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RugesV

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Posts posted by RugesV

  1. 11 hours ago, Distinct Mint said:

    The negatives to a complete reset are:

    • The tedium of putting talents back in again that you didn't want to respec;
    • For people who are not actively playing, a talent wipe means that all queued talents are likely removed from the active training queue. This means when the player returns, they have hardly any accrued talent points, and they are pretty unhappy. (This is a beta: players aren't expected to play daily until launch.)

    If those are the only two negatives to doing a reset. (And in reality the 2nd one is a boon for NQ as it will require those people to log in and update there Q potentially bringing players back into the game.) 

     

    Then the solution is as simple as allowing players to opt in. IE after the patch when the player first joins in a popup happens asking if they wish to reset.  or maybe you need to type out /reset in chat. 

  2. Its a bit interesting why NQ is so resistant to doing a full reset. Its not like they dont have the capability they have done it in the past. So I am trying to think of a reason why they would not want to.  Is it a service they want to sell? Is there a bigger change coming in the future that is going to need a reset? Worried that reset requests will become the norm on future major updates? Just want to watch players squirm under your control?

     

    Anyways I just dont see the negatives to doing a reset, and lots of positives to doing a reset.  Just going to give a big thumbs down to only resetting mining skills. 

  3. Ship registration.  You can register it to yourself or any corp you are a member of (maybe you need right within that org).  Which gives your ship a tag that you or the org has set.  Now of course you add in a monthly fee for said tag. 

     

    And at the same time you should not be required to have this registration. You could choose to not have a registered ship. However that means your ship is not protected by the safe zone. which means (anyone?Policetag?other no tages?) can attack you in safe zones. 

     

    I would probably even go as far as allow pirate modules be placed on these unregistered ships that allow pirates to spoof false org tags. And to everyone else it would look legit until you targeted them, at which point in time there fake registration would disappear. 

  4. 2 hours ago, Zireaa said:

    Hears a question what happens two  all my voxels and elements if I lose my land I spent months or a year  getting it better be in my inventory  

    Once you stop paying upkeep your industry and mining units stop working. You then have 1-2 months (they are still deciding the time frame) to start paying, or take your stuff off  the territory. If you completely ignore it , it will become unowned and other players can then come claim it (although still sounds like they are working details). 

     

    Now with that said, If you spent all that time collecting those elements and voxels, why are you going to carelessly abandon it?  And if you do got to go AFK for a couple months, Just top up your reserves so it does not deplete for a year or two.  Or even better build a space station instead of a Territory so you dont have to pay upkeep. 

  5. This is what Steam did for eve online

    https://steamcharts.com/app/8500

     

    Granted allot of players who were interested in eve on steam already had eve. So its not like steam introduced allot of new players to eve. 

     

    And at the same time Steam players are very critical of unpolished games.  The neg reviews from the current iterations would decimate the potential new players.  So like Moosegum says. When the game is in a good state, thats when you put it on steam.  Putting it out there right now would loose it to the void. 

  6. 6 hours ago, Knight-Sevy said:

    However, it is not complicated to balance while allowing the player to have ships with a cool design.

    Hit chance of different weapons depending on the size of the core.

    Stop with that cross section bullshit.

    Core size is an arbitrary factor in determining a ships defense. This is because a small core ship can be larger and more heavily armored then a large core ship.  Cross section is the one true measure of a ships size.  Infact the only true difference in core sizes is the maximum you can build your ship and the size weapons you can put on it. 

     

    Personally I would have liked to see something like Star Rulers ship size system. Where each hull (core) has its own benefits and negatives. And once you decide the layout of your ship. you then decide the size of your ship. could be .1 or it could be 1,000,000,000 size.  Would even fit quite well into something like DU. 

  7. On 10/22/2021 at 6:07 AM, Helediron said:

    I'd prefer deleting all old scans. We have already earned the benefits once, and i'll be digging away my meganodes before update.

    No I validated that time I spent scanning not only by the super nodes I found, but also by the knowledge  that once the super nodes where gone I would also know where tiles of decent deposits of ore where.  Its also forceing me to act now to mine out nodes I had no intention of mining out anytime soon. For instance I have a 3m natron node and a 2m copper node that I planned on only occasionally mining out as I needed more fuel. 

  8. *just so we are on the same page, A reset of talents is refunding all the spent points you have on talents so you can reuse those points on new talents*

     

    This is a large enough change to warrant a talent reset.  At first you might be like, well they are going to need those skills for asteroid mining now.  Thats not the case for everyone. Some people are going to forego manual mining altogether. 

     

    So you might think, Well ok only reset the mining skills.  That player might also have terraforming so he can get through the ground quicker, He might also have piloting skills so he can get to the sites more efficiently.  He might even have basic industry skills so he can refine that ore.  So if he is not going to mine, he is not going to need the terraforming, he is not going to need the piloting he is not going to need the refining skills.  Basically meaning all points should be refunded so he can now go down his new path as he sees fit. 

     

    And there is an argument to for NQ to benefit from resetting the skill points.  This is because many players have set long skill Q's and set the game aside while they wait for a more complete game.  by doing a skill reset NQ can then send out a msg to all these players letting them now a great new patch has come out and they will need to log in to re Q up there skill Q's. Hopefully luring more players back into the game. 

  9. 41 minutes ago, joaocordeiro said:

     

    What changed in this 2 years that made this unpredictable? 

    Could they see how much players were digging 2 years ago and calculate the what 24 months of that delta would create in the database? 

    A tech telling a bean counter that if they made this change they could be saving X amount of data space saving X amount of money. And this is not a small figure.  

     

    But I dont think we players should be thinking of this as a change that saves NQ money.  This is a change that is going to have a noticeable improvement in performance for us. Not only because all that old data wont have to be loaded/unloaded. but because of the way its being restructured. that will allows for easier compression, thus better performance/lower bandwidth. 

     

    And that saved performance might come in handy later down the road when territory warfare comes in. 

  10. We currently have trams ingame and they work great.  With the exception of there being no call feature.  For instance lets look at the tram in FreePort. It works great when you at the tram. You can quickly and easily go between the waypoints. However the problem arises when you at platform A and the tram is at platform B. There is no way to call it to you. Ideally I suppose the solution would be to implement a way to have a call function. But from the sounds of it, that is a bit on the technical side for NQ. 

     

    So why not a slingshot.  Something that would shoot the players 1-2k in a particular direction. 

  11. I am a bit disappointed that there appears to be only one mining unit. 

     

    Should be:

    T1 Basic, Uncommon, Advanced, Rare, Exotic

    T2 basic, Uncommon, Advanced, Rare, Exotic

    T3 basic, Uncommon, Advanced, Rare, Exotic

    T4 Basic, Uncommon, Advanced, Rare, Exotic

    T5 Basic, Uncommon, Advanced, Rare, Exotic

     

    Where Uncommon would give you a slightly better calibration (IE more bonus ore), the Advanced gives more yield per unit. the Rare gives you longer period of time between maintenance periods. The Exotic gives you more yield and time. 

  12. 8 minutes ago, Aaron Cain said:

    just saw demeter blog. Not going to invite Any friends. the small lines told between the text just tells a clear story. Iceberg..Titanic......Im not the band

    Only two negatives, and one of them will be considered a positive by some in the blog, which I dont see how it translate to an iceberg. Most people are not going to be affect by the terrain change. Infact allot of people are probably going to like all those bad holes being gone of there property. and the performance increase from what they are planning sounds good for all even new players.  The other negative is the fee associated with territories. Gota wait to see what the price is going to be, I doubt it is going to be so harsh as to push players away. but it will be a means to get rid of abandoned territories. 

     

    Everything else mention seemed great. And I know a ton of players who have been waiting for the automated mining to come in before they came back. 

  13. I was just thinking of something similar the other day. Its not as critical of a thing right now. but eventually it will be. And it would be more of a PVP issue.  One of the things I was thinking about is each respawn node should have a PVP respawn timer.  lets say 10 minutes.  Meaning if a player died from PVP and used that respawn node. it would be 10 minutes before he or someone else could use that respawn node. 

     

    And by the same token. someone could place 100 respawn nodes on a ship or a core. and 100 people would be able to PVP respawn there every 10 minutes. 

  14. Yes, If the car manufacturer was selling me a car that had no wheels and no steering wheel. But it had rims and a steering column. I would be like. Hey car looks great. But you know if you mounted some tires to those rims. And a steering wheel (or maybe handlebars) to that steering column, it would make that car more enjoyable.  

     

    And if they came back and said, we should have an update for you next year. I would be like, uhh this should only take a couple hours. 

  15. Combat in DU  only considers the core being shot.  No other cores inline, near, on, or in have any effect on combat.  (Ship A can be inside ship B. Ship C can shoot ship A like B is not even there).  Ship B can be creating a shield for ship A. However when ship C shoots ship A, its like B is not even there). 

     

    Neither does terrain have an effect.  Ship A can be inside an asteroid or on the other side of an asteroid from ship C.  However when ship C shoots at A, it will be like the asteroid was never there. Same goes for planets and moons when that combat comes in. you could have a ship 100km below the surface. and when PVP on planets come. as long as the radar has range to target. and the weapon has range to hit. it will be like the terrain is not there. 

  16. 6 hours ago, Knight-Sevy said:

    Unfortunately I am not sure that NQ will ever have the technical and financial capacity to run NPCs on the game ...

    Maybe he'll surprise us with that one day. But it certainly remains a utopia.

     

    With some of the scripts we are seeing in PVP right now. there are practically already NPC's ingame. 

     

    However at the start I dont think you need more then a platform with guns that shoot anything that comes near.  

     

    So to me it should only take NQ hours to create a script that targets players, and creates a priority list on which player to shoot first. The script then tells guns to target that player and shoot,  everything else is already ingame as far as shooting goes. 

     

    And to me a script like that should take hours, not days, not weeks not months.  I mean maybe a couple days for testing. but the initial creating should be quick and easy. 

     

    They already have the script for spawning asteroids at random. So use that to spawn these events. Even use the Dsat to scan them down. 

     

    They also have the core combat system ingame.  This means they can put admin modules on these games. IE weapons that dont need ammo/ have better tracking or better bla bla bla.  However when the core combat system  hits 100%.  all these admin modules are destroyed and not repairable. 

     

     

    To me this is like low hanging fruit. Not only would it be easy to implement, but it would also add so much to the game. 

  17. On each planet/ each moon you get to claim 1 territory for free (you supply the territory claim units, you only get the 1 for Sanctuary for free).  2nd one is 120k quanta. 3rd is 480k. 40th one is like 182m quanta to place. 

     

    And thats per planet. IE you could have 3 on Allioth. and then place your first one on jago and it would be free. and the second one 120k........

     

    You can also claim territories in your corporations name (assuming you have the roles to claim territory in that organization).  However the first territory that they claim on a planet is 500k. But the 2nd one goes down to 120k. And shoots back up to 182m by the time your placing your 40th territory. 

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