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Snapsis

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Posts posted by Snapsis

  1. 29 minutes ago, Aseennav said:

    I should have been able to hit at least something there, but the distribution used seems to be hard set and not randomly generated.

    This to me is a great failure.

    1304440378_ThadesM1.png

    This kind of effort should absolutely give some results.

    It is the wrong way to go about it in this game though.

    You need to "cast a net" scanning ever 4th tile or so, and with about 7 scanners solo you can do that pretty quick.

  2. 50 minutes ago, Msoul said:

    These are great solutions but as usual alt accounts make things a lot more complicated. The current "soft limits" for individual accounts (ie: calibration charges, construct limits, mission capacity, etc) can be instantly bypassed just creating another account. Personally I would prefer a more gradual effort based method whereby these limits start at zero and require active investment to into your character to further increase (ie: performing related actions or completing quests). It still does not fully solve the problem but alts become a lot less attractive if you have to actually do stuff to unlock that potential. Unfortunately DU has always been framed under the passive talent point approach so it stands to reason that most players here prefer to have their stats increased without expending effort. The other option is to make quanta generating activities require more individualized player interaction like forcing alt mission runners to fly separate constructs and also dodge asteroids. Not sure how such a concept can be applied to territory mining thou as it is completely centered around passive income generation.

    Sounds like you are suggesting they should put more Game in their game?  I totally agree.

  3. 7 hours ago, Msoul said:

    There is already an active thread dedicated to this topic so perhaps share your thoughts there. Also could you please elaborate a bit more when you do. Its obvious that you have some opinions on the ore distribution but its not exactly clear what they are. The figures you quoted highlight the exceptionally high rate of tile acquisition for Talemai so I presume you believe that needs to be decreased. I tend to agree but I don't see how that ties into the ore distribution. Furthermore the opinions I have heard regarding said distribution have been all over the place. Some believe everyone should have access to a T5 tile, some want it to remain a scarce resource, and some want territory mining completely removed. There are also concerns regarding the current permanence of tile ownership. Some think its perfectly fine, some think territory warfare will eventually balance everything, and others think we need an interim solution. Unfortunately most of these thoughts get thrown around without context or justification so its hard to say why certain players feel the way they do.

     

    Just overall, I think it would help if more people chimed in with detailed thoughts on a given forum topic. Yes the witty one liners and gut reactions can be fun on occasion but I feel like its become too commonplace and causes topics to derail rather quickly. I want the community's voice to be both heard and understood when it comes to serious topics. Now I get it, some people can be really passionate, but if and when NQ peaks in on said discussions, it would be nice if there were less people flailing around and trying to set the room on fire. Ideally that will also encourage other players to share their perspectives.

     

     

    Lets just keep it simple shall we?

    Since before release NQ has been told in multiple forum threads and constantly on Discord why this system is flawed.
    We all know it is flawed. Even those of us that know how to work the system to our advantage advocate for a change.
     

    Stop acting like it just needs more constructive feedback.

     

    If the game designers want some help they need to engage.

    Yes, let it be possible for anyone to find T2 within 20-30 hours of gameplay, and T3 within 40+ hours.

    The way it works now very few people that scan first have the chance at up to T4 with very little time invested.

    Then it's over. They have the tiles until they decide to sell said tiles or they abandon the game.

     

    Here are two ideas:

    A very simple way to change the system for the better would be to just increase the number of hotspots and make them smaller.

     

    Another idea would be to have the process of finding ore take days on a single tile and be random in the size and type of pool that is found.

     

    Digging for mega nodes was bad, we get it it. But if people can still have a chance to find a "mother load", even if it needs to be mined out slowly, that is way better than scanning tiles for hours on end and not finding anything but T1.

     

  4. Jago -     2.66% tiles claimed (1616)

    Teoma - 2.48% claimed (1505)

    Both out since launch.

     

    Talemai - 3.34% (1768 tiles) claimed in less than 24hrs.

    I think our work is done here.

     

    NQ : Now do you understand why we need a different ore distribution for next planet?

     

    Edited to add more evidence.

    This is a field of Gold all captured by one Org within 36 hours.

    ::pos{0,41,-25.0361,-89.9769,-0.0003}

    image.png.e1c1551352c3781f84d3241a847f212b.png

  5. How about this?

    If you are making industry elements, have that be RNG as to what elements the machine you create can make?  

    Now a machine that can make a specific exotic part can be really rare and not everyone could have one unless they buy it from another player, or spend the time trying to make one that does what they want.


    Also have the number of elements they can make before decaying be RNG so a Rare element making machine that makes 100, or 1000 can be worth more.

     

    Now add the exotic GEMS that you promised can be found by exploring increase your RNG chances for making machines that can produce better rare elements.

     

    Now you just have to increase or decrease drop chances to regulate instead of changing prices or worse, increasing batch time.

  6. Create a new planet that is far away (like 10000 SU) from all the others and put sparse resources on it.

    Let players teleport one way to this planet where the process will make sure they only have their talents and no other items.

     

    Have some loot littered around the planet in caves, or abandoned outposts.

    Some of it could be very high value exotics.

     

    Have an artifact that is very heavy that must be brought back.

    The goal will be to get back to civilization with the artifact.

     

    You would have to build a spaceship from scratch, any elements that needed schematics would have to be found on planet.

     

    Give a time limit for getting back. If you are not back in that time then everything you have collected up to that point will be lost and you will be teleported back.

  7. @NQ . A few small tips on UI that will lower aggravation:
        1.    If you have a button that is precisely for one thing and not easy to get to then you don't need a second prompt asking people if they really meant to click on it. For example the Exit VR button.
        2.   All fields for entering data should preferably select all text currently in the field, not start at the end of it. Or just blank.  This is true especially for the fight on entering currency which I can't believe is still an issue.
       3.   No Horizontal scroll bars like on Achievements screen.
       4.   Keep the part the user needs most as center of attention and don't use up half the form for some large Icon.  It may look pretty the first time, but is very annoying when it stays in the way of getting things done.

  8. I'm more for better jetpacks, but have them use fuel from Nano.
    Replace the "compactable" ship.
     

    I wouldn't mind fall damage either.
     

    As for real aerodynamics, of course, but we may want to get past the simple things like OP air brakes, and overlapping elements first.
    If ship builders want their ships/planes to look "real" we need to get rid of the WOE (wall of engines).

  9. After extensive testing with @Bellwether here is what we found out about the latest patch.

     

    If you do not have Dredger > Mining Efficiency skills you will mine 25% less than what the territory scan shows.

     

    I believe this is the way the skill was originally intended to work, but it was bugged and not doing anything before so feels like a nerf to mining ( a big one).

     

    It is a real deterrent to mining because you are faced with "losing" ore every time you mine until you get the skills to make it 100%.

    A better way to implement it would be to have the scans show the 75% values and if you have better skills you get more.

     

    To Test this.  Scan a tile, then mine 100kl of an ore type and do another scan.

    If you have less than level 5 on Dredger mining efficiency your scan will show that you took out more ore than you actually did making you a sloppy miner.

     

     

  10. 2 hours ago, fiddlybits said:

    I like that the jetpack cannot escape gravity. It allows for unique ship designs for things like atmo/space rescue operations and entering/leaving mining tunnels. Admittedly, I usually use a res node to leave mining tunnels though.

    I don't think it would take anything away from that, because it would be limited by speed.  

     

  11. Not sure what it means to be able to Jetpack to other planets. Can we escape gravity with Jetpack?
    If not, that would be an awesome feature to add an upgrade to the jetpack. 
    After upgrading it to use fuel we could then jetpack up out of a mining hole, or to the top of a building.
    It could work nearly like having a small pocket ship now, without the speed.

    So could be used to get stranded ships hanging in air, etc.

     

    I tried to help someone 45km above Alioth yesterday who ran out of fuel.

    But as soon as I exited ship, gravity would take me back to Alioth, even though my ship could stay there with ECU on.

    So the Jetpack is really weak when it comes to gravity.

     

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