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Verliezer

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Posts posted by Verliezer

  1. 18 hours ago, Atmosph3rik said:

    I think NQ made a mistake in trying to combine the concept of abandonment and salvage, with the need to remove clutter from the markets.

     

    Having the Markets uncluttered is great.  I think we can all agree that it's a good thing.

     

    Losing your stuff eventually if you aren't playing the game, or paying for it, makes sense.

     

    But seven days is just too short.  Every time i park at the market now, it's hard not to think to myself "Gee i hope my PC doesn't crap out right now.  Or i'll have seven days to buy a new one, or i lose my ship."  That's no fun.

     

    I've considered setting up a system with someone else, where they have perms on my ships, so if it does happen,  i could at least have them move my ship off the market tile.

     

    But that shouldn't be necessary.

     

    Clutter at the markets could just be moved, or compacted automatically, with a fee to get them back, or something like that.  The idea is to force players to not leave crap at the markets.  But i think that could be done with in-game disincentives.  Something that hurts, but makes you want to play more, if it happens, not less.

     

    A fast and harsh system to get people to stop leaving junk at the markets is exactly what we need.  But abandonment is too harsh.

    Why would anyone leave a ship for 7 days at the market?
    Is it that hard to go to market, buy or sell your stuff and go back ........... even if your PC crashes (which probably is caused by all the clutter on the market by the way )

  2. 35 minutes ago, BertBerto said:

    I wasnt to loggon for a coouple of weeks, and today when i do my ship has been Claimed, and i cant claim it back.

    WTF ? ?

    It was at an NPC port, but still some toxic [filtered] took it, so it doesnt have to work abit harder.

     

    You players that play like this are toxic creatures.

    I must admit not feeling sry for you. It is not a surprise that this feature was build in, announced and planned weeks ago. Another point ...... this decade (IAR) feature only applies currently on the Aphelia tiles. So I am happy that your trash has being removed, you should not have parked it there for such a long time annoying and hindering other players.

     

    Overal you could argue on the way this IAR has being executed, overall I am happy with the end result, less vehicles blocking the Market parking.

  3. hahahaha, that's me getting destroyed, getting famous after all :)

    I was fine with it, my take away ...... I started using throw away mining ships, very cheap and also not carrying that much ore around. So I don't mind getting shot once in a while. That's part of the game (at least as long I also keep having successful runs).

  4. On 1/29/2022 at 4:15 AM, Hirnsausen said:

    I am joining this thead because I fully supportthe idea of the starter.

    I once tried as seen in that Youtube video, but it did not work for me, I believe somewhere was an error in my script. My fault. But I could never find that error.

    Now, with the global shortage of processors, I cannot et the defunct game graphic card of my game computer being replaced, and ended up using a basic p and Nvidia Geforce Now streaming graphic client. That client does not allow copying/pasting between game and outside game, so I can forget to copy any script and paste it inside the game. Thatnks to those greedy crypto currency miners. They get rich and we normal people suffer.

    I would want such a button to switch off entire groups of engines, because if making only atmospheric flights I do not wish my space engines to start. Or even to reduce the max speed of my ship with atmo engines.

    I don't understand, you ask NQ for this button?

    I rather see NQ spend their time on things that would make something new in the game or work on bugs/improvements.

     

    What you want is already possible in the game. Did you ask the community for help? I am sure there are may people that are willing to help ?

     

    ps: pm me in discord and I can send you my script, I can even explain how I did it.

  5. I noticed that more and more I take less initiative to start something new in the game. All changes and the impact of it seems that big, that I am getting more in a waiting mode to see how it all plays out. What will the impact of the precision tool be and what comes next?

     

    I find that I am no longer 'just play' the game, but that I am weighting if it is worthwhile starting a new initiative/project.  Constantly looking for a non-regretable thing to do is not the gameplay I am currently looking for. My guess is that more and more people are reducing their activities due to the uncertainties on what changes are on their way and what the impact will be on the existing gameplay.

     

    Hopefully NQ can give us soon some insights in the roadmap and (major) upcomming changes so we can start play again without having to worry we build it all for nothing ?

  6. 7 hours ago, Zarcata said:

    What exactly is so great about DualUniverse? So, in its current or soon to come state? The best content is building via voxels, if you are aware that you are relatively limited in this, depending on how much time you want to put into the game.

    We should first clarify what DualUniverse really is and stop chasing the dream of that time. I am sure that so many new players will then no longer be attracted.

    Tja, everybody might have a different option here :)
    I like the voxel building, although there are many improvements possible, I don't know any game which give me the level of freedom that DU gives me.

    I like to be able to design and build flying and static constructs, I even like to setup some industry as well. I do would like to see some things around automation possibilities with belts or so but hee, it is ok now.

    I even like flying around and collect my ore from the planets where my mining units are placed.

     

    I am not the biggest expert but I haven't seen a game yet that let me do all those things. If you know of one I would be very much interested.

    And yes, DU is far from perfect but I hope and expect NQ to develop the game more and more so that in a few years from now we still enjoy a great game.

  7. If all those limited game design decisions are due to cost saving measurements because otherwise NQ will not survive as a company ..... then I would suggest to release the game.

     

    Release the game will make people quit, yes, but also will make more people pay.

    Together with a full wipe, which cleans up all non-active constructs and all starting with a clean sheet (so less constructs to start with), will buy NQ time to survive. It would solve so many short term issues. And yes things need to get better for the future.

     

    I think DU is a unique game and I really would like to see it survive, so NQ ....... take my money, I will play (and pay) for 2 accounts. Release and Wipe a.s.a.p.

     

    ps: the new voxel tool brings that existing constructs no longer are aligned with the 'new voxels'. Voxel libraries getting useless and modifying existing constructs can not be done or will be to difficult. This also is another reason to Wipe.

  8. 46 minutes ago, blazemonger said:

    2 accounts is 84 cores

    You mention you play with some friends in certain situations, you all share the burden of the cores needed for that activity

     

    I'd say you shoudl have well beyond 90 cores available overall.

     

    As I mentioned elsewhere, I do expect NQ will tweak the number and end up somewhere between 50 and 75 cores on one charatcer when combining personal and org core slots

    I'd say you wil be fine..

    I do think I will be fine and that NQ will finetune their figures.

     

    Point I was hoping to make is that it would help the acceptance of certain game design choices, if you understand how the intended game play was meant to be. E.g. if NQ haven't forseen that you create multi core constructs, then you know as a player that you run a certain risk when still going for a multi-core construct. When designing the new mining principles, how where they thinking what the intended gameplay would look like.

  9. 53 minutes ago, Hagbard said:

    What i wish NQ would do when changing basic core mechanics or limits like it is the case for each update lately:
    instead of throwing something out in a devblog to all, then receiving the hell of a shitstorm and then react and go back to the design table and leaving the playerbase wounded and demotivated.
    Talk to us first,  i bet if you would have asked any senior player about the core limit , you could have avoided the shitstorm.
    if you want constructive feedback let us now what the problem is you are trying to solve. you have a lot of game knowledge out there. we are the ones playing the game more than probably most of the NQ employees. so we might have good ideas. but to come out with potential solution ideas we need the problem statement first.
    is it about server storage costs?
    is it about network trafic?
    is it about client limitations when rendering?
    what are the problems, what is the data behind it.

    i bet there are a lot of players like me who would happily think about it and come up with ideas. but just asking for feedback on an upcoming core limitation does not give me enough data to properly think about the problem itself and propose good potentiality working ideas.

    So pls involve us. use us. but put a bit more on the table and preferable before creating damage by coming up with something that first sound like a final decision.

    I think spot on. Adding to this maybe they can setup a few 'player journeys'. Ask a decent number of player how they play the game and what their needs are. How do people play the game and what are the needs beloning to those 'player journeys'. NQ can then make al of their decissions based on those 'approved' journeys.

    * player journey = basicly a case decription on a certain kind of game play, what people do in the game. Not everybody is doing everything but most of us do combine certain play elelements. It is interesting to find out which different game play types there are and then based on this design your game.

  10. With last update and gameplay changes I am getting a bit confused what is expected  how to play DU. I understand the rational behind certain choices but NQ never gives us inside in their thoughproces on how the numbers/choices build up. If they would give some inside on how they think the game should be played and that could explain maybe the choices they make.

     

    Please NQ ... below I made an overview how I play the game. Maybe it is me doing something wrong here and can you tell me how you expect me to play the game!!

     

    E.g.

    I like mining .......
    I run on 3 planets some mining units. Each planet I placed a space station and a smal hauler to pick up the ore from the planet and bring it to my space station. Then I have a large deep space only hauler (I believe because that is the reason why we have XL Space engines and NOT XL atmos engines!) to pick the ore from the planet. 

    I also go out to an Astroid once in a while. I have a light weight carrier and an even smaller astroid mining vessel. My carrier brings the mining vessel to the nearest safe zone of the Astroid and then I  travel back and forward with the small minging vessel.

    -- 3 space constructs, 3 small hauler constructs, 1 large hauler construct., 1 astroid mining xcarrier, 2 astroid mining vessel (1 for reserve -- pvp you know ;-)) and 26 mining unit constructs.

    Mining cost me in total of  39 constructs

     

    I like building .....

    I like to build stuff and be creative. So I have a few voxel libraries to support my limited voxel mancy talents. Showing what I have build I like to do to (hoping to sell some blue prints).

    -- In total 12 constructs

     

    I like to do industry .....

    I also like some industry stuff so I build my self a factory. But I also need to pick up once in a while some schematics therefore I use tiny warp shuttle.  Further more I need to bring and pick up stuff from the market. Having a market shuttle as well

    In total 4 constructs.

     

    Then you have some random stuff like pocket ships, try outs, event ships, scanners, some dispencers on cores on a friends place, etc

     

    My numbers:

    - 2 accounts (so 1 ALT)

    - Member of 1 main organization with some friends

    - Super Legat of my own organisation to support my mining units

    - with 3 friends an organisation just to build a multi core space station

    - I own 25 territories

    - Did not count them all but approximitaly 90+ constructs

     

     

    Game play .....

    - Is it mean tto be that you only do 1 thing in DU, e.g. they shall only mine or only be an industrialist, or .....

    - Am I using to many mining unit constructs and was the intention of DU that we only have like 4-8 mining constructs. This is a bit conflicting with the fact that the number of calibrations is increased.

    - Am I member of to many organisations?

    - Do I own to many territories?

    - Should I not go into space and build space stations?

    - Is it not meant to build multi core constructs?

    - Clearly you think I am using to many constructs :)

    - Some create a "warpbeacon-org" in order to share warpbeacon use, beacuse RDMS won't let them share it properly.

    What is it how you see the game should be played?

     

    NQ it would help me if you maybe do a tutorial on how the game is played, it would give us moire insight in the thought process behind certain choices?

  11. Maybe an idea to look into is to toggle your engines based on the weight you are carrying. I have a ship which has 8 advanced Military Atmosphere L engines and 6 rare Military Atoms engines. 

    The rare engines are in 3 pairs of 2 engines tagged which I toggle in a LUA script. The LUA script reads the total weight of my ship + cargo. When passing certain thresholds I fire up a pair of engines. I never use to much engine power and fuel :)

     

    ps: another advantage is that with full power, on an empty ship, I tend to reach max speed too fast, that (if I do not pay enough attention) I completely burn in the atmosphere :). With the engine toggled automatically on the ships weight, I no longer have this 'problem'.

  12. A wipe is necesary  to reset the economy but also to reduce the unbalanced number of schematics in game.
    A wipe will reset the economy but does not fix it. Still a good balance needs to be implemented by NQ in the future updates.

     

    But what is overlooked is the number of schematics that have being bought in the few months where Ore prices went rogue. It was I think somewhere after the 0.23 update when the bots where removed and Ore prices went so high that all it took was mine one megaNode and you gained 100-200 million quanta.  The income increased by 10x but the schematic prices stayed the same. This caused that a lot of players became a billionaire and could affort ALL schematics. My opnion is that there are way to many schematics amongst us. There should be lower rate by which schematics are getting spread amongst the players (schematic prices tightly coupled to the ore prices). Therefor schematics needs to be part of the wipe as well.

     

  13. 12 hours ago, Zarcata said:


    A wipe will not solve any problems in the economy. The only thing that will happen is that you start again from 0 and then the broken economic cycle starts all over again and heads exactly where we are now. As in real life, there is no healthy and functioning economic cycle.

    Maybe the game is indeed in a state that a wipe in it's current state will not solve the broken economy. However, when the game (if ever ...) will come into a state where the economy is fixed (kinda), then you need something to repair the damage that has being done.

    " Fix the leaky faucet and then mop". The wipe will be the mopping, I can't see any other scenario which will fix the damage that has being caused in the past.

     

  14. 17 hours ago, Deleted said:

     

    Seems questions are difficult, I'll re ask the question part of the question:

        "Seriously, what would a wipe actually -demonstrably- achieve."

     

    Oh sry It was not clear. I was trying to answer that a wipe would fix the economy.

  15. 15 minutes ago, Deleted said:

    people keep harping on almost troll-like about wipes.. but seriously, what would a wipe actually -demonstrably- achieve.

    The economy is beyond repair due to outrages prices before Demeter and the Blue Print selling disaster last year. A lot of people became very very rich in an awful short time. This is beyond repair and only solution is a new solar system with a new coin or a wipe of the current solar system.

  16. My two cents to the mining, calibration and Taxes. In all these are to create a sink and to limit the players claiming everything and getting lazy.

     

    What if we ditch the calibration completely and lower the tax to 250k or so.

    Then make MU run on fuel, It would create a sink and stimulate fuel production and maybe even fuel trade. As a player you can setup fuel feeding system to your mining unit and go. The bigger your fuel feeding supply chain, the less visits you need.

     

    B.t.w. Generic power needs would create a good sink as well ?

     

    ps: make sure you can't mine and create fuel at the same time on a planet!

  17. I assumed that a containerHub would be similar as a container when using LUA API's.

     

    for _, container in pairs(containers) do
        maxVolume = container.getMaxVolume()
        currVolume = container.getItemsVolume()
        system.print(maxVolume.." - "..currVolume)
    end

     This simple script return 0.0 for the maxVolume when I connect the container through a containerHub to the programming board. CurrVolume contains the right value so getItemsVolume() is working for a hub.
    When connecting the container directly to the programboard the maxVolume returns the correct value, however the currVolume is 0.0.

    Bug?

  18. 2 hours ago, Physics said:

     

    For the light elements? Try normal decimal code.

     

    https://www.rapidtables.com/web/color/RGB_Color.html

    This is not really what I meant. I meant more what the default Dual Universe RGB colors are.

     

    E.g. when you open the market screens then the whole look and feel are Du colors. What is the used color for the outlines of boxes, what kind of color they use for the background. What is the color of nitro, kern, etc

  19. API overview in-game (F1-Codex) is outdated, it does not contain the shield API descriptions which I know are there.

     

    Reason for asking a complete up-to-date overview is because I am looking for the MU API's. If they exist?

    I would like to create a LUA screen voor miners to give the MU run overview and estimation what the mining progress will be in the next week. However, I could not find if there are any usable API's on the mining units.

     

    more on a generic level .... the complete documentation could use an update. Documentation is not the best developed part of the game :)

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