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ELX987

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Posts posted by ELX987

  1. 18 hours ago, blundertwink said:

     

    I mean...for the record, It was @blazemonger that actually did the "doxxing" and you can't really blame someone just for starting the thread (which wasn't at all calling for that) 😅

     

    Not that this has anything to do with the topic, just saying... 

    that thread was regarding a news article, and NQ closed it because someone not myself put a devs LinkedIn profile there, i denounce doxxing and never will condone it.

     

    thread in queston: 

    read for yourself

  2. For Reference here are the changes concerning this post:

     

    • Element Mass changes:
      • Warp Drive: 31000kg > 75000kg
      • Large Gunner Module: 11000kg > 16000kg
      • Medium Gunner Module: 2000kg > 4250kg
      • Extra-Small Adjustor: 22kg > 25kg
      • Small Adjustor: 42kg > 100kg
      • Medium Adjustor: 200kg > 450kg
      • Large Adjustor: 1000kg > 1550kg
      • All Small Shield variations: 3300kg > 5000kg
      • All Medium Shield variations: 17000kg > 30000kg 
      • All Large Shield variations: 92000kg > 125000kg 
      • All medium weapons: x1.5~ (roughly 2850kg > 4275kg)
      • All large weapons: x1.25~ (roughly 15000kg > 19000kg)
    • Shield Generator HP changes:
      • Base values for Extra-Small Shield: 500000 > 450000 
      • Base values for Small Shield: 2000000 > 1750000 
      • Base values for Medium Shield: 7500000 > 5000000 
      • Base values for Large Shield: 20000000 > 10000000

     

    Please explain NQ, What was the manically absurd meaning behind these changes, are you trying to kill what people thought good of Athena and sneak in such game changing tweaks to PVP and ship functionality?

     

    already you have irritated me by thinking these were good but this is incomputable stupidity.

     

    i have created a 2 day poll to see if people actually want this: https://strawpoll.com/polls/3RnYpxvWDye please vote.

     

     

  3. it is an absolute pain to go through and click, input and send tile taxes one at a time, this needs a optimization for those who have 10+ territories 

     

    at 115 territories i have to manage, the screen is really laggy when i am paying and many people are on the same boat.

     

    please NQ, make it so we can pay all bills for up to 2 cycles at once with the click of 1-2 buttons, that way people can have a MUCH easier way of paying for large upkeep :)

     

    thank you! 🥰

  4. 6 minutes ago, Thunderblaze said:

    They're already nerfing it....

     

    "

    • We are also altering the behavior around a construct’s maximum speed. Constructs’ mass will now impact their speed; the heavier the ship, the less its maximum speed will be. Thus, smaller ships will be able to catch up bigger ones despite the latter having bigger engines than the former.

    while yes this does nerf missions to an extent, it doenst solve the problem entirely.

     

    i think my proposal changes should be considered :)

  5. the following needs to happen for missions as its BS that people can make enough money for 1 warp beacon schematic in one 5 hour run of missions with an ubsurd amount of alts.

     

    here's how this should be done:

     

    -LIMIT APHIELIA PACKAGES PER SHIP FLAT OUT.

    -REDUCE ALL MISSION REWARDS BY 20-30%.

    -SET A WEEKLY LIMIT PER CHARACTER FOR HOW MANY MISSIONS THEY CAN DO THAT EQUATE TO OVER A CERTAIN AMOUNT OF QUANTA.

     

    100m+ an hour in this games economy is absurd, please NQ, do us all a favor and fix this.

  6. 5 hours ago, Taelessael said:

     

    • Stasis weapons are used to reduce the maximum velocity of targeted ships, a measure towards bringing better balance to PvP. Big armored ships with powerful space engines will no longer have the advantage that allowed them to easily escape more agile smaller designs.

    I appreciate you listening to the community on this, it will help bring some much needed complexity to pvp.

    • We are also altering the behavior around a construct’s maximum speed. Constructs’ mass will now impact their speed; the heavier the ship, the less its maximum speed will be. Thus, smaller ships will be able to catch up bigger ones despite the latter having bigger engines than the former.

    Barring a truly absurd speed-mass line (like stopping 1kt or heavier ships from exceeding 20kkph) this seems near pointless. Most of the M and L cores I've seen for pvp were effectively fly-weight given the sizes of their cores. The ships it sounded like this was meant to nerf have this bad habit of functionally being 4-10 engines with a fuel tank, a shield, guns, and a control chair, so they tend to be lighter than they stuff they are out-accelerating anyways.

     

    Sure, it will help pirates catch haulers out in deep space without needing those haulers to be in a warp-pipe, but it wasn't exactly something they needed help in or that will improve their returns by much. Not being spotted has always been a far more effective way to avoid pirates than hitting top speed.

     

    You'd probably solve the issue more effectively (and in a way that brakes science-immersion less) by capping top speed to shield-size.

     

     

    Unfortunately, no, M core constructs do not have a smaller cross-section. There is no minimum size mechanic for cores, hence why people keep seeing M or L cores on their radar when they get attacked, but if they get a good look at their attackers they realize most of 'em would fit on an S core and only have M or L to get at the weapons. Capping shields to core size (without other changes) will just result in M weapons and an L shield on an L core that would fit in to an S space. They probably need to add in a power/heat mechanic if they want to try an bump up cross-sections, using it to get people to put big solar-panels/radiators on a ship's exterior as would be appropriate to handle their giant engines/shields/weapons.

     

     

    Amusingly enough, the maximum speed of a thruster's exhaust in real life does not determine that thruster's top speed, only the speed at which it can accelerate. The explosion propelling the thruster is not a fixed point in space, but rather a physical thing with mass that is itself moving while it pushes the associated thruster forward. Its essentially like the "throwing a ball while standing an the bed of a moving truck" thing, except your thrusters are (hopefully) accelerating for longer than just the second it takes someone to throw a ball.

    I was once for shield size capping, but this made me change, Tael makes perfect sense here, and that's also why ship power management is going to be crucial for NQ to consider, but i will say stay Far away from power management for industries, it is way to complex now as it is for industry setup/maintenance.

     

    it would be very welcomed to have an S core meta or even balanced use of core sizes for PVP, that is what is going to bring many different possibilities to PVP compared to what we have now.

  7. 3 hours ago, blundertwink said:

    I wouldn't dismiss the issue of tile proximity to a market so simply -- the game will face a permanent wipe if this release doesn't go well, and release won't go well if new players give up!

     

    Last time (public beta launch), a lot of people gave up and couldn't even escape the "speeder phase". That was obvious based on market clutter. You can tell them that being near a market is an "end game privilege", but that means DU's FTUE will never be good enough to retain a huge slice of new players. 

     

    Their new player experience will be vacuuming rocks, long speeder trips back and forth to the market as they figure out the game, and waiting around for mining units to spit out ore.

     

    Yes, some people thrive in a sandbox with little or no direction...but this isn't a niche indie space game, it's an MMO that needs 10s of thousands of subscriptions to remain online. It will not work if new players can't get engaged. 

     

    People are focusing on the wipe as if that's the most important thing for this game's health, but I don't see why it's so important (except that existing players obviously don't want to lose their work when they expected to keep it which is fair). 

     

    FTUE is the most important thing for this game's health and people have little to say about it.

     

    FTUE is what will make or break this game, so I'm very curious to see exactly how this will change with Athena. 

     

    i put in bold what i think needs to be addressed,

     

    i disagree heavily with this "FTUE will make or break the game", FTUE is a nice bonus to help out new players, and if they wanted to make an entirely new player focused update, i would like NQ to put out ideas, but that wouldn't help the game.

    New players are only in the new player state for so long and once they pass that stage, if the content is lackluster, then they just leave the game.

     

    we need direction for mid-endgame players, this is exactly what Athena is bringing, which is what im excited for.

  8. 13 hours ago, blazemonger said:

    1. No, would not hold my breath.. maybe in a yeear or two if the game is still alive by then.

    2. We really know nothing about TW yet (and my guess is, neither does NQ outside of maybe a very high level idea).

    3, yes, notgoing to happen for now.

     

    pretty much

     

    another thing i want to note is the mechanics for XL cores are in game, as the ark ship is on an XL core (check your radar when flying by the districts if you don't believe me)

     

    but they need to balance stuff out before those come around

     

  9. 13 hours ago, Italicus said:

    The player driven economy.....Several problems I'm seeing. if everyone can make everything, what's the point of the market? You need trade skills ( say 12) and players need to be limited to only being able to master a few of them (Say 2). You need players that can make things others can't because they choose other trades so there'll be stuff to sell on the Market. Again, what's the point of the market? Supply and Demand.....If we can make everything each one of us then there's no demand and no economy!

     

     

    welcome to the game, its hard to get off the ground when you first start but its interesting once you pass those barriers

     

    as for the section ive quoted, there is indeed supply and demand, as people make stuff, it gets blown up in PVP or something new comes out, people also want to build new things.

     

    and the point clarifying people can make "everything", yes but its MUCH easier to specialize and that leaves a deficit that requires people to trade for stuff.

     

    regardless, hope you stay around, this game needs new blood

     

  10. 3 hours ago, Jinxed said:

    One thing I do respect CIG and Star Citizen forums for is that their moderators are consistently pretty strict when it comes to insults.  There are a list of terms that are just not accepted. Among them are carebear and murder hobos/PKers etc. 

     

    the number of ultimately productive threads that include those terms in any posts is so vanishingly small that CIG just tend to nip those threads in the bud.

     

    on these forums however, it’s always funny watching presumably grown adults getting riled up about other people’s play styles. 
     

    especially odd watching those whose in-game demenour is that of the battle hardened tough guy but who then resort to throwing their toys about when someone says they don’t want to play PVP with them. 
     

    Please delete this thread it will serve no positive purpose. 

     

     

    PVP is fun, if you dont like it, dont leave SZ

  11.  

    ^^ 

     

    i miss PVP like this, consensual or not, i just miss the fun we had

     

    rarely do i see fights get close to what this was, to have 10000 views on a forum thread that spewed out good fun and laughter.

     

    i wish DU went back to this type of fun, when we were all there to play, now we are just watching, waiting

     

    lets hope .29 brings this back!

  12. Warp gates will be another way to give instant gratification, which is detrimental to this game as has been shown already, 

     

    the only way i see warp gates really working is to bring people to a 2nd solar system, which would be not the best thing for NQ to focus on right now.

     

    while yes this would drive PVP, which is a game saver for DU at this point, this In my opinion should wait for now.

     

    good idea, not good timing for implementation

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