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Deintus

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Posts posted by Deintus

  1. 1 hour ago, XKentX said:

    They should not be "more firm", they are pretty firm already. If something like dupe bug exploiting the economy and going unnoticed for long time happens or some other big messup that can't be easily reverted and completely screws up the game then it's "no other way". Anything else, like every second noob that joined yesterday or been digging for last month saying "wipe all ! so I can fail miserably again !" is not "no other way".

    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. 1 hour ago, Fra119 said:

    I see no reason for intermediary product to be on the market honestly, I'd either buy the finished element or set up the entire line needed to build it myself from raw ores.

    Also most of the intermediary items (like frames) are used for more than 1 element, so why should an industrialist skip them, they are basically the first thing you should have available.

    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. 1 hour ago, Burble said:

    No, just no. We really should stop spreading this lie. It is not eliminated at all, it is just a much longer and more rewarding game. Anyone can have a factory that makes a few specialized parts within a week. The only difference is that now not everyone can build everything in the game right away. Which is vital if any kind of market economy that make sense is to exist.

     

     

    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. 43 minutes ago, XKentX said:

    They already made a statement on the wipe policy and that's a commitment many accepted and paid for, if you don't like it you have to live with it. Talking about it is not going to change it.

     

    "No wipes unless there is no other way"

     

    if some space taxi drivers want a wipe they can give me their stuff and consider wipe done.

    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. 20 minutes ago, lobolito said:

    Im ok with this, if NQ wants new Players to play like this.

    But then its simply not my kind of game.

    Whats pretty sad for me: As i bought the gametime (my knowledge base on the Game before the Blueprints) I thought, this game was pretty much what i wanted for years.

    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. 1 hour ago, Kurosawa said:

    What is wrong with giving players that have no interests in pvp a zone they can toy around in?

    Said zone being only 3 planets out of 12, the remaining 9 planets and perhaps other solar systems can be free for all, seems like a trade in pvp's favor

     

     

    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. 22 minutes ago, Warlander said:

    This is why I keep saying they need to just randomly assign new players to tiles somewhere close to a market or small market with a territroy unit already placed and some kind of optimized ship that can fly properly, a xs ontimized structure that is at the least set up for some small storage but also an industry capable of just making basic rations like scrap/gas for T1 just so new players can hit the ground running and just add on from there but also tinker with stuff and see how it is supposed to be conneccted and run and the same with the ship.

    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. 21 minutes ago, Fra119 said:

    Also wandering around won't be as easy as it is now, so mining expedition with escort ships might become a thing. NQ could work on the mission system to make it work as an hub, atm it seems to be intended for a 1to1 relationship (eg: need a lift from A to B) in the future it might  be possible to recruit more ppl for the same mission ("need n ships to protect my fleet from ion to alioth, paying 1mil quantas each").

    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. 4 minutes ago, Poliwopper said:

    - NQ more clearly define their vision for the game, *concretely enough that it will turn some people off*

    - NQ proceed to work to implement that vision

    - once that vision is fundamentally complete and core aspects are balanced, wipe

    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. On 12/23/2020 at 8:21 AM, CptLoRes said:

    I would say 0.23 was mostly an issue of the changes not being balanced. Meaning you cannot totally change a core aspect of a game without additional changes that keep the overall balance in place. And the main gripe I think many have, is why NQ did not see this obvious problem with the patch in the first place (does NQ actually play the game?). Granted hindsight is always 20/20, but still.

     

    And a sadly a recurring theme here is that... Faster and smaller iterative changes instead of infrequent large patches with lots of changes (and bugs), is something we (early testers) have been asking for since the beginning.

     

    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. 3 hours ago, le_souriceau said:

    Overall we mostly on observer seat in this ride, with ocasional ability to be loud and force NQ hit some brakes. Granted, some people sitting closer to driver for this, but... even they probably can't infuence that much.

    It seems very much this. So sit back, watch the scenery or get off next stop.

  15. 32 minutes ago, DuskLight said:

    - PvP based on organization war, rather than free-for-all PvP
    - Implement war exhaustion mechanics to prevent one Org from going zerg

    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. 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.

  17. 8 hours ago, XKentX said:

    NQ try people to "make trade" while trade is something that evolves naturally. NQ try to fight alt+f4 by introducing things that require you to alt+f4 10 times in a row. NQ tries to make industry work by making element destructible and a "-1 retries remaining" message meaning you now need to replace all your ship elements. JC has god-like orator skills telling everyone that looking at a circle getting bigger and then smaller for hours is "easy".

    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. ?

     

  18. 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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