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Yoarii

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Posts posted by Yoarii

  1. 3 hours ago, Azraeil said:

    How is it that you can get the message that the crafting system you implemented that had so many players stop playing because of how restrictive it was and how the barrier to entry was too high and decide the solution is to take the prohibitive system you have and then TIME GATE that construction process?

    Like lets look at FUEL. A ship needs 10kL of fuel to fill a tank, each 100L of fuel needs 1h to create the schematic and around 3h of pures schematics to produce the hydrogen and fuel metals needed to craft that 100L of fuel. So we are looking at ~100h of timers to be able to fill a fuel tank which will run out in less than an hour of active flying.

    How does this system make the game more accessible or more enjoyable? What purpose is this system supposed to serve? When is the game going to "find the fun" it spoke of rather than just continuing to make every system that is actually implemented more and more tedious and restrictive?

    It doesn't. That said, this is the feedback that NQ is looking for - how to balance the system.

  2. 19 minutes ago, Sawafa said:

    Single player - yes. But you forget about all other people. They can put warp cell schematics (or any other schems) to the market for some quanta. And I am sure, they will! So, you will not be limited in 400 cells in a day. Also, there will be schematics related skills, that will double the possible output. So... market should play very significant role in obtaining schems!

    Those other players also wants to make warp cells to avoid the AFK-game of space flight between planets, not to mention the PvP folks who burn lots of cells iiuc. There just won't be enough WC schems to go around.

  3. 3 minutes ago, Heartbeat1 said:

    You understood it correctly, the question is how accurate are these shown numbers?

    If they are correct then it will take weeks to make enough cells just to warp the material needed just to make the cells in the first place. Someone please tell me there's more to this.

     

    NQ - please keep in mind that we don't need more AFK-gaming. If your intention is to force people to slow-boat then you're shooting yourself in the foot with this one.

  4. 8 minutes ago, Msoul said:

    I will be brief as I also do not want to detract from the main topic. That particular wiki page was last updated in September 2017 so it is indeed very out of date.

    We, as players, don't know that do we? Only NQ knows what is coming since they don't publish a roadmap any more. Considering they are doing large changes to industry with the schematics (back on topic :) ) what's to say that they aren't removing markets as we know them?

     

    I don't actually believe they will, but I would give them a standing ovation if they had the guts to do just that. Lets hope Nyota gives us an answer.

  5. 2 hours ago, kulkija said:

    How ever those markets are created using Dispenser by creative way.

    Oh, I know; I'm part of Svea. :)

     

    I'm not sure if I should laugh or cry reading this from the *official* wiki you linked. @NQ-Nyota can you confirm the wiki is up-to-date and market units will be a thing on launch? When will we get to test them?

    https://dualuniverse.fandom.com/wiki/Market_Unit

     

    image.png.dbbee607609cf6be2e862ee25d9ea52d.png

     

    Edit: apologies for getting of-topic ;)

  6. 1 hour ago, kulkija said:

    Player markets

    Players will Build their markets where demand is. Players will create healthy competition among their markets. That will create lots of interactions, those which are now missing totally.

     

    When we get player markets?

    We have them; SVEA, Gottmart (and the space station I can't remember the name of), despite NQ making efforts that goes against the entire concept. What happens with these after the new schematic mechanic is introduced is still unknown.

  7. 12 hours ago, JayleBreak said:

    And no way would I search for someone to haul something I could make in my nano-pack on the spot.

    Of course not, nor should you. I'm opposing magic transports - storage which can be reached from anywhere on the planet. Such things have no place in a game like this.

  8. 1 hour ago, JayleBreak said:

    Looking at the problem statement: "Too many people building everything without involving others", why does NQ (and a lot of players) equate that with a problem with industry that needs fixing (one way or another).

    Focus on making it easier for people to buy instead of making things harder to build. My suggestions are:

    • Make all markets on a planet have the same buy and sell orders (e.g. place Market 6 terminals in every marketplace on Alioth and get rid of the local terminals). 
    • Distribute markets around planets so every territory is close to a market. I like how Haven was set up (may have added a few more markets though).
    • Change the nano-crafter so any item it can make can alternatively be instantly bought from the planetary market (if being sold by a player) and placed in your inventory (same as if it had been crafted).

    Remember, its consumer spending that drives economies not manufacturing. 

    No. Making items magically transport across the planet removes part of the hauling gameplay as well as the buy-transport-sell game some enjoy. Lets not remove the few things that are fun in the game.

  9. Hello,

     

    I want to bring some attention to an issue previously discussed on the DU Discord and by Koruzarius in their "airbrakes don't just brake!" video.

     

    I've found that what is explained in that video is not only correct, but much worse when you have no wings on the construct.

     

    In the video in the two linked time stamps below I'm flying a construct with no wings or stabilizers; only engines and brakes are used. The controller script is a custom one that I'm working on.

     

    1. Travelling 45 degrees upwards when brakes are applied with construct-forward orthogonal to the gravity vector. 
    2. Travelling 45 degrees downwards when brakes are applied with construct-forward orthogonal to the gravity vector.

     

    In the first one you can clearly see that when the brakes are enabled (the light in the front of the construct lights up, and also visible in the "brakes" widget) the construct makes a drastic change of direction upwards. Likewise, in the second one the construct makes a direction change downward.

     

    The expected behaviour is that the velocity shall decrease with a maintained direction, but instead we get this drastic direction change.

     

    @NQ-Deckard and/or @NQ-Ligo could you please give your input on this? Surely this can't be the intended functionality of brakes?

     

    For the record, the brake acceleration I give to the setEngineCommand is always in the negated direction of the current velocity vector.

     

    Br,

     

    Yoarii

  10. Complete agreement from my side. All data APIs should be available from every Lua-capable item in the game.

     

    NQ has been stated elsewhere (can't find the post now) that they don't want screens to do all that a PB does (as that would make the PB obsolete), but I do think the interface between PB and screens needs to be improved/expanded.

     

    @NQ-Ligo You can ofc not promise anything, but now you know of the request :)

  11. Well, there is the "D" in RDMS, for "Duty" which is still completely lacking from the game. Being able to tax members of an org for upkeep in return for access to facilities wouldn't be a bad thing I think. But it needs to be more than just that; such as fees for using a warp beacon and what not. Not saying that this is what DU needs right now though.

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