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MajorMiner

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Everything posted by MajorMiner

  1. Amen. NQ 's disregard borders on abuse of its player base - the shear number of tedious repetitive task that produce minimal gains for the time spent range from harvesting to calibration to the inventory rats' nest, repair tool, etc etc. - carpal tunnel, anyone? Add the poor execution of markets, the talent tree roach motel (los cucharachas entrada para no salir), and the twice ruined economy (first hyperinflation due to influx of mission cash, then flooding the market with cheap ore - massive deflation) push this game to a point where I have question whether it makes sense to keep playing at all.
  2. with current ore prices, no way to make it pay off
  3. @Creator thanks for adopt suggestions. Devs gotta open other mkts. As it is now every player is descending on mkt 6. Stoopid
  4. Mining ship idea will work better for higher tiers less vol. t1-2 need 6-8 miners to do a thorough job. A bit much to carry deploy calibrate for unexciting return
  5. a noble if quixotic effort. The devs are wedded to Terr ownership, taxes and terrestrial mining changes - tweaks will not fix. However if the devs would peg the t1 bots @ 30-40 h/l that would help. Also bots should be set up for t1,2 at EVERY market in the game systemwide if that were implemented I might survive
  6. I had seen chromite @50 a few days ago - cannot work at those prices, though back up around 110 now - NQ is doing about as well as other techno-socialists managing an economy - game may not be dead but is out of the running for the next big mmo - new player exp sucks and the learning wall is still vertical with few handholds - This game was actually engaging, despite major aggravation and frustration last spring and into summer - "downhill" since then is a bit euphemistic. "Gameplay" now seems more like chores so when Im done with DU I can go play a real game.
  7. Agree with the OP and subsequent - I am playing only to hunker down mothball nearly everything i can. Unless Terr and txs are is fixed game has no future - no interest in playing a game to pay/or dodge taxes (NQ estimate is borked bs - an average tile with full adjacency and boosts can produce ~2mh/wk) Best case it will support itself and one adjacent tile - the remaining 5 tiles in the rosette are unpaid unless mined, meaning no HQ tax relief - and have lesser adjacency will be less productive - the investment is 3.5M in TU costs, 4 MUs per tile @200K - another 3.5M, plus assorted containers, hubs etc - about a $10Mh investment - such a system at bot or near bot prices for ore make this system more or less break even on a monetary basis (figure $2Mh center tile $1.5 border tiles = $7-9.5 Mh/w - so with luck and a lot "calbration' - (where is Mass Effect's Garrus when we need him?) it may be possible to turn a modest profit (clearing a potential $2.5Mh/w is not worth the micro imho) I have my hopes (such as they are) mining out a cluster 4-6 tiles each with >200 chromite on Sicari - I do not know if transporting to Alioth will break a sufficient profit - if not I am out. Suggestions: At a minimum bots for all ores (or at least tier 1-2!!) should be active on all markets throughout the system - make no sense having haul everything to Mkt 6 to pay taxes The big bear is tax. Reduction essential, change HQ attributes so adjacency is not lost if tile goes inactive.
  8. Sort of self explanatory. Some or all of the above would be nice - would allow members to view - might need a new right however
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