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SMALLVILLE

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  1. Like
    SMALLVILLE reacted to Stormis in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There shouldn't actually be a partial wipe. Someone will benefit from this. So NQ can only make a full wipe and lied about their promises.
    And a complete wipe because a few players have exploited is absolutely unfair.
    Many players ( including me ) have invested a lot of time to achieve what they currently have. Spending  many hours of mining underground, mining meteorites, and many many hours of flying missions and earning quantas for schematics.

    If a complete wipe comes, I will uninstall this game and cancel the subscription.
  2. Like
    SMALLVILLE reacted to Klothilde in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why would everyone start from scratch with a total wipe, but not the manufacturers who would keep their blueprint?
    Why only favor these players?
  3. Like
    SMALLVILLE reacted to Zarcata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    It's scary how much players here would be happy with a partial wipe, if only these players are always allowed to keep their own advantage in the process....
    There are currently players who support wipe, but only if....
    - I get to keep my quanta
    - I can keep my talent points
    - I can keep my BP
    - I get a magic BP
    - I get talent points much faster than new players
    - me, me, me, me, me.....!!!
    None of this is fair!
    But fairness is what NQ and a wipe are "supposed" to be about. So, either no wipe or a complete one, without an advantage. (Maybe you could offer the beta subscription players a refund as compensation or, they also get t-shirts, etc, as it was promised to the Kickstarters.
     
  4. Like
    SMALLVILLE reacted to blazemonger in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    BTW NQ, this post really is not shedding light, it is mostly just fanning the flames of debate, confusion, argument and uncertainty for some who still want to cling to their hopes of a no wipe..
     
     
  5. Like
    SMALLVILLE reacted to Galeodes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I'm shocked that wiping talent points is even a discussion. Players payed you a subscription for god's sake. Honestly with all the mess that beta has been this is the least that has to be done for people who kept supporting the game. 
    If talent points that have been accumulated through subscription are wiped or some other shady stuff implemented like tripling the amount of skillpoints required for the same skill I will
    1) Quit this game 
    2) Make my mission to create as much bad pr among my friends as I can, so they and their friends know how "well" you guys treat their customers.
  6. Like
    SMALLVILLE reacted to Knownthief in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    NQ Finally figured out quests.....  You got 30 days to dismantle 200 cores you built over 2 years or we will auto-abandon them for you....
  7. Like
    SMALLVILLE got a reaction from J-Rod in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After reding this Dev blog here what I feel. 
     
    1. Another update that going to push people out instead of bringing people in. 
    2. The economy will be shot. 
    The remaining players will tear down everything they don't need to get to their core count. Now they don't need all those extra parts, so they will try to sell them.  Ore Prices will go through the roof because people will have to choose between the MU or ship/statics. Or they will plumet more because with this limitation and the current player base no one will need anything. They will have a massive amount of part lying around to fill infinite BP. Ship builder will go broke because the current player will only get a new ship when they need one or want to tear one down to replace it in their fleet.  This will kill community projects people are trying build aka racetracks or cities.  Twenty-five constructs to give to an org at this point in time not efficient. This number needs to be increase. 
     
    Please listen to the community this time. I beg you because I love this game, but these changes are a game killer for me. 
     
    Thank You NQ.
  8. Like
    SMALLVILLE got a reaction from OrionSteed in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After reding this Dev blog here what I feel. 
     
    1. Another update that going to push people out instead of bringing people in. 
    2. The economy will be shot. 
    The remaining players will tear down everything they don't need to get to their core count. Now they don't need all those extra parts, so they will try to sell them.  Ore Prices will go through the roof because people will have to choose between the MU or ship/statics. Or they will plumet more because with this limitation and the current player base no one will need anything. They will have a massive amount of part lying around to fill infinite BP. Ship builder will go broke because the current player will only get a new ship when they need one or want to tear one down to replace it in their fleet.  This will kill community projects people are trying build aka racetracks or cities.  Twenty-five constructs to give to an org at this point in time not efficient. This number needs to be increase. 
     
    Please listen to the community this time. I beg you because I love this game, but these changes are a game killer for me. 
     
    Thank You NQ.
  9. Like
    SMALLVILLE got a reaction from Koruzarius in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After reding this Dev blog here what I feel. 
     
    1. Another update that going to push people out instead of bringing people in. 
    2. The economy will be shot. 
    The remaining players will tear down everything they don't need to get to their core count. Now they don't need all those extra parts, so they will try to sell them.  Ore Prices will go through the roof because people will have to choose between the MU or ship/statics. Or they will plumet more because with this limitation and the current player base no one will need anything. They will have a massive amount of part lying around to fill infinite BP. Ship builder will go broke because the current player will only get a new ship when they need one or want to tear one down to replace it in their fleet.  This will kill community projects people are trying build aka racetracks or cities.  Twenty-five constructs to give to an org at this point in time not efficient. This number needs to be increase. 
     
    Please listen to the community this time. I beg you because I love this game, but these changes are a game killer for me. 
     
    Thank You NQ.
  10. Like
    SMALLVILLE got a reaction from Davemane42 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After reding this Dev blog here what I feel. 
     
    1. Another update that going to push people out instead of bringing people in. 
    2. The economy will be shot. 
    The remaining players will tear down everything they don't need to get to their core count. Now they don't need all those extra parts, so they will try to sell them.  Ore Prices will go through the roof because people will have to choose between the MU or ship/statics. Or they will plumet more because with this limitation and the current player base no one will need anything. They will have a massive amount of part lying around to fill infinite BP. Ship builder will go broke because the current player will only get a new ship when they need one or want to tear one down to replace it in their fleet.  This will kill community projects people are trying build aka racetracks or cities.  Twenty-five constructs to give to an org at this point in time not efficient. This number needs to be increase. 
     
    Please listen to the community this time. I beg you because I love this game, but these changes are a game killer for me. 
     
    Thank You NQ.
  11. Like
    SMALLVILLE got a reaction from Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    After reding this Dev blog here what I feel. 
     
    1. Another update that going to push people out instead of bringing people in. 
    2. The economy will be shot. 
    The remaining players will tear down everything they don't need to get to their core count. Now they don't need all those extra parts, so they will try to sell them.  Ore Prices will go through the roof because people will have to choose between the MU or ship/statics. Or they will plumet more because with this limitation and the current player base no one will need anything. They will have a massive amount of part lying around to fill infinite BP. Ship builder will go broke because the current player will only get a new ship when they need one or want to tear one down to replace it in their fleet.  This will kill community projects people are trying build aka racetracks or cities.  Twenty-five constructs to give to an org at this point in time not efficient. This number needs to be increase. 
     
    Please listen to the community this time. I beg you because I love this game, but these changes are a game killer for me. 
     
    Thank You NQ.
  12. Like
    SMALLVILLE got a reaction from Ruperthon in Gathering your questions for the Q&A on Wednesday, December 1st   
    The 1 million quanta territory tax a week has made this game no fun. Who wants to run T1 Mining units just to pay territory tax for that tile. Can we get bigger pools on T1 and have the basic mining unit L pull more l/h? I have waited to post anything to this thread until I had T1-T3 mining units working in the field. With the ore amounts those mu pull it should be easy to pay territory tax and have ore for my factor. The T1s are just insufficient and made this game go from fun to work.  Can we please store more calibration charges, have the MU maintain efficiency longer, and T1 pools bigger and T1 mu pool more ore? Other wise this game turns into a job instead of something fun to do. 
  13. Like
    SMALLVILLE got a reaction from Ving in Gathering your questions for the Q&A on Wednesday, December 1st   
    The 1 million quanta territory tax a week has made this game no fun. Who wants to run T1 Mining units just to pay territory tax for that tile. Can we get bigger pools on T1 and have the basic mining unit L pull more l/h? I have waited to post anything to this thread until I had T1-T3 mining units working in the field. With the ore amounts those mu pull it should be easy to pay territory tax and have ore for my factor. The T1s are just insufficient and made this game go from fun to work.  Can we please store more calibration charges, have the MU maintain efficiency longer, and T1 pools bigger and T1 mu pool more ore? Other wise this game turns into a job instead of something fun to do. 
  14. Like
    SMALLVILLE got a reaction from antanox in Gathering your questions for the Q&A on Wednesday, December 1st   
    The 1 million quanta territory tax a week has made this game no fun. Who wants to run T1 Mining units just to pay territory tax for that tile. Can we get bigger pools on T1 and have the basic mining unit L pull more l/h? I have waited to post anything to this thread until I had T1-T3 mining units working in the field. With the ore amounts those mu pull it should be easy to pay territory tax and have ore for my factor. The T1s are just insufficient and made this game go from fun to work.  Can we please store more calibration charges, have the MU maintain efficiency longer, and T1 pools bigger and T1 mu pool more ore? Other wise this game turns into a job instead of something fun to do. 
  15. Like
    SMALLVILLE reacted to Dracostan in Call for Demeter-related questions   
    This is going to be a long post!
     
    Questions
    1.       Is this the ore pool balance per tile we can expect when Demeter goes live? A ‘primary’ ore with a relatively large pool, then moderate to minimal pools of the other planet ores types.
    2.       Is this the ore distribution pattern we can expect? Many I have spoken to have noticed ores in ‘Zones’ across the planets, where swathes of a particular ore is the primary ore pool per tile over significant numbers of tiles.
    3.       Is the ore pool shared across tile boarders? Some have noticed ore pools being impinged on by extraction from neighbouring tiles.
    4.       Are higher tier ores (T4 + T5) being deliberately excluded from planetary ore pools, and into asteroid mining gameplay?
    5.       How is NQ planning to prevent large organisations from claiming large swathes of tiles, from the advantage of current territory scan libraries held by them & huge wallet balances, thus disadvantaging the rest of the player base from finding ‘good’ extraction rate tiles?
    6.       How is NQ going to prevent the control of the mining unit manufacturing market by larger organisation that have access to the higher tier ores needed to produce the higher tier MU’s, that can then restrict open market sales of those MU’s, thus restricting the access to the higher tier ores and effectively controlling the higher tier ore market?
    7.       How is NQ going to manage the expected significant reduction in ore availability to general gameplay, whilst the player-base train the required talents and set up their allowed number of MU’s, to restart the flow of ore through the game economy?
    8.       How is NQ going to manage the expected significant ore price inflation that will result from the changes to mining, first from the near dead stop of ore production while MU’s are set up, then from the artificially capped extraction rate of ore, from the use of calibration charges?
    9.       Will the number of asteroids, both in PvP space and the safe zone, be increased and if so by how many? And will the spawn time of asteroids be staggered over the week, rather than all at once on a weekend?
    10.   What is NQ’s expected time frame for the new player experience, going from first spawn-in, collecting surface rocks, setting first base, creating/buying first ship, claimed tile expansion, reaching space, inter-planetary travel, asteroid mining?
     
    Problems
    1.       Having a primary ore, especially T1, severely restricts the ability of new & solo players from establishing a ‘home base’ from which they are able to grow from and then expand to new territories. It confines them to simply extracting the primary ore, then having to sell enough of it to buy the other ore types needed for expansion. This will limit how quickly a player is able to progress in the early game, thus reducing the likelihood of player retention.
    2.       Having zones of primary ores places another limit on new and solo players, like in problem 1, that they are not able to gain the resources needed to expand in what would be considered a reasonable gameplay time frame. It also allows larger organisations to claim large swathes of territory, potentially shutting out new / solo / small org players from large regions of the planets, forcing them away from markets, so increasing fuel cost and playtime to reach said markets to sell goods and progress.
    3.       Allowing neighbouring tiles to pilfer across tile boarders will obviously reduce the ore pool for the tile owner. This will only lead to the reduction in the overall ore extraction, as people will not want to waste MU’s on tiles with only partially remaining ore pools, and it will also create player animosity to the game mechanic, especially in densely claimed areas, like the market rings.
    4.       By moving higher tier ores off planets, this restricts the higher-level gameplay attainable for players not wanting to be involved in asteroid mining. Even by retaining a small amount on planet, akin to rare mineral deposits, these tiles will quickly be found by large organisations with their territory scan libraries, and so claimed within days of the update, shutting new / solo / small org players from that level of gameplay. Forcing a gameplay loop is not a sandbox.
    5.       While the implementation of a tile tax is intended to prevent players holding tiles without ‘using’ them, or at least incentivise their use for mining or industry to cover the tax, large organisations have the wallet resources to maintain their hold over significant swathes of multiple planets. These orgs also have the player numbers to rapidly data mine their territory scan libraries to find the best yielding tiles and immediately claim those tiles within the first days, if not hours of the update. This will shut out all other players from decent yield tiles, effectively producing two tiers of players, one who scrapes by on low yield tiles and purchasing ores from the large orgs or open markets, and the large orgs who will be able to control the ores market setting whatever price they want.
    6.       Having MU’s require the tier of ore they extract in order to build them will allow player groups who have access to those tiers of ore to control the production and sale of the mining units for those tiers. Combined with the level of control large orgs can bring to bear on the ore markets, this has the potential to shut out new / solo / small org players from that level of gameplay. It also goes against the current manufacturing meta of a ‘Basic’ industrial element can produce the ‘Uncommon’ version of the element being made, the ‘Uncommon’ industrial element can produce the ‘Advanced’ version of the element being made, etc. This meta allows progression up the industry gameplay levels, whereas the manufacturing requirements of the MU’s does not.
    7.       The expected significant reduction in the ore extraction rate whilst the mining changes take effect are already impacting the gameplay, with speculative market price inflation and ore hoarding taking place. With scarcity comes restriction of growth and knock-on price inflation across the market, restricting gameplay options and progression.
    8.       The introduction of Missions showed the impact that can be inflicted on the game market by the reduction in the global ore extraction rate as players moved away from mining to a more afk and profitable gameplay loop. At first the scarcity of ore will drive price inflation way faster than the spike seen with the introduction of Missions. Then by putting an artificial cap on the global extraction rate, ore prices (and so all other market prices) can and likely will be controlled by the few large organisations that establish territorial hold over large swathes of tiles with good pools.
    9.       The number of asteroids currently spawning at any point in the game, be it PvP space or Safe Zone is insufficient to ‘fill the gap’ expected in ore supply whilst the new MU’s are being established. Additionally, given the potential for significant territory control by large orgs on good yield tiles once the MU gameplay is established, even T1 ores will be in demand from asteroids. With the low spawn numbers and the ‘all-at-once’ spawn mechanic, this severely limits the player base to where and when asteroid gameplay occurs disadvantaging those players that cannot for whatever reason play at those times.
    10.   If the new player experience takes ‘too long’ to reach the point in gameplay where they are able to choose what sandbox play they want to pursue, then player numbers / retention will suffer, especially if the opening gameplay is days/weeks (/months?) of just collecting surface rocks and hoofing them to market before they can even afford to expand beyond their Sanctuary tile.
     
    Possible solutions
    1.       Have T1 ore pools be more balanced in each tile. While a primary ore type can still be present, the other T1 ore pools need to be similar, in order to allow new / solo players to establish a ‘home tile’ from which they can expand, without reliance on ore markets that have the potential to be controlled / dominated by large organisations.
    2.       Reduce the size of planetary ore zones or completely randomise the distribution of higher tier ores per tile – though while keeping the per planet ore type distribution currently in game. This will prevent the domination of ore types by larger organisations and allow new / solo / small org players to find higher tier ores nearer to their home bases, whilst still incentivising players to expand to other planets to find ore type not available on their home planet.
    3.       Ore pools must be restricted to the tile they reference in the territory scan – anything else will just encourage griefing across tile boundaries. And if NQ think ‘our player base is better than that…’ I encourage you to look at the amount of ships with glitched element still being sold / used in PvP, the number of players with large numbers of alts abusing the Mission system to gain massive wealth, the players using the terraforming tools to grief their neighbours, etc.
    4.       Retain the small chance to find higher tier ores on their respective planets as currently. This is still potentially subject to large orgs finding and claiming these tiles immediately following the update, so shutting out higher tier extraction by new / solo / small org players. A possibility is a rng spawn of higher tier ores in the extraction cycle of a lower tier MU.
    5.       a) Implement the increasing pricing scale for the tile taxation amount, as is currently used of the TU deployment cost. Currently the TU deployment cost is of little significance to the large organisations, as they have the wallet resources to soak up the one hit up front cost of deploying high numbers of TU’s. Implementing rising tax rates for the number of claimed tiles would go some way to limiting the reach and control of large orgs over swathes of territories, as the cost then become recurring currency sinks.
    5.       b) Wipe all current territory scans – it is the only way to set a level field between orgs / players with large scan libraries and the rest of the player-base.
    6.       Implement the manufacturing meta seen across the rest of the game to the manufacture of the Mining Units. This will allow progression of mining tiers, as is currently available to industry progression.
    7.       Temporarily introduce market bots to sell ores at ‘reasonable’ market process to cover the scarcity gap. Reduce the quantity available on the market as the MU gameplay becomes established, then remove them at the 45day mark when most invested players will have the MU talents trained to Lvl4.
    8.       For long term MU gameplay loop either remove the calibration charge cap, allowing charges to accumulate unrestricted, therefore allowing as many MU’s to be used as can be started with a charge per player – or allow the charges to be traded on the market, so players that do not get involved with the MU gameplay loop to sell them and make money, and also allowing players involved in MU’s to increase the amount of MU’s they are able to run.
    Or a more drastic change – just remove the charges all together and use the calibration mini-game to determine extraction efficiency. This will then put the global ore extraction rate burden back onto the player-base, as determined by the amount of game time they are willing to spend on servicing their deployed MU’s.
    9.       Increase the overall number of asteroids spawning in the game, both in PvP space and Safe Zone, and stagger the spawn times throughout the week to allow players to choose when they involve themselves in the asteroid hunt gameplay loop.
    10.   The tile tax burden must not be set so that it restricts the new / solo players from expanding from their first tile. This leads back to the solution of a rising tax rate per number of tiles claimed. The principal limitation of a player’s expansion, should this update be implemented as seen on the PTS, will be the dominance of large organisations over the ore markets. If the ore price burden is too high for players to progress to building / buying their first / next ship or tile – due to the rate of which ore can be collected from the surface, verses the amount of time required to collect sufficient ore to progress – then the majority players will not continue and the game will stagnant, or worse….
     
    I hope NQ realises the scope of the changes they are proposing and the potential damage to the game that can come from them. It will only take small tweaks to existing gameplay mechanics and the proposed numbers of the Demeter update to ensure the damage is mitigated and we are presented with a well-structured game that fulfils NQs vision and give players a rich and enjoyable universe to explore and build.
  16. Like
    SMALLVILLE got a reaction from Shaman in DEMETER PTS PREVIEW - Discussion Thread   
    ION Moon 2 new surface height is now 2km above what it used to be on the Live server. So any one with construct on that moon are now buried 2 km down.  
  17. Like
    SMALLVILLE reacted to Dracostan in DEMETER PTS PREVIEW - Discussion Thread   
    Dropping in airbrake obstruction, without even mentioning it, as well as changing the active surface that needs to be kept clear, so breaking countless ship designs - BAD FORM, NQ.
  18. Like
    SMALLVILLE got a reaction from decom70 in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I think the auto mining units are a great add to the game. But NQ you really need to add more than half a dozen asteroids to safe zone. They're lot players in this game that don't care to pvp and the safe zone asteroids we do have are mined out to quick. With planet mining going away these asteroids will be over crowed and mined out in hours. I feel you will lose a lot of players in this game if you don't release more safe zone asteroids. 
  19. Like
    SMALLVILLE got a reaction from Dracostan in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I think the auto mining units are a great add to the game. But NQ you really need to add more than half a dozen asteroids to safe zone. They're lot players in this game that don't care to pvp and the safe zone asteroids we do have are mined out to quick. With planet mining going away these asteroids will be over crowed and mined out in hours. I feel you will lose a lot of players in this game if you don't release more safe zone asteroids. 
  20. Like
    SMALLVILLE got a reaction from Haunty in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I think the auto mining units are a great add to the game. But NQ you really need to add more than half a dozen asteroids to safe zone. They're lot players in this game that don't care to pvp and the safe zone asteroids we do have are mined out to quick. With planet mining going away these asteroids will be over crowed and mined out in hours. I feel you will lose a lot of players in this game if you don't release more safe zone asteroids. 
  21. Like
    SMALLVILLE reacted to jkspartan in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I will say this SOMETHING MUST be done about the low number of asteroids in the SZ 12 to 19 per week and over 130+ in the PVP zone per week come on, mark my words there will and have been players quit already due to bugs, crashes, and now the looming update and the low asteroid count in the SZ will only add to that number of people that don't come back and quit all together.  
  22. Like
    SMALLVILLE got a reaction from CoyoteNZ in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    I think the auto mining units are a great add to the game. But NQ you really need to add more than half a dozen asteroids to safe zone. They're lot players in this game that don't care to pvp and the safe zone asteroids we do have are mined out to quick. With planet mining going away these asteroids will be over crowed and mined out in hours. I feel you will lose a lot of players in this game if you don't release more safe zone asteroids. 
  23. Like
    SMALLVILLE reacted to tlcjwb in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    NQ,,, thank you for a game that I have enjoyed playing. I know you have reasons for these mining changes and that they are probably required for the majority of players. I however am in the minority that was on this for Mining and scanning and have Zero interest in PVP. With the safe zone asteroids being limited in number I will be cancelling my account if Demeter as planned is deployed on the main server.
     
    I am not bitter, and wish you all the best, it is just that all the feature that made me willing to pay for this game no longer are available.
     
    Good luck!!!!
     
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