Jump to content

fiddlybits

Member
  • Posts

    156
  • Joined

  • Last visited

Everything posted by fiddlybits

  1. Whether the riches are worthless will depend on the PVP implementation. If wealth gives a significant advantage for PVP, then allowing players to keep the gains from bugs will be more damaging to the game.
  2. Unless shipping is another 10%er activity like industry. There are only a few major shippers after all: DHL, Fedex, UPS, etc.
  3. Has this been confirmed? I read it as the mission would be void if the destination container was removed and the courier would be allowed to open the cargo. I did not think the collateral would still need to be paid if the destination container were removed. If it's true the courier pays the collateral when the mission is impossible to complete, hauling anything with high collateral for a player you don't trust would be a terrible idea. If you already have a trust relationship with the player, there's not much point in using the mission system for hauling. Similar to setting up hauling agreements now or in other games where in org courier interactions use third party tools rather than the contract/collateral system.
  4. This would be fantastic. I've been walling off a tunnel of large cores for my base and a lot of the time is just the pasting 64x64 at a time.
  5. This is an interesting idea. I never played landmark, but would it be similar to a voxel library with the benefit that you can access the constructs whenever you need and where ever you are building?
  6. You're correct. I misinterpreted your comments. My apologies. They've mentioned pvp missions, so I expect there will be some sort of player bounties available. I'm not confident they will be useful in the current game, but I think they'll exist. For the other things I mentioned, they probably won't be part of the mission system as the criteria for success/failure is not that well defined. If there's a mission to reach a specific waypoint or trigger it could be used as a reward system for puzzles/mazes. You can already get close to this with dispensers though.
  7. I still mine sometimes and I imagine most people do. My point was that it's not the only thing to do. I'm not really sure how that's debatable. The game has other features. None of my examples were based on a vision for the future. Each thing I listed exists and players do them in game now. I'm not saying the game is near done or should not have a lot more depth. I'm saying that if you think the game involves nothing but mining, you're missing out on current content. I didn't back the game and I'm sorry that the game is not what was presented. I'm only basing my comments on what exists, not the past or future.
  8. This isn't true. Mining is a big part of the game because everything is built from Ore and provides quanta, but there other things to do. The biggest area other than mining is building and interacting with what others have built. This is a large space from interesting visual designs to things that you can play with (race tracks, mazes, puzzles). There are also still people that pvp. You might not enjoy these things or think they need design work, but they exist. Reducing DU to only mining is simply wrong.
  9. I don't believe there is a limit to the number of territory units a player can have. Each additional one you place down will cost more quanta though.
  10. Usually this is because you don't have enough space in your nanopack. You can check the available volume by mousing over the 'Mass' line in the lower right of the inventory window. A territory unit's ~4200L. If you need more room, training Mining and Inventory -> Nanopack upgrades will increase the size of your nanopack.
  11. Better communication would go a long way here. Bugs happen and there could be many reasons that correcting the exploit is too time consuming or difficult. A big issue is that none of that is communicated to the player base. Bug post-mortems help improve user trust. A few questions: How heavily was the issue exploited? What was a general description of the cause and what tools are being put in place to reduce the chance it will happen again? The rationale for 0.23 was that it would reduce mega factories and increase nanoformer market activity. At the time it was stated that no group in game would be able to afford all of the schematics (~150 billion quanta iirc). After the price reduction and this bug, are you worried that this is no longer true? Are you concerned that groups have reached the industry end game again?
  12. I would have agreed with this several years ago. Now that early access games are common, the pre-release terms do not mean as much. Should they have called it early access or alpha instead of beta? Sure. These days there is no consistency of quality for pre-release games that are being sold to customers. It's unfortunate, but like all pre-release games you need to do your research before paying.
  13. I think the issue is that they currently aren't providing a usable waypoint.
  14. Have you posted your list on the forums? This would be useful for people who are looking for something new to do.
  15. Unfortunately, I don't think there is a way to deploy a blueprint with materials spread across your nanopack and a container. If you have elements/honeycomb that isn't part of the blueprint you can temporarily add them to your current ship to free up space. Beyond that, you'll need to sell some things or get access to a larger container.
  16. Is there enough room in your container for the core and all the materials? If you set your linked container as the active one with the core and needed materials in it, that should work.
  17. How are the new light settings in darkness?
  18. This thread is about what we can do with the current tools without admin help. Perhaps you meant to comment somewhere else?
  19. I can't remember where, but I thought I read that actually blocking the entrances was against the game rules. The current ads don't block the elevator. You have to jump over sum to get there, but it's not blocked.
  20. Are you able to collect any data about the overall health of the markets? I've noticed that some market items appear to be drying up, but it's hard to know if they are all being purchased from high demand or no longer being stocked because of low demand.
  21. Are there any rules about blocking other players advertisements on the market platforms? There is a 5 XL screen billboard at district 7 now and I haven't heard of any NQ plans to clean the markets up. Is it allowed to just place walls in front of the Ads? Hopefully if they are blacked out they'll remove them at some point.
  22. Removing the bots several weeks before the next large patch might work. It would give time for the market to stabilize before the influx of new/returning users when new content arrives. The market economy is already having a demand problem though. If many more players stop spending money at the markets then the economy will stagnate regardless of the bots. Low demand items like XL gates have largely vanished from the market already. There were no sell orders for several days and there was 1 the last time I checked. The other issue with removing bots is what to do about schematics. Previously bots were only buying/selling goods that players could make from ore if the market was empty. Now we need a new game mechanic for schematic delivery before bots can be fully removed.
  23. This is a good point. I've seen a lot of players working on designs for cities and apartments. Right now setting up on another players/orgs tile doesn't offer many benefits beyond the social interaction, but renting out space from a larger group for protection makes a lot more sense when territory warfare comes around.
  24. I have not encountered pirates yet, but I heard that if your ship is maneuverable enough you can escape by changing your vector so they cannot close distance. Is the issue that this is not possible or that it is impractical to make hauling ships that are maneuverable enough? Perhaps hauling ships with a focus on escape capabilities could be an area of ship design.
  25. Thank you for the link. I didn't realize there was a newsletter.
×
×
  • Create New...