Jump to content

fiddlybits

Member
  • Posts

    156
  • Joined

  • Last visited

Everything posted by fiddlybits

  1. I'm not sure I would pay much for a schematic starting service because I swap schematics depending on what I build. Maybe a few 100,000 quanta for starting refinery/smelting or intermediate parts since those don't change as much. You might get more of a markup by bundling the industry, schematics, and startup to bootstrap into selling a specific product. For example, selling a turnkey territory unit factory for a 20-30% markup over the cost of purchasing everything.
  2. Whether curated events are a waste depends on the game. There are some niche games that have GM interaction as a common element and it can be a lot of fun. Often it includes more roleplay elements like NPC interaction though. I agree that for puzzle type events procedural generation is more common and scales better. Hopefully they are building the tools through these initial events to make similar events more common. Especially in the current state of the game where injecting more content and excitement would be really beneficial.
  3. This is by far the best suggestion i've seen. I agree, even if the rewards were small, more frequent popup events would be good content drivers. They could be spread across the safe zone and pvp space as well with different rewards based on the risk.
  4. Is there a fuel/scrap depot on site? If not, I would be interested in setting one up. It would help for those like me that crash a lot and don't bring enough scrap.
  5. Advertising is definitely an issue in game. I have similar concerns with all the groups creating player cities, markets, apartments, etc. It's hard to see how they'll have enough participants to survive. That said, this track is a lot of fun to fly on. Thank you for your work Burble.
  6. Il like this idea, but think it needs to be balanced I some way to still provide a possible reward to the successful pirate. Perhaps include game mechanics to attempt to disarm/unlock the containers.
  7. This is not true for games because money/assets frequently go out of circulation when players stop playing. Beyond that, DU has money sinks when buying from bots which remove quanta from the game.
  8. I'm not a fan of the towers, but antigrav technology is already in the game. Space cores reorient the player, the maneuver tool can lift ships and leave them floating, there are specific antigrav components, and we have antigrav generators that allow you to move while antigrav is active. It's not beyond the technology available in game that static cores can float.
  9. Did you have to sign up for these emails? I have an email address dedicated to an alt account and it hasn't received any email since the account sign up validation email.
  10. Q1: I prefer a PVP server until we see if the planned changes increase content outside of the safe zone. Right now there's limited reason to participate in PVP areas once you have enough quanta. You can basically play as if you were on a PVE server in the current state. Q2: N/A, I'm still playing and enjoying the game. Q3: There's a difference between finite and respawning resources. You can have respawning resources and still encourage PVP through the respawn rate, the location and the concentration of the resources. I would like PVP with respawning resources where the spawn rates are different across locations. I think that would encourage interaction between players to get control of the locations with better respawn rates. In it's current state I think the lack of territory mineral respawn will hurt PVP when territory warfare comes along. Once a territory's large nodes are mined out, the reasons to take over that territory are reduced.
  11. There are some amazing builds in the game, but they are quite spread out. You need to use the the surrogate VR network to find most of them.
  12. I joined after the community page was that active, but there are still Org related posts here: https://community.dualthegame.com/ . Can you point me to the old DU news sources you're referring to? I know of the Dark Star Imperium youtube page that had posted monthly updates through November, but I'm not sure if that's stalled now and it would be nice to see examples of other news content. With the player base so spread out, having a news page/channel that groups together what different groups are doing would be nice.
  13. This is the game design decision I still can't figure out and am hoping for more clarification in future announcements/q&a's. Prior to the industry changes I thought the game was focused on player driven content and experiences. The industry changes both slowed down player driven developments and moved players to interact more with the non-player elements of the game (ore bots, schematics, nanoformer market, etc). The balance between player driven content and non-player driven content seems off right now.
  14. If you Inspect the item there is a drop down for 'Impacting talents' that lists the talent you need. It is a bit confusing because the listed talents include both the 'Proficiency' talent that's required to use the industry unit and the handling/efficiency talents that are improvements to how the unit operates. Displaying an industry talent tree or showing the required talent in the error message when trying to use the unit would make which talent you need more clear.
  15. I get it. Most players don't want to focus on creating content vs. participating in it. My point is that in the current state of the game, the only way you're going to get consistent PVP content is by creating your own reasons for players to concentrate in non-safe space. Most PVP based sandbox games have a mixture of in game objectives and player driven content to generate fights. In DU, we don't have the in game objectives yet. The people who want PVP need to create the reasons to fight.
  16. With the current ticket response times I've found the game a lot more enjoyable when I deal with the bugs rather than wait for a fix. Filing a bug report is good for tracking, but not relying on a response to fix the ship will get you back out flying much more quickly. It's frustrating, but working around the bugs seems like the easiest path right now.
  17. Outside of PVP there are some players working on building more content (maxes, puzzles, expos races, etc). Are similar things being done for PVP? I've seen the recent posts about Talemai to generate content. How about capture the flag using space stations or tournaments (1v1 small cores only, 2v2, etc)? Right now we all need to drive our own content.
  18. Your use of lighting and shadows here is really nice. Well done.
  19. Do you have any data for user retention? From anecdotes (players talking about their org active members leaving) and secondary metrics like twitch tracker it appears the active user base has been consistently declining since beta launched. I don't know of any direct numbers though.
  20. I don't agree with the claim of abuse, but there is 100% a relationship between devs and the player base for any game that has ongoing development. An example of this is how players react to changes and bugs in the game. Players that trust the developers' vision are more willing to deal with bugs and negative changes because they believe the game will end up better in the long run. Players that have a more negative relationship with the developers and have less trust are more likely to be frustrated and leave the game. This is one reason transparency and communication between the developers and the players is valuable. It strengthens the relationship between them.
  21. It can't do a percentage, but you can use transfer units to move from an output container to a sell container. You could set it to maintain a certain amount in the sell container for example.
  22. I don't know of a way to undo a deployment. For lining it up what are you trying to line it up with? If it's lining up with another core, can you use voxels to create markers and line up with those? You could also place XS dynamic cores around a space as alignment markers.
  23. Where did you get the design details for territory warfare? Is there a devblog where I can read more about the difficulty and costs you're referring to?
  24. Your nanocrafter will continue while offline. It will only pause if a job tries to start without the necessary ingredients or if your linked container does not have room for the output when a job is finished.
  25. Remote markets would be good if you had an established customer base (friends, org, etc) or a form of advertising. Otherwise, nobody will know that your occupied hex has a market vs. other hexes in the area.
×
×
  • Create New...