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fiddlybits

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Posts posted by fiddlybits

  1. 1 hour ago, Context said:

    If a big corporation is charging a lot of money to rent a sub-section of their hex, either A, they will provide protection for that higher price, or B you look around for a different group with a better price, that better price may mean they get wiped out by another faction charging more, or the bigger faction charged too much and not enough people rented off their land so they don't have enough money to stockpile ammo, and they die, your land owners then take more land. It's a part of the economy.

    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.

  2. 1 hour ago, Daphne Jones said:

    When weapons are better balanced and defensive systems exist, so that escaping an attack is possible, we can talk about exposing non-combatants to the risk of attack.

    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.

  3. 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.

  4. 2 minutes ago, Warlander said:

    I just thought that devs learned like 15 years ago that doing hand crafted events were a waste of development time and resources when they could just script things like every other game these days does and doubly so in a game that is pretty much based on scripting bots...

    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.

  5. 5 minutes ago, Tacticaldonut said:
    15 hours ago, Warlander said:

    They just need to build a script to generate and run events like anomolies, wormholes, hot zones, gold rushes, crash sites, and make that the mission system. Where there is always multiple things going on to keep enguaged in.

    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.

  6. 3 hours ago, Moosegun said:

    This is actually the forth racing org I have seen, as far as i am aware the other three have folder due to lack of community support, which is an absolute joke (players moan there is nothing to do but then dont take part in the stuff players create).  Part of this falls on NQ, there is zero support for these sorts of community projects, this sort of thing should be front and centre of what NQ promotes.

    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.

  7. 2 hours ago, UKFatGuy77 said:

    In a game where pirates are out there intent upon stealing everyone stuff. I think that weaponised or booby-trapped containers would emerge. Essentially, you either have some kind of pin code or passphrase and if its entered incorrectly then the pirate is greeted with an almighty AoE bang or the contents are destroyed or whatever.

    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.

  8. 2 hours ago, Moosegun said:

    Your points about economy collapsing are also floored, you DO NOT need a constant influx of money to keep an economy viable, there is enough quanta in circulation at the moment if it was actually traded between players.

    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.

     

  9. 5 minutes ago, sHuRuLuNi said:


    It is ridiculous seeing a 2km high 1-voxel "hair" even STANDING let alone holding the weight of a whole building, landing pad + 100s of tons of ships.
    That is just embarrassing and it destroys any immersion just seeing that.

    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.

  10. 20 minutes ago, blazemonger said:

     

    An email was sent out Tuesday on this..

    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.

  11. 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.

  12. 21 minutes ago, ScorchEm said:

    Its a shame I expected to fly around and check out players home constructs on every tile .But nothing , no finished buildings or many ships for that matter.

    This game has missed the mark big time , Give the players a spaceship to fight in the stars with and a better block building system to at least pick up the player base.

    I can't even finish small base now without a migraine. 

    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.

  13. 14 minutes ago, Aaron Cain said:

    in short, you need a war. Well since nobody makes news anymore and since we cannot update the community page anymore and since we cannot post stories anymore the political landscape is kinda dead. So by killing the community page post feature we lost so much incentive to argue and sent out propaganda. Last time i saw a genuine declaration of war was ages ago.

     

    Hope they ever see need to fix the community pages again

     

    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.

  14. 31 minutes ago, michaelk said:

    This insistence that there be no NPCs and that everything must be run only by players is really pointless. There's no game design justification at all, just JC's weird RP obsessions. 

     

    Industry should be the bedrock for more automation, more scale, more QoL. 

     

    Instead....NQ has opted to make the game even slower and more arduous. It's like they know that their off-the-shelf engine and off-the-shelf servers won't actually support the cities and civilization they pitched, so now they need to make sure the game is "slow" enough so that getting the stuff to make civilization is a grind fest. 

    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.

  15. 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.

  16. 49 minutes ago, XKentX said:

    I came here after seeing an ad saying it's a PVP game. I didn't come to create puzzles.

    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.

  17. 24 minutes ago, JoeKing said:

    My ship got absolutely trashed after crashing into nothing whilst moving slowly between two tiles - my support ticket has been in for 2 weeks now.  Ive cancelled my subscription -  its just not playable and feels like its falling apart which is a huge shame, because pre #23 I was totally in love.

    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.

  18. 13 minutes ago, XKentX said:

    A space ship game with guns where you have no reason to shoot other spaceships a.k.a BORING.

    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.

  19. 9 hours ago, Xennial said:

    Players never really left , the claims of game dead were exaggerated. Why would they revert back? 0.23 was a great patch.

    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. 14 minutes ago, Elitez said:

    A relationship with a game? abuses? playing victim card? ? Come man! Its a game....a great game actually :) :)

    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. On 1/5/2021 at 9:32 AM, ZomecGaming said:

    Container 1 hold all raw ore. Connected to X amount of Refiner's. Each of which holds the Blueprint to refine each type of ore. So with each link, you route each ore to its refiner. Then you could set up link's that pull about 50% of each type pf raw ore to a "Sell" container.

    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.

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