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Zarcata

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Everything posted by Zarcata

  1. I ask to make the rdms standard usable for warp beacons. Currently, only those who are members of the same organisation can use a warp beacon. There is no possibility to unlock it for other players, as it is possible with VR stations.
  2. I would like to specifically address the issue of a wipe. It will have positive and negative effects, I'm sure, but if we want to be fair, a general wipe would be good for the game at the start, because all players can start with the same conditions and nobody has an advantage. I myself have built hundreds of constructs, earned millions of quanta and extracted even more ores from the ground and still think a fair start to the game includes a wipe. I have used my time so far to report many bugs in the game to get the game in a better state, you can assume that I have invested a daily time of more than just a full time job. Would I miss my achievements? Of course! But it's a beta and the game and a fair system come before individual enrichment. Means a complete reset of captured areas, available ores, reset of all Quanta, the skill tree - in short: everything. What I could imagine as "compensation" would be a "special" colouring of the avatar, so that one is recognised as an alpha beta tester. Possibly there could also be "magic blueprints" that get great constructs in the game - BUT these are granted without the voxels or elements contained in them. Meaning, the players can only place these constructions once they have collected the material for them again. Remember - it's to stay fair for our gaming community, any voxel or advanced engine would be a huge advantage and only gives opportunities to cheat on top of that. Why the reset at all? Because new players can't even manage to catch up in the current game and its progress. they would simply skip many Tier-levels and destroy the value of them. Likewise, there is currently a huge quanta glut due to testing out the missions, which have simply created a huge imbalance in the economic system. New players couldn't compete with this, couldn't even come close to surviving, because players already have billions in reserves to influence and control the market. So if you really want a fair game, you should support a wipe. But those who are only interested in maintaining their own power will certainly decide against it. No matter what you decide, it is and remains a beta and the goal should be to find bugs and make improvements to bring the game into a great future. The alpha/beta should not be used to enrich oneself by exploiting bugs.
  3. I hope that players will not buy more altaccounts just to maintain existing org structures, because this would only encourage this greedy system to go further in the wrong direction.
  4. That is really very shallow thinking! One could also aim for the same thing with a "premium account". If you want more cores-> then buy the premium subscription. Why should you buy many more accounts that have to be logged in and out again and again, and that make for more workload overall? It won't make the game any fuller or livelier. And again: What does this game offer apart from infinite building? The PvP is atrocious at the moment, there is no sign of balance far and wide. So what else is there? A little economy through the markets and the industrial plants, totally long-term motivating...or not, because you can automate almost everything, as long as enough ores are available....you don't even have to fly to the markets yourself or fetch goods back, you can run them as orders. So is DU mutating into an ingame browser or are we still allowed to play ourselves...? I can understand why JC made the decisions he did, I think he can't do what he originally wanted to do with the game anymore.
  5. It would just be another negative impact in the freedom of play. What more do you have to make complicated? Slow destruction will not change the problem, it will just make prices go up. It won't solve the real problem of having complete facilities from T1 to T5 and not needing small traders to specialise at all. In general, the skill system should be drastically rebuilt, you should have to decide what to skill because skill points are finite and not infinite. This means that in the end you can NEVER have everything 100% skilled. Then you would have to think carefully about what you skill and how, or outsource some of the production lines. BUT: That's when the next problem comes crawling up-> MultiAccountPlayer, with which you manage to lead this principle back into absurdity and then only punish those who only have one account. Fact: The economic system is not working as it should at the moment, because you don't have to rely on small specialised producers. It would be fun to be able to flag accounts so that changing accounts on a computer would create a re-login rate. Example 1 (Singleplayer) Acc1 logs in. DC- Acc1 logs in: instant. acc1 logs out. Example 2 Multiaccount) Acc1 logs in. Acc1 logs out. Acc2 logs in, is recognised by the system and logs in only after a 20-minute lockout period. Acc2 logs in after 20 minutes of locking time. Acc2 logs out. Acc1 logs in. Triggered by 3rd round again 20min lockout time +10min. Acc1 logs in after 30min. Acc1 logs out. Acc3 logs in, triggers 20minute lockout time, + 4th attempt to log in 2x10minutes. Acc3 logs in after 40 minutes.
  6. Then it would have been quite sufficient to take away the right of the sub-organisations to have more tiles or to orientate them to the current limit of the main organisation. But at the same time they reduced the core limit of each organisation and lowered the number of organisations per player from 5 to 1. You can run through life as positively as you like, but then with your eyes wide open. Seriously, what is left in the game for content that keeps us players occupied in the masses for a long time? I'm not talking about permanently grinding, but about game content that can really be fun for years, in order to bind players to the game and thus generate long-term revenue? The building in itself is a very great content and has contained endless fun or occupation - unfortunately, however, this was so strongly limited by core limitation that one would not even be occupied with it for a year and the players become bored. By the way, destroying what already exists has a negative effect on many who want to build up an entire society.
  7. i play with one Account since september 2020. Unfortunately I didn't know anything about the game or the Kickstarter programme beforehand.
  8. I would probably have collected money first to upgrade the hardware. At the moment it's hardly fun, because in many places in the game you simply can't play smoothly, despite having your own high-quality hardware. Furthermore, I would drastically increase the number of cores for players, so that you can also be employed as a sorry builder for 1,2,10 years without any problems, and make the number of cores for organisations dependent on the number of players. Introduce considerably more elements and toys into the game, more choice in decoration to enable better facilities. What I miss most of all are more possibilities to create different drives. Atmo engines, space engines, AGG and warp are too few and drastically hinder the players' creativity and possibilities to create really spectacular creations. Ever tried to build a helicopter? Seriously. If I could actually be CEO, I would create a gamer mix of World of Warcraft, GuildWars2, Archeage and Eve Online. Players would have an enormous amount of employment opportunities for dozens of years. What else is important besides stable hardware, customer service and an obliging helpfulness of the GMs. If a player has a problem, no matter how small or insignificant, it must be taken seriously. Translated with www.DeepL.com/Translator (free version)
  9. The next shitstorm will come with the energy-System....
  10. I'm sorry, but these very changes are coming soon, less than a month and a player just can't have multiple organisations as head of the org countless cores anymore. So the changes are in line with that: 1 player has maximum 1 main org with 275 cores and the player's own core count. After that is the end. You can only get around this limit if you buy other accounts or find players who renounce their own organisation for you and are trustworthy at the same time. Many players have already made changes or are in the process of changing everything so as not to lose everything with the patch. If, on the other hand, there should be further changes, it would be great if this information came as soon as possible and was not postponed.
  11. Maybe we are talking at cross purposes. The number of cores has nothing to do with how many tiles an org can occupy. These are two completely different things. An organisation can still take very many tiles, but they become extremely expensive with the number. What players need more of is the number of cores to build nice things. It was already limited to 275 per org with the last update and will soon be drastically reduced again with the org limit per player to one org. Before: 1 player: 1000 cores per org x 5 orgs = 5000 cores to build on. Current: 1 player: 275 cores per org = 1375 cores to build on. Soon: 1 player 275 core in one Org = 275 cores to build on. In 3 scenarios alone, there are also the handful of cores that a player may have himself.
  12. That depends on how the energy system is inserted into the game. If it is purely tile-related, the number would be uninteresting; if the energy is related to each core, then it is really an advantage.
  13. One could offer a normal subscription and a premium subscription. The premium subscription gets purely cosmetic upgrades, e.g. simply more cores that you can set. (Independent of an org, but related to the player). This could certainly be expanded with other cosmetics, but none of these should represent a real advantage in the game at any time.
  14. Is there a joint exchange with NQ somewhere here on the subject in the meantime or do we players only write with ourselves?
  15. You don't have to have it equipped, but the scrap will automatically be deducted from your available. if you're unlucky, you'll burn a T5 scrap with 100 points.
  16. At least a friendly explanation would be appropriate. Of course, these have already been listed here several times by the players, but we are curious who reacts out of which ambitions.
  17. This is a great opportunity to report here from my point of view. I myself am a mixed player, I like to play solo, but I also join groups if my reallife allows it, support community projects and actually participate in everything that is fun. I myself came from Archeage and WoW, because I was attracted by the almost limitless building and building up of whole societies. I'm a fan of StarTrek - especially the Borg - everyone who knows me probably knows that too. So I build everything that has to do with that topic. Spaceships, probes but also cities and the Borg construct. Since there are not many players like me who share this very special love, it was no problem for me to start this huge project myself. I took some tiles and set up hundreds of L-Cores and built them for months. A city has emerged that many have probably already visited or seen parts of in pictures. This construct offers space for many players, everyone could "rent" streets, buildings and just interesting things to discover - even a mine with machinery, steelworks, glass factories ....The goal was to create a mega-building that adheres to a design. I had to create several organisations for this, simply because I was held up by the core limitations that exist for each org. I also used the rights system with sub-organisations, for example to set up one organisation for rental ships and another to be able to rent out buildings and then assign players their buildings securely. Of course, I also used all these organisations to claim the territory of these projects, after all there are over 40 tiles and I was not aware that this would represent a ban, as many players use it and there was no ban anywhere. Instead, it was an opportunity to build a gigantic structure that many players enjoyed and admired. In other words, it was a "sight to see". Now I've been in the process of having to tear the whole thing down for days, because in a month's time I'll only have one organisation left, unless I play Dual Universe with a p2w and buy lots more accounts. (a premium account would even make more sense) Do you or NQ really want to go down this p2w route? At the moment, I am very disappointed by the upcoming changes, purely from what I can build as a player. Simply because limits are being imposed on how much I can build, regardless of whether I play for 1 month or 10 years. The day will come when you are simply not allowed to build anything any more, and I'm probably way over that with the Borg construct.
  18. and this row of voxels is supposed to ensure that the entire core runs in parallel? You can't see a grid line, only the blue glowing cube. In the meantime, I've tried so many things back and forth, but I wasn't really satisfied.
  19. Unfortunately, there are insufficient possibilities for moving static cores. By this I mean more precisely that it is almost impossible, if a building has several cores, to implement this via blueprint, because there is simply no grid to which one can align the cores. it is also apparently a matter of luck in which direction one then places the cores. If this is not sufficiently complicated for you, you can also copy-paste the conversion, not only core to core, but unfortunately only set fragments of the content in properly sounded out cores. This is also time-consuming, as the size of the copyable content has been limited to a very small amount. What is also enormously annoying is when you want to move the building "from A to B", you have to painstakingly dismantle each core by hand "when demolishing" the main location, and again it only works in small limited pieces, so that the dismantling alone is already frustrating. I therefore urgently request that the options be revised: -> To be able to dismantle cores completely via menu (The entire construction content then in the linked container). ->The core content is displayed as a preview when converting/aligning the blueprint and the alignment is displayed -> A grid is displayed so that it can be aligned correctly. Addition: -> to be able to glue several cores together via menu to a "Mega-Core" (As an example: I build a construction with 10 Static-Core-L, then I can "link" these set cores and they are listed as 1 MegaCore, the construction zone is shown as one MegaZone and no longer as 10 small ones; A deconstruction is only possible if one dissolves the linking beforehand.)
  20. It is imperative, before the system is introduced, that regulations are created to prevent entire planets from being taken over by thousands of sub-organisations, only to harvest them automatically. In this way, countless sub-orgs are created through the capture of territories and the prize, without any sense behind it. Players can already hardly find real organisations because there are many more fake organisations. Do we really want players to claim whole planets and then fill them with production facilities as if they were harvest fields, or do we want to see towns and villages on planets? Translated with www.DeepL.com/Translator (free version)
  21. In the latest update, the automatic ore deposits are now given in "litres per hour". Now there is a lot of speculation about this, including how they will work. In addition, there are now a large number of players scanning the tiles and already blocking/taking them. Accordingly, all the worthwhile tiles with high-quality and many litres per hour are taken in a short time. Now it would possibly make sense to counteract this hype. One could introduce this mining option with preconditions, e.g. it would only be possible to enable automatic mining if the tile is completely harvested of ore beforehand. There should also be a limit to how many tiles can be automatically mined, so a skill tree can be introduced that increases the limit per level. For example: Basic number of 10 tiles: +10 tiles per T-level. (max = 60 tiles per character) Translated with www.DeepL.com/Translator (free version)
  22. Die Org kann allerdings ihre Mitglieder entsprechend unzählige unterorgs erstellen und das Problem an sich einfach umgehen. Dabei stellt sich dann nur die FRage des Vertrauens in Mitspieler jeden Ranges. Hatte ich ja im anderen Beitrag schonmal erklärt.- Aber eine Großstadt das sich über mehrere Tile und tausende von Cores erstreckt, sollte meines Verständnisses nach niemals in der Hand eines einzigen Spielers stehen. (Ja ich bin gegen jede Form der Diktatur!) Dynamische Cores können einfach per tool weggeschoben werden. Dauert sich etwas mit der Weiteneinschränkung, aber es geht. Statische Cores können dahingegen doch schon jetzt vernünftig per Rechte "vermietet" werden. Man vermietet die Org-Cores direkt an einen SPieler mit Rechte zum Bauen usw. tritt der SPieler aus der Org aus, nimmt er halt seine Sachen aus dem core und man nimmt ihm die Rechte weg. Im Extremfall, nimmt man die REchte einfach weg und plündert den Core. Problem haben momentan nur diejenigen Orgs, die auf ihren Tiles Baurechte für Dritte Cores gegeben haben, also ein Spieler selbst ein core platzieren darf, denn dieser kann durch die Orgstruktur nicht benutzt werden. Ist nun auch ein Problem, da diese Cores dann im Orggebiet durchaus Bauvorhaben blockieren können - ist halt auch wieder ein selbstgemachtes Problem mit dem vertrauen an Spieler und der Rechtevergabe.
  23. Das Problem beim Nutzen der Orga-Mechanik zum "mehr" Core-Erstellen ist allerdings, dass man eigentlich nur 5 Orgas je Charakter zur Verfügung hat, also momentan dann 275x 5 ->>ABER, dann kann man keiner anderen Orga mehr beitreten, um zb Bündnisse zu schaffen. Also würde es eher so hinauslaufen: 4x257 Cores +1 normale Org. Die Unterorgas kann man nicht nutzen, denn diese nutzen so lange das Core-Limit der Mainorg, bis man in die unterorg mit einem weiteren Charakter (Twink) bemannt und dieser dann die Cores ausskillt. Das ist halt blöd, denn man benötigt dafür dann nen zweiten account. Einen anderen Spieler reinbringen ginge zwar auch, dann hat man aber wieder das Problem mit dem Vertrauen eines fremden Spielers im www.
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