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Doombad

Alpha Tester
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Everything posted by Doombad

  1. Taxes, or something, have been needed for a while. There MUST be money sinks and there MUST be some incentive to NOT lock up dozens and hundreds of tiles. I - like everyone else, will have to adjust. I will drop a few tiles to which I have kept because I had no reason otherwise. Ultimately, this will be good for the long-term of DU.
  2. What does inactive mean? I am trying to understand the consequence of not paying taxes on HQ tiles.
  3. This is my concern exactly. I think more will snowball eventually but I am worried there will be a debilitating shortage for a while.
  4. The fundamental point you’re missing is that games like DU are based around a concept. They will implement different ideas, get feedback, adjust, and evolve the game. Assuming some all knowing designer has the vision mapped out from A to Z is naive at best.
  5. NQ listened to feedback and changed their minds. That’s life. That’s work. That’s how it goes. I am glad they listened.
  6. I tried to like your post more than once because it deserved it. Didn’t let me
  7. This sounds really neat. Take screen shots and share them. I am sure there is no good solution to what you have made.
  8. I would like more specifics for when the patch is coming out. Many (or most) of us are prepping. For example: when do we need to get our underground info figured out?
  9. It was stated a number of times there would be no more wipes.
  10. I don’t understand this. We can submit tickets before release for NQ to dig out our constructs?
  11. Nah. You lost the plot when you whined about schematics, which were a good thing for the game.
  12. You are being myopic. This will result in a significant reduction in ore yield due to the hard cap. Reduced ore means less building and more expensive parts. It is not good for the economy and will also make it more difficult for new players.
  13. Well…. With so little ore being mined in the future will mean we won’t be hauling as much so smaller ships needing fewer atmo brakes. NQ rocketstrategery. ?
  14. Whining over schematics is so overblown. Get over it FFS.
  15. Another thing that needs to be carefully considered is the intended outcome of these changes? 1) Reduce operations costs - check 2) Increase or Decrease supply of ore? #2 is what we care about from a gameplay perspective. Ore is the foundation of the game since everything we make requires ore. Restrict ore supply and we have nothing to do or everything simply costs too much. Bad. I hope NQ works to find balance with ore yield so the changes don’t strangle the game any more.
  16. Large ships stack them because so many atmo brakes are required. Maybe you could point us to your ships so we can compare. Large ships may have 60+ atmo brakes. I am curious how you do that without stacking them. Let’s also skip the “don’t make large ships argument.” This is a simpler problem for smaller ships.
  17. I want to voice a strong agreement with this post and add the atmo brake change will be disastrous to nearly every ship. Something like this needs more time and socialization.
  18. They should look at NPCs in the way Space Engineers implemented them. Fairly unsophisticated but brings a little more life to the universe.
  19. Gamers are hungry for a game like DU. NQ is getting better. They built up a lot of political debt this past year and are on a much better trajectory right now. It will come down to execution.
  20. Try clearing your cache first. Edit: sorry, you can't even get the launcher started. No idea.
  21. Can radars be connected to programming boards or only seats? I don't think so from memory, but may remember wrong. If not, why not? Connecting to programming boards would open up the option to build radar systems at bases, space stations, and so on. Would be fun.
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