Jump to content

Vidagild

Member
  • Posts

    16
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Vidagild got a reaction from Celestis in RESET: HOW TO PREPARE - discussion thread   
    Will the kickstarter DACs be credited to accounts at the launch to be spent on subscriptions?
  2. Like
    Vidagild got a reaction from Zireaa in RESET: HOW TO PREPARE - discussion thread   
    Will the kickstarter DACs be credited to accounts at the launch to be spent on subscriptions?
  3. Like
    Vidagild got a reaction from Haunty in RESET: HOW TO PREPARE - discussion thread   
    Will the kickstarter DACs be credited to accounts at the launch to be spent on subscriptions?
  4. Like
    Vidagild got a reaction from Hazaatan in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.
     
    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     
    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?
  5. Like
    Vidagild got a reaction from blundertwink in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.
     
    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     
    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?
  6. Like
    Vidagild got a reaction from Yoarii in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.
     
    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     
    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?
  7. Like
    Vidagild got a reaction from Wolfram in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    How is it that you can get the message that the crafting system you implemented that had so many players stop playing because of how restrictive it was and how the barrier to entry was too high and decide the solution is to take the prohibitive system you have and then TIME GATE that construction process?

    Like lets look at FUEL. A ship needs 10kL of fuel to fill a tank, each 100L of fuel needs 1h to create the schematic and around 3h of pures schematics to produce the hydrogen and fuel metals needed to craft that 100L of fuel. So we are looking at ~100h of timers to be able to fill a fuel tank which will run out in less than an hour of active flying.

    How does this system make the game more accessible or more enjoyable? What purpose is this system supposed to serve? When is the game going to "find the fun" it spoke of rather than just continuing to make every system that is actually implemented more and more tedious and restrictive?
  8. Like
    Vidagild got a reaction from CousinSal in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.
     
    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     
    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?
  9. Like
    Vidagild got a reaction from Facial_Fracture in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.
     
    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     
    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?
  10. Like
    Vidagild got a reaction from Zireaa in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    How is it that you can get the message that the crafting system you implemented that had so many players stop playing because of how restrictive it was and how the barrier to entry was too high and decide the solution is to take the prohibitive system you have and then TIME GATE that construction process?

    Like lets look at FUEL. A ship needs 10kL of fuel to fill a tank, each 100L of fuel needs 1h to create the schematic and around 3h of pures schematics to produce the hydrogen and fuel metals needed to craft that 100L of fuel. So we are looking at ~100h of timers to be able to fill a fuel tank which will run out in less than an hour of active flying.

    How does this system make the game more accessible or more enjoyable? What purpose is this system supposed to serve? When is the game going to "find the fun" it spoke of rather than just continuing to make every system that is actually implemented more and more tedious and restrictive?
  11. Like
    Vidagild got a reaction from Zarcata in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    How is it that you can get the message that the crafting system you implemented that had so many players stop playing because of how restrictive it was and how the barrier to entry was too high and decide the solution is to take the prohibitive system you have and then TIME GATE that construction process?

    Like lets look at FUEL. A ship needs 10kL of fuel to fill a tank, each 100L of fuel needs 1h to create the schematic and around 3h of pures schematics to produce the hydrogen and fuel metals needed to craft that 100L of fuel. So we are looking at ~100h of timers to be able to fill a fuel tank which will run out in less than an hour of active flying.

    How does this system make the game more accessible or more enjoyable? What purpose is this system supposed to serve? When is the game going to "find the fun" it spoke of rather than just continuing to make every system that is actually implemented more and more tedious and restrictive?
  12. Like
    Vidagild got a reaction from Centcom in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    How is it that you can get the message that the crafting system you implemented that had so many players stop playing because of how restrictive it was and how the barrier to entry was too high and decide the solution is to take the prohibitive system you have and then TIME GATE that construction process?

    Like lets look at FUEL. A ship needs 10kL of fuel to fill a tank, each 100L of fuel needs 1h to create the schematic and around 3h of pures schematics to produce the hydrogen and fuel metals needed to craft that 100L of fuel. So we are looking at ~100h of timers to be able to fill a fuel tank which will run out in less than an hour of active flying.

    How does this system make the game more accessible or more enjoyable? What purpose is this system supposed to serve? When is the game going to "find the fun" it spoke of rather than just continuing to make every system that is actually implemented more and more tedious and restrictive?
  13. Like
    Vidagild reacted to Novean-32184 in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    Here copmes 0.23 part two .. and the proof that NQ simply will not bother to learn from past mistakes.
     
    As expected, NQ is totally ignoring the feedback they already have and will just shove this change down everyone's throat untested and shortly before/at release.
     
    What could possibly go wrong /s
     
    Putting aside that the "refunding" answer is bogus for two reasons:
    A wipe will happen, removing schematics in game anyway. Just in case no wipe occurs this pretty much says that those who benefitted from the massive exploit where all schematics were available at a 99% discount for some time will benefit massively as NQ never removed those schematics for the game at the time, so if they were not sold or RMT'd already players will not get the full value back in quanta.  
    I agree that the indications of both duration for copying and cost are such that you can't produce enough in a timely fashion and/or market prices will go through the roof as this will force prices to go up.
     
    And how does NQ see copied blueprints with a vaariation of runs being sold on markets? that just makes no sense.
     
    NQ has every intention to just push this and test this on live servers either at or post release, which is just a terrible, terrible idea. The fact that NQ seems to think they can just keep going in their distorted reality of "it's fine to keep this going, release is just a label". Is appears the attitude and considerations that caused JC to drive the game nearly off a cliff is still very much alive at NQ. You simply CAN'T expect to be able to test potentially damaging changes like this in s LIVE SERVICE port release.
     
    Oh and the UI they "created" for this is just.. terrible..
     
    This is just an overall bad idea, how can anyone at NQ really think this is a good plan and why is there no one at NQ with any sense of "but wait a moment."
    Deeply, deeply concerning...
  14. Like
    Vidagild reacted to Wolfram in Ask Aphelia Episode #9 - Schematics Edition Discussion Thread   
    This is one of the most stupid broken mechanics I've seen NQ not only suggest, but apparently they also have implemented it, and knowing how arrogant they are they ABSOLUTELY won't accept that it's a stupid idea, even with tons of feedback here in the forums, but will push it into production.
     
    NQ managed to make Schematics even worse than they already were, and are in the way of making this game a completely "not-a-sandbox" game, by trying to shape their "player-driven" game and economy their own way.
     
    Please, if there's one thing I *hope* NQ employees listen is how stupid this change is going to be, specially by making consumables something you need to go and get individual Schematics for. I'm sure this will be yet another exodus of players, and this time not only I'll leave with them, but I'll make sure to spread the word on how broken this game has became and how NQ clearly doesn't care about the player base, but just about making alt-exploitable (P2W) mechanics.
     
    So much for this game...
  15. Like
    Vidagild got a reaction from CptLoRes in MU's are compromizing the building system   
    The taxes system means that I am having to do the calibrations on loop as well to just to keep myself from losing what I already have. The result is that I can't really engage in the element of the game I enjoy (building) because I have to monetise my playtime just to keep what I already have.
  16. Like
    Vidagild got a reaction from Mhaijik in MU's are compromizing the building system   
    The taxes system means that I am having to do the calibrations on loop as well to just to keep myself from losing what I already have. The result is that I can't really engage in the element of the game I enjoy (building) because I have to monetise my playtime just to keep what I already have.
  17. Like
    Vidagild got a reaction from CptLoRes in NQ suggests buffing engines, your thoughts?   
    you know that not all rockets are on/off right, you do have liquid fuel rockets that actually have thrust control and even vectoring today
  18. Like
    Vidagild got a reaction from GraXXoR in NQ suggests buffing engines, your thoughts?   
    you know that not all rockets are on/off right, you do have liquid fuel rockets that actually have thrust control and even vectoring today
  19. Like
    Vidagild reacted to CptLoRes in NQ suggests buffing engines, your thoughts?   
    It should be obvious by now that NQ is pulling numbers out their ass trying to shape game play with easy solutions, and at the same time not considering if the decisions make sense as a whole.
  20. Like
  21. Like
    Vidagild reacted to GraXXoR in NQ suggests buffing engines, your thoughts?   
    Most of my ship’s weight is warp core and fuel. Remember that fuel in this game is like liquid metal. You can float titanium, bricks, and granite boulders in it since it’s 5kg+ per litre. 
     
    only rocket fuel is a reasonable weight at 0.8kg per litre. 
     
    space engines are far more efficient than anything we have right now in real life, to be fair, though, so...
     
    like I said earlier. Mass compression in this game allows for insane weights to be squeezed into those tiny containers, warping our perception of how much we’re carrying since elements compress down to just a few liters and there is no wasted space as there would be in real life. 
     
    let’s take Catalyst 3. I think it’s about 70kg per litre or something. 
     
    you can fit 1500L into a 1m x 1m cube.  That’s about 100T alone for something you could use as a stool!
     
    Remember an XS square light in this game (size of a switch) weighs 70kg, too. 
     
    a 5m x 5m panel of these tiny lights would weigh 28T. 
     
    since small things weigh so much in this game, engines have to be “wallified” to lift it all. 
     
    basically balancing is hard. 
     
  22. Like
    Vidagild got a reaction from Clipper in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is the game post I was hoping for in the beginning, the steps laid out sound fantastic and I am very excited to see some of the grind and monotony removed in favour of active and engaging gameplay.
     
    I am also very hopeful that the rocket engines will see a rebalance to make them more balanced for their cost as part of the element development since right now they are about 2% as efficient as stacking large atmo engines for the same power values.
  23. Like
    Vidagild got a reaction from Uajrh1 in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is the game post I was hoping for in the beginning, the steps laid out sound fantastic and I am very excited to see some of the grind and monotony removed in favour of active and engaging gameplay.
     
    I am also very hopeful that the rocket engines will see a rebalance to make them more balanced for their cost as part of the element development since right now they are about 2% as efficient as stacking large atmo engines for the same power values.
  24. Like
    Vidagild got a reaction from Shaman in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is the game post I was hoping for in the beginning, the steps laid out sound fantastic and I am very excited to see some of the grind and monotony removed in favour of active and engaging gameplay.
     
    I am also very hopeful that the rocket engines will see a rebalance to make them more balanced for their cost as part of the element development since right now they are about 2% as efficient as stacking large atmo engines for the same power values.
  25. Like
    Vidagild got a reaction from JohnnyTazer in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    while I appreciate the need to reduce server running costs a major reason for the loss of subscriptions is the lack of content updates, and the uncertainty of the permanence of the game at this time. 0.23 was an update that tried to implement hard scaling to industry to slow down progression and try to force in game economics that the game simply does not have the features to support while 0.24 failed to bring anything to the game except some 4k dirt and a wallet system, and even that was bugged at launch while it was working fine on the PTS for whatever reason.

    Reducing running costs is only sustainable if you either have enough money to run the game without subscriptions till launch or you continue to introduce content to keep the subscribers in game and provide some surety to those of us paying the subs that there is still a commitment from those involved to build the game as it was proposed and that  we will still be maintaining our progress when the client goes live.
×
×
  • Create New...