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fiddlybits

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Posts posted by fiddlybits

  1. 3 hours ago, Bazookatooth said:

    If you attach a container or a transfer unit to a ship fuel tank or container, when it takes off it disconnects like when you go out of range with a linked box. And if you land in range of the unit, reattach.

    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/ .

  2. 2 hours ago, JohnnyTazer said:

    This game is fucking boring without pvp. Pvp helps all parts of it. Even the civilization part. Because right now how it works in the safe zones there is no reason to build cities.  Why would I live on someone else's tile when I can safely live on my own?  

    A few reasons people choose to live on others tiles: To be part of a community. To have other players around you and to interact with while your playing. You want a well designed base, but don't want to spend time building it yourself.

    PVP will hopefully add a lot of interesting aspects to the game. There are a lot of players who do not want pvp in their civilization building game though and see it as more of an annoying inconvenience than a beneficial addition to the game. The best thing for the game is a good balance and a range of pvp/limited-pvp options.

  3. Thinking about this more, I don't think org taxation makes much sense. In the org wallets devblog they mention that organizations can be parties to sales. Once you have that, Organizations can earn money through industry, sales, and taking missions (maybe?) rather than taxing members directly. Especially with the multiple org model DU has, a per org tax model seems unnecessarily complex when there are other methods of earning income at the org level.

  4. 10 hours ago, FrigoPorco said:

    OHHHH......lets chat on Discord please! Teach me!

    Sure, I'm fiddlybits on the Infinity Corp discord, feel free to message me any time. The downside with this method is that there is a 50KB limit on the size of html you can have in a screen. So you have to set the image to a fairly low quality level. Here is the general technique:

    1. In an html page you can embed an image that is base64 encoded. 
    2. Go to a site like https://onlinejpgtools.com/convert-jpg-to-base64 and convert your image to base64 encoding.
    3. On a screen in game, right click and select Advanced->Edit HTML content
    4. In the html page you can put the following tag to include the image  

    <img src="data:image/jpg;base64,...">

    5. Replace the ... in the above line with the Base64 encoded text from your conversion in step #2.

    6. If the size of the image is too large you will get an error that the size is larger than 50KB. The way to fix this is to reduce the image quality or scale it down so that it's smaller. In my experience if your jpg image size is ~35KB or less the resulting base64 will be small enough.
    7. You can use other HTML and CSS tags as well to center your image or resize it.

  5. 1 hour ago, BlindingBright said:

    Test it.  Scanning from AGG heights above 4km on the surface should result in zero ore. Likewise if you deploy a scanner below the surface at different levels you can use it as a meganode depth finder. 

     

     

    *drops mic* 

     

    Have you tested that the distance is 3k rather than a height limit above the surface? For example, if it's a 3k max scanning distance then scanning at 2.6k above the surface should only show ore that's 400m below.

  6. 4 hours ago, FrigoPorco said:

    Yes, looking to get them approved, but that takes forever on the NQ media upload page. 

    You can display images by embedding them in the screen's html directly rather than waiting for the approval process. That might work for these it depends on their size. If you're ok going that route, I can post an example of what you would add to a screen to display the image.

  7. 48 minutes ago, michaelk said:
    Quote

    What is important to remember is that negotiations about rewards, or even the job description and purpose, are entirely declarative and non-binding.

    That makes it seem like there's mechanics that enforce and require collateral, but nothing for rewards...? 

    I took this to mean that negotiating the reward outside of the one set in the mission system is non-binding. For example, if the mission offers 1000 quanta for a delivery, but the description says they'll give you 10 engines as additional payment when you arrive, then the only payment guaranteed by the system is 1000 quanta. Whether you will get the engines or not is non-binding. The part about escrow specifically mentions both rewards and collatoral, so I think this part is just a warning to only trust what is guaranteed by the mission and nothing negotiated outside of that.

     

    52 minutes ago, michaelk said:

    There's also no incentive to leave honest reviews -- if I rate someone highly and they rate me a zero, can I then change my review...? What's to stop people from weaponizing this system...? Or farming out a bunch of very easy jobs to org mates to inflate their reviews and burry negative ratings? 

    This is a good point. I like the idea of having a review system, but all IRL review systems need some sort of appeal mechanism to prevent this. It was mentioned in another post that you will be able to view an employers mission history to see if they have a lot of suspicious missions that seem like review farming. For example, 50 missions to deliver items for 1km with 5* reviews or something like that. The only guarantee is that people will try to abuse the system for fun or to get an advantage. Hopefully we have the tools to identify the abuse.

  8. 9 hours ago, Mamba_Lev said:

    You should be able to see the contents of the package, so if they screw up the collateral amount you can steal it.

     

    A very lucrative form of emergent gameplay i enjoyed in EVE, until they virtually killed it by adding the estimated value to all inventory windows.

    I think having separate secured and unsecured available makes sense. It gives the shipper options on whether they want to protect their cargo or save money and trust their collateral estimates. For the shipper's that are cutting costs it also gives the courier a risk free way to steal items that have the wrong collateral set. There should be a system that allows for risk/reward on both sides of the transaction.

  9. 35 minutes ago, Noddles said:

    Those are two different skills. There are skills that increase container volume and then skills that reduce the mass of the contents. It doesn't give you more space just lets you lift more overall.

    Just to be specific:

    Stock Control -> Container optimization - This skill reduces the mass of the cargo placed in the container as Fra119 mentioned above.

    Inventory Manager -> Container proficiency - This skill increases the volume of items that can be stored in the container.

  10. I haven't had this issue at market 17 specifically, but have had issues logging in at a certain location. Here are some options:

    1. Clear your cache using the upper right menu in the login screen and try logging in again.
    2. You can ask NQ for a teleport to a different area in discord or the in game support channel. I think they require tickets with logs now for teleports, so make a ticket first and reference it in your request in chat.

    3. If you do not have anything in your nanopack, another option is to select Force Respawn from the upper right corner menu on the login screen. If successful it will kill your character, clear your inventory of all items other than blueprints, schematics, scan results and compacted ship), and send you back to your nearest resurrection node.

  11. This happens in most games that I've played with markets. A lot of the time items are sold below the cost of ingredients because people are impatient and want their items to sell quickly. For example, you can't deconstruct an engine back into the ore to get the ore price. So if you need money and what you have to sell is engines, you list them at the lowest price. In DU demand is low for most items, so people will keep listing them lower and lower to complete the few sales available.

     

    The other reason is that , it's just a game and quanta doesn't mean much. You have players who just enjoy making things through industry. They mine their own ore and like to make items with it and sell those items. It doesn't really matter if it's the optimal way to make the most quanta, it's fun for people and they do it.

  12. I'm not a ship seller, but what RDMS settings are you trying to add to your sold ships? When I've purchased ships in the passed, the sellers would just use 'Construct token' and then trade the token to me for the sale price. As far as I know, it wasn't necessary to have special RDMS settings on the ships. 

     

    Another option is to just use a dispenser to handle the transaction. Using the dispenser you can set the price, include a blueprint and all of the materials needed to build it. Then just have buyers purchase the blueprint/parts and deploy the ship themselves.

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