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fiddlybits

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Everything posted by fiddlybits

  1. I agree with you that schematics are flawed and should be changed. High barriers to entry generally hurt competition and limit an economy. I think that is the effect we're seeing here combined with reduced demand from the smaller player base. Producing XS and S items without the schematics is already possible through the nanocrafter. Other than space fuel, you can get fully operational atmo and space ships just using the nanocrafter. Nearly all T1 honeycombs can and decorative items can be produced as well.
  2. Do you know how this works with the schematic talents like refining and productivity? Are the talents of the character starting the unit through the programming board used or the character that initially applied the schematic in the unit?
  3. Unfortunately for XL the mass and volume do not scale in line with capacity. As mentioned in the original post the only good use for them is when you need the extra capacity connected to a single hub. On ships they are generally not worth the extra mass and on static constructs they are less space efficient. Here's how they scale: L = Large container XL container - Capacity: 2*L Volume: 2.8 * L Mass: 2.98*L Expanded XL- Capacity: 4*L Volume: 5.6 * L Mass: 5.96*L
  4. I'm not sure what you mean by the first part. Right now if you warp to any planet you land in the small safe zone area around that planet. Warp is a 100% safe method of travel currently. There are games like Eve that provide methods to pull ships out of warp. To counteract this there are ships available which bypass warp interdiction and a lot of people rely on scouting ahead with a less valuable ship.
  5. Factorio is another great example of developer communication. The Friday Facts provide a good breakdown of what's being developed and the direction of the game. Example: https://factorio.com/blog/post/fff-361
  6. The forum post you're talking about is from an NQ employee, in a forum called Rules & Announcements, and titled 'Clarification regarding Bug Exploits & Griefing.' It's not an assumption to read this as a post from NQ about rules clarifications and exploits. You may not have known about the rules when you did it, but parenting constructs without permission is not allowed in the game. The rule even specifically calls out your use case of dragging ships into pvp space.
  7. There was a talent reset back in Dec/Jan. If you still want to train you'll have to redo it.
  8. Whether it's rude or not has nothing to do with the rules. If a group is playing basket ball at a park; you can run onto the court, kick the ball, and yell "Let's play soccer!" If you don't steal the ball, it's not illegal. It's still rude.
  9. Here are the general details, there is more information on the du-creators event page: https://du-creators.org/event "Deravi is co-organizing an upcoming Star Wars-themed open pvp community event Feb 20, 2200 UTC, a Saturday. Hoping to get you all on board! Here's the Google Sheet to sign up for your preferred side: https://docs.google.com/spreadsheets/d/1ky9Nr4Jl2jyr0MdowvKjmFRVP0hbDJjqIUtlllGRBGE/edit#gid=0 Main event channel: https://discord.gg/M4EEuZtYWw "
  10. I disagree with this. For games I play less frequently, time-based skills are a nice way to continue making progress even if I can only login to the game for an hour a week. I'm not sure if there are games that have tried a hybrid approach, but that could be interesting. Reward active players with increased training speed, but maintain a slower background training rate for players who can't devote as much time.
  11. I'm not in game to get the exact names, but the skills related to this are under Mining and Inventory. There are two paths you can train: 1. Active cores controls the number of cores you can have assigned to your character. It gives two cores per level. After hitting level 5 there is then an Advanced Active cores you can grain to further increase the core count by 1 or 2 per level. 2. Organization cores - If you are the legate of an organization you can use this skill. It gives 5 per level and you can assign the core to your organization when placing it. There are two additional Advanced Organization cores skills that increase the number of cores you can place by 100% per level. If you plan on placing a lot of cores over time for a base or a large number of ships, it's much better to create an organization for your character and assign the cores to that. You can have far more cores under an organization than you can have assigned to your character.
  12. I guess it depends on the margin you're looking for. I just looked a territory units today and there are several markets on Alioth that either have 0 sell orders or sell orders at 100%+ of the prices at district 1, 6 and 7. I'm still making money by moving things between Alioth markets for 20-50% markup depending on the item. Bringing schematics in to Alioth from the outer planets is profitable as well, although that takes a bit more startup capital to get going. The main issue I'm seeing right now is that overall demand for items is low, so it takes time for inventory to sell. Most things sell within a few weeks though.
  13. I don't have the timestamp, but in the 0.23 patch video JC specifically said that he didn't think any org could produce everything with schematics in place. I think he said the cost came out to 150 billion quanta to do it. That was before the price reduction though. It's much more realistic now.
  14. I don't know all of the reasons this happens, but from my experience the two main ones are: 1. You need to be standing on the ground or a static construct. If you're standing on a dynamic construct it will drop. 2. Make sure your character is not moving, sliding down a hill, etc. If your moving when you maneuver the construct will drop. This is the one I've ran into the most as it seems to be quite sensitive. I've been standing on a hill and appear stable, but the construct won't stay in the air. If I move my character slightly and it stays in place, that usually fixes it.
  15. I'm not sure if anyone at NQ has the time, but having periodic reports like this about the current state of ore and the economy would be really interesting. It could be combined with upcoming patch announcements to show where the game is now and how they think the planned changes will change things. Examples: 1. X and Y ores are running low and we're designing asteroids to fill that gap. 2. There is a lot of Z ore remaining, but it is all on claimed tiles. Here is how territory warfare can help redistribute these resources. 3. Based on where PVP engagements currently take place, we think the following changes to planetary safe zones will improve them.
  16. I haven't been around that long, but wasn't the safe zone much smaller originally as well? From the posts I've read about how the game has evolved, it seems like a lot of the original kickstarter design goals have changed over time. From your experience with pvp how much would removing the outer planet safe zones actually improve things? If people continue to enter/leave planets in different directions until they reach warp distance, wouldn't everyone still be too spread out to have frequent pvp engagements?
  17. Welcome to the game. Schematics were added in December with patch 0.23 and a lot of the youtube content was made in September/October when the beta was first released. For industry related content that includes schematics, you should look for things made after December 10th or that mention the patch. There were other industry changes as well that earlier videos would not have covered. More advanced items now require different tiers of industry machines. For example, refining a tier 3 ore now requires a higher level refinery. As a new player, I think you'll enjoy the game more by avoiding the industry aspects while you learn other areas of the game. Buying the items you need will generally be much cheaper than the startup costs of setting up the industry to produce it. Start out buying what you need to build a ship/base, explore other planets, try out pvp, find a community of players to interact with, etc. Once you get an idea of what you enjoy doing, then you can focus your industry on just the items you need in bulk. If you really want to get started with industry because it interests you, then the only way to limit the initial grind is to focus. Don't try to make everything. Find an item you think you can sell and just setup the industry for it. Then use the knowledge/profits from that setup to expand. Industry is now an expensive investment though, so you're going to have to grind for quanta. Mining ore and selling on the market is the most straightforward way to make quanta right now. If you mine a lot, look into territory scanners. You can run them while mining and they help you find which tiles have more abundant ore. If you want to diversify the grind, there are some other ways to make money though. One example is hauling items between markets. Buy things at a lower cost and then resell them. This is a fairly consistent way to make money, but market demand for many items is low so it will take more time than mining to grow your quanta. The benefit is you can spend that time doing other things in game while waiting for items to sell. Hauling can transition well into industry if that is your goal. For example, I found a location where I could build a shop to sell fuel and scrap. I didn't have the industry skills to make low cost fuel yet, so I initially bought the items at the market to resell at my shop. As my industry skill improves I'm making some of the items now and still buying others from players/markets.
  18. I'm surprised that this is a big issue. I understand how employees giving favoritism to players is damaging, but it seems like employees can do far more damage to a company in their normal job functions. Employees have access to the code, servers, company finances and personal data of other employees. Yet somehow they can't be trusted not to abuse their power in the game?
  19. Thanks for the quick response. The diagram does a good job of highlighting the links between categories. I agree that adding the machine icons used in each step would be a useful addition.
  20. I like the idea of industry diagrams, but this seems really high level. What would you think of a similar diagram zoomed in a bit where you can see which complex parts need to feed into functional parts, which feed into elements, etc. With the current higher level diagram, what information are you getting out of it?
  21. I agree with you that the specialization and investment side of schematics adds interesting gameplay. I think the problem is that as one time barriers to entry they hurt the economy over the long term by limiting competition. Once the market can meet demand, prices will lower to the point where the recovery time on the cost of schematics becomes very long term. We already see this with many lower end tier 1 items where the demand is already saturated or they are priced so low it is not economically viable to sell them on the markets.
  22. I'm interested in why you think it makes sense? I'm not in the games industry, but in other software industries like application/web development it's highly encouraged to use the product. The theory being the more you use the product the more likely you are to discover issues to fix and to be invested in improving it. Is the cost of an employee using their position for an advantage in game so high that it outweighs the benefits?
  23. Is this an idea for a new feature? You may want to post it to the Idea Box forum (https://board.dualthegame.com/index.php?/forum/9-idea-box/) or submit it as a feature suggestion here: https://upvote.dualuniverse.game/ .
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