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bleakcon

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  1. I had a scare once, but it is probably not even 10 percent unless the pilot is running it down the pipe......... Missions are ok, they are a one up on the RSI-inducing activity that was mining.
  2. Same issue, I have a 49 inch widescreen and it’s still a problem. dev 101: will this fashion feature affect function?
  3. Agree but they didn’t and I’m just saying that the ideas by op will cause other issues, the solution is elusive
  4. Then crash into a pile of nothing because the brakes won’t scale haha
  5. I think I addressed this as being the core issue to missions is that they need to be fun and engaging but as to how that is achieved - No idea
  6. Depends as to the context of how I became owner. If my financial survival is on the line I’m going to be cautious, otherwise..... - be totally transparent about the state of the game and the issues - be more communicative with the community - take no wipe policy off the table and make clear it is to be determined over the coming months of me checking the health of economy by employing an economist. - cry
  7. So I do agree mission system needs some iteration but I’m not sure all of your ideas are well thought out. The mission system within the safe zone is about right to be honest, will take most people 1 hour 15 minutes or so for 950k isn’t it or maybe 900k. I'm not sure it should be made any harder or made any more lucrative as the risk is negligible, perhaps a bad re-entry but that’s probably about it? as for the idea of being able to take more than one package, this is a big issue for safe zone as it would make quanta very easy to obtain. the non
  8. Definitely not surprised regarding the OP's statement, why? Let's go back to 0.23 release when the **** really hit the fan in my opinion. So 0.23 saw the release of schematics and the reception to these changes were lukewarm at best. The issue was never really the schematics, the vast majority of players understood and even welcomed the addition of schematics as an IDEA. The implementation of the idea though was fedback as being awful, the first issue was with the prices of the schematics, in response NQ eventually lowered the prices of schematics b
  9. Whilst super cool I am reminded of SE and the clang that is generated by large mining contraptions, I expect the current way in which mining is done is a massive burden on performance. I would however like to see more progression in mining and for it to be a little more enjoyable, can't imagine how though.
  10. Any kind of gate in my mind should be a natural outcome of gameplay; what I mean by this is we aren't thinking about artificial limitations but instead thinking about the gameplay loop and how to make it engaging and fun - even thought provoking - which should naturally provide a limit to what players want to manage regarding industry. If a player has the chance to be known as the best screw maker for engines the galaxy has ever known they will choose that over being a jack of all trades master of none I would say; the day I can specialise in all manner of screws will be the day DUfix is bo
  11. Building ships - takes creativity, thought and advertisement, there is actually skill needed to do this Coding LUA - takes skill, requires you to learn something Hauling - requires continued effort and has an element of risk if you aren't simply hauling in safe zone. PvP - You risk an entire ship at the chance you can possibly salvage something from another, I would not call this a way to get rich Sculpting - takes creativity and effort, having a sculpture on show for donations isn't a guaranteed and steady stream of income compared to what I was talking about. Even if I took yo
  12. Pure tedium. Things should be scaled back not through grinds and other boring, repetitive things but through the the activity requiring time and knowledge to specialise. The issues I see are: it is so easy to build t2 + items: get the schematic, get the materials, stick some machines together on a grid and click some buttons......then forever more you can build that thing as long as you have the materials. In my mind schematics shouldn't be infinite run and there should be some kind of mechanic that allows for the creation of limited run t2/3 + schematics. This mechanic requires
  13. Eve has: 1. PVE that will destroy ships pretty easily 2. Environments that will destroy ships (ghost sites, nebulas in some rooms iirc) 3. PVP that destroys ships daily At one point I remember seeing stats where 100s of thousands of ships were being destroyed a month maybe even millions in war times. DU has no such numbers to brag about. That said it probably won't matter but not for the reasons you suggest, I suspect any respawn will just end up going to bot orders currently so instead you will be seeing more quanta entering the economy which isn't necessarily great either.
  14. One of the reasons they probably did this was so that players, when designing ships, wouldn't end up creating ships that some player models couldn't get through........personally I think this is fine. The other reason though would be that the logical choice for height would be the absolute minimum you can be so you can create smaller interiors which weigh less though I would imagine this would be a really small (get it) advantage The other issue with this would be how would you change the avatars height....I doubt they factored in a mechanic to allow for customisation of your character
  15. I must be honest I never gave it much thought having not seen what it was like before but when you showed the pictures I would choose the dark....more realistic space in a heart beat. For what it's worth it has my vote.
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