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Rimezx

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Everything posted by Rimezx

  1. Did you even do the math? where did you get the 10 mil from the previous post? 12 mil is only the exceptional parts and 5 mil the warp cell. It should be around 20 mil for 1 cell every 50 mins if not more. Very few people are gonna bother doing this for months just to START making profit. Not to mention that you have to pay a sub to do so. This is ridiculous. The price of 1 cell will get to levels like 50k per cell for a while. Gl bringing loads from the pvp zone with warp. Anyway if you guys think this is okay just wait for the game to die. Then you will realize just how okay this is at this point. Gl finding people in the pvp zone risking their now irreplaceable ships. No entering the pvp zone because of the risk + no warp because of cost = dead game.
  2. The schematic prices are fine for T1 but as the tier progresses it is becoming ridiculous. For example check warp cell price make a calculation of how much the schematics would cost to get 1 cell every 50 mins production. After that do the math of how many warp cells you can produce per day and how much profit you make per warp cell. If you do the math to regain the initial investment out of profit you need something like 140 days of selling warp cells to the market. Haven't calculated for other rare recipes like AGG, which will take like a year of selling AGGs to start making profit. Doesn't this seem too much? Was this intentional? I think the power per rarity level in the formula needs adjustment. It should be around 2 weeks of time to start making profit even for the rarest items. Any more than that and it is too much in my opinion.
  3. The game was not ready for this indeed. An endgame and side activities are currently missing from them game. Right now the game is a space minecraft basically. You have 3 activities: Mining, Crafting, Building. PvP right now is nonexistent as an activity and there is no pve content either. If you take away crafting then what does a new player do? Answer is mine all day everyday until they can afford to build stuff by buying everything from the market. This will not be enjoyable by the average player. If you consider these changes not from the perspective of the average player but a hardcore player that does nothing else but play du then yes it might work for you. I'm saying this as a player that has been playing du all day for 2 months now. Problem is if all the average players leave you will be left alone in a dead game. Starters and casuals are crucial to keep the game alive. All changes besides schematics were correct and needed. Element destruction alone was enough to jumpstart and sustain the economy. Fix pvp on top of that and the market would work just fine. Mass production factories could be left to organizations. If these orgs had talents/buffs to mass produce stuff then small factories would not be able to match them in prices. As i mentioned in another post a quality factor for an item that was produced from an org factory would make mass production all the more important, but people would still have their small factories being able to craft whatever they needed in small quantities even if they didnt have economic profit from doing so. That is how it works on any mmo game why reinvent the wheel with this one? My suggestion: Remove schematics for now and refund everyone who bought them since the prices are constant and do it soon before the game dies. There is great potential at this game do not kill it like this.
  4. It would be cool if we had some form of long range communications between constructs. When i first saw emitters and receivers i though of coding an IFF system for space. It could be installed on all ships of an org to identity when meeting in space. Could be used as a form of communication between pirate and foe at some set universal frequency. Could also be used to create a commander screen that shows every ship in receiver range of the flagship so that a commander could have a visual of the fleet they are controlling. Could work in atmosphere too but for shorter ranges. Could also use encryption algorithms in lua and add security to comms. Imagine an in game SSL-like handshake
  5. I never said anything about the current speed limit and weather i agree or disagree with it. You concluded that on your own. You mentioned real world physics and started making statements. You were the one who compared real world physics to the game trying to justify your ideas. I simply contradicted your erroneous real world physics statements. Afterwards in another comment you state that reality bends to the game, meaning that the game does not have to be realistic. You are contradicting yourself there. What i understand is that you want the game to be half realistic and disregard realism where you do not like it from a gameplay standpoint. I do not disagree with this idea. My first comment had nothing offensive/aggressive in it whatsoever. Then you go ahead and reply in a butthurt smartass way, with a comment full of smart sounding gibberish, simply because you do not like the fact that someone disagrees with you. I really do not like discussing with people like that, nor do i enjoy repeating myself. The only reason i answered is because you asked me a question and kept assuming my ideas in your reply comments, which i am not going to post here in order to avoid continuing this. I have posted my ideas elsewhere.
  6. Makes no sense. Name it banana speed if you want it is still the same. No you can't. Already explained why. You really have no idea of what you are talking about. It is as apparent as your lack of scientific knowledge. There is no point discussing with you if you feel offended when someone disagrees with you. Play the game some more and then come back here to post that is my advice.
  7. First of all because you mentioned real world physics. Do some research first. No object with mass can reach the speed of light according to Einstein's law. Only the light can reach the speed of light because light has no mass. Reason being that beyond a speed number the mass of an object starts increasing along with speed and thus more thrust is needed to maintain acceleration. To reach the speed of light it would require infinite thrust which is impossible. And so the gs acceleration cannot be stable and max speed is limited according to thrust and mass. The acceleration g force cannot be limited since adding more thrust obviously increases it. Capping it would make no sense whatsoever in terms of physics or logic. About g forces. 9gs for an extended period of time is not survivable. Any greater g force than that even for a brief amount of time may cause permanent damage. The only way humans could survive such g forces is if a technology that negated the force inside a ship was invented. Which according to our current knowledge is also impossible. The current world is large as it is for the current playerbase. If it became large enough to accomodate such extreme speeds the game would need a playerbase of millions in order for anyone to have a chance of finding someone in space. Traveling at such speeds would mean that accel rates need to be thousands of times faster along with radar ranges for a stationary ship to have a chance to catch up to an accelerated one. So it would be exactly the same with the only difference being different numbers. Missiles are the weapons with the shortest range. Just saying. If the warp distance from a planet was greater than the safe zone everyone trying to leave the planet would be doomed. Every organization would deploy loads of ships and camp in a net around all planets. The planets would be essentially controlled by organizations making it almost impossible for anyone else to leave the planet alive. I cant really find anything to agree with in your whole post.
  8. Rimezx

    Radar jamming

    The idea is adding radar jamming elements for ships to use. How it would work: A ship fires its radar jammer and it stops all ship radars with in range from functioning of a limited time. The radar jammer should have a limited range less than maximum radar range and also a cooldown. The ship that had its radar jammed cannot get jammed again for an X amount of time. (this is to prevent having multiple jammers/ships and using jamming in rotation to get away). This would make pvp much more interesting and less decided from the start. It would give the player a mechanic to outplay the opponent after the engagement. You could change course rapidly, brake, accelerate within jam time to change the course of the fight.
  9. First of all it depends on what you consider as griefing. If you consider piracy as a whole as griefing then there is no point in convesing about this any further. Its a matter of preference. NQ officially wants piracy to exist in their game. Pirates with balls will hunt for cargo and not to ruin someone's day for no reason. If a cargo scanner is added they will know how much cargo a ship is carrying and decide weather to engage or not depending on that. What i would consider as griefing would be if someone were to kill every ship and destroy it down to the last voxel. There will surely be a very few people that will do that but what impact will they have on the community as a whole? No serious organization is going to accept griefers and if they become too obnoxious they will eventually be hunted by everyone. There are going to be military/bounty hunters who hunt the pirates and thus a balance is gonna be established. What is the point of building ships if they aren't going to ever be used for something? If the game remains as is only the builders will stay and after a while they will also get bored. Lastly about my refence to cod. I was not trying to compare it to another game or DU. I was speaking generally about the connection of games to the player's character and psychology. In most cases what people do in games has nothing to do with their irl behaviour. Because they fight in game it does not mean they would do the same irl even if there were no consequences. For example let's say someone creates female characters as a guy like many do. Does it mean anything? No, they simply like the characters they create. They don't have to be representations of themselves and so on.
  10. I was commenting in general, not necessarily about DU. But i disagree with you regardless. If pvp is only fighter vs fighter as you say or in general between parties that all consent to pvp, and especially in a "remote pvp only zone", that would make it irrelevant. Also it takes a lot of effort to locate and gank someone without him getting away. It's not that "easy" and worthwile as you might think. I understand that you do not like nor want to participate in pvp but you need to understand that there are those who do. So the perfect solution should be somewhere in the middle. I suggest you read this post: The guy lays the idea pretty accurately.
  11. Japanese society stereotype about games in a nutshell? The cringe is real. No offense but It's like I'm reading a quote from some anime. What you are saying holds true in some rare cases but most of the time its just a game and you shouldn't take it seriously. People do what they find exciting in games, just that. Usually fighting other players gives you the most competition and that's why it is exciting. What these people are looking for is competition and the thrill of winning, like sports. By your logic call of duty players would be murderous warmongers that want to kill people IRL.
  12. I think we could really use a feature that lets us mark tiles in different colors on the map for easier scanning and then lets us save the data locally. Right now we are forced to have some kind of rotation when scanning in order to avoid double scanning tiles and if the order is lost the only way to figure it out is by saving all scans then comparing the tile numbers on the saved scans with the map. Quite a tedious process. Also if you leave a planet and delete your saved scans there is no way to remember which tiles you scanned beforehand. Since the tiles are slowly drying out on all planets this issue is only gonna get worse. Shouldn't be much of a hassle to add this.
  13. Delete this one somehow it got posted twice when i refreshed after getting http error 504 trying to post.
  14. I think that is what they said. You will be able to move it as many times as you want in those 128*(a change was made) meters.
  15. Well war and peace coexist in the same universe. Politics will be decided by organizations. Maybe the organizations make agreements and deals and keep their promises or they don't all hell breaks loose. That would be fun though, wouldn't it ? Massively multiplayer does not mean pvp yes, but also it does not mean pve. It depends on the game's design philosophy. A balance would be the best.
  16. The main problem right now is that the game basically has no endgame. PVP is meaningless and organizations barely have a reason to exist. What you are suggesting makes no sense. I am asking you the simple question, after you finish building all ships/bases/constructs you want to build at your own pace, then what do you do? Many of those "diehards" you are referring to have already reached that point. Someone who plays and tries more than another person is bound to have an advantage. This is reality. If not then why would they do it in the first place. You cannot restrict other people's progress because it doesn't suit your time schedule. You can still coexist with these people without expecting to be equal to them. You can still chill and do whatever you want at whatever pace you want inside the safe zone. The only thing that would change for you is that you won't have easy access to the top technology. You would have to buy that off those organizations. I play a lot of hours every day and have made a lot of progress but i haven't even joined an organization yet. Why? Because i do not need to. I can do everything on my own and that shouldn't be so. The only thing i would need from an organization right now is information. The only idea i would agree with would be to keep the current solar system as is and create a new one to apply the changes to, like mentioned on a post above. The resources of the new solar system should be abundant in volume and greater in quality than the current resources. That way less people will cry and organizations get to play their game. Since the resources do not respawn the current planets will eventually dry out and only then it will start becoming a problem for the non pvper. If a moderate resource respawn is added to the original system then it would be perfect. It will be basically be the question, do you want a lot or do you want to grind a little safely.
  17. It would be a cool idea to be able to tow/push/pull one ship with another. Now that move tool range limit is being considered it becomes even more appealing. In combination with space overdrive mentioned on another post below in this thread it would be awesome. A module like tow beams or long range magnetism could be used. It could have useful applications in many aspects of the game like: -PVP: Slowing moving ships down and eventually stopping them by pulling and braking. -Resque: Pulling stuck ships from the bottom of ravines and so on. Towing destroyed ships to their owners base. Pulling space only ships that somehow managed to fall on a planet back in space. It would be cool if space stations could be moved this way with limitations to where they can go of course.
  18. It depends heavily on where you are in the game, on your hardware and you internet. Plus it also happens randomly regardless. If you live at a planet/area with low population, you won't notice it as much. Come to my large alioth base which is near an organization tile and tell me again that everything is fine. My 1070Ti can barely handle it. Each time i fly a short trip and return to my base i have to restart the game because when i look to the direction of the org i get 5 fps. If your graphics card has anything less than 8 gigs you cant play there period. if it has less that 11 gigs you cant play in 1440p resolution. My system besides my graphics card is a beast and my internet is fast and stable, still the game crashes 1-2 times a day. Does this sound stable to you? @NQ-Naunet I know that the graphics settings are locked high for testing purposes but you might want to reconsider and let us dip them a bit. Soon i'll be needing a new graphics card to play at my base.
  19. Very bad way to implement this in my opinion. It should be so ONLY in space pvp. Distance in planet atmosphere should be much less. I'd say it should be the build zone of the core and only if someone with move tool or pilot rights is within it. If you load a ship in atmosphere and the game crashes in a populated zone like near a marketplace (happens regularly by the way), at least one person is bound to be in range of seeing your ship and it will crash. +There are gonna be those people that will fly close to a disconnected ship so that it crashes on purpsose for a laugh. A mechanic like magnetism or tow beams that lets a ship pull another ship from a distance to stop ships in pvp would be a great idea. It could also be used for towing or slowing something down in general. Would be a fine gameplay addition to resque ships/organizations.
  20. About the first part what i meant was not to land the full haul which would make having the AGG pointless as everyone is saying. If you read my post again what im saying is that AGG ships should be able to float for a while (enough time to go down with your elevator platform unload/shop/whatever and go back up safely), but not permanently park in midair when you log off. You would need just enough atmospheric elements to land the weight of your cargo empty ship (honeycomb-elements-fuel). Thats what i mean. About the vertical engines with a fast and easy lua workaround they work perfectly fine. And by vertical you propably mean the 45 degrees tilted ones everyone uses. It took me about 10 minutes to figure out how to achieve this with lua, but then again im a software engineer ?. If you want more info about how the engines work contact me on discord ill explain. RimeZ#1455
  21. Well i think most people are fine with the changes IF they are implemented correctly and all major issues that will arise are considered beforehand. Everyone is afraid of the impending shitshow. There are those people with bad connections and also not everyone can pilot correctly in this game. These changes are gonna be killing those people who were heavily abusing disconnect. I'm not gonna lie, piloting is hard at start considering your first ships are kinda terrible and you have no clue about speeds, atmosphere altitudes and planet gravities. Almost everyone has exploited the disconnect as a beginner to avoid crashes. Now they will have to learn the hard way ?
  22. I've been discussing these changes with my friends since the start of the beta and its nice to see what we've been thinking from the start being considered. There are some issues to be addressed first though regarding these changes. 1. AGG As it has been mentioned above, the AGG mechanics should be made clear before any change is implemented. Is the AGG supposed to function without someone sitting on the command seat? If yes i suggest that the AGG is made to work reliably for a time limit after all players leave the construct. You should be able to enable AGG jump and and trade then go back up and move the ship. I think AGG ships that never land should be nerfed. You can make the ship at least be able to land itself without any cargo load. 2. Time to move into command seat I think there should also be a small time after loading back after a disconnect to get back to the seat before the momentum returns. For example after getting disconnected and loading back there should a warning that you have 20 seconds or something like that before the momentum returns and as soon as someone sits in the command seat the momentum should return. If you get disconnected during a crucial time like atmosphere entry without agg or landing close to the ground and the momentum returns instantly on load, even 2-5 seconds of not controlling the ship could be fatal. If it is to be perfect the ship should remember engine thrust levels too after loading back, but i do not expect that much ? Further suggested changes: AGG should start at your current altitude instantly on activation and then you can change the base altitude for it to move you. AGG base altitude should be different for each planet considering what the mean altitude of the ground is at that particular planet. There shouldn't be AGG friendly planets like Thades. All floating platforms should be nerfed and removed. Makes no realistic sense and also they are flying hazzards. You should not be able to place a static core if no part of the grid is touching the ground or another core. Core stacking on top of each other should be limited and space elevators be removed from the game. I managed to hit one in orbit with a speed of 3900 once . Anyway its ugly makes no sense and it shouldn't be possible.
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