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RugesV

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  1. I thought the same thing during beta when content was not being released. It was never the case.
  2. Pretty sure NQ would be happy if you donated a couple tens of millions of dollars to them to provide the game for free to everyone.
  3. The problem with going back to the OG DU is it was supposed to be a 2nd life clone. where players create the content. They did an ok job for building a shell of a game. But never followed through with building the tools needed for players to create content. They started swapping mindsets and making it more of a game. But never followed through with adding content.
  4. Instead of the seller paying taxes when placing an item on the market. Have the seller pay the tax when a buyer buys the item. Right now when an Item gets put on the market a player must pay taxes to list that item. And this is basically a quanta sink, so you dont really want to get rid of it. And you would not think that 1% and .02h per L per day is that much. But it is a considerable amount. Atleast for stuff that is not going to sell. IE that orange painted voxel. Or that cable variant no one wants. So what ends up happening is only stuff you know your going to sell gets put up onto the market. Meaning many of the voxel variants never get used in builds because producers cannot guarantee a sale. And after several cycles of no sale, any profit that might have been made on that voxel is now gone. When you look at the picture included. Your paying 10% in taxes. and if that does not sell. Now you have to add 10% to your next sell, which quickly makes selling that item non competitive. Now what I do propose can be abused. For instance it could turn market containers to infinite free storage containers. But at this point in DU's life. I would not be worried about such a small abuse, and be more worried about giving more access to stuff to all the players.
  5. You know having a mission start location from Aegis would be cool.
  6. Its not strictly better thow. Because dont forget Tier 3 ammo also has penalties on them. Lest take Laser M as an example. The Tier 3 version is going to have a 5% increase in damage, but a 23% increase in weight over the T2 version. And the T3 version is going to cost 262% more then the T2 Variant. And the thing to remember here is the cost and the penalty where balanced when the damage bonus was at 50%. And this nerf will reduce the bonus by 90% of the original. I dont think the cost should be reduced. As PVE is going to be the main resource sink ingame. However I feel the penalties should be removed if the minimal bonuses are reduced so much.
  7. Can you guys add Aegis as an origin location?
  8. Tier 3 ammo has 3x the cost of basic ammo. These changes do not reflect the additional cost for these ammo.
  9. Higher tier machines are required for higher tier ores/ products. IE Basic machines can do basic/Uncommon. Uncommon machines can do Advanced/Uncommon/Basic. Advanced machines can do Rare/Advanced/Uncommon/Basic. Rare machines can do Exotic/Rare/Advanced/Uncommon/Basic. Exotic machines can do all. Once they add power requirements in I really hope they add advantages to using higher tier machines to process lower tier material. But adding any type of bonus at this point in time would mean every factory would need to be running rare machine or not be a factory. Personally I would like to see augmentation slots added to machines. And those augmentations would be bought from Aphellia with faction points gotten from running missions. Or dropped from NPC's while ratting or raided from NPC station missions.
  10. Its pretty important to talk about the element changes. Some of which sound like they are going to be pretty drastic. Like a complete meta change. So what works today wont work tomorrow. And you might think, thats ok. everyone will be hit equally. But we know those larger groups have some people testing out the PVE for NQ. which means they will have the knowledge and have the ships ready for when it goes live. So a list of every element change that is planned would be nice. Even knowing that the list is tentative and may change.
  11. PVP does not make for good streaming because your not always guaranteed an engagement. Then you spend the time getting into position and half your viewers have fallen asleep. With PVE they will be able to go and say here and this time we are going to do some pew pew pew. So it should be leaps and bounds better.
  12. Your telling me you never ground faction standings in a game? Its game mechanics like this that help player retention. You start playing the game. buy your first territory. run missions to pay for that territory, Run more missions to lower that cost. buy another territory run more missions to lower the cost on that territory too. Dont have a territory to spend those TTRT's on? Sell them on the market for an even bigger profit per mission. We need people running missions. As missions are going to be the resource sink the game needs. Ammo is expensive. and will become the single biggest resource sink there is in game. This will drive the economy in all other aspects. And regarding your concern of reduced quanta sinks that is territory taxes. The reductions I propose is not going to affect it that greatly. 100 missions to get a 25% reduction. Thats 50 hours of game play (average mission is 20 minutes, and lets say 10 minutes to fly to location) to save 125,000 quanta a week. And I dont see many going over the 25% mark as the % drastically decreases at 25% and 50% and 75%. But now that we have these numbers out. Lets say everyone ran misisons to get there territories up to 25%. 20,000 territories times 50 hours is Thats a million game hours worth of content. Assuming an average play time of 10 hours a week. Thats 2,000 game years worth of content. Or about $288,000 to NQ. If those 20,000 territories ran 1,000 missions each to get a 50% discount. Thats $2,880,000 worth of game content. Pretty sure with that sort of cash infusion they could implement a new quanta sink (But I dont think its needed, unless PVE missions infuse to much quanta). And how much would it cost to implement what i suggest? What are the other downsides besides lower quanta sink? And finally the reason I think this is low hanging fruit. All the components are already ingame. The UI is already there to support it. You cannot tell me adding a new item in the data base is overly complicated. I mean maybe if you had to design a whole new 3d placeable item with animation. But this should be nothing more then adding a new line item with a new ID coupled with a new icon. Adding a new option to click when right clicking a TCU (they just did this with setting schematics bins, even moved it in a patch to a new menu area so should be easy). adding a couple rows to the wallet territory UI to show status of TTRT's to the player(again the UI is already there just adding new columns. And finally having weekly deductions taken from this new variable instead of the flat 500,000. (Which is an action already done on a weekly bases). So its not like I am suggesting a whole new game mechanic like gas mining, thus low hanging fruit, pretty hard to think of a single idea that would have such an impact for so little cost to implement.
  13. This is why people dont post on here. Every post turns into a discussion of dead game. And allot of the people who have fallen off the fence want the game to die at this point. So they are justified in their decision to stop playing. But this thread was not the discussion for that. This thread was about implementing a game feature (a low hanging fruit) that would have a drastic impact in the incoming update. An update that is practically a make or break point for DU. So if we can lets actually discuss that aspect of what I propose. Because again I believe adding only quanta rewards for these missions will set them up to fail.
  14. I dont think the numbers are great either, But I also dont think they are as dire as people think they are. 150 new accounts have been created, paid and joined the game in may. There is over 20,000 claimed and taxed tiles. Unless your 50 people all own and pay for 400 tiles each. Also I dont think it breaks the cost control. I doubt many territories would go over the 25% decrease I proposed. And the more that reach that level the better. Since if your investing that much time in a non tradable territory your less likely to let your account lapse and loose that territory. And at the end of the it adds more game to the game that is lacking game. And what I propose is not some overly complicated system that is going to take a ton of dev time to implement. You add a new data item. Same as adding a new schematic. It does not need a 3d asset, Just a spirit and an alias ID. (IE the code is already there for items, adding a new one should be simple). When the mission is complete add 1 of said items to the players inventory. The player can move it around just like they can a schematic paper, from container to nanosuit and back. they can sell it just like a schematic. When a player goes to a TCU they right click it just like you can now, and under the advanced options would be a new option to apply TTRT. (again the UI is already there for this, should be simple to add in a new line with a command that now applies 1 TTRT point to that territory when selected). Under your wallet, and territories where it shows "Name" "Status" "Fee due in" "Balance" Add in a new column to show the amount of TTRT's applied to that territory. Add in a 2nd column that is called current weekly tax rate. Now when the fee is due it removes this number from the balance instead of the flat 500,000. To me the above sounds super simple to add into the game. So simple that a skilled dev should be able to pump that out in a night if not a week. Granted I am biased in my thoughts on that, So maybe its harder then I think. As far as content goes, Its these types of game mechanics that are missing from the game. I would even go as far as to say delay 1.4 a week to implement this feature.
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