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Feriniya

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  1. Like
    Feriniya got a reaction from Cybob19 in Wipe the damn servers!   
    Are you serious now? Are you suggesting to clear the server every time, just because the economy is alive? and reacts to the world? Does that mean the price went up or down?
     
    Sir, please forgive me.. This is an absolutely normal situation when market prices either rise or fall depending on demand/updates, etc. So it was and will be in all MMOs before the release and after the release - it doesn't matter, and everyone falls into this zone of such prices - all under the same conditions. And if you didn’t find it, don’t worry, you will find it in the future, but no one will ever wipe it just because someone missed the last part of the game’s history. It's funny in this case.
  2. Like
    Feriniya got a reaction from CptLoRes in Wipe the damn servers!   
    Are you serious now? Are you suggesting to clear the server every time, just because the economy is alive? and reacts to the world? Does that mean the price went up or down?
     
    Sir, please forgive me.. This is an absolutely normal situation when market prices either rise or fall depending on demand/updates, etc. So it was and will be in all MMOs before the release and after the release - it doesn't matter, and everyone falls into this zone of such prices - all under the same conditions. And if you didn’t find it, don’t worry, you will find it in the future, but no one will ever wipe it just because someone missed the last part of the game’s history. It's funny in this case.
  3. Like
    Feriniya got a reaction from GraXXoR in Wipe the damn servers!   
    Are you serious now? Are you suggesting to clear the server every time, just because the economy is alive? and reacts to the world? Does that mean the price went up or down?
     
    Sir, please forgive me.. This is an absolutely normal situation when market prices either rise or fall depending on demand/updates, etc. So it was and will be in all MMOs before the release and after the release - it doesn't matter, and everyone falls into this zone of such prices - all under the same conditions. And if you didn’t find it, don’t worry, you will find it in the future, but no one will ever wipe it just because someone missed the last part of the game’s history. It's funny in this case.
  4. Like
    Feriniya reacted to Wilner in Mining Hematite   
    Thank you!
  5. Like
    Feriniya got a reaction from Kurosawa in Mining Hematite   
    You have two options,

    copy this including "::" 
    ::pos{0,2,13.2441,170.1175,-0.0002}
    And open local chat and paste it there and send to chat. After that, the coordinates will become a yellow active link, then RMB and set the route.
     
    The second option is simpler and more adequate. Copy this include "::"
    ::pos{0,2,13.2441,170.1175,-0.0002}
    And in the game just press ALT + P the route will be set automatically (the main thing is dont use at this time commander's seat)
  6. Like
    Feriniya reacted to blundertwink in Energy / Survival When?   
    Okay, but why? What game design purpose does that really serve? How would you handle water in this game, just make it out of bounds or make it more complex where you need special gear to survive underwater? But...why? Nothing special underwater, so why handle it in a special way? 
     
     
    A whole weather system is a fairly big deal, what design purpose does it serve? Making it so you can survive harsher environments with better equipment? Adding diversity to different worlds? Forcing people to build actual roofs? How do you implement this system without making it a pain to build things outside? 
     

    This does seem like a simple change -- not really a big deal to me personally as I don't see death in these situations as especially necessary. 
     

    Survival mechanics are so popular with building games because things like food tie together very cleanly with building. Food is used for adventuring, where you gather more materials, which is used to grow more food; that's a simple and engaging loop. Of course, DU has no adventuring....so the loop wouldn't be complete. That's arguably my biggest criticism of survival-type mechanics: the game can't support them without more depth in the core gameplay. 
     
    For example, I don't see any buffs gained from eating etc. as being relevant without things like Territory War or Avatar vs. Avatar combat (which is just a myth and likely will never be implemented). The reason these mechanics work well in survival games is exactly why they'd be of limited use in DU: there needs to be some adventure/combat element for these loops to be complete.  
     
    People also tend to roll their eyes when survival mechanics are suggested not because you're wrong or because they are bad ideas, but because it isn't realistic for a studio like NQ to implement.
     
    For example, designing a weather system or farming system would take them literally years. Even changing how water works would take a lot of time. We know this because it's been almost 8 years now and they still are tweaking how mining works.
     
    So I don't really disagree with these ideas at their core, but also don't think they would be the best use of NQ's glacial development. They need to think very very carefully about design elements that are low impact for development but high impact for engagement, and all the typical survival loops don't seem to fit into that very cleanly. 
  7. Like
    Feriniya got a reaction from Cabana in Can we have an easier way to un-deploy constructs now?   
    When we put constructions according to the drawing, the construction seems to be "built" by elements in front of our eyes, why not do the same process only in reverse, and add all your voxels and elements to the connected container. By pressing one button. Esstesvenno doing a preliminary check on whether there is enough space to put it all in the active current container .. I think this is not a technically difficult task, but for some unknown reason, it still does not exist years later. And sometimes people just can't find 1 voxel, wasting hours of their time.
  8. Like
    Feriniya reacted to Juvenius Drakonius in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    Round can create confusion...make a circle a circle it's a function of radius....but an ellipse is a function of its axis...2xrx , 2xry.....so its better just o make a new function...a more accurate formula is: 
     
    addEllipse(layer, x, y, x-diameter[a], y-diameter[b])
    that way it's just to plot the thing x²/a²+y²/b²=1
     
  9. Like
    Feriniya reacted to Zarcata in Wipe the damn servers!   
    A wipe will not solve any problems in the economy. The only thing that will happen is that you start again from 0 and then the broken economic cycle starts all over again and heads exactly where we are now. As in real life, there is no healthy and functioning economic cycle.
  10. Like
    Feriniya reacted to GraXXoR in Wipe the damn servers!   
    Wiping will fix the economy? 
    Oh you sweet, summer child. 
  11. Like
    Feriniya reacted to Zarcata in Wipe the damn servers!   
    A wipe will not change anything. There will always be players who get very rich very quickly. There will always be players who, because of the knowledge/experience/time/money in many accounts/...achieve more than the normal standard player.
    There will also always be players who achieve more because they work together than many who try solo.
    Currently, a wipe aims purely nothing. The conditions that prevail now will be the same in a few weeks.
    I think NQ can't afford to do a wipe and lose a lot of players in the hope that it will attract new players. It remains a lottery game.
    As a real solution for new players, you can insert a second solar system for new players at release and protect it with a barrier until the society there has worked its way up to a development point. The solar systems must then each build a stargate so that this barrier is removed and the solar systems are connected. This would be good for old and new players. Depending on the interest of new players, more solar systems could be activated this way, should there really be an increased player request. At the moment, however, I see little demand for the product, as it simply appeals to a small potential minority in this category of games on the market.
     
  12. Like
    Feriniya reacted to Juvenius Drakonius in Wipe the damn servers!   
    no.
  13. Like
    Feriniya reacted to Sawafa in A PVP element API which is only accessible from screen click events?   
    As warping is doable with a big time delay now and can be easilly cancelled by pvp shot I do not see a reason why it shouldn't be restored the previous behavior, when it was possible to activate warp from code. 
     
    Regarding other ideas - it would be too easy to exploit them.
  14. Like
    Feriniya reacted to Cabana in Can we have an easier way to un-deploy constructs now?   
    yes +1
  15. Like
    Feriniya reacted to Gottchar in More Ideas for DU   
    Very nice post. I have to go through it one by one:

     
    Instead of NPC offering to modify your ship for quanta, i think the already existing different elements should be more balanced. You already mention the safe engines below. I wish each of the 4 types, and both space and atmo of them, actually had a role to play and was used. When there are 4 types, and they are used to like 90%, 8%, 2% and 0%, you should question if maybe a rebalancing is in order. Also, especially seeing how higher tier ores cost almost as much as t1, it would be nice if there where higher tier parts for other things as well. 
    Currently there are only guns, radars and engines where you can chose the rarity. By litres of ore required to build it, practical ships are to like 90%-100% made of t1. 
    So for modification I would rather see t2-4 wings (increased lift at high speed or at low speed, different stall angles), adjustors (more strength but warm up time) etc, just like engines have different tiers and properties. 

     
     
    Similar to above, other elements could have different properties, too. Be it faster transfer units that are t2, container with more storage volume but same element size, or less storage volume but weight reduction etc.
    Generally about this and the point above is to add, some people made vast amounts of money with exploits, some with (legit) mission running with plenty of accounts, I do not think people should be given that much of an advantage to spend it at the NPC. If those exploits had not happened, and the mission system was not paying out those ridiculous amounts, I would agree.
     
    Yes please, use scrap for something more of a "field repair" after a crash, but require elements to get some amount of maintenance from time to time. Meaning elements get a second health bar, "maintenance bar", which is replenished via a repair unit, which in turns requires fresh elements. Not 1 to 1, but you need eg 1 Wing M to get the 40 wings on your ship back to 100%, every few weeks. On one hand it solves the same issues that lifes lost on destruction tries to fix, but support does not get overwhelmed because people will contact them every time their ship is destroyed due to a bug.
     
    Hell no, the sales taxes are a big reason why there is pretty much only one market, and why people don’t sell things on Alioth. If my items don’t sell, not only do I obviously not get the money, but I also waste the fee. Instead the storage tax should be abolished and buy and sell orders stay in the market with no time restraint, or the value tax for unfilled orders be returned. The current fee system just leads to less items being available.
    Additionally, it leads to more players wanting to bypass markets and their fees, without the ability to properly advertise in a non-intrusive ways. So we just get an increase of messages in the general chat "WTS Basic engines L for a good price, message me for more info", and more signs and screens and dispensers at public places.

    If there were proper player markets, or if you could see dispenser sales in the market interface (optional), and players selling things was actually integrated more in the game, I would totally be for higher market taxes.
     
    If NPC missions didn’t pay so much, so reliable and with so little collateral, player missions to do the same thing would actually work well.
     
    Similar to the ore bots, and before that the HC bots, bot kill the economy. Just like t1 ore is now down to close to 25 (and soon, at least on alioth, below), other elements would be artificially more or less expensive. A bot that buys any number of t2 military atmo engines for 180k or even more? I bring it 200 per day. If it pays 160k or less, I don’t care about the bloody thing. So the devs would have to exactly know the current value of things, which, historically speaking they are bad at, the players without industry skills can not partake, or doing so would be at a loss, and, depending on the items, some people win the lottery. NPC pays 10M for Bonsais, some few people are suddenly rich, If instead it was Exotic agile Cannons XS, nobody cares, because nobody builds them. There is just no way to properly balance this, and even if it was balanced, it would just introduce another artificial NPC price stabilisation. And when the event is over, any overproduced stock is worthless.
     
    This would bypass schematic costs and talents and be hard to balance, and would need constant rebalancing, or it would by itself just be another artificial stabiliser. 
    Make it so that I upgrade 3 t1 engines into one t2, that would currently not be worth it. But if other items are introduced (like t2 wings  )suddenly the t2 ore price rises and it might be worth it, so far so good. The ability to upgrade now artificially keeps the t2 price lower, because if it climbs too high, people stop using t2 ore and just make t2 engines with t1 ore. But if you can make t2 items with t1 ore, the t2 refining and smelting talents become worth less. So do the schematics. So some people who trained this and bought that, now find their stuff made obsolete.
    What I am all for though is the ability to swap elements, like engines, without the need to remove, place anew in the same position (and re-buff)
     
    Would have to be at a rate of 35% or less of the ore needed for the original item without talents, otherwise I am all for it.
     
    I wish there were better tools for players to do these. 
    Only the last one, for orgs is imho a bad idea, orgs should really be a social feature, or we should have a different tool to use for grouping. 
    I am not part of an org to have a group chat with people I often interact with, because I use my limited org slots for beacon sharing and to have more construct slot.
     
    Almost all of them please!

    Link limit increase maybe for fuel tanks, but not for industry please. There should be a limit, and I think the limit is just right currently.
    I am all for other industry related QoL though, like faster transfer units, or talents to build something faster are also applied to transfer time. Rebalancing item volumes and batch sizes. There is lots to be done.
     
    Nothing to add to the rest, they are all very good ideas.



    I wrote more about the stuff I disagreed with, I hope you understand.
  16. Like
    Feriniya reacted to Gottchar in Active Feature Request Top?   
    Mostly things they had planned anyway, check how much on the top is suggested by "moderator". The site was shitty to navigate through, people just made new suggestions as they didn’t see the suggestion was already made, with so many pages people only voted on the stuff that was on the top already: the stuff added by NQ.
    Proper polling needs some proper moderation.
  17. Like
    Feriniya reacted to W1zard in PvP Ship Design Issue   
    Currently, hit probabilty depends only on a cross-section of targeted ship.
    In my opinion, this is pretty bad for making pvp ships look pretty, this is how my ship currently looks like:


    It's done like that because it was the smallest cross-section I managed to achive with 6 M railguns + L shield + good amount of thrust.

    This is a good example of a beautiful ship by Metsys:

     
    But this one have x1.5 frontal cross section, and I'm not talking about other two (which can make a difference in a fleet fight)
    The box design will have at least 20% less hit-probably compared to pretty-looking ship (which makes it 20% more tanky)
    and 20% is in my opinion a very big difference in survivability to make a choice towards using a box.

    For me, creative aspect of DU is one of the best compared to every other voxel-building games, and i want to be able to use this aspect of the game in pvp as well.
    Because PvP is a competetive aspect of the game, and if we want to min/max our builds, we have to use boxes =(

    Here are some of my thoughs that can help improve this situation:

    Make hit probability based not on a cross-section, but based on:
    a) total elements+voxel volume (that will give full freedom on ship design while keeping the smaller-better trend)
    b) total ship mass (don't really know how this can make any sense, but that can be pretty balanced i think)
    c) heat emission (amount of thrust / gun shots  produced)
    d) any other parameter you can think of except cross-section

  18. Like
    Feriniya reacted to Virtualburn in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    I certainly hope not.  I've spent years getting to where I am now with assets and ships and bank balance to enjoy the game I want to.  A wipe would be a crushing blow and leave the game empty.  If there were to be a wipe I don't think the steps being implemented for salvaging would have been needed so early to prepare a sustainable future when it comes to tiles and cores.

    The whole idea of being part of the paid beta was to get that head start in talents and industry, I don't see the point at all.
  19. Like
    Feriniya reacted to Haunty in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Inactive construct requisitioning should work almost anywhere to some extent, if they are truly abandoned by an unsubbed account. There are a lot of abandoned dynamic cores in space and on planets that have been around for a year or more.
  20. Like
    Feriniya reacted to Zeddrick in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Will there be a wipe on release?  I know it's slightly off topic but it is the big question we were hoping would be answered with the roadmap update ...
  21. Like
    Feriniya reacted to Nosomu in More Ideas for DU   
    Element and Quanta Sinks
    Introduce new content via salvaging and a quanta sink via NPC vendors: ship modifications. Each ship can have a limited number of slots on the core unit - possibly based on core size. Add some rare ship mods that can only be obtained through salvaging or events. A subset of these mods (basic to advanced) can be made available through NPC vendors for quanta. Examples of ship mods: Space engines consume 10% more fuel and provide 15% more thrust, Shield health is increased by 10% but resistances fall by 5%, atmo engines consume 5% less fuel and engine weight is reduced by 5%.  
    Quanta sink: Skills/Buffs that are not available via skill points that can be purchased from NPC vendors. Each player can have a limited number of slots for these permanent buffs. Access to these buffs can be unlocked by by completing in-game events and tasks. These can be purchased for a significant amount of quanta to act as a limited quanta sink. I.e. a player can purchase a permanent buff that provides x% reduced ship weight for x million quanta. Other examples of buffs: 5% less materials required to produce goods via industry, 20% reduction in taxes for tiles owned, 10% boost in radar range, etc.  
    Sink: Element decay/destruction. Repair units that use scrap or new elements/parts to repair an entire ship. To make these easier to use, perhaps they can auto purchase elements/parts from the market remotely as needed with a cap set on the purchase price based on the cost to produce an element/part times 2 or whatever variable the user sets.  
    Quanta sink: increased sales taxes for buyers.  
    Quanta sink: A NPC service that will transport your damaged/destroyed ship in a safe zone location to one of your cores for a fee.  
    Element sink/ quanta generation: Aphelia/NPC mega projects that require elements to be delivered before the project can be completed. I.e. warp gates, space stations, markets in new locations, NPC fleets for an upcoming event, etc. These projects can pay out a generous amount of quanta per element.  
    Element sink/repurposing: The ability to upgrade multiple basic elements to a higher tier at 140% of the production cost of the higher tier element. I.e. 3-6 basic engines can be upgraded to an uncommon engine at current market prices.  
    Element recycling that breaks elements down into pure metals.  
     
    Fun
    Introduce items that can only be found by doing events. Introduce events similar to the Thoramine hunt. Create industry events that offer limited-edition rewards to players who participate (these could be integrated into the mega projects mentioned above). Create PVP events where the victorious org/group receives exclusive skins and rewards (king of the hill events around an aphelia ship or something). Create puzzles that award the location of an unclaimed high-value T5 tile location, the location of a valuable deep space wreck, etc. New-player ship building competitions that award exclusive items, honeycomb, skins, or whatever reward you can think of. Explorer events and rewards. Perhaps rogue planets (or large asteroids) that pass through the system for a short time with artifacts on them. Make ship lasers that allow players to mine asteroids from the comfort of their ships. Give orgs passive benefits that can be unlocked through tasks or leveling up the org. These benefits should have the dual purpose of encouraging players to join larger active orgs. I.e. Reduced warp cell costs when traveling to org-owned warp beacons, a slight increase in the amount of ore that MUs extract on org-owned hexes/constructs, 10% reduced fuel consumption on all org dynamics, reduced market taxes at the closest market to the org HQ, etc.  
     
    Quality of life changes
    Fuel hubs Increase element link limits. Eliminate Kergon X1-4 and create a recipe that produces kergon using any tier 2 ore and hydrogen/oxygen. Reduce the weight of safe engines that scales with each tier. This should scale faster than the freight engines as the tradeoff for reduced thrust is pretty steep. Alternatively, find another way to make safe engines meaningful. Reduce the amount of fuel that rocket engines consume and increase their thrust to make them more relevant. Create a destructor element for industry that deletes excess materials (such as hydrogen/ oxygen). Make it easier to align multiple cores when deploying from blueprints. Add a "remove all elements, schematics, and honeycomb" option for cores. Add an option to include schematics when saving/deploying static blueprints. Make honeycomb types optional when creating blueprints. Put the honeycomb that the builder recommends as the default option, but allow players to select honeycomb on hand when deploying a blueprint. Remove the restriction that disables mining unit talents in VR. I don’t have enough time to travel to a different planet every day just to utilize the skills I unlocked. At this point I just VR everywhere to save time. Reduce territory scan times to a few minutes. Reduce the travel time required to reach asteroids by forcing them to spawn closer to planetary bodies. If it takes 10-15 minutes to travel to an asteroid this is great. 20-40 mins+ is not so great.
  22. Like
    Feriniya reacted to Julius_de_Carnutie in Energy / Survival When?   
    I mean it's not like energy management was a promise since KS and Survival Mecanics an absolute need in order to make some sense out of this... unless there is no "civilisation rebuilding" ...
    Just checked, in fact, this vision has been replaced by "Reboot Society", which is a bit more vague but still can be interpretated as a "Civ Rebuilder Game".
    The basic needs ( food , water, clothing, shelter, occupation) are the necessary starters for any economy, then don't want to wipe because still searching the adapted mecanic, ignoring these + power management (legitimate sink) while without these there's no economy. Take a look at the actual market. 
    Saturated with t1 sells, eventually with all products up to t5, with very low adversity in buy orders and sometimes even nothing about recipes parts starting from lv2.
    People don't eat fixations, or leds, or screws, or pipes. These are only useful to the industrials who have the machines + schematics to process these. Best seller? Ore. Raw Ore. It's been 5 years in some months that they've been simply ignoring the basics concerning this part, which is not mince.

    Tbf a lot has been accomplished regarding playability and sustainability, voxel rendition, but "rotating engines when?" if you see what i mean. It's ok to have an "upgradable" tech that you can more or less fix with time, considered the unusual scope of the game, it's less ok to put aside basics which fit the narrative. People need incentives to make it happen. We don't care quanta, as much as it's good to have some, it's preferable to grind over something that make sense in terms of "believable" needs to fulfill rather than force feeding the market to pay your rent...

    I don't see more points right now, and most of all i'm never the best defender of an idea but it simply doesn't make sense to me that they don't adress the essential. A Reason To Play.
  23. Like
    Feriniya reacted to Julius_de_Carnutie in Energy / Survival When?   
    Title
  24. Like
    Feriniya reacted to Zeddrick in Can we have an easier way to un-deploy constructs now?   
    One of the reasons there are so many constructs in the game at the moment is that there is no easy way to un-deploy constructs.  To do this at the moment requires going into build mode, removing all the voxel (which can get tedious if you miss a small one), removing all the elements (sometimes small ones are hard to find again) and then picking up the core (which I think some people fail to work out how to do given the number of core-only constructs I see around).
     
    I understand the original reason for not having this feature was that constructs was intended to be permanent things not things you could magic up when needed, but with the recent devblog talking about automatically despawning constructs for inactive players does this still make sense?  Are constructs really permanent things any more?  It seems that one of the development goals at the moment is to have fewer constructs in the game (for whatever reason) and it seems to me that having a good un-deploy feature would be great for this.  There are certainly a few constructs I could tidy up if it were easier to do so.  It would also make it much easier for people who want to take breaks to do so without having to worry about moving all their constructs to sanctuary, etc.

    It would, of course, need something like s 30 minute timer after deployment to prevent abuse in PvP, etc.  In theory this could be used to make it easier to transport ships, buildings, etc in haulers rather than carriers, but this would be balanced by the loss of all buffs after despawn/respawn and the inability to respawn an un-deployed construct you don't have DRM on without buying another BP.
     
    If un-deploying is considered to be too easy/fast, perhaps this feature could be built into the repair unit?  It can already revert a construct to a previous state, it should be easy to make it revert a construct back to just a core which can be picked up?
     
    So how about it, can we have an un-deploy construct feature please NQ?
  25. Like
    Feriniya reacted to m0rrtson in Feature Request: incapsulate elements and voxels into Groups and let them be tradable   
    Hi NQ,
     
    I wish you could create some functionality to for element Group, that can group multiple elements and voxels into 1 Group element, that can be placed into a construction.
     
    How can this be good for everyone including players and administration?
    You group 20 Wings M (identically orientated within the construct) into Wing-Group, -
    Result: the Game app can operate with 1 group element as 1 wing with 20 Mega Neuton power, which results in less load on calculations, less lags, higher FPS. You group complex voxel structure ( a statue of a SnowMan ), - 
    Result: players get ability to sell it as its own with his rights. Now if you sell with RDM, it is a separated construct, or you have to release RDM. But a VoxelGroup structure can be sold as Element and you can deploy it into any construct you want, and RDM is present. In fact, I want to have Group-element, that represent fully functioning structure with lights blinking, tables, chairs, screens, -- so you can place them into ship.
    Result: If I brake the ship with such Group-Element, I would spend whatever X Scrap it takes clicking only 1 time, and fix it fast.
    what we have now?
    -- 1. if people place a lot of elements, they spend 30-50 minutes repairing after crash. You don't value peoples life-time?
    -- 2. If people don't want to repair all those elements, they imitate chairs, tables, shower rooms etc with voxels... you can't even seat into fake chair.....  
    Best regards,
    M
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