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Everything posted by RugesV
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A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread
RugesV replied to NQ-Wanderer's topic in General Discussions
The world always moves on, but the past still haunts us. -
A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread
RugesV replied to NQ-Wanderer's topic in General Discussions
How many other Beta games out there charge a monthly fee? Beta testing also used to done by paid employee's. I was paying to play a persistent world, not being paid to bug test a game. I would love a lawyers opinion on the legality of wiping for those that have paid a monthly subscription. -
Current Market Greatly Reduces Playable Time
RugesV replied to Gideon77's topic in General Discussions
Spaceman hit most of it. He did not talk about how allot of engines came onto the market when ships became abandoned during the no long term parking at markets thing. And more recently inactive accounts had all there things become abandoned. Everybody started out with those engines. As newer engines came into the game and as people could afford better engines they took those engines off and put better engines on. The old engines got placed on the market. Except no one wants those engines at that price. because they too are getting better engines at that price. So the price drops to a point that people will actually but them. which is a loss for that item. Also if its costing you 107k to make. you dont have max skills. so your trying to compete in an over saturated market producing at inferior rates. Which is not going to be profitable. would not think you need to be an economist to figure that one out. -
Could this game eventually "kill" Star Citizen?
RugesV replied to aliensalmon's topic in General Discussions
You say that, but we have no idea what they are working on. Personally I invision them working on micro transaction content right now. -
My opinion in the current state of DU's "pillars"
RugesV replied to Wolfram's topic in General Discussions
The current combat mechanics allow it to be a world based game instead of a region based game. If we want a twitch based combat sim we would need a 20ms ping to each other instead of the 2,000+ms ping that some have to each other. So I don't expect a game to have gunner sights that you walk onto target. For me the most interesting part of pvp is ship design. The ability to make your ship more offensive or more defensive. And that's part of du combat. Can they do better? I think they can do two thing. 1, allow gunners to select specific systems to target, ie engines, or weapons or command.... and 2 a flare/decoy system. Where the defending pilot launches a decoy. And the attacking gunner must decide if his target is the real or decoy target and if he should stay on target or swap. -
DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread
RugesV replied to NQ-Wanderer's topic in General Discussions
You have that backwards plasma will be craftable from dac -
DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread
RugesV replied to NQ-Wanderer's topic in General Discussions
$20 is nothing. Go out to eat recently? Order food in? Even fast food.... *insert other forms of entertainment here. We should be paying $50 a month. But that's not happening anytime soon. And realistically I see du moving to a ftp model. Where micro transactions for skin's, skill boosts, core slots, territory tax tokens come into play. -
Now a cyno, and player built gate system would compliment the current warp mechanics without negating the risk/reward.
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Warp cells actually add allot. People have their entire game play based off the production of warpcells. It's one of the few game play things that actually removes resources from the game. And it makes people choose between risky/slow/free and safe/fast/not free. And if you took the cost out of it why would anyone ever choose risky/slow over safe/fast. I mean even with the current cost of warpcells I would be hard pressed to find a reason to slow boat instead of warp. Although one of the things we do is have a warp beacon just inside the alioth safe zone. Warp from our station at outer planet with a super light ship (has 30 medium containers worth of space and only weighs 400t) warp it to the beacon station. Then use a proper ship to showboat it to planet.
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Warp cells are already cheap. You can warp t1 around and still make a profit. We regularly warped 20kt of cargo around multiple times. If you want to do it cheaper, slow boat it.
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How can it be campy if no one goes there? Anyways, I think that is kinda the point. They want more interaction, and having them spawn at the same time leads to that.
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Just furthers the argument for non voxel builds.
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I actually hate road maps. Used to love them. But players have taken them and held devs to them. To the detriment of the game. Instead of grabbing some low hanging fruit they are forced to develop something that turned impractical to complete.
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WTF, I can't make warp beacons anymore!!!
RugesV replied to GaenTrueblade's topic in General Discussions
Ohh and it's over 2 billion not million quanta for those schematics. And that's a fairly big investment to have shut down all of a sudden. -
ADDED ACCOUNT SECURITY: ENABLE TWO-FACTOR AUTHENTICATION
RugesV replied to NQ-Wanderer's topic in General Discussions
Well hopefully they can get enough money from selling our personal information to further develop the game. And hopefully they will also be able to narrow down a target audience for future advertising. -
pirate encounters Make pirates work for their loot.
RugesV replied to Foregotten's topic in General Discussions
I have hauled millions of L of ore out of pvp zone asteriods without ever getting into an engagement. Just gotta choose the right asteriods at the right time. And this can all be done in a ship that's valued at less then 50m. And I am sure some do it on much much cheaper ships. Considering the value of the ore you get out of these asteroids the reward is there for the risk. -
pirate encounters Make pirates work for their loot.
RugesV replied to Foregotten's topic in General Discussions
Because all of the pvp things can be avoided by the majority of the players. And you can do 99% of the game without doing pvp. -
pirate encounters Make pirates work for their loot.
RugesV replied to Foregotten's topic in General Discussions
It's practically too easy to avoid pvp. Warp safe zone to safe zone. Want to do asteriods? Bring a cheap ship or do safe zone asteriods. Doing alien cores? You should have a pvp ship for this. Doing missions? Well yea mission runners are pvp targets that's what they are out thier for, and why the reward is so great. So you say make pirates work for the loot. I say the work is just trying to find the loot. -
Welcome to Limbo! What have you been doing?
RugesV replied to Novean-61657's topic in General Discussions
I logged on this weekend and paid taxes. Also updated my skills as I was leaving room for maybe aphealia skills. But refuse to play till they decide if we are wiping or not. Couple other guys feel the same way and we have been playing space engineers. Man I love mining in that game. Something about building cool machines to do the mining for you. And the weather on the planets, npcs you can fight and raid, several types of missions. If it only had an mmo aspect.... -
No but I have invested hundreds of dollars, thousands of hours, and I do want to continue playing if I get to keep those investments as I do see long term promise in the game.