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RugesV

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  1. Like
    RugesV got a reaction from GraXXoR in number of players connected   
    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. 
  2. Like
    RugesV got a reaction from GraXXoR in Randomize ore options.   
    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.)
  3. Like
    RugesV got a reaction from GraXXoR in Randomize ore options.   
    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. 
     
     
  4. Like
    RugesV got a reaction from Cabana in number of players connected   
    Lets look at numbers we actually know,  instead of feelings.
     
    Allioth had a peak claimed territory count of 18,100 back at the end of november.  It has 14,710 today.  Although in that same period of time Jago went from 1478 to 1765 today, Same for Teoma.  Madis and Thades have had up and downs but are about the same.  Have not tracked the moons.  But so far 22,880 accounts have been created and landed ingame.  Over 200 new accounts have landed in the last week alone. 
     
    Only 19 percent of steam players have played more than 3 hours.  15% of steam players have crashed a ship. 
     
    So what does all this mean? Well these numbers mean steam players dont stick around to play the game. No wonder the steam player base is so low. Although I suspect some of this might be, you cannot resub on the steam page. So if you sign up on steam. Once your time is up you have to buy from NQ or that other site, and I suspect most dont know about that other site. Which means you gotta jump through more hoops. And I am sure several players have stopped playing because they cannot be bothered with the resub process. 
     
    I can agree that NQ does as abysmal job of player retention. And was adamite about keeping the bot orders for T1. New players need a source of income. Hopefully PVE brings that to us, as that will help with new player retention. But it just seemed odd for them to have so many negative patches at launch. 
  5. Like
    RugesV got a reaction from Tholian in DUAL UNIVERSE: WHAT'S COMING NEXT   
    There is only one solution to this. Items that are marked for deletion are dropped in space as temporary containers.  There are many times during combat that you need to move resources from one container to another (IE moving ammo from a main hub to an ammo box, or moving fuel from a container to a fuel tank, moving scrap from a container to your nano, Even moving fuel ammo and scrap from one ship to another).  There are even times when you dump  your load, not to prevent attackers from getting the loot, but to increase your speed to get away. Limiting any of these legit reasons would be worse than leaving it how it currently is. 
  6. Like
    RugesV got a reaction from Atmosph3rik in Randomize ore options.   
    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. 
     
  7. Like
    RugesV got a reaction from Maxim Kammerer in Get rid of schematics already.   
  8. Like
    RugesV got a reaction from DannyUK in Get rid of schematics already.   
  9. Like
    RugesV got a reaction from Messaline in Idea: Get Rid of/change Boring Mini Games   
    PSST, you dont have to play the mini game.  And you can skip allot of the transitions by clicking the box.  Then once you click Start quickly press ESC.  This will exit out of the mini game without a confirmation window appearing.  It will increase your calibration percent by 35%. (no bonus ore).  This can be done in VR every 5 days. Basically allowing 1 person to calibrate 34 MU's every 5 days. With a couple hour grace period. 
    will try and get a screen shot tomorrow when I do callibrations. but you can see the hotspots under the edge without surveying. 
  10. Like
    RugesV got a reaction from Lasersmith in Idea: Get Rid of/change Boring Mini Games   
    As you can see in the below picture. at the red arrow you can see the edge is brighter. The ore is 100% beneath that spot. 
    And even if its close to it you can still find it Look at the second picture. its fairly light by the edge I am not 100% sure its right there. but chances are thats where its at. 
  11. Like
    RugesV got a reaction from Neirin in number of players connected   
    Lets look at numbers we actually know,  instead of feelings.
     
    Allioth had a peak claimed territory count of 18,100 back at the end of november.  It has 14,710 today.  Although in that same period of time Jago went from 1478 to 1765 today, Same for Teoma.  Madis and Thades have had up and downs but are about the same.  Have not tracked the moons.  But so far 22,880 accounts have been created and landed ingame.  Over 200 new accounts have landed in the last week alone. 
     
    Only 19 percent of steam players have played more than 3 hours.  15% of steam players have crashed a ship. 
     
    So what does all this mean? Well these numbers mean steam players dont stick around to play the game. No wonder the steam player base is so low. Although I suspect some of this might be, you cannot resub on the steam page. So if you sign up on steam. Once your time is up you have to buy from NQ or that other site, and I suspect most dont know about that other site. Which means you gotta jump through more hoops. And I am sure several players have stopped playing because they cannot be bothered with the resub process. 
     
    I can agree that NQ does as abysmal job of player retention. And was adamite about keeping the bot orders for T1. New players need a source of income. Hopefully PVE brings that to us, as that will help with new player retention. But it just seemed odd for them to have so many negative patches at launch. 
  12. Like
    RugesV got a reaction from Lasersmith in Idea: Get Rid of/change Boring Mini Games   
    PSST, you dont have to play the mini game.  And you can skip allot of the transitions by clicking the box.  Then once you click Start quickly press ESC.  This will exit out of the mini game without a confirmation window appearing.  It will increase your calibration percent by 35%. (no bonus ore).  This can be done in VR every 5 days. Basically allowing 1 person to calibrate 34 MU's every 5 days. With a couple hour grace period. 
    will try and get a screen shot tomorrow when I do callibrations. but you can see the hotspots under the edge without surveying. 
  13. Like
    RugesV got a reaction from Messaline in DUAL UNIVERSE: WHAT'S COMING NEXT   
    There is only one solution to this. Items that are marked for deletion are dropped in space as temporary containers.  There are many times during combat that you need to move resources from one container to another (IE moving ammo from a main hub to an ammo box, or moving fuel from a container to a fuel tank, moving scrap from a container to your nano, Even moving fuel ammo and scrap from one ship to another).  There are even times when you dump  your load, not to prevent attackers from getting the loot, but to increase your speed to get away. Limiting any of these legit reasons would be worse than leaving it how it currently is. 
  14. Like
    RugesV got a reaction from Novidian in [Suggestion] DU Needs Food   
    No one likes having to eat something every 5 minutes. Having to eat food in games is annoying.  And pretty hard to balance between hardcore and casual players.  Creating more of a job in game. (although many of the changes in the last year have created that job like gameplay, so what would one more thing like food be?) 
     
    Alternatively I do think there is a chance for NQ to make money here.  Vending machines that use real money, and are paid for by real sponsors.  You know go buy yourself a Mountain Dew from the vending machine and get a max speed boost for 24 hours. 
     
    Beyond that I have suggested food before. But not as an item that players consume. As a commodity that players grow to sell to markets. With only certain foods being grown on certain planets. And players grow those foods and sell them at markets on other planets. Which can be a good new player activity, all the way up to food baron activity.  Taking this further, By players meeting all the requirements of a local market. that market or that planet would receive some sort of boost. 
     
  15. Like
    RugesV got a reaction from Frank2 in DUAL UNIVERSE: WHAT'S COMING NEXT   
    There is only one solution to this. Items that are marked for deletion are dropped in space as temporary containers.  There are many times during combat that you need to move resources from one container to another (IE moving ammo from a main hub to an ammo box, or moving fuel from a container to a fuel tank, moving scrap from a container to your nano, Even moving fuel ammo and scrap from one ship to another).  There are even times when you dump  your load, not to prevent attackers from getting the loot, but to increase your speed to get away. Limiting any of these legit reasons would be worse than leaving it how it currently is. 
  16. Like
    RugesV got a reaction from PaddyBaptiste in Guides on Delivery missions?   
    Press f8 to open the mission Hud. Accept mission. Fly to pickup location. Get within 2km? Open mission Hud with f8 select that mission and select collect package. Fly to delivery spot, get with 2km. Press f8 to open hud and select deliver package.
  17. Like
    RugesV got a reaction from GraXXoR in Terrible gameplay mechanics   
    I do wish there was another form of build access in the RDMS. One that would allow players enter build mode, and add /remove voxels and add elements, link elements, but not remove elements. 
     
    Beyond that, Legate position is too powerful and should not be handed out freely. The only people who should receive legate positions are people that need to change the RDMS, and people that need to access the org wallet.  If people dont need to do those two things they should not be given a legate position.  Especially first year rando's you dont really know. 
  18. Like
    RugesV got a reaction from BoomHeadshot in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game   
    If anyone thought it was not going to turn out this way.....   I noticed by week two of release how quickly stuff got gobbled up. and that was before people had assets. Couple that with the changes to territory units (IE you can go far away from them without them stopping).  Couple that with ore distributions where large clumps of ore expand over 10+ hexes in length. This means A single player can place 1 scanner, skip 5 hexes place another mining unit skip 5 hexes. Rinse repeat till you have 15 mining units down.  This means a single player can scan an area of about 300 hexes every 30 minutes.  Get 20 people into an organized formation and your scanning an area of 12,000 hexes every hour.  Meaning 5 hours and you have a planet the size of Talemai all scanned down.  Sure you dont have every tile scanned but you dont need to. All you need is a whiff and you can then zero in on the deposit. 
    No, you are incorrect. The two  big claims on that moon, one is gold and the other is silver.  And as far as I can tell that is the only gold tile in game.  now there are probably many T1 and T2 tiles to be discovered still, but as you pointed out, those ore are not as valuable and not worth the cost of getting this ore back to safe space. 
     
     
    Now dont forget, all of this is moot because "When" territory warfare comes to the game.  all these claims will get gobbled up by the few. Or at minimum denied access to by the powerful. 
  19. Like
    RugesV got a reaction from Leniver in A Six Step Guide to Saving Save Dual Universe   
    Step 1 Fractualize the playerbase.
    Step 2 Remove players from the playerbase
    Step 3 Implement a game mechanic that only 2 percent of gamers have. 
    Step 4 Put the cost onto the players
    Step 5 implement a cash shop that will be circumvented by all the moding you are going to allow. 
    Step 6 have the players create all the content. 
     
    With these brilliant idea's I would say you already work for NQ. 
  20. Like
    RugesV got a reaction from Delove in A Six Step Guide to Saving Save Dual Universe   
    Step 1 Fractualize the playerbase.
    Step 2 Remove players from the playerbase
    Step 3 Implement a game mechanic that only 2 percent of gamers have. 
    Step 4 Put the cost onto the players
    Step 5 implement a cash shop that will be circumvented by all the moding you are going to allow. 
    Step 6 have the players create all the content. 
     
    With these brilliant idea's I would say you already work for NQ. 
  21. Like
    RugesV got a reaction from GraXXoR in Recycling   
    Man the skill it must have taken to add this recycling feature in.  I see why its taken 2 months to add content to the game.  Cannot wait for AVA combat to be added in soon. I mean if all you have to do is right click another player an select PVP. Should not be hard to rng a 0 or 1 from that and proclaim a winner.  I mean what 3 or 4 months to add in those couple lines of code?  Great work NQ, theres your positive feedback. 
  22. Like
    RugesV got a reaction from Maxim Kammerer in What Happened to Market Bots?   
    Here since you guys are not going to post a topic we can talk about this change in I will
     
    "but ultimately this amount of quanta flowing into the economy could not last"
    103 markets. with 10,000,000 buy orders at 25 quanta each for 4 types of ore is. 103,000,000,000 quanta  Now there are ~25,000 claimed territories. assume only 18,000 of those are paid territories. that is 9,000,000,000 quanta a week in taxes. 
     
    My question to NQ is where is this 9,000,000,000 quanta a week going to come from?  The only thing that brings that kind of quanta into the game now is mission running. And you have basically made mission running a requirement to play the game. 
     
    now lets say bots remained ingame.  Of those 18,000 tiles Lets figure an average of 300 T1 ore per tile. with an average with max skills and an average of 1.2 adjacency bonus. So each tile yields 70,000 liters of T1 a week. Some will produce more, but some will produce less. So roughly 1.2b of ore a week for all the tiles. Lets figure half of that went to bots and the other half went to industry. 600m liters is 15b quanta.  After taxes that is only adding in 6B a week in quanta into the game.  Figure 10,000 active players that 6b turns into 600k per player. I dont think thats really breaking the game. 
     
    NQ, correct me if I am wrong here in my numbers, they are rough guestimates, but so far I think they are probably pretty close to the truth.  The harder part is trying to figure out how much quanta is leaving the game due to schematics. My group is probably going through 1-5m per player per week. which is more then 600k I quoted above.  That is still a net loss in quanta per week. 
     
    Mission running is also adding in quanta. And I suspect it adds in allot more quanta per week then bots ever did. How much of your population does hauling missions vrs bot selling. Pretty sure the majority of your player base did bot selling, where only a couple did missions. by removing bot selling your hurting all those players. 
     
    "but ultimately this amount of quanta flowing into the economy could not last"
    So how much of this faucet was from bot orders and how much of this faucet is from mission running? As I have already show that bot orders are not breaking the economy. So it has to be missions that are bringing to much quanta into the game. How about you fix that? 
     
    Of course if your happy with the amount of quanta that is in the game. Remove all the faucets and sinks. Get rid of territory taxes, get rid of schematic costs get rid of mission quanta rewards get rid of daily logins. Make mission runners rewarded with schematics and elements.  
  23. Like
    RugesV got a reaction from merihim in What Happened to Market Bots?   
    And dont forget more nerfs are coming:
     
    ", such as making crafting more resource demanding"
     
    This basically means they are going to redo component costs of elements to make things cost more.  This is stuff that should have been worked out in beta. 
  24. Like
    RugesV got a reaction from Novean-61657 in What Happened to Market Bots?   
    And dont forget more nerfs are coming:
     
    ", such as making crafting more resource demanding"
     
    This basically means they are going to redo component costs of elements to make things cost more.  This is stuff that should have been worked out in beta. 
  25. Like
    RugesV got a reaction from OrionSteed in What Happened to Market Bots?   
    Here since you guys are not going to post a topic we can talk about this change in I will
     
    "but ultimately this amount of quanta flowing into the economy could not last"
    103 markets. with 10,000,000 buy orders at 25 quanta each for 4 types of ore is. 103,000,000,000 quanta  Now there are ~25,000 claimed territories. assume only 18,000 of those are paid territories. that is 9,000,000,000 quanta a week in taxes. 
     
    My question to NQ is where is this 9,000,000,000 quanta a week going to come from?  The only thing that brings that kind of quanta into the game now is mission running. And you have basically made mission running a requirement to play the game. 
     
    now lets say bots remained ingame.  Of those 18,000 tiles Lets figure an average of 300 T1 ore per tile. with an average with max skills and an average of 1.2 adjacency bonus. So each tile yields 70,000 liters of T1 a week. Some will produce more, but some will produce less. So roughly 1.2b of ore a week for all the tiles. Lets figure half of that went to bots and the other half went to industry. 600m liters is 15b quanta.  After taxes that is only adding in 6B a week in quanta into the game.  Figure 10,000 active players that 6b turns into 600k per player. I dont think thats really breaking the game. 
     
    NQ, correct me if I am wrong here in my numbers, they are rough guestimates, but so far I think they are probably pretty close to the truth.  The harder part is trying to figure out how much quanta is leaving the game due to schematics. My group is probably going through 1-5m per player per week. which is more then 600k I quoted above.  That is still a net loss in quanta per week. 
     
    Mission running is also adding in quanta. And I suspect it adds in allot more quanta per week then bots ever did. How much of your population does hauling missions vrs bot selling. Pretty sure the majority of your player base did bot selling, where only a couple did missions. by removing bot selling your hurting all those players. 
     
    "but ultimately this amount of quanta flowing into the economy could not last"
    So how much of this faucet was from bot orders and how much of this faucet is from mission running? As I have already show that bot orders are not breaking the economy. So it has to be missions that are bringing to much quanta into the game. How about you fix that? 
     
    Of course if your happy with the amount of quanta that is in the game. Remove all the faucets and sinks. Get rid of territory taxes, get rid of schematic costs get rid of mission quanta rewards get rid of daily logins. Make mission runners rewarded with schematics and elements.  
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