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Rimezx

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Posts posted by Rimezx

  1. I was making ~50m daily with heavy industry production. Had around 10 people providing me with schematics for some profit. Ore price changes didn't phase me since i could adjust prices. The thing is what do i even do with all this money in this game? I have the ships i need. Do i build like a large expensive battleship for pvp? Oh wait that actually doesn't work in this game and all pvpers run around in small cores. Oh well i guess ill just buy ore at the current low prices. Kept buying ore and filling containers every day to just load it all up dump it on haven and unsub 😜

  2. On 11/21/2022 at 2:31 PM, RugesV said:

    Also it was not highly abused. This is a pure mental misconception.  If this was the case we would see allot more Ilmenite on the market then columbite an rhodonite and vanadiite.  All the numbers look to be about the same.  If this was the case we would see allot more Cobaltite and Cryolie then Gold and Kolbeckite on the market.  This is not the case the numbers are about the same.  Sure gold prices are a bit higher, but thats always been the case for gold. 

     

    And if the thought that calibrating like this was adding to much more into the game. When the new planets get added in All those calibration points are now gong to be put towards full flowers which will add in 10 times the amount that this "abused" mechanic added in. I mean unless NQ does something crazy like only adding 3 or 4 flowers to these new planets. 

     

    People need to stop worrying about what other people have, and worry about what they have. 

    You are just supporting this simply because it suits your interests. It's like saying p2w in games is fine. Don't look at the other guy having everything u are striving to get. Doesn't work that way sorry. What about the starters that are gonna have to grind quanta to get those ores from ppl like you? But let me guess, you don't give a [filtered]. 

     

    There are people with multiple accounts that could generate ore out of the same tile without restrictions. If you cannot see why this is problematic then idk what else to say to you. 

     

    This whole system with flowers and mining units is the problem. You are looking at the tree and not the forest.

  3. On 11/20/2022 at 6:55 PM, Jinxed said:

    LOL... yeah... This thread is about marketing spin and covering up gaffes. 

     

    I knew a kid at school who always tried to claim that his mistakes were done on purpose to annoy people.

    Everyone just laughed at his expense, rolled their eyes and went back to flicking elastic bands at the teacher.

     

    Some well selected points made in the OP.  I have made a number of the same points myself multiple times in the past. Specifically 3,5 9 and 11.

    Years ago, I made a whole thread on "missing" elements like L wings and ailerons yet so far only the missing XS space fuel tank was ever addressed.

     

    What is wrong with point 8?  I dont see why space elevators or floating platforms are an exploit.
    personally I think a blanket >1km ban was a BAD IDEA(TM) and should have only been enforced around markets.

    This limit has destroyed a few of the builds we planned to resurrect after the beta was disguised as a release and everyone got their shiit wiped.

    There are two main reasons i dislike having structures above 1km in the game.

    1. You can have containers along they way to space at linked container range and never have to go in atmo. This way you bypass having to land ur agg ships and you are not supposed to be able to. 

    2. They are annoying hazzards that you have to pay attention to when flying even when being in orbit.

  4. 6 minutes ago, Jinxed said:

    Programming PVE's AI is hard work. Likely beyond anything the devs at the time (moreso the current hamstrung team) could have managed.

    Well you are probably right. I don't really see this happening. They are stuck in an endless problem cycle. The team is small and they need money to hire people and actually make the game succeed, but because the game is bad they don't get enough players and money and cycle keeps repeating itself. 

  5. 3 hours ago, Wyndle said:

    The available resources in safe space becoming less predictable would immediately kill the last vestiges of non-pvp play.  There would be fuel shortages killing missions and the rest of the economy with it.  Quanta is a unit of trade, not a resource in and of itself.  You can't fill your tanks with an infinite supply of quanta if there's no ore to process.  

    There's never gonna be a fuel shortage. You can make more than enough fuel just by gathering skittles. So what is the non-pvp play right now? Go calibrate your mining units and then logout? At least scanning and finding ore in different planets and the world being alive would be something to look forward to. 

     

    Material passive income. I mean have you ever seen this like anywhere? You are supposed to grind for the material not have an automatic pipeline that hands it to you so you can afk at your base all day. The thing is people that knew how the system worked abused it so hard from day one and have huge high tier ore quantities stockpiled. We are reaching the "wipe needed" territory again. But now there cannot be any more wipes so you have to deal with it. You are never catching up to these people and if u dont scan and find high tier tile soon you will forever be left in the dust. 

     

    The game is dead at this point no matter what they do honestly. It's done.

  6. 12 hours ago, ColonkinYT said:

    Thanks NQ! You helped me make my choice.
    Subscription ends on the 27th. And now there is no doubt about the choice at all.
    😉

    Yeah i finally ran out of copium aswell. Don't forget to dump ur stuff on your haven/sanct territory in case you ever want to come back. I'm leaving probably permanently Nov 23rd with sub end.

  7. 12 minutes ago, Pleione said:

     Which requires them to write new code, not just change table entries.  e.g.  Lucky if they could do it in 6 months.

    I mean all the systems are already in place. It would just take some copy pasting from the current systems. It would be a few days work tops. 

  8. 1 hour ago, Kezzle said:

    Which would conveniently also do away with any need to create a territory wafare system, since there would be no permanent resources to fight over control of.

     

    Win-win!

    They could just place game built structures in all planents and have like castle siege mechanics at set intervals for orgs like any mmorpgs giving percentage of all market taxes on planet to winner org. Thats incentive enough to pvp for it. 

  9.     Current mining unit system has many flaws. Calibrating mining units is boring as hell. High tier ore tiles are stacked together making them easy to find, so most tiles are claimed by now. Having people keep the tiles claimed and having passive income forever is unfair to any starters. Taxes pose a problem if ore prices dip too low. 

     

        Instead of placing bot orders in the market to help people sell their ore and pay tile taxes, money print quanta and create a new inflation problem trying to solve current problem, I suggest going a completely different route.

     

        Make mining units placeable on dynamic cores. Make tiles have a finite amount of ore and have them reset and be randomized again every second asteroid reset or so. Have people mine and deplete the tile using their mining ships (ships with mining units and scanners). It would be simpler, more fun, engaging and fair to starters. No tile claim hoarding no taxes no problems. 

  10. 14 minutes ago, Pleione said:

     

    So in this vision you see NQ modifying taxes based on supply and demand???

    Applying bandages after shooting yourself in the foot does not solve your issues.

     

    Current mining unit and tax and flower system should be removed from the game all together in my opinion. Make mining units placable on dynamic cores and draining a large amount of ore from a tile in a small amount of time, depleting the tile. Have tile ore contents reset and change every month. Include no territory units and claiming in this system. That's 100x more fun and engaging. Also fair to new starters. 

  11. I decided to make a post about what i think is wrong with the current game system and share my proposed changes and fixes. Feel free to comment and share your own opinions. I'll list all of the recommendations in a priority list.

     

        1. Mining unit system needs a complete overhaul. Current system is boring, totally unfair and counterintuitive. Noone enjoys playing the passive income taxes game. Calibrating units is extremely boring and non engaging. Most of the tiles on planets are already scanned and taken in the first month of the release, making any new players stand no chance in finding them at this point. The only way this system could work is if all the tile ore reset every month or so. Having permanent ore income in the expense of new players having none is plain bad. Also adjacent tile system and flowers is terrible. Making people hoard tiles with multiple accounts which is bad. 

     

    A mining unit mining slower than a player is simply nonsensical from a logic perspective aswell. A way to make this system fun would be to have tiles reset every month and have finite amount of ore in them. So when you find one tile you place a mining unit and it mines rapidly for a short amount of time, let's say 2 hours and gives you a large quantity of ore on the spot, then the ore on the tile is spent. Tiles with better ore should be individually spread around planets and not chunked together, making random scanning the way to go. This way of scanning would keep players engaged. It would be reward for spent time every time. It would also help make the universe feel alive since players would settle in different planets farming diferrent materials. 

     

        2. Add a schematic copy distribution mechanic for schematic copies to industry units or let is place schematic copies in core and be done with it. It's pain in the a@@ checking every unit for schematics making factory lua a requirement if you dont want to go nuts,

     

        3. The game needs playable PvE content to keep players engaged. Currently there is not much for the average mainstream player to do in DU, making it a very niche and hard to recommend game to the average joe. The first thing a person is going to ask is what do you do in this game? And you asnwer like i craft and build and then i can take my crafted stuff and pvp because reasons. For example we could have NPC pirate ships in space even in safe zone. Making players ease into gun and combat talents and mechanics and slowly getting into the pvp content. Add basic and uncommon guns. People should be able to use guns from the get go if they want to. Trasure hunt quests in planets, raidable NPC bases by groups and much more. 

     

        4. Add a spaceflight tutorial for starters. Make them press X twice see the momentum line and understand how space speed works. Also warn them about atmo burnup. 

     

        5. PvP combat needs changes. First easy change is make each ship only be able to use its assigned shield size. Like guns s core should be only able to use s shield, m core m shield and so on. This s core m shield 6 cannons op meta needs to stop. Large gun accuracy should be increased on smaller cores depending on distance to core. As distance closes, larger weapon accuracy should increase with a set function. One or two small cores should stand no chance against an M or an L core. It is more expensive to make and requires multiple people to run. It only makes sense for it to be more powerful. Right now it feels like 2 rowboats with small guns blowing up a battleship. Does that make sense to you? 

    P.S. default ui for pvp needs a complete overhaul. It's next to impossible to pvp with default ui and radar. Just look at what streamers use, get ideas and fix it. 

     

        6. Maximum speed in space should be relative to mass as it is now but also relative to core size aswell. There should be a mass range for every core to make a core be considered "lightweight" or "heavyweight". For example an s core with 2kt should ahve a max speed for 20k but an s core with 200t should have a higher max speed. An L core with lets say 4kt should be considered lightweight and fast and have max speeds like that empty s core and so on.

     

        7. Find a way to counter doing missions with multiple accounts on one ship and getting multiple times the reward. This is effectively money printing quanta at alarming rates and creates billionaires that can manipulate the entire market with their quanta. 

     

        8. Flying platforms at 1300 meters and space elevators should be removed from the game and considered an exploit (in my opinion).

     

        9. We need Atmospheric engine XL and wing L.

     

        10. Make agg controlable with default UI from pilot chair. 

     

        11. Make rocket engines more powerful as they are pretty much useless as is and noone uses them. 

     

     

     

     

     

     

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