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RugesV

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Everything posted by RugesV

  1. I better find me a sugar momma going to cost me a couple thousand a month.
  2. Does it need fixing? Do we know NQ's strategy? because at the end of the day we all know that DU just needs more development time. More features and content added and bug fixes. Because NQ's strat might be to slow dev the next 4 years. And there is precedence for a strat like this. Look at NMS. But it all depends on how long they can maintain the financial bleed until they become profitable. And thats one thing we dont know. We dont know if the investors have already planned for this, or they are ok with that, or they are just ready to shut it down. We can speculate, infact people have speculated with the web3d stuff. Now on to game play: I said PVE is imperative for DU. Eve would have never succeeded if it was only PVP or only PVE. They are adding it (should have been added before release). There is a whole demographic of players to tap here. I said Farming. Not farming so players need to eat constantly. But farming so players sell the product to NPC markets. There is a whole demographic of players to tap here. Add more group activities. This one is harder to explain because you can spin it 1,000 ways. But when it comes down to it. there are very few group activities. You dont need friends to pilot or play engineers when your flying through atmosphere to fly or manage the equipment while your scooping up oxygen or hydrogen. Even with combat your more efficient going solo then you are with a group.
  3. In the 6 weeks since this thread was created 478 new accounts have been created.
  4. For a game like DU a subscription service makes sense. For the current game market a subscription service does not make sense. Personally I love a subscription model. You pay you play. FTP games have a way of costing you more money. (I have paid more into world of tanks then any other game I have ever played by far, pretty sure I could go buy all the DLC's for TTRS and it would still be cheaper then what I have put into WOT). When the game goes FTP it will be us that will have to pay more. As not only will we have to pay for our own server cost, but we will also have to pay for the server cost for those players who are playing for free. Oh sure we will get to buy things like cooler skins that will allow us to have better looking ships then those FTP characters. Probably even be able to buy some SP boosters so we can out perform them. Being able to buy DAC from NQ to trade for Quanta ingame so we can buy better stuff to kill those FTP players. Maybe even going as far as premium ammo to better shoot at them. Basically in a FTP game the few have to carry the many financially. Which means they have to entice the few to buy enough to support themselves and everyone else. Which usually means imbalancing the game. Also another thing to consider for DU. You need a fairly decent computer. And if you have a fairly decent computer it usually means an xtra $20 a month on a sub in negligible.
  5. And you know what that usually result in. Broken rights. I have a container that I removed core rights to. Then created new rights for tat container. This causes a situation were the player with the rights has to link to the container to put stuff in and take stuff out.
  6. Exotic should be better then another tier. Why would spend so much effort getting exotic stuff when its not better then another tier? Same goes for rare, advanced, uncommon.
  7. So many times yesterday. I selected set schematic container instead of set as linked container. defiantly should be listed under construct.
  8. And thats what I call the servers being down for maintenance. I found it so laughable, that with so many things wrong with NQ. And the numbers being so bad as they are. That you have to spout bad numbers to try and prove your point. I mean heck why not take it a bit further and post the numbers from when steam does its weekly tuesday restarts. OMG 0 people where playing the game today.
  9. I said that in my first post, thanks for following along. Occupied territory count. Good news then DU is evolving and changing. 1.1 and 1.2 came out in a decent amount of time. Looks like 1.3 is coming out tomorrow? And they are working on implementing PVE content which is a pretty big evolution. Doomsayers. You look at games like PUBG. People screaming that game died years ago. Yet it is currently the 6th most played game on steam with 500,000 players at one time in the last 24 hours. Even an old sub game like Everquest. People have cried out so many time that the game died. Yet a quarter century later and the game still has a strong playerbase. Has major expansions every year.
  10. In the two weeks since my last post another 200 paying account have joined the game. We are not talking hot numbers here. And these numbers are not going to be the savior of NQ. But people keep making accounts. Despite top comments of "is the game ready dead?" "So the game is scame?" "Now that te game has flopped, will they drop subs?" Heck scroll on down the first page on steam, and negative, negative, negative. If I was looking for a new game and knew nothing about the game and looked at those forums, I would walk away. Yet in the last 2 weeks 200 people still said I will give it a try. Or even if they are alt accounts people said I enjoy this game so much I am going to throw more money at it.
  11. I am not sure if this was a needed change. Heavy ammo gives a 20 percent damage increase and Precision gives a 50 percent (optimal) range increase. As it is already debateable on which ammo to shoot (infact I usually carry both). I did not get to see how much you guys nerfed it. But if its anything more then 10%. its getting thrown out and only heavy ammo is going to be used. Personally I would like to see Precision ammo left alone and renamed to Range ammo. Heavy Ammo left alone. Defense ammo changed to Agile ammo. leave its tracking at 2, but boost its weapon cone to 1.5 and reduce its weight. Rename Agile ammo to accurate ammo. and give it a 20 percent increase in accuracy. By doing this it gives each ammo type its own specialty that will actually be sought after. Heavy Ammo: Damage combat Range Ammo: Range combat Agile Ammo : Fast mobile combat Accurate Ammo: Small target combat Right now there is very little reason to use the current Agile or Defense ammo.
  12. You want an actual solution. next planet that comes in should have it ore pool changed to single / double / triple tiles. Instead of having 100 flowers of 20 hexes. have . Have 800 single tiles. 300 double tiles. and 200 triple tiles with none of the deposits touching. (or what ever the math suggests the number of ore bearing tiles should be.)
  13. Did the wipe fix the wealth gap? Did the wipe fix the stock difference between the haves and have nots? All the stuff the wipe was suppose to fix, it did not. It just made us regrind all the early stuff again. But again, Random ore value changes are not going to take ore fields from the haves and give it to the have nots. Lets put it this way. It takes 30 people 1 day to scan down a planet. Meaning it would take 1 person a month to scan down a planet. Your telling me the have not is going to spend a third of his time scanning own territories? And thats assuming he played several hours a day. A player could spend his entire game play scanning and never find a tile. "1st. this would help the obtaining of ore and pricing as would add more competition in the process. 2nd. ending permanent monopolies in the safe zones. 3rd. Raise player interactions and create new ways to cause economic flow." 1. No it will not. Less ore would be mined out the ground. would also result in instability in prices. 2. Same guys that found it the first time. found it the second time. and will find it the 3rd/4th/5th..... 3. Have you scanned much? I mean boring af. Only one thing more boring then scanning and thats mission running. There would be allot more casual players hurt in this then hard core gamers. But you want a solution to the obtaining ore for casuals? Well Like I said many many times. More planets. There will be more planets with more ore on tem then players will actually need to mine, or are even capable of mining.
  14. Having 5 HQ's would mean 3 toons could lock down an ore producing flower instead of 5. Hurting those that want ore producing flowers. I am not against 5 HQ's thow. Since you need an active account for 1 of the 3 months to lock down an HQ. IE your paying for it.
  15. I dont think people using this for missions should be a bad thing. If people using personal teleporters is so exploited. Its not the personal teleporters that should be fixed, its the missions that should be fixed. I do like the idea of specific teleporters must be linked (IE not like surrogate pods that can take you to any other one). Something like you place two Personal teleporters on one construct. Link them togeather. Now pick one of them up (keeps dynamic properties). place it on another construct. And a player can now teleport between those two teleporters. Love that it would cost warp cells (or some new form of charge). Game mechanics like this that delete items from the game are good as there are very few resource sinks. Make them limited to once per hour. (you want a bunch of gunners to TP to your warship, you better have enough teleporters on board). (or even better have different tiers, IE a basic is 6 hours, Uncommon is 5 hours, Advanced is 4 hours, Rare is 3 hours and Exotic is 2 hours. Make them bulky and expensive. This is a luxury item. You want to risk it on your PVP ship? Well its going to be a substantial risk. I dont think you should limit mass. At the same time the cost in warp cells should go up.
  16. If you pay for your account forever you get to keep your HQ tiles forever, well as long wipe hype does not wake up again, and NQ keeps the lights on. Granted paying for your account goes a long ways to keeping the lights on.
  17. 1 week cycle, 3 month cycle, 6 month cycle, 1 year cycle. Its all the same. Has the same issues. But at the end of the day more planets are coming. Thus more ore fields will be out there for more people to get. Of course the OP also wants to increase HQ tile limit. Which will limit the availability of ore for people (people will set on them, not to use, but to deny others). You swap to a 3-6 month cycle. I will tell you how it will go. Everyone that setup there nice little bases on there ore fields. Well those will no longer be ore fields. So the little guy gets hurts here. A casual player needs to be on during a specific period of time (when the ore fields renew). And if they miss that window G'luck getting ore that cycle. Large groups of people will scan down planets promptly. Not only claiming the ore that they want to use, but also sticking HQ's down on tiles, not to use but to block others. More players will be driven from the game because the endless hollow loop of scanning. Basically the only people that will benefit from dynamic ore pools is Nomads who dont mind moving operations every 3-6 months. and Large groups that can gobble up the new flowers, possibly even blocking others. A couple in between will break even, Maybe even a couple getting ahead, But just as many will be at a loss. Its just not a good solution. but again its all moot because more planets will be added in and everyone will get what they want. But even the reality in that is, when that happens there will be more ore coming into the game than is needed. Heck even with the current ore pools, there might be to much ore coming into the game. And personally I feel thats why NQ is not adding in the new planets yet. Not because they are focusing on other development projects, but the game just does not need more ore coming into the game. But changing to dynamic will hurt more people then help.
  18. And to post what I posted over there: To sum in up without having to read further. Random ore pools are not needed. Dynamic ore pools would just suck. Managing mining units as it is, is already time consuming. But if you had to constantly scan, take down old mining units, rebuild at new locations, get calibration up on those new miners, Move your space elevator, move your space stations. Create new bookmarks, distribute bookmarks to all your haulers. Rinse Repeat every week. No thank you. This would have the effect on miners, as it did to industrialist when schematics came out. And while a planet can be scanned down in hours, its not effortless. Its actually allot of work. and if you had to constantly do that...... same with setting up a mining platform. Once all the planets come in. and more planets come in. there will be plenty of ore for all who want it, and dynamic ore pools will not be needed. And then you also have to consider territory warfare. Whatever that is going to end up being, and where that is even going to be possible.
  19. In Beta we had warp Beacons 15km inside the safe zone in the pipe to the planets. So instead of warping from say Teoma to Allioth we would warp from Teoma to the beacon. then auto pilot it to Allioth. You could go to the moons instead. but having them in that pipe saved allot of warpcells when your moving 10-20 kt at a time.
  20. Well we dont know what sort of rewards they are adding with PVE, but this could be one of them. But here is my suggestion in the meantime: Add small space resource spots in the PVP zone to Rumored Dsat list. You wont know if its an asteroid or an unstable alien core tll you get there. If its an unstable alien core it will be broadcast as one after 2 hours. Once the L core gets placed it becomes broadcast immediately. The Autominer will cycle once only in an hour. Destroying the core and miner and asteroid. but ejecting .1l of plasma.
  21. I have a warp ship with 8 Medium Rare Gravity Inverted containers. Weighs 380t empty. can haul 560,000L of cargo. I have found the the cut off for this ship is 4kg/l IE if it weighs more then 4kg/l I use this ship. if it weighs less then 4kg/l I use a ship with optimised containers. (and this is assuming a deadhead warp empty, if I am warping cargo both ways I will use it on stuff that weighs more then 4kg/l) And thats assuming I have atleast 560,000L of cargo. Warping with a less then full cargo and you loose out on to much. Basically warping Silver off of jago, warping gold off of talimi. I use this ship. saves allot of warp cells. Warping pure Lithium off Teoma. and I use a ship with optimised containers. And to put that into perspective. Warping 560,000L Iron from Aegis to Talimi would cost 160 warp cells to full and back empty in a gravity ship. With an Optimised container ship it would cost 206 warp cells round trip. Your nearing 20% warp cell cost reduction at 5kg/L. You start warping around Silver at 7.2 and gold at 19.2 and the savings really start mounting up with gravity inverted containers. But here is the thing with them. They have to be full one way to get the maximum value out of them. If your flying around with them empty most of the time. they are just dead weight. I am also interested in the Expanded Rare Gravity inverted containers XXL. With max skills they will get to 400kl which is just at the capacity for the special cargo missions. They will add 300 tons to your ship. However it should reduce that 1,700t mission by 800t. saving you 500t per mission. So Gravity inverted containers are not for your every day driver. they are for specific objectives.
  22. Only reason to have an active tile is Mining Units. For T1 you should be looking at minimum 3 MU's per territory. And at minimum should be calibrated every 5 days. This should give you 70k per week in T1 ore. meaning you have to sell your ore at 7 quanta to break even. Not a very profitable thing to do. Granted if you where planning on buying ore at 10q a L. then producing it at 7 is still a profit. However with a full flower (7 tiles) territory bonuses should get you up to around 650,000L a week. Which brings your ore cost down to around 5 quanta. A single player can manage a 13 hex flower at about 1,400,000 ore per week bringing your ore cost down to 4. And selling that at 10 brings you to a weekly profit of 7,500,000q per week for a single player mining basic T1 stuff without much effort. All this is not including the bonus ore. which would be an additional 3,000,000 a week in profit. On the flip side. Some T2 is selling really good right now. just playing the daily mini calibration game on a single T2 can get you upwards of 500k a calibration worth of ore (max skills). So you could be looking at 3m a week in profit on a single T2 tile. Overall I think the taxes are too high. I would like to see them down to around 200k. At 200k a player can pay for a triple hex in daily login bonuses alone. The other tax I would like to see lowered is Voxel sales tax. It cost to much to list voxels on the market. This means rarely bought voxels never get listed on the market. Lowering the sales tax on voxels would allow more voxels to be listed on the market and create more variety in ships being built.
  23. And thats why I said another 6 months. A full year should really tell us how much content NQ will be pushing out. I dont know much about alpha development. But I joined first day of beta. And the first 6 months was fixing performance issues. Then they gave us some content in the 2nd 6 months. But .23 was in there that wiped out players. Then NQ had a mass exodus when JC left. This required hiring new people and training them up to speed. Which means we got jack all till the end of the 3rd 6 months. In the 4th and final 6 months they started to pickup on patches. And so far, in the first 6 months of release we got 1.2 and 1.3 which is a decent rate, Granted the first 3 months where focused on nerfing players which drove them off too. And I think when they had to train new team members they lost allot of development time. Hopefully we should not see a repeat which means the next 6 months should be some pretty decent updates.
  24. RocketWertz the developer of Stationeers. is probably about the same size dev team? here is a link to there update page https://store.steampowered.com/news/app/544550?updates=true They just blow NQ away. However if we look at Iron Gate AB the developer of Velheilm. They have 10 people. here is a link to the update page https://store.steampowered.com/news/app/892970?updates=true And while they have fewer updates then NQ. the content in each patch is far more then NQ. And for further comparison here is the update page for Dual Universe https://store.steampowered.com/news/app/2000270?updates=true So if the DU dev team is down to about 4 people. we are getting the right amout of patches. If NQ has more then that they are underperforming. Although they could be working on the bigger longer term patches. (which the PVE patch they have been talking to us about could be). Overall I think its going to take another 6 months before we see how much NQ is actually providing us. And if they are underperforming or not.
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