Jump to content

BlindingBright

Member
  • Posts

    181
  • Joined

  • Last visited

Everything posted by BlindingBright

  1. That is how I thought they were going to implement it, which arguably would have been the easier way to do it.... they went with mesh/collision detection, so even meshes that are "touching" are now "stacked" because a sliver of them is interacting with another mesh- and I don't think they can easily tell by "how much" the overlap is currently... NQ pushing it out and not explaining it well via a blog-post paired with unintended behavior is the larger issue, if they had communicated their intentions with the tool more and been open with the development of it (Like, IDK, a developer round-table/podcast, doesn't have to be video!) least we as players would know their intentions a bit. the way it was rolled out caused panic among ship builders, and their customers. along with frustration by people that build their own ships for fun now being told their ship is broken when they never exploited the ability to stack elements. For a game largely about being able to build and fly spaceships... this could have been handled better. It's sad, the amount of drama caused by NQ fixing this issue is arguably worse than the problem the issue caused to begin with.
  2. They should also reduce the amount of charges, 10 is extremely generous... you can go almost a full 2 days before needing to use your charges! Heck, they also need to reduce the time period between taxation cycles, it should be daily- not weekly!
  3. NQ really needs to wait and do a collective update for ships vs this incremental change I've seen patch after patch. It's been disruptive to players at worse, and a pain in the butt to ship creators at best- and in the end hasn't really balanced the game much at all.... It's frustrating. For example, stacked elements doesn't mean I can more easily move weight around.... if anything it just reduces your cross section- which for PVP is a legit issue, that has largely not been an issue since NQ made a policy against it. Apart from that, this new change doesn't keep people from burying weapons into voxels, nor people "float stacking" engines in-front/behind each-other to reduce a ships cross section... in this sense obstruction is not aggressive enough. Least NQ is trying... quick, someone get me my hopium inhaler.
  4. I learned a while ago to not go into a tail-spin with changes NQ makes.... it's a beta, stuff is in flux- changes do happen. I'm prepared to update my ships, but I'd like to know what will be "final" before I jump off a cliff and fix things that may end up changing. I cannot fathom NQ keeping the detection as it currently is- as it's clearly broken... that being said, if they keep it as is and things go live... I'll give it a week and adjust... It's like peeps moving to sanctuary on live before HQ tiles were added during a PTS, though unlike PTS where people had to go out of their way to test things(I know so many people complained without actually testing things), NQ has brought the preview of the change to a live audience and now EVERYONE is being forced to see it and deal with it. Am gearing up for the vertex editor- am excited for it, and have held off on several designs waiting for it to be released... and looking forward to going back over time and giving all my ships a proper v2.
  5. Ore bot pet would be cool, or a repair-bot pet. Heck just a generalized little pet like promised via Kickstarter. Or to grow the idea, let me send out ships on automated player missions- let me risk them in pvp space(to create content for players looking to shoot down ships?!) for the chance of a semi-automated reward. Too bad the founder of the game isn't known for AI.... oh wait, he is. and yet... we have none. NPC doesn't mean animated random player shells... it can take on many forms that extend what players can do, and in doing so- add more life to the universe that still meets the original vision of what DU was meant to be; player driven. Oh wait, this is about taxes. Let's dive deep! NQ is finally calling uncle, after getting "Data" back in the form of players staging a "tea party" protest, seasoned players quitting, and even streamers (Lookin' at you Markee Dragon!) straight telling Deckard & Pan that it's broken to their face on a live stream. Demeter was a patch that could have revived the game, has put it back onto life support. The fix? Lower taxes. Higher ore rates. Longer tax periods (2 weeks/Month vs 1 week?!)and more charge accumulation, (30 vs 10). There needs to be a proper faucet to go with the sink created, or removal/nerf the sink. The core issue is, they added a sink(taxes) while also removing a faucet last minute(VR Missions) in doing so breaking the game economy- while removing emergent gameplay for mission runners(some still do, most don't). Removing mega-node hunting(once you have a field... not much drive to another field to run). In it's place is the somehow more boring, less rewarding- and more complex game mechanic of infinite ore. It's a hard balance, and my hats are off to the devs for trying to find it.
  6. This is actually, not true. Last I tested recently constructs that are placed need to have their DRM "Locked"- the initial/original is completely DRM free until locked down/copied. IMHO it is a problem.
  7. Says a mission running whale with multiple accounts(I see you out there- with you, yourself and I!) hahahaha. I'm sorry, but your view is only slightly skewed due to the quanta you're making from alt-running missions. For most casual players it's too much- and too much of a grind for relatively low reward. Though it's not so bad if you run multiple accounts & missions to effectively print quanta. That's not a slight at you either, more of a commentary on the state of the game that the only real way to make any sort of quanta 'quickly' is literal P2W via multiple accounts. The game needs more readily avalible faucets that involve ACTIVE gameplay loops, because as it is the casual player is being hit hard with a "game mechanic" of taxation... *sighs* You either have alts to help make quanta, or you don't. This extends to people needing industry alts / talents. This extends to calibration charges/mining fields. For those poor souls that are true single account players, the grind is rough- the gameplay is thin- and the uphill crawl is too much for most. But ya know- just buy a couple more accounts and the game becomes easy-mode
  8. They recently scrubbed the names from the log files this app used to grab info from. You cannot get market data on the players / org names anymore.
  9. If you opted into email communication, yes. Not everyone did, and not everyone reads the marketing/update emails companies send them on products... That's the real issue. I had gotten the email about taxation/demeter changes and was asked to test it out on PTS a week or so before the first PTS test, about a month before Demeter went live. But you and everyone reads every marketing/update related email they get right? haha
  10. Neal is credited with coming up with the initial concept/name. Several other groups over the last 20 years have used it as a guide for their creation. NQ has to my knowledge always had the metaverse tag line. I think people are only noticing it now due to the increased coverage the term has gotten lately... along with NQ using it more in marketing, it's hard to ignore it now. JC saw DU as MORE than a simple game, with the goal to create a metaverse with Dual Universe.
  11. There will still be people that PAY for 60 accounts. See EVE, tons of people multi client the game... arguabley more so than DU. Whales in MMO's always exist. Whether buying gold for an advantage or paying for multiple accounts to aquire more in game resources. Even with a wipe we'll end up at the have and have nots again. Switching to paid accounts doesn't fix it, nor does a wipe. I already know people with 10+ paid accounts, you can churn a ton of quanta still via mission running alts and other players packages. Removing beta accounts would not affect them nor the billions they make.
  12. Thank you for further insight. Waking up to see a dev reply to a post about an issue that people are wondering about and have no context to was one of the most refreshing things to see on the forums... I had also wondered why it was broken. I hope the team gets plenty of R&R over the holiday and can come back refreshed to tackle stuff for 2022!
  13. Does this mean if they don't add the promised pets we get our money back?
  14. This is one of the most requested features from people I play with. Could even create dynamic missions, if someone fails to land the kill during an "encounter" a new mission could be created to salvage that players ship and kill the NPC that killed them. NQ has been again NPC's... but... Aphelia is an NPC. Goldstar event referenced NPC's. let's get some proper NPC missions/adventure going. Please. Also... where are my pets? kickstarter promised pets.
  15. Am cooling off on DU a bit, least not going to "grind" as much as I used to in fear all that effort will be removed out of the game. I had spent the better part of a year grinding for a warp beacon capable factory- many hours grinded away for it, all with the understanding that this is a live server even if the game is in "beta". I draw the line at having my base/constructs removed, touch them and I'm gone... clear my wallets... sure, whatever- clear my stored items, okay. Move beyond that and I'm out, even as much as I love DU- that'd be my final straw. I hope they don't punish the many for the imbalance created by the few....
  16. Running Ryzen, no issue with 30km lines of scanners (18-30 at a time) so far.
  17. Not true, at one point backers could "print" more than their allotted keys. There are people that have armies out alts obtained this way.
  18. His point is the huge wall between you and even getting to that point in the game. Starting from scratch right now is insane compared to yesterday, unless you do pure org group play as a noobie it'll be a huge grind to get established as a solo-player compared to before demeter. Oof. As an established player, these changes are rough- but for new players starting out... it's near pure brutality mode now.
  19. So, two week if paid taxes followed by two weeks before the tile goes unowned due to non payment? The only real issue with this is timing. Your adding this system while removing mining as we know it. It will take a couple weeks for the economic engine of autominers to even begin to start. For those that are less... wealthy, this change will hurt massively initially. Require players pay taxes on tiles... while taking away players primary method for obtaining wealth. This is the real issue IMHO. Please give players a proper grace period if your NOT gonna lower the tax rate. Two/Four weeks is a bit tight.
  20. I'll be loosing thousands of hours of scanning. I've spent more than most in this game. It needed to happen, while I have a lot I know of others that have damn near entire planets of scan results. Literally giving me, and others a monopoly on the market. That all being said, myself and others will go back out and scan 18+ tiles at a time and will be fine.
  21. If a tile goes unclaimed and has static constructs on it- the next person to claim the tile can "requisition" (NQ's wording in game) constructs. I tested this on the PTS.
  22. That could still be achieved without a tax system that punishes the casual player. Likewise, 3 months is not enough for some- what about men/women in military service? Or heck, those that get sick and are unable to play for extended period of time? Even with low taxes with a years worth of time, it'd still allow a cleanup of the landscape of those that quit loooong ago. The taxation system doesn't feel like much to the "whales" in this game I've talked to- but not everyone is loaded with quanta, nor plays every-day. Some people I know play once a week, and for many of them this system is largely a let-down with the combination of taxes and perceived low ore outputs of auto-miners.
  23. Been on PTS now for 15 hours testing while collecting my thoughts. A lot of these changes will force players to /work/ to keep what they own in game... right now with rough calculations it looks like about /half/ of the ore dug may have to go back to paying taxes on the tiles, and thus players will need to work... to keep their land... to keep working to keep their land. I say work, because these new loops, for many- will turn it into active work/tedium to manage. Plus, potentially half of your ore income is spent on the hexes... now you'll need to take a cut for fuel to transport/logistics. After the end of it, you're left with very little to build/expand with. For new players, it will be muuuuch harder to solo while getting a foot-hold. So I ask, is this a move to slow players down and reduce overall server costs? As it stands this a soft-wipe of sorts, as many with "fun" projects people work on a few hours a week may now be forced into grinding to keep it going- or loose it... and if players don't come back, as it stands... you loose a tile, as it is on PTS... you also loose all the static constructs owned on that tile. So is this a change to reduce quanta/inflation? if so than look at the source, missions-alt runners to curb it vs creating a huge sink via land. Is this change for... data inflation? as more ore enters the game, more constructs are made- and in live(more data due to tunnels on top of that) so more ore = data costs. And I dare say this is the real reason for these changes, otherwise NQ will let up on them as player outrage seams to be more so than 0.23, and it hasn't fully sunk in yet for most players what these changes even mean... and while this post covers some core issues, it does not cover the ninja-changes to ship elements/flight mechanics or other core complaints. Give us more ore via auto-mining - more charges, more ore to pull from per hex and... some way to skip the lame mini game.. please? minimum efficiency of 25% vs 0? Nobody wants to login once/twice a day to hop around auto-mining fields to play a stupid mini game. Least while mining traditionally I can tune out and watch Netflix, with autominers- it requires just enough attention you cant let your mind easily wander... but not enough satisfaction to make it.... enjoyable. 2x more ore may not be enough, 3-4x may hit a sweet spot for most. More Roids - All safe zone roids get mined out within an hour of discovery already. fix discovery timer of 20 minutes/middle Colum! Likewise, PTS seemingly won't spawn in asteroids in time for us to check the new spawn rates.... This change will /encourage/ more people into PVP space. Lower the taxes for tiles. This is a game that people pay monthly for- not a second job. So say we all. BlindingBright -MTI Superlegate, Lodestar Chancellor
  24. if the market keeps inflating... 1mil tax per tile, per week- will seam like less of an issue. Though right now, as it stand- for many it will hurt them.
×
×
  • Create New...