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Deintus

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Everything posted by Deintus

  1. More firm was the wrong word choice, my apologies. I mean there should be a more definitive rule they stick to. Unlike what they have been doing, they should be crystal clear by what they mean. Do you happen to have a link to where NQ states the above?
  2. I am speaking from a new player perspective as well as my own. As has been mentioned, you have to mine for endless hours to get the quanta for end products. But what products will sell? Which one element is worth sinking millions of quanta into? After spending 30 gaming hours or more mining to get to the point of say, basic medium engines. What do you do if it doesn't sell? Where can you sell a basic blueprint to make back money for another venture? And in the end, what is the reward? This game gave me the impression that final elements are for non-industrialists and end consumers while intermediary was for industries and diy One thing intermediary parts can serve is to bypass producing them yourself, making it to where all you need is an assembler for the final element and one blueprint. Much cheaper that way and gives new industrilists someone to sell screws to. In RL, hardware stores would not exist if there wasn't a demand for things like screws, etc. Devils advocate. In this game there is no demand, so I do understand your point of view.
  3. I agree its not eliminated. That is a bit extreme. But I haven't seen big demands like 1000 basic s frames yet either. There is still a demand needed in the market that I did not see.
  4. Since I don't understand JC's end vision for the game, I can only give my thoughts on what I have seen so far, so bear with me on this... I believe in implementing a couple of computer driven npc orgs. To add to lore, this could be based on the ai, and the first few humans out of cryo. One org being 'the state' one being 'the corporation' and one being 'rogue'. I think a rep system should indicate that players tendancy to one of the three. Yes i know there could be hundreds more, but that is where the players themselves should make them, and orgs should be able to post their own missions. To encourage this, bonuses go to both sides on completion. This could be in the form of less or no taxes for the mission as an example, and would adjust a rep scale accordingly. My guess is as we expand, we will run into other arkships. Active or crashed. All planets and atmospheres with an arkship should be a definitive safe zone regardless of its state. One thing that could be introduced is the possibility that when a planet stays stable for a length of time, no wars for example, it could become a safe zone, up to a max of 3 planets per system expanded to. Of course, then you would have to allow something to be able to destabilize a safe zone. If this is done, a game wide anouncement via every time you log ingame that the change is occuring would happen. This is a complex system that all extreme PvP and non PvP players would not like. If used arkship worlds should never change. With logical, sensical damage of elements to a ship over a given time, can give one reason to go to the markets. It would be nice to somehow include the honeycomb structures. But balancing this is tricky... Too easy, less market movement... Too hard, players can't afford to fly... Adding in player buildable tools and weapons could help. You have to have the repair gun to repair efficiently, different levels of repair guns, different levels of talents. Different quality of repair. No talent, basic gun, you can't repair it completely, only ducttape it enough to fly. Five levels of damage could add to this. Make better use of the differences in elements they have now and introduce one more to the list they have now. Make them look a bit different or maybe shaded a different color to keep it simple. Basic engine, military engine for example. All basics should be cheap and easy and break requiring regular maintenance. All military should be more durable, less maintenance breaking less often. Just realized I wasted a lot of time here. These are only thoughts and none are likely to be implemented. Tons more ideas however I have wasted enough forum space.
  5. That is the same as maybe yes maybe no. They did not define what this "no other way" means, or what their criteria actually is for this "other way". If 2 or 3 big orgs dominate is that a reason? Is space taxi drivers yell loud enough a reason? Is their wipe reason economy based? That's why I think they should be more firm as to what this is. Tell us now imho
  6. In RL no market is ever completely "safe" or "stable". There are many factors besides simple supply and demand in effect. One thing is "perceived value" vs "actual value". Many governments put in place price gauging laws, sign contracts to by vast amounts of items, give tax breaks to promote production of an item, and many other things in attempts to keep markets in a state they believe is stable. The most dynamically priced commodity I can think of, that is finite, and can be seen and watched in action today, is oil. The one big question I have, is will NQ try to implement enough RL situations to simulated a full fledged economy? Will they attempt to simulate technology advancements? New resources found or even lost? Discovery of new resources making old less valuable? Will there be a player ran government or will NQ act as governing body? Or will they keep it simple and stay with the basics?
  7. Note that these are my own personal observations and opinions: It seems the game is in a state of flux, so to speak. Even though the game is in Beta, it needs a lot more work, so what you see now isn't planned as the final product. I suggest reading a bit through the forums, and give it a shot. Afterall you spent the money, right? I myself have finally decided to back off the game for a bit but that doesn't mean you would have to. If I might ask, what part of the game attracted you the most?
  8. That's a valid point. One thing for sure, none of this is possible anytime soon anyways. I think the fact that NQs vision of this game being "all things to all players" is still very obscure on how they are going to accomplish it. I think this was mentioned earlier, but we will need more than one solar system anyway for this to become truly meaningful in the context that is in this post. NQ has still yet to properly gauge or poll their current player base, and while I agree from my limited perspective it does appear that pvp seems to be the minority, its pretty plain some form of it is planned because : territory warfare. So why not think of ways for both to coexist in a single game?
  9. I have always wondered why the markets on Sanctuary were grouped like they were. It really makes the most sense to create markets equidistant around the planet for many reasons. One thing to try to do that I learned the hard way on ship building. After you put down your container, try to fill it with the heaviest stuff you have on hand, then continue building using the built in calculators for lift, thrust, etc. That is the easiest and quickest way to be sure you have enough brakes, wings, engines to ferry what you want back and forth.
  10. This. Personally I am all in for a player dominated/driven mission board. This opens up possibilities for smaller orgs/towns to hit larger ones when resources/people are low. To elaborate: Org A just mined more T4 than they can carry with what they have. Set out a contract for haulers to carry for them. Say Org B wants to disrupt this for an upcoming attack on Orgs A factory. Org B could contract for X amount for every shipment stolen/destroyed. This could be expanded upon. This is were the solo player could shine, with little affiliation with any org. They could potentially help both sides as long as whatever rep counter we have in place isn't tipped too far.
  11. Doing this makes the most sense concerning wipes. It also seems likely the wipe would occur as far as a year or more away. One thing NQ should consider, doing a wipe is bound to loose some subscribers. But the loss will be far more damaging if players feel blind-sided or misled like previously. I think it's in their best interest to announce a definitive wipe now, instead of waiting until later. The damage to number of subscribers and perceived company reliability/believability could be far worse later if they keep up the vague "maybe we will maybe we won't"
  12. And so it appears a majority of us later subscribers also agree with. If one person says you have a tail, you can laugh and ignore it. But if three or more people say the same thing, you better turn around and look.
  13. Just my own beliefs, but thinking Sanctuary should always be a safe zone regardless of where this discussion goes. That is where new people are learning, tutorials are staged, and in the case of "total eradication" of one side, where they loose all their tiles, there will always be one place to attempt to rebuild. Since you can only own one tile there anyways, should be easy. Lore behind it is the ai that brought us here considers that new cradle of new humanity as well. Afraid I disagree with a 2 core limit. (I assume you mean dynamic?? Or do you mean any type) Its already locked behind talents. But if you do a 2 top limit unlocking with joining an org which unlocks a type of talent tree for more, that would make sense with giving people reasons to join orgs. One thing that concerns me is defense while offline. Even for small orgs. It seems you should be able to build automated defenses... We have types of that in 2020... 900 years later in space makes sense it would be researchable, unlockable, buildable.
  14. It seems very much this. So sit back, watch the scenery or get off next stop.
  15. I think I know where you're going with this but if you don't mind could you please elaborate by going into more detail? Just want to be sure there's no misunderstanding.
  16. It seems to me asteroid mining done the way I have seen discussed elsewhere would help this. Of course who knows how it will be done.
  17. Interesting.... There's some merit to what you say, but like many other posts, it goes to far in guessing, supposition, and basically wishcraft. Hopefully NQ is smart enough to pick out the bits and truths from posts, and I mean everyone's posts which yes, does include my own, and strike a nice, natural balance between what JC's vision is, what is technologically possible and what brings in the cash. The thing is, they just now barely softened some of the blow of the 0.23 patch. No where did I read NQ say that the complete package was not returning in time. The communications line between devs and player base is still being built. Most likely, we the players, won't get an idea if the devs are going all out hardcore gamestyle or soft and fuzzy indie for at least 6 months, most likely a year.
  18. Been thinking on this. It almost seems the best way (under the CURRENT gameplay structure that is) to make people trade, it was mentioned elsewhere at one time I believe, but make sanctuary moon the only place all ores are available to mine. Even the solo players will have to resort to markets when their plot runs dry. This of course won't stop large orgs, but will help give a REASON to trade. Planets that have only certain set of ores will become home to parts made with those ores. Want it? Someone can truck it or the part for you, or you have to get it yourself. That should also increase space traffic, give you something else to shoot at and miss. ?
  19. Aren't we all just pissing glitter and crapping rainbows ?
  20. Man, I am just completely lost in this game then lol. I really didn't know about the waypoints, thanx. ? The tutorials were way to buggy for me, after stumbling and jittering my way to the point of the free concrete, I flew off and never returned to tutorials, so chances are there is a ton of stuff I don't know.
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