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Wolfram

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Everything posted by Wolfram

  1. Currently, the skill points are generated in background with the queue, which leads people to having alt accounts trained to specialize in one thing in background, which is not optimal and ends up being P2W, as this clearly gives them advantage over players with only one account, specially players starting out. The proposal here is to complement the current system with skill-specific points, which are earned by doing these activities - being active in the game. This could apply to all skills or, at least, the most basic ones, such as Mining and Piloting. Firstly, let's do some math. I'll take as reference the skill "Advanced Mining". In terms of skill points, each level costs, respectively: 2400, 12000, 60000, 300000 and 1500000 points, giving a total of 1874400 points to complete all 5 levels. With a full queue, we currently get 90 skill points per minute, which means it would take around 20827 minutes to complete the queue, which translates to 347 hours or 14.5 days. All of this is passive, so one owning multiple accounts would be able to queue many large skill trees to specialize in these same 15 days, which for a normal account could take 15, 30, 45 or even 60 days to complete. Not really fair, right? Now, with the proposal, let's say for every 25L of ore extracted, one would get 1 skill point. With a scoop size of 250L, one would get 10 skill points per scoop while actively mining. With an average time of 10 seconds to get 4 scoops (1000L, or 40 skill points), one would get an equivalent rate of 240 skill points per minute by actively mining, which would take the queue time from 14.5 days to around 5.4 days of actively mining, not considering the points still being generated in background, which would bump this to 330 points per minute and lower the queue time to just under 4 days, but the catch is: the player would need to be actively mining to achieve that. The same could be applied for Piloting skills, with some adjustments to consider whether we're flying atmo or space. Currently, the maximum speeds are around 1000km/h in atmo and 30000km/h (150su/h) in space, so let's say we want to match the same 240 points rate of mining, then one would need to fly either 16.5km in atmo or 500km (2.5su) in space, at full speed, to match these rates. Anything slower would still be accounted for, but since your speed is slower and the points are earned per distance, you would make less points flying slower, the only thing not being accounted for is warps, as that would be way too easy In the end, if this works, the passive rate could even be lowered, as anyone being actually active would still be earning their points and the passive generation would be more towards when the player is offline (like doing IRL stuff such as sleeping) instead of being a complete benefit to players with many accounts farming points in background Hope this helps somehow!
  2. BREAKING: Alioth declares war on Madis! You saw it first here, on The Howl!
  3. Currently that option is under the Graphics settings on the menu, which doesn't make any sense and is actually harder to toggle on and off, maybe move it directly into the map screen, so we can toggle it on/off when we're seeing the map, as there are moments (like prospecting) where having the frontiers off is better but other moments where having it on is also better. Upvote link: https://upvote.dualuniverse.game/suggestions/157302/move-hightlight-frontiers-on-the-map-option-to-map-screen
  4. I agree with @Arctic_fox on the idea of reducing Schematic prices, maybe for like 3 days or a week, just so it can be fair with other players and they can also get them for cheap... Less chance of a monopoly happening, no needs for rollback or doing stuff like bans or anything either
  5. I'm completely against rolling back, as people who actually played honestly would be losing their stuff, now it shouldn't be hard to track down people who bought like thousands of similar Schematics and/or resold them, in that case they deserve at least a warning and maybe to be charged the difference in Quanta from their own pockets
  6. Hello Noveans! I'm quite new to the game itself and MMOs too, but something that definitely caught my attention was how the Industry is pretty much blocked for new players. Even when getting smaller/starter machinery, you just can't go on and start progressing, or even refining/crafting things that are possible using the Nanocrafter. But yeah, there's the question of balancing stuff, as it would be ideal to people having specialized factories for goods, plus not getting to endgame too early, so I was thinking of creating some sort of mechanic like a Research menu, where one can select an item from their inventory and start researching it. The original item would be consumed and maybe some extra thing could be required for this too (maybe research points, just like talent points), and after some time the research would end and we get an schematic of that item. That schematic then could be sold on the market or used on industry, whatever fits the player better. Doing so would reduce the need of bots selling schematics and would allow players to have an alternative way of getting schematics. One looking for a quick way could go on and buy the schematics from bots or other players, while other could chose to buy the item itself and spend some time researching it (if they don't have enough talent points). This also keeps the balancing that Schematics brought to the game, as they will still be something hard to obtain, but not so hard that the only way to get them is paying a very high price. Other possible thing on this is having a Tech Tree that works just like Talents, where one can queue up items to be researched, but with all the required parts and steps being required to be researched first. This would have no cost to the player itself in terms of having to buy the item first, but would require an extended period of time to have things researched, so we're exchanging time for money pretty much. That way one could also get basic industry Schematics while just investing time to queue them up... What do you guys think?
  7. This is something I consider valid. Warp just being like a really powerful engine and the cells being the fuel. But to keep that balanced some things that could make it more interesting: - Ships can move while warping, but add a warmup period proportional to the warp distance (maybe weight too), so they aren't going to be easy prey but still not completely protected. - Warping without enough fuel will result in the ship stopping at proportional distance covered of the jump related to consumed fuel. - Emergency jumps using the above mechanics become possible, if one is being chasen and decides to use the warp engine to jump a few su away to escape a PVP, then this should be possible and encouraged. Now, I don't really get what's with people who think the game should enforce PVP, I mean, how hard is it to some people understand not everyone is here for PVP, but to build stuff, chill after a long day, etc. I'm not saying PVP should not exist, it's part of the game mechanics, but anyone not wanting to participate on it should be able to, even if this involves spending some cash like the game currently offers via warp cells. Not everyone wants to spend their free time mining tons of stuff and selling it just to some random chad to come over and blow up their ships and potentially their resources too.
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