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Deintus

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Posts posted by Deintus

  1. 9 minutes ago, Umibozu said:

    so basically what you want is : remove the only tactic currently available to the victim, so pirate can fully , unobstructed without any risk benefit from being a pirate?

    I can not speak for @Olmeca_Gold but for myself, being a manufacturer of goods and actively flying parts and ore between my sites, I think what is needed is a balance. When I read the games details, I fully expected for people like @XKentX to take their shot at me. But my plan on counter-balance is paying fighter escorts.

     

    I think what is needed is a fair and plausible way of fighting pirates, while allowing that piracy to still be a viable option for players. For me, it livens the whole game and enriches my experience. I don't want to be picked off like a pigeon in a gun range, but neither do I want to be bullet-proof. I think the best tactics and overall strategy should win the day.

     

     

  2. I was thinking of the wrecks being like resources. Finite. If you could claim them/disassemble them, they would be gone and thus unavailable to anyone else (unless they randomly regenerated elsewhere). I think this would do well applying to alien OR terran ships.

     

    But long term, I see your point I think about the fifth wheel part. Not quite fitting in. Maybe being finite, they can only appear in newly added solar systems for a time. Encouraging exploration?

     

  3. 3 hours ago, sHuRuLuNi said:

    Actually they are utterly uninteresting, because there is no unique loot to be found on them, no "wow" factor, no sense of achievement, when all I can find is a run-of-the-mill wreck which has just normal elements which you can buy in any market.

     

     

    There should be some lore behind the wrecks - how about they are actually wrecks of alien origin? with unique items which cannot be found or bought anywhere, unique technology, artifacts ...

    I have been thinking on the lore part, correct me if I am wrong but the only way to share information in the game is via chat or signs correct?

     

    What if there was an easily craftable T1 item (Data Cube?) That could be created and when examined can be read like a book? That could help make lore more easily distributed in wrecks. Find the data cube, read the ship logs. See where it came from, what it was doing, etc. If it is craftable and ingame, it will be persistent with more info and less 'in your face' than anything I am currently aware of.

     

    If I am restating an old idea, my apologies.

     

    It can also be used by players for their own organization lore.

  4. 3 hours ago, kittle said:

    Thanks for listening to us!

     

    Some suggestions to make the wrecks more interesting:

    1) MORE wrecks everywhere (100x more) 

    2) Lots of different sizes.  from full ships down to a single engine or container sticking out of the dirt

    3) Different states:  some are dead.  some have "active" defenses -- obviously these would have much better loots

    4) Wrecks in space

    5) respawn wrecks after they are salvaged

     

    disclaimer:  I have never seen a wreck myself, so #2 may already be done.

     

    I like #1, but wouldn't want them so common as to take away from the 'wow' factor. Maybe 10X more?

     

    I haven't found any, so if #2 is not the way they currently are, that would be nice.

     

    #3 seems more plausible with PvP updates and would make for interesting encounters.

     

    I like #4, but these would be harder to find. Maybe have them come up on radar. Plus this will give some reason to "walk" instead of "warp" opening up more PvP possibilities and stories. Wondering to if derelict PvP ships will end up filling this void?

     

    #5 would be great. But I'm thinking that the ship should be 'claimable'. Meaning you can go into build mode, make a blueprint, and salvage the entire ship, entities, fuel, and all. This would at least help alleviate some of that punch to OP's gut (which I agree the rewards from these things don't sound worth it right now at all)

     

     

  5. 11 hours ago, Daphne Jones said:

    As long as it doesn't cause lag (but it does), yes.

     

    The most annoying thing is the 10 advertisers, none of which blocks the entrance, but collectively they make it very hard to get to the entrance. Even if you clear that, there's lag. My game always (literally always) crashes right after I land at a district market and often does that at non-district markets too.

    That's fair.

     

    I may be overly optimistic, but I believe most lag and crashing issues will be resolved when they (DU Devs) begin the optimization and bug squashing patch. Maybe it would be a different story at that point. But I definitely will concede the lag and crash issues should come before amenities.

     

    *EDIT when I say amenities I mean player additions such as ads, billboards or player markets.

     

     

  6. I am just a noob, but I submitted a ticket to the NQ help and support section and they helped me. Although I do know there are issues with the game, I have been able to play it.

     

    One thing they had suggested was to clear the cache (loadup screen, upper righthand side drop down menu), but I think that only applies if you have been able to play it before.

     

  7. 14 hours ago, Daphne Jones said:

    Putting a wall around the scammer's construct would definitely get you banned, ironically. That's in an NQ clarification somewhere - no blocking other people's advertising.

     

    I'd really like to see advertising at the markets/districts banned.

    Curious, would you consider unobstructive advertising to be okay? i.e. billboards that are on the already existing building that does not impede your movement through a given area... just look or don't look...

     

  8. 2 hours ago, Skimus said:

    Since beta launch I have frustrating problem with losing connection and frequent game crashing. I sent a lot of reports, but I guess that I'm in minority with this issue and nobody cares.

     

    So, is there someone, who also had a problem with constant game crasing, but found a way to fix it? How?

     

    These are some of the typical cases:

    - First login of the day - instant crash after Loading.

    - Second login of the day - crash after a few seconds after Loading. With third attempt it is usually ok.

    - Using instant transport between Alioth and Sanctuary - crash every 2-3 uses right after Loading.

    - Flying above the surface of planets (0-2000m range) - random (every 1-15 minutes) crashes. It seems to not correlate with any obvius situation or action.

    - Flying in space - random crashes roughly once every 20 minutes.

     

    The issue persist on 2 different machines, first one around minimal specs, second one 1 tier above recommended.

    I use only one machine, it happens often to me. If you are like me then your machine doesn't have the latest, greatest installed. It has just enough video to run it. But then maybe not.

     

    Mine happens during rendering process of complicated elements. If I log out away from bases, markets, not facing a ship, It usually doesn't happen. When I do log out near my base and it happens, I clear my cache. (upper right corner, its an option in the dropdown that has debug in it) That was what was suggested to me by the DU techs. I checked first time they contacted me with it, and was surprised. right at 15 GB in the cache!

     

    IF DU is like most, those little popup boxes you fill out and send are considered issue trackers. They are used by devs for optimizations and figuring out how and when problems occur from tickets when submitted. To get a response, you have to submit an actual ticket on the web site. That will contact the IT team, which will assist. If they can't fix it it gets booted up the chain depending on how many tickets for a particular problem are submitted. When it gets the devs attention, they pour through the issue trackers.

     

    *DISCLAIMER That happens at other companies, I do not know if that is DU's process as well.

     

    I suggest to just keep submitting the trackers. Keep issuing the tickets. Sheer number is what gets their attention. And in the meantime, try to what I do. So far my game crashes FAR less (still does occasionally) and is less frustrating. Hope this helps.

     

     

  9. 4 hours ago, Gottchar said:

    It would be quite simple to fix this without killing any "normal" ships:

    -get rid of the "what propels you can not turn you" rule, ships with all wings in the back should pitch forward.

    -Wings/Ailerons/stabs keep their current stats, but try to counter any unintentional rotation by increasing lift by up to 50% (or whatever) at the cost of increased drag. So an unbalanced ship still works perfectly fine but may start tipping at high cargo mass. It will also have slightly higher fuel consumption/decreased topspeed.

    -Same with engines, if you have most engines high up, they will have to run at reduced power so your ship does not tip forward. Which means you still fly, but less efficient.

    So this would allow practical builder to actually shine and at the same time not destroy all other bots, it would just mean thoughtless building is less efficient.

     

    I like this and agree with it in atmosphere. Except for engine placement creating unbalance away from center of mass without an opposing force, in space the rules are different since there is no real measurable drag, thus engines/rockets/adjusters pointed in different directions is a must have or you can not steer. But definitely would make sense that flying blocks with 10 stabilizers on one side, and 4 engines on the other, should have huge flying difficulties, if they could at all.

     

    Very nice! @TheTulucan I love where you placed those retro rockets! I think I will steal that idea! *YOINK*

     

  10. So far, I have enjoyed the game myself. I have spent my time mining and trying to get a ship I feel comfortable with, out of the safe zone. I just recently got a ship into space, no brakes! I was doing well at first, swinging the ship around to stop. But this last run it got stuck in the atmosphere (burnt up) with some ore in it. Darn physics anyways. Live and learn, then fabricate retro rockets I guess.

     

    The markets are interesting, a vast collection of space and ground ships, some of which never move. Then there are the scammers trying to sell me gold by placing the dispensers at the entrance. Very much like a modern day bizarre or flea market. The prices seem to fluctuate wildly depending on the area, but in my short time it appears to be headed towards perpetual inflation on certain "must have" items. Maybe when I expand enough I can counter that in a few markets.

     

    I hope to bridge that gap of people having to up mining and refining, so someone could concentrate on their flying and combat abilities alone if they wanted. Then maybe I could get them to join me, or maybe hire them for work. To me this games potential far outways it's current issues. Running low on local ore so will have to get my medium ship going soon. (Limits of resources is discussed elsewhere but am confident that bridge will be crossed, or blown up, in due time.)

     

    If a wipe happens, I would hate to loose my quantas and my talent points. Quantas are a must have to get a functional ship without hours of mining, fabricating and I would like to get to a position where I simply buy refined ore. Talent points would take nearly what, 4-5 years IRL to max out and would hate to start that journey over again.

     

    I see a lot of potential and plan to stick around for a while, hopefully meeting people ingame in the process. Although population does seem a bit sparce at the moment, it is a huge solar system and I assume the masses are mostly out of the safe zone stripping moon and planets. Definitely glad I found this and joined in. Plan to reevaluate in a year LOL ?

     

  11. @NQ-Naunet, to follow in @sHuRuLuNi footsteps, I can not include a list of games that I have played and enjoyed, or even many moons ago, coded myself. I have been Hacking the Matrix, to coin a phrase, since 1983 and the servers don't have that kind of space LOL ?

     

    I myself played Minecraft for a short time, only because the mods made it better, then gave it up.

    I tend to HATE MMO games, played WOW with my wife trying to give it a chance.

    I played Eve for a short times as well, and while I consider it "decent" it just didn't have staying power for me.

    My go to game for the last 4 years is and has been Elite Dangerous. ED opened me up to giving the right MMO a chance, if I ever saw one that 'clicked'.

     

    Why would I care to back this game?

     

    I, too, LOVE space games. I have wanted to play a game that crosses as many real life professions as possible, so that it can become largely complex with something for everyone in it. This way if I get bored of building ships, maybe I can trade for awhile, explore, attack outposts, or just sit down at a virtual coffee shop and speak to other online players.

     

    RPG, oh yea. I have played games like that when they were in hardback books. And in a vast universe, with many 'jobs' to do, you can really develop a character and watch it grow.

     

    In my mind DU is right in line for a Beta. It seems to be as complete, and with the amount of bugs that is what is average for a full running beta. Sure, I have seen better, but I have also seen far, far worse. So to me the current play-ability and stability issues, as well as the content, or lack thereof, are not a big deal at all. I mean it was like what, two months ago the game just went Beta! (which is how I stumbled across it) I have full confidence these devs not only have some endgame image in mind that I will like, they also show one thing that I have not ever seen in a game of this size. They seem to care. Because they care it brings to mind the small groups and solo coders that make their own games and it's actually impressive. Every interaction with ANY of DU's team, example (webmaster? moderator? dev?) @NQ-Naunet has been very pleasant with them seeming to want to hear it all, bad as well as good. That will not happen on other large scale game forums.

     

    They (DU devs) seem to realize their limitations and are very informative about those limitations. The voting section includes very good information on development time. They actually seem to listen. This is what I have seen first-hand. Again, never happens with other games. But because I DO know they (devs) have a bigger vision, I fully expect it to be a couple of years before the game starts to stabilize and open up in content to the point of the "average gamer". But then again, they surprised me with kind responses to my tickets, they may surprise me on how fast it improves. I just know I am here for the big profits when those gamers come in. It will fit my character very well. (Another reason to back the game)

     

    My words are not to discourage players, just to give my point of view. Honesty with your player base is ALWAYS the way to go. A player will likely come back at a later time to "see what has changed" if he just quit out of boredom, or because his much wanted special paint brush is months away, versus if he is quitting out of frustration due to over expectations, or lack of dev communication or response to his concerns. If a player thinks something is what it isn't, maybe reads a letter in a forum and says that sounds kewl, he pays a sub, gets in and the playability issues hit him like they do all of us at the main ports. There's a real chance he will be very angry, and leave thinking not to return. Best to know ahead of time, and gain an ally down the road, than miss him completely.

     

    Sorry for the horrible mess of a letter, I am sure its full of grammer and spelling errors... I am at work ? time for me to bring it back to the mundane world. ? Hope my point got across.

     

  12. Very much in agreement.

     

    Realize I am still new here, but my take is because of DU's current state, your average gamer would (and does) leave after a short time. But my overall take on DU (and yes, this may be incorrect) is that the endgame of the devs is to cater to as broad a playstyle as possible. By this I mean appeal to crafters, traders, miners, RPG, PVP, builders, explorers to basically create a micro universe of reality, if you will.

     

    With all this in mind, MY personal endgame is to create a thriving, and very affordable, business (organization) that concentrates on the build and design of XS, S,and maybe a few M size ships. My reasoning is when these new players who want only PVP, exploration, or RPG come back (hopefully) I have a viable solution where they may simply buy a ship (cheaply), fly, and interact while making money/stealing loot/hauling goods without the tedium of mining and crafting. But without a robust PVP system, I will never have a customer base.

     

    If it works out, the business expands, becomes 'fat juicy targets', the organization has to hire escorts, etc. etc. but to get there, I wholeheartedly agree development of PVP and player interaction (optimizations aside) should begin to take precedence for the next round of upgrades.

     

    -My Two Bits

  13. On 11/16/2020 at 10:15 AM, Rheuschek said:

    After 24 hours, player constructs at the marketplace should be considered abandoned and subject to salvaging.

    Boy do I feel stupid, I just read this right at the login screen,  7 down from the COMING SOON section:

     

    "Reduction of unnecessary clutter thanks to a system automatically dealing with abandoned constructs, which can then be scavenged by players"

     

    Am I reading too much into it? Or does this seem to imply after a period of time they will be considered abandon and open game for  anyone to disassemble and take? Depending on how it's done, it seems it may be too easy to circumvent if simply jumping in and moving it resets the timer, however it's not really specific on details. Like if it will include marketplaces.

     

  14. 10 hours ago, blazemonger said:

     

    One of those suggestions made months  ago and never acknowledged (and probably never seen) by NQ as they really have never actually engaged with us on this and went on to deconstruct a game mechanic with badly thought through action which had no meaningful impact but disrupting the flow of the game and the districts/markets.

    That's disheartening to hear, but honestly with what I have seen of the gaming industry in the last 10 years, not that surprising where forums are concerned. Most likely they run on a small crew. If so it will be quite awhile before we see a solution.

     

    About the scam gold trade; I did see where someone had created a construct to cover it with the word 'scam' on it. Very imaginative but I doubt that will work either.

  15. 8 hours ago, blazemonger said:

     

    Reasonable solutions which would really not be that hard to implement have been posted here for many, many weeks if not months. some have been lost because NQ decided to archive the aloha forums (yes, that far back) and others have been ignored. Eventually When there is no way around it, NQ will  bring in some elaborate and over the top "solution" which impact everyone. What should have happened is they should have given this some thought when the markets were split form the districts and a system should have been put in place then to resolve this. 

     

    Simple solution would be power management > dynamic constructs require to be flown for power to recharge and so it you leave dynamic construct stationary or do not add engines they decay and should do so fairly quickly with the only alternative being docking it to a static construct you own. If maintenance /upkeep would be required for dynamic constructs to remain active and owned a lot of this junk would go away because effort and investment of time to keep these alive is not what many are looking for.

     

    I agree with the idea of there needing to be some type of power requirements for dynamic constructs that have not moved in a period of time or even doesn't have any engines. Maintenance requirements would curb a percentage of the mess for sure.

     

    One thing I was wondering, maybe a few stationary billboards that required a type of payment could rotate through advertisements of players at the markets. Maybe too if players had a way to advertise in a clean, unobtrusive way, this would help as well.

     

  16. 6 hours ago, Teufelaffe said:
    The org Space Trade Empire has dispensers purporting to sell gold scrap, but dispense 0.10L of hydrogen.
    I'd recommend never buying anything from them, ever.

    I am new myself and when I saw that dispenser I very nearly fell for it. The 'too good to be true' is what stopped me. Seems 'human nature' and the axiom of 'buyer beware' followed us to our new home afterall.

     

    This definitely adds a bit of realism to the game for sure, but I can see how something like this could be very frustrating to some people. Especially new players with little money to spare. I was thinking, unless/until the devs decide to add in a type of reputation system for people and organizations, this is most likely the best way to warn others. I want to thank you for your heads up.

     

    I wonder if it would be feasible for an organization to keep and post a list of 'trusted known sellers/traders', sort of like the Better Business Bureau in the US. I imagine it would not be easy with the current system because there doesn't appear to be any type of ingame mail system and not all players in the game read the forums, but having an ingame player ran checking system would add another level of realism to the game. Since I am in the very early stages of trying to build my own store to sell spaceships, scams like this make me realize that I will need to advertise coordinates to my (future) store on one of my territories in hopes of gaining some trust of buyers. But a reputation system would go a long ways in helping that trust.

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