate the market and or to make anything other than the industry which is overly complex due to his robotics background since it is the only really developed portion of the game. He just bundled everything and wanted some Second Life "Emergent" gameplay and put much of the game on us the players.
     
    JC was not a gamer. JC is not a Psycologist, Geologist, Aeronautcal Engineer, Miner, Carpenter, or Logistics specialist in his resume.
     
    Its easy to see how JC was influenced by the PvP community and how much he really did not understand in general outside of his wheelhouse of AI & Robotics as to what a "game" is rather than he "There is no connection to video game from what I've done before, except perhaps the fact that I like, you know, technologies & complex systems so I know how to do that. And I like, you know, at domain and say what can we do that has not been done yet that was made possible by the advances of hardware, new battery technologies, or the auto industry. And how can we rethink how things have been done like in MMOs for example."
     
    As JC says before the clip "I'm a Science guy, basically".
     
    Its not hard to see why DU sucks this much since JC was basically an academic tech grifter who just wanted to emulate car manufacturing in a single shard uniers- I mean solar system and frankenstein what other games did without acutally understanding games or the sphcology behind games as much as making a tech demo and leaving 60+% to us to make it for NQ. And then being influenced by the community in things like PvP since he didnt know anything about it and little else.
     
    Had he understood game psycology or psycology in general in regards to faction or anything else in gaming, he would or should have known that people in general sepperate or divide into small groups naturally and so this giant space war he wanted was never going to happen when you consider that gamers inherantly dislike each other and will not build any kind of utopian civilization on its face. Sure they attracted the Space Engineers crew and Landmark crew on top of it which only want to build or create and not fight. So without a soft or hard locked faction system it would never become what JC thought it would.
     
    He also structured the game in a way that made faction based PvP impossible since people are just going to do their own thing, or if you were the 40% segment of the population that bought into PvP in general most players dont like Pvp if given a choice and will only risk Pvp in deep space since you have strategic resource setups with planets/moons. To make matters worse NQ then decided to not let mega orgs become factions with limiting land purchases with the compounding land drop tax. Through trying to force people into mega orgs JC inevitably started punishing people like me and my crew from trying to build up a base and industry to PvP with schematics and kept doubling down with punishments and taking away our means to be able to participate in space warfare since our crew has no want/need to join a mega organization to enguage in PvP as we run our org indepentently and it is self sustainable.
     
    Demeter also made space warfare mega orgs even less likely with taxes since you will be self destroyed by the scope of your land ownership under the weight of the taxes from owning whole planets or that by owning one you still need toown a majority of all 9 planets and their moons to get the resources you need to even opperate as a faction if it cost you billions/trillions per week.
     
    So to me if they want space warfare something needs to give to make players want to co-opperate as a team of orgs to streamline this game since JC was clueless on what to do or what makes games work as a whole let alone the dynamics of MMOs. Right now its a logistics car manufacturing sim and teribly designed PvP.
     
    JC the science guy!
     

     
    Nothing here is new or unique to MMos and it shows.
  22. Like
    Warlander got a reaction from Hirnsausen in DU - Civilization Building - A Dual Civilization and Unaligneds in Between   
    Yeah I saw this as well.
     
    He nitpicks a lot on things that dont necessarily matter too much since he talks about gravity and NQ tried that and all the constructs that fell and blew up without never requiring AGG on static cores to maintain anti gravity on static cores was why. They wanted to do it but it wasnt feasable.
     
    The real issue in this game is the sense of community. We dont need AI as much as including people into a bigger factional setting as its not one civilization of disorganized orgs as much as it needs to be Planet VS Planet of multiple factions that call one planet or another home and working together as a unified faction instead of sepperate orgs to give people more of a sense of community to allow people to work together instead of simple Org vs Org setup they have now.
     
    I know making planets into factions sounds limiting but if NQ allowed more people to work together or to rally to do more since you are locked into a planet faction with all your tiles and assets you can fight other planets and add Dynamic mining ships back into the game to need protection of an army vs disorganized spread out orgs or solo players that dont need to work together and everyone is an enemy that makes trusting people harder since nobody has your back and you can do everything on your own or in a small group with talent speccing.
     
    If missions or taxes were used as a means to build armadas for planets and then just have anyone who wants to fight pick up a ship and fight can its a more inclusive system if the mission system takes or and parts and actually builds BPs in a dry dock Core element that is massive players could be a lot more included and since the taxes they pay are being used to build and maintain a planetary fleet or defenses there is no real loss if you lose since the taxes pay for all the ships instead of putting it all on players.
  23. Like
    Warlander got a reaction from Metallical in @NQ Devs can you at least talk to us?   
    I dont need an official response or acknowledgement, pat on the head, or a cookie from NQ.
     
    This game is doing down the drain and unless they start to change the ingrained academic nature of what JC built and start turning it into a game and start communicating with the community DU will never become andything and will fail in 1-2 years if not sooner if they keep doling out the punishments rather than developing a game.
     
    The devil is in the details and agile development & communication is the only way to save this game from itself.
  24. Like
    Warlander got a reaction from Metallical in @NQ Devs can you at least talk to us?   
    I consider this as you are our landlord and we pay you rent the first of the month every month while we want to live here. When you first build this appartment building you promised lots of things like a swimming pool, pool tables, workout center, and more. You still havent delivered on much of that but still every chance you get you dip out on us or dont want to talk to us when the electrical wiring is burnt out in one of the rooms, or the ceiling is leaking, or whatever it is going wrong. Instead you keep coming up with strange new rules about what we can do with the appartment we pay you to rent like lights out at 6, you cant own pets, or you can have to rent two apparements to swim in the pool. And still the first of the month you want to hold your hand out for more money while the AC has been out of 3 months like some kind of slum lord landlord.
     
    Its time for a conversation on why things are going so wrong and not just ask players with feedback and ignore it and laugh on your vlogs about the strange rules you impose or just saying ha you have to pay taxes without any context to why you needed to do such drastic measures in the first place. Its the things you created in the first place like unlimited free coffee and snack bar in the office that was the issue and now you want to punish everyone else who didnt eat it for wanting to work out in the gym.
     
    Lets have a conversation please.
     
    Its getting to the point where you created a problem then tried to fix it by creating more problems then punishing everyone else who didnt exploit the game with adding more problems and more problems on top of that.
     
    If you would have made the origional mining system well enough people wouldnt have exploited sanning and built massive industries. To which you tried to stop that with schematics and made the problem worse. You then add missions to bring in trillions of quanta that requires no actual gained quest items or actual industry parts you can make or buy as the turn in for the money. You then decide to punish everyone else who didnt exploit that by brining in taxes and gutting the mining system and making it tedious so you have to pay more taxes.
     
    This is all your own doing layer by layer of create problem, inaction, bandaid solution.
     
    You guys are human, make mistakes, and cannot see everything coming. There just comes a time and place where you guys have screwed up enough to amit what you are doing is wrong, and learning from those mistakes instead of constantly making the same mistakes over and over again in different ways.
     
    This game is still salvageable unlike your forclusure salvaging system.
  25. Like
    Warlander got a reaction from OrionSteed in When does NQ intend to make this game anything more than a Digital Money landering IRS Slave Mining Colony Hoarding Sim?   
    Door #1: Simplification
     
    Talents need to be removed:
    There is no point in having 10 years of talents if your game is going to last 1 year after launch Everything Talents represent in stats bonuses, putdowns, or gains should just be added straight up into the wholy inefficient parts system that is just there to represent a learning curve that now serves no purpose. Alts and Spec groups have side stepped the system since its inception into the game. NQ has also diminished the Talent system with Decimater 0.27 since now everyone can be a miner and yet you cant just become an industrialist while you can still be a pilot at the start of the game.  
    I know someone is going to say but its the carrot on the stick incase they wipe or specialization and all that but its pointless in the grand scheme of things when in these tier progression game you pretty much progress the ore system or a survival element in the place of this type of system and the time locked content gate has no real purpose anymore with what it was intended to do and it should be removed from the game and added to the parts so you dont need 50 engines, 100 wings etc that is designed for a fighter class ship rather than the giant parts we need for corvette or capital ship class parts so you only need a handful of engines, brakes, adjustors, tanks, wings, links, etc to simplify the game and give freedom back to the game since everyone plays solo or in small groups as is.
     
    Travel needs to be simplified:
    The 30kmph governor needs to be lifted to lower travel time since you should have gotten to wherever you needed to go in like half the time without some kind of arbitrary speed limit without warping to go even faster or Warp 1/2/3/4/5 to get there even faster if not instant. Standardized and optimized autopilot should be a standard feature of a space game like DU. Atmo burn needs to allow oyu to go faster and also more dangerous if you are going faster via some kind of parts line for aerodynamics or heat resistance. We have supersonic planes that go mach 9 going 7kmph and it does not blow up. Its the future after all we can do better. AGG needs to rely on the pulsars acting like hover engines and handle x amount of mass per pulsar or to increase speed traveling or maintaining anti gravity or require some kind of gravity fuel source to power it if that means mercury or some other kind of exotic fuel source to add speed to the ascent to make travel easier.  
    All of this needs to be changed and simplified to allow for faster travel and higher fuel costs to get there faster. Its like we are in the future 600 years and yet we are still relying on fossil, jet, and rocket fuel and somehow we went backwards in some regards.
     
    Industry needs limits and simplification:
    Scematics were a poor bandair intended to limit the scope of how much industry people had that actually compounded the problem since instead of 100 machines to do the same thing you need 1000 now. Industry needs limits wether NQ wants them. Industry Units need to be industrialized and made into the size of cores and take up a core slot per refiner or crafter and made versitile for each tier of refinery/craft so you only need so many and still do what you can now without being helf back except by your core count instead of thousands of machines with no limits to essentially do the same thing with better overall performance. If Industry units were the size of XS-L cores like NQ teraforming units and colored (white, light gray, gray, dark gray, black) for the tiers per industry unit size and allowed to make anything for that tier in refining or crafting it would make for a better system without hundreds of thousands or millions of industry units running all the time. With no talent system it frees up the game via parts or the stats inherant to the machines baked into the machines so new players can actually enjoy the game vs being limited and having nothing but wasteful actions at their disposal. Industry units need to have an upkeep resource sink added now that we have the efficiency system adapted to HP loss over the period of a month or more before they break down but also that the HP loss is essentially efficiency and scap use in maintinence is what will keep the ore market going if it was easy and somewhat cheap to repair with less industry units if they were made to be actually industrial sized and you only had to upkeep 75 if you max your cores as a devoted industrialist. Inudustry core based units need to be allowed to link to a TU to do transfers between the industry cores to other warehouse based cores by linking the core to a TU to another core within a tile to streamline area and what you can do since the machines are massive.  
    NQ has no idea how to fix the industry and this is the best solution that conforms to the system they have now if machines are mare larger to count as cores and the size of the static industrial unit can push larger amounts of ore through processing or be versitile enough to allow for whatever tier or color the Static Industrial unit is can produce any tier item or refine that tier ore depending on what oyu need. Its overboated, performance hogging, and it needs to be simplified, with more freedom, and versitile.
     
    Indusrial Grade Mining Units:
    Mining Units are inefficient, tedious, require too much micromanagement, mini games, and just flat out need a revamp since you essentially get nothing and have to pay taxes on top of it. You should be able to mine anywhere you want and drop any kind of MU for any tier ore anywhere in the game since geolocations dont matter now that finite ore is not infinately finite. Industrial size mining units need to be added that are larger take up a core slot being the size of a core to add more ore with less work with each core pulling 500l/h for XS, 1000l/h for S, 1500l/h for M, and 2000l/h for L core units. Each Tier of ore needs to have a hardness rating added to slow down those numbers by each ore type by how much effort the Industrial Mining Unit can mine by the actual hardness of the ores. Each Industrial Mining Unit should work on efficiency since HP is essentially efficiency by % HP and whatever you are mining should do more damage and either require more repairs to the machine by the torc required to mine. Or drill bits added as a resource sink to speed up mining, get more, and balance efficiency vs profits and how long it takes before the efficiency lasts before you decide to replace the drill bit. Mini Games and Charges need to go so that it is more about maintaining the Mining Units with resource sink based drill bits to keep gains steady and to keep the ore market moving and just giving more ore in general with less hoops. Allow core based Industrial Mining Units to be Linked to the TU in a Core and allow the Ore to be able to be transfered between cores to a warehouse on the same tile via relays.  
    The new semi automated Mining Unit System is builky, time consuming, more tedious than mining regularly, too spread out, and most of all it just isnt any fun for less ore and paying taxes on top of it. It needs to be simplified and somehow made to be active as well as passive to speed up the L/H gains in addition to drill bits that buff the different aspects of time, gains, and efficiency via different tiers of bits or lines of bits you can swap out depending on how active you want to play it. Binding the MUs to cores and making them Giant streamlines the whole process and still allows for players to voxelize the space to make it their own and sets hard limits and has resource sinks included to justfy opening up the gains.
     
    VR needs to be simplified:
    Its either you remove the whole system or you make it a functional teleport system since people have litterally been teleporting in addition to just porting and essentially doing the same thing. Make it use warp cells, tax by calculated distance, compound tax by distance with weight, or make the other side 3D print your character on the other side since its not clear if we are human power rangers or androids with motorcycle helmets. As well as add some kind of hour cooldown before you can port again. Opening up the game and adding freedom to do anything you want at a cost as well as a cooldown on teleporting to do something fun since you wanted to use star gates to do the exact same thing as teleporting individuals and it should just be embraced rather than nerfed into oblivion. The traditional teleport pads should be able to port from one tile to the next to make them more useful rather than needing multiples in individual cores to any other core at the very least within the same tile.  
    Most develops since MMOs were created knew people didnt have all the time in the world to just endlessly travel around and still feel like they did something meaningful and NQ is not above that. Porting between a tile or from one planet to another should cost something to justify the use with a cooldown and some warp cells since there really is no difference between a player and a ship doing the same thing to bypass PvP.
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