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fiddlybits

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Posts posted by fiddlybits

  1. 20 hours ago, blazemonger said:

     

    Territory warfare will be tough, expensive and not something a loose group of bandits or even small orgs can really get involved with. A small org or group of solo players bonding together and co-operating by settling in/as a group will be quite capable of owning a cluster of tiles and work out of there as a co-op. It will be tough to attack and overtake these clusters.

    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?

  2. Just now, Fra119 said:

    Meanwhile I was thinking to myself that it would be cool to be able to built your own market, place it strategically in the most remote area, collect taxes from every transaction and passively become the richest man in the system, lol

    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.

  3. 2 hours ago, SSampson said:

    I am maxed on my org skills if anyone needs a legate for rent.

    This is an interesting idea for earning money. Similar to professional board members in corporations. Build a set of skills and connections in game that orgs would find valuable and get paid to just be a Legate for the org.

  4. 23 minutes ago, UKFatGuy77 said:

    Match that with the fact that without resources respawning there isn't really any point to fighting over territory at all the whole project becomes pointless. Why would i claim a tile and spend money doing it if I can just raid any unclaimed tile I choose and even if i did claim a tile the resources are finite....Its expenditure without gain?

    This is something I hope will be covered in an AMA or at least previewed in the planned public test server. The current minable resources aren't really worth fighting over. Most ores are readily available and the tiles that have mega-nodes or high value ore can be mined out fast enough to greatly reduce their value before another group takes over. I've heard that tiles may be tied to power generation some how, is that the planned resource that will encourage territory warfare?

  5. I haven't trained all the skills yet, so I don't know the exact number. There are three skills to increase the number of org cores though. The first gives 5 additional cores per level (so 25 total). The other two each say +100% per level. 

  6. On 12/31/2020 at 7:45 AM, StarCrusher said:

    Question and this might be the wrong place for this question: Are you able to build mines like to mine the different ores and such? 

    Right now all mining is done on land using a handheld tool on your player character. Asteroid mining and automated mining have been mentioned as possible future updates, but they don't exist yet.

     

    There is a territory scanner that you can add to ships that will identify the nearby ores available to mine by hand. That is the only ship component we have that is related to mining right now.

  7. I like the idea of programmable robots. Have you looked into using transfer units to move goods between containers? They may help you keep things sorted until something more automated comes along.

  8. 2 hours ago, Bobbie said:

    I'm sure they have their reasons, whatever they are. They may not have a whole lot of choice about it.

     The lack of communication on which talents don't work is the most dissappointing thing to me. It's a beta, there will be bugs. Not having a post detailing which talents are broken right now or at least having a running list in the patch notes just shows a disregard for players' time.

  9. 6 hours ago, Xennial said:

    Here is a not seeing the forest through the trees example. Basically EVERY MMO out there forces you to specialize via some 'class' system. You missed the entire reason I used screws as an example. Engaging in industry at scale is about making industrial gameplay more rewarding to the player and the player base as a whole. It's not about "I want to make everything all in one building , by myself". If people were setting up industry with the mindset first that it's another way to make money in game and engage with the player economy then it doesn't matter what they are mass producing. The fact that people only think in terms of industry means I make 200 different finished products so we never have to buy anything, rather then I engage in industry to interface with the market is the root problem they tried to address in 0.23.

    I think the screws/engines/element industry specialization you're focusing on is also the trees. The game has specialization based on player added value through organizations, building designs and ships. We need more of the game world to reward diversity and asymmetry in these designs, but this specialization was happening before 0.23. In a player driven world where we build the end products, why is it so important to limit the production of generic commodities? Instead of expanding the game to harness what the players were building, 0.23 slowed everyone down to focus on mechanics where the items produced are all the same.

  10. 12 minutes ago, Demlock said:

    0.23 was the feature that made the game excessively difficult for many but not all. My personal view is that NQ needs to be focusing on adding features to the game that make it fun and enjoyable for the community to even have the energy to get involved in.

    "There's no where to go but up from here"

    I'm going to make this claim:
    If NQ doesn't push to make this game fun, to offset the difficulties they've created it will not survive long after launch.

    Many people don't like coming home from work to do more work. It's what won't make money for NQ's DU to survive as a game. The only thing left to do would be to sell the technology and close up shop and move on to the next project.

    This is a really good point. Several planned features that have been mentioned involve more overhead and cost to what we're doing now (energy management, the quality of tiles in territory warfare). I think it will be important in future releases to provide a better balance of new content to enjoy vs. additional overhead and limitations on current functionality.

  11. One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."

  12. I would avoid a wipe for now for the simple reason that the use of a wipe should be saved until after the upcoming PVP focused changes. Balancing PVP with the wealth/asset disparities we have may be very difficult and a wipe would be more useful then than it is now. Currently a wipe would set everyone back, but there's not much value in being 'ahead' with the current limited game play options.

  13. I think there should be tiered travel options in between slow boating and the current warp cells which provide a cost vs. safety trade off. The current warp cells are not that expensive and offer perfect safety while the only other alternative requires several hours and is more dangerous. How about tiers for fast travel that allow players to reach planets more quickly at a lower cost, but provide a greater amount of risk? The perfect safety option would still exist, but be more of a luxury item. This would provide lower cost travel options for players, encourage more PVP and provide more game play trade-offs in how you choose to travel depending on your cargo.

     

    An implementation idea for this would be different types of warp cells (basic, advanced, rare, etc) that have an accuracy component for how closely they can get you to your target destination.

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