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fiddlybits

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Posts posted by fiddlybits

  1. 5 minutes ago, Hiturn said:

    Newbies  and most  solos would have no access to warp beacons and you know it.

    Space markets with public beacons could be a good way to bring in business. Even without the warp beacon, I would expect this to exist for higher grav planets like Alioth. Just do business for a slight markup in a nearby space market rather than dealing with agg or hauling to the planet.

  2. 16 hours ago, Eternal said:

    You don't have an economy in this game man, you got oligarchy! 

    Why and why would I participate in the economy and produce if the system that we have is oligarchic anyway? 

    This isn't currently true. There are too few ways for players to exert control over each other, the ore that most players have use for is still plentiful and the player base isn't large enough for a group to rule over large portions of the economy. There's some market manipulation currently, but it's really small.

  3. 1 hour ago, Elitez said:

    @michaelkwe will have wipes but progress wont be affected. those riches you see are worthless, its just quanta which you can easily mine in 1 month and buy everything you need.

    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.

  4. 39 minutes ago, blazemonger said:

    Certainly true. I expect that is not how NQ sees it though. Their expectation is that the mission system will be the mechanic that becomes the one players use to make money, everything they (JC) have said point sin that direction. So they will do what they need to make that happen as they have done before when they felt players did not follow their intended way of playing the game.

    Unless shipping is another 10%er activity like industry. There are only a few major shippers after all: DHL, Fedex, UPS, etc.

  5. 43 minutes ago, blazemonger said:

    As far as the info NQ has shared, there is nothing that will prevent someone from setting up a mission for a cheap item setting high value and collateral, then remove the destination construct making it impossible to complete the mission and lose the collateral as well as not getting paid. 

    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.

  6. 12 hours ago, Wadiss said:

    Dear NQ, 

     

    Please for the love Quanta, please increase the copy/paste size limits. 

     

    It is the single most annoying aspect of build large ships. 

     

    Love, 

    Wadiss. xoxo

    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.

  7. 15 minutes ago, VarietyMMOs said:

    1. warping with a package should break it, this will prevent people from stacking alts/missions on a ship and warping them all together to make it worth it (or may them super heavy?)

    I understand the motivation behind this, but it's a benefit to the contract creator if the courier decides to warp the goods. The creator gets the job done faster.

     

    Rather than adding an arbitrary restriction to missions, we should wait for changes to warp mechanics to make pvp possible for ships that warp to planets.

  8. 13 minutes ago, Lethys said:

    you started the quote with the wrong sentence there. it started with this:

    in regards to the ****MISSION SYSTEM**** there is nothing else to do. 

    If you think that building some random ships or interacting with others or race tracks or mazes or puzzles or pvp will be part of the mission system then please elaborate how that's going to work.

    This *MIGHT* be ingame at some point but again: DU lacks so many different mechanics for this that they simply can't implement that now. And again, that doesn't mean it will never be in the game - but that is simply a hope and dream and what DU *could* do, not what it actually does

    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.

     

  9. 3 minutes ago, SirJohn85 said:

    Of course, the resources you need to build grow on trees. Or do you buy them on the market from the pittance you get from the daily login?

     

    I call the game Landmark in space. And your visions that you mention are not what people gave money for back then and made this project possible in the first place to be where it is now. And the various changes of course have managed to make the game dependent on a pillar on which everything rests. 

    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.

  10. 2 minutes ago, Lethys said:

    There isn't anything to do in DU except mining.

    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.

  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. 6 hours ago, michaelk said:

    It does matter. If terminology didn't matter and "no one cared", why would marketers be so eager to brand things as beta vs. alpha...? 

    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. 5 hours ago, Fra119 said:

    I wonder what unintended feature warp beacons are providing, I mean, what else are they doing beside providing a private warp waypoint?

    I think the issue is that they currently aren't providing a usable waypoint.

  14. 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.

  15. 4 hours ago, Sabretooth said:

    I (and maybe many others) had a problem with lights going through all voxels.

    lights off (5 vertical M)

    dualuniverse-2021-01-11-16h06m54s.png

     

    lights on

    dualuniverse-2021-01-11-16h07m00s.png

    Now it looked like a red-light-district. 

    But lowering the colour number solved it (a little). this bright red was 240,0,0 and now i have it set to 35,0,0

    lights off

    dualuniverse-2021-01-12-16h31m21s.png

    lights on

    dualuniverse-2021-01-12-16h31m17s.png

     

     

     

    But still strange to see lights going through anything

     

    How are the new light settings in darkness? 

  16. 15 minutes ago, Xennial said:

    This is no different in many respects to the crutch of bots holding up market prices. Ore , products etc should absolutely be allowed to freefall. Yeah for a few weeks it would suck if your not an industrialist as ore prices fell through the floor , but eventually things would stabilize as the miners compete with each other for the ore.

    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. 

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