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Nayropux

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Everything posted by Nayropux

  1. Yes, that is my point. PvP is a core part of the game. You can choose to not do it, but by doing so you lose out on the benefits. Just like if I choose to not mine, set up industry, or build and sell ships, I lose out on those benefits. The game is 100% playable without entering the PvP zone; in fact most of the content is in the safe zone. You have access to every ore and item through the market, and the ability to make enough quanta to purchase them. Will it be as fast? No, but it shouldn't be as fast. This post, and thread, is just another thinly veiled complaint about how you are unable to get the benefits of PvP without PvPing. That is working as intended, in my opinion. As an aside, you should definitely look harder. There are nodes with hundreds of acanthine per hour on them.
  2. I think you should look up the definition of intended. Yes, spot mining single tiles is expensive, because that is not the intended use of autominers. If you want to do that, you are able to, but it is inefficient and comes as at a cost. It's like having the option of using a giant fuel guzzling L core to move a single container around; you can do it, but it isn't advised. You do not need to personally mine an ore to put it in your factory; you can buy the ore from others. You've not explained why the choice to go to PvP asteroids is taken away or forced. The market gives you access to every ore in the game, and efficient use of autominers gives you ample quanta with which to purchase it.
  3. I don't think you understand how autominers are meant to be used, or the math involved. There is simply a ton of inaccurate information in this post. Here is a simplified, but illustrative, example: you claim 7 tiles in a clump on alioth, and fully mine them out with your allotment of autominers (400-500l average per tile on many planets, 7 tiles with 100l/auto miner, is 28-35 autominers, so near the cap of one account). Using the numbers from Gottchar's thread, you would mine ~150kL assorted ore a day, or ~1ML a week, with this setup. At current prices, even if you were only mining T1, this is close to 100M quanta a week, for 7M a week in taxes. This is not "selling all of it for upkeep", it's 7%. You can use the other 93% of pure profit to buy any other ore you desire off the market, or head to an asteroid when you have the time. All of this for a few minutes a day doing the dumb minigame, which you can VR to. This does not require hopping around to every planet to do the minigame, nor does it cost 42M per week. In your complaint about needed to be around all day on Saturday to race to PvE asteroids, you completely glossed over the fact that most PvP asteroids go completely undiscovered and unmined the entire week. These are available for you to mine at literally any time you desire. If you do not want to PvP that is fine, you can join up with a group who do. If you still do not want to take the risk, that is also fine, there is a giant safe zone to still have fun in, but giving up the greater rewards of PvP asteroids is a result of that choice.
  4. The changes you propose will actively make the game worse. It shows you do not understand the need behind them. Making the minimum efficiency 25% means that the optimal play is to not play the minigame at all, simply claim more tiles. The current limitations on calibration charges mean an account can support 36 autominers, which when combined with adjacency bonuses are best spread over a small group of 7 tiles. Putting a minimum efficiency floor means that an account can now use as many as it wants. This will result in entire sections of planets and moons being owned by the same person, who are using the 25% floor to pay for everything. This will additionally be exacerbated by your request for lower taxes. If the 25% floor can pay for the taxes of the tile, the whole system explodes. The entire game becomes a landgrab, and every tile will be claimed in short order. As for adding more ore, that is simply not required. An account managing 36 autominers on a good set of tiles can net ~150kL of ore of various tiers per day. For some players who mine meganodes constantly that seems like very little, but for the majority of players who do not mine, this is 150kL more ore in the economy for each of them. Keep in mind that this can be maintained with only a 10m/day minigame, while you actively mine asteroids as well. This is not the only source of ore. As for complaints about the majority of asteroids being in the pvp zone, you do have another option. NQ said they are adding more safe zone asteroids, so now you simply need to race to them when they spawn. Additionally, half the pvp asteroids on any given week go completely undiscovered, and those that are discovered rarely have anything below t4 mined out of them. There is plenty of ore on these asteroids for those who are organized, driven, and ready to take the risk for the greater reward.
  5. This is not an issue with cross section, but an issue of not enough limitations on ships. Things like power systems, cross section, etc force you to choose what goes on a ship. This promotes the creation of ships for specific roles instead of making a jack of all trades. Removing cross section does not result in more ship types. It results in the exact same ship with different meaningless skins wrapped over it. A game with 0 depth. I am familiar with the SNS ship. I think it is fine for your needs, but I also completely disagree that it is truly optimized. If you dislike only running one type of ship, you should be campaigning for more limitations on ships and ways to specialize. Removing cross section does the exact opposite of what you want; unless you only care about how ships look.
  6. Cross section is important and shouldn't be removed. People should be rewarded for optimizing their ships; they shouldn't just be aesthetics only.
  7. They already got value from those scans by mining out meganodes and/or selling them. Getting to double dip is kinda bullshit, especially since you cannot contest territories and this offers a permanent advantage.
  8. Why are some territories in the safe zone better than others? If they're completely uncontestable, why would anyone new join the game if all the good tiles will be taken by players when the feature launches, and there is nothing they can do about it? This seems like a massive oversight. At least with megas, once they were mined out your advantage was gone. Now you have megas that don't deplete and give you a permanent advantage? Seems like a pretty bad design to me, if you are trying to get new players into the game.
  9. Calculating the orbital parameters is very cheap. No reason to add them to the API really.
  10. The jitter/teleporting from docking two ships is because the physics is being ran on two different players computers, and the physics prediction in the game is either poor or non-existent. You only had a good experience because both ships were being simulated on your computer; try docking to a ship someone else is flying.
  11. It's fairly common these days for the pirates to reach out to sell the ship back to the person they took it from, at a fraction of the cost the ship is worth. It's much more convenient then having to strip it down and deal with the individual components.
  12. It only has to get the HTML from the server once, not once every frame. This is a huge difference.
  13. I'm going to keep this short, since I haven't played in 3 months: Removing HTML is overkill. The UI rendering solution you use in game already supports dynamically updating HTML without having to rewrite the entire content. See data binding in: https://coherent-labs.com/Documentation/cpp-gt/df/dfb/_h_t_m_l_data_binding.html If you're worried about performance, this will be more efficient than your new Lua solution. You should make use of the technology you have already licensed and use instead of reinventing the wheel. More advanced UIs could be generated with the use of JS on top of this.
  14. So to be clear, your argument is "I don't understand how this works, so there is no way it could be an advantage"? It would be much faster for both of us if you had just decided to not say anything.
  15. I like to compete and win at games because I'm better at them, not because on January 21st 2021 some of my allies made 10s of billions in a 15 minute fuck up.
  16. I'm in (at least when I was playing) New Genesis, which is one of the main orgs in the AC, one of the largest alliance in the game. Or maybe second largest now, lots of people have been quitting and Boo is getting pretty blobby as well.
  17. One of the main reasons I played this game was for PvP, with the intention of competing in the future over territory and limited resources. If the people who I am competing against have money printers (that go brrrr), I'm at a huge, essentially insurmountable, disadvantage. For other players who are industrialists, they now have to compete on the market against people who got their schematics for free, and now don't need to factor the cost of the schematic into the price of the items they are selling. Not everyone plays this game like Minecraft in space, never leaving their little corner of the world.
  18. The profits will not "dwindle away". They will compound. People were quite literally given licenses to print money. This extra quanta will only compound over time and make the disparity worse, not better.
  19. NQ: go mine for hours to get schematics Players: mining for hours hoping to get schems that they want. NQ: ok, now here is the same schematics for 1% the cost, but only for some of you Players: never again.... Fixed it for you.
  20. Yep, another schematic is up for sale. Fun game.
  21. Why sell them for 8m when you can sell them for 50% and still make a shit ton of free quanta?
  22. That depends on how much you can get per mission: I'm going to be optimistic and assume it's roughly as much money per hour as mining, which is doubtful already. If a player who started when beta launched (~5 months ago) spent all their money in the 15 minute window when everything was going for 1% of the cost, you would need to do 500 months, or ~42 years, of missions to catch up to them. So that's the answer. 42 years. Guess it really was the answer to life, the universe, and everything.
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