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Cabana

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  1. Like
    Cabana reacted to NQ-Nyzaltar in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Hi everyone.

    Thanks a lot for all your feedback on the topic.
    We understand the slot limitation described in the devblog is quite frustrating and we're transmitting all your feedback to the Game Design team.
    We'll try to come back ASAP with a reply from the team. Please be patient.
     
    Edit: "current slot limitation" changed by "slot limitation described in the devblog".
     
    Best Regards,
    Nyzaltar.
  2. Like
    Cabana reacted to GraXXoR in Wipe the damn servers!   
    I approve of the term Balfa..   (UK spelling Balpha ? )   Gief on the other hand feels like grief  or if  a Bond Super Villain were speaking: "Gief mee ze nehmz off al yor akompliecez."
  3. Like
    Cabana reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES' ON THE WAY   
    Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 
    Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 
     
    Read on for the full scoop! 
     
    GOING INTO EFFECT ON TUESDAY, JANUARY 25th
     
    Taxes will be effective again starting Wednesday, January 26th.
    The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.
     
    Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
      Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
      Calibration grace period: 48h --> 72h
      The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.
     
    We are changing the calibration grace period from 48-hours to 72-hours. 
     
    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.
     
    CHANGES COMING WITH PANACEA UPATE (0.28) LAUNCH
     
    Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
      Faster extraction animations
      We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.
     
    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.
     
    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.
     
    New talents for surface harvesting
      In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.
     
    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.
     
    CHANGES COMING POST-PANACEA
     
    New surface harvesting controls
      To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 
    Watch for additional details as we refine our plans!
     
     New mining unit surface harvesting, rocks spawning behavior
     
    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 
     
    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 
     
    BUT WAIT! THERE'S MORE
     
    Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 
     
    Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
    We’d love to hear from you! 
     
    ---

    The Novaquark team
  4. Like
    Cabana reacted to Feriniya in Can we have an easier way to un-deploy constructs now?   
    When we put constructions according to the drawing, the construction seems to be "built" by elements in front of our eyes, why not do the same process only in reverse, and add all your voxels and elements to the connected container. By pressing one button. Esstesvenno doing a preliminary check on whether there is enough space to put it all in the active current container .. I think this is not a technically difficult task, but for some unknown reason, it still does not exist years later. And sometimes people just can't find 1 voxel, wasting hours of their time.
  5. Like
    Cabana got a reaction from Feriniya in Can we have an easier way to un-deploy constructs now?   
    yes +1
  6. Like
    Cabana reacted to Zeddrick in Can we have an easier way to un-deploy constructs now?   
    One of the reasons there are so many constructs in the game at the moment is that there is no easy way to un-deploy constructs.  To do this at the moment requires going into build mode, removing all the voxel (which can get tedious if you miss a small one), removing all the elements (sometimes small ones are hard to find again) and then picking up the core (which I think some people fail to work out how to do given the number of core-only constructs I see around).
     
    I understand the original reason for not having this feature was that constructs was intended to be permanent things not things you could magic up when needed, but with the recent devblog talking about automatically despawning constructs for inactive players does this still make sense?  Are constructs really permanent things any more?  It seems that one of the development goals at the moment is to have fewer constructs in the game (for whatever reason) and it seems to me that having a good un-deploy feature would be great for this.  There are certainly a few constructs I could tidy up if it were easier to do so.  It would also make it much easier for people who want to take breaks to do so without having to worry about moving all their constructs to sanctuary, etc.

    It would, of course, need something like s 30 minute timer after deployment to prevent abuse in PvP, etc.  In theory this could be used to make it easier to transport ships, buildings, etc in haulers rather than carriers, but this would be balanced by the loss of all buffs after despawn/respawn and the inability to respawn an un-deployed construct you don't have DRM on without buying another BP.
     
    If un-deploying is considered to be too easy/fast, perhaps this feature could be built into the repair unit?  It can already revert a construct to a previous state, it should be easy to make it revert a construct back to just a core which can be picked up?
     
    So how about it, can we have an un-deploy construct feature please NQ?
  7. Like
    Cabana got a reaction from OrionSteed in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Great ! Would love to see the new update .
    my suggestions :
    - Reduce tile tax to 500k and test it. 
    - Remove elements obstruction completely. Why obstruction is good ? Voxel designed ships for players by players. Players can hide elements inside voxels so they look cool and be protected for pvp. 
    - PvP voxel importance increase in resistances they provide.
    - Building : cores alignment if you want to deploy a large number of static (or space) cores in line with your adjacent tiles. Blueprints and degree alignment by eye is simple but not accurate for large constructs. Settle ^^
    - Dont nerf org cores count too much . Maybe increase a bit and see ?
     
    Thank you 
  8. Like
    Cabana got a reaction from GraXXoR in Wipe the damn servers!   
    Nah dont wipe ... in fact all of us who "suffered" the balfa state of the game gief us 50 billion quanta free plus 50 million talent points free ... ^^
  9. Like
    Cabana reacted to Hachiro in New obstruction is too extreme   
    Especially if you have built fancy ships with voxelmancy that took days of work to be finished. There is not an option like "just move every element 0.5 voxels away from each other". because then the whole design gets visually broken.
     
    Like I've said: I like the fact that they are working on this problem. Strict in-game rules are better than just to say "Don't do that". I don't want NQ to revert this change completely. But they really have to work on the hitboxes in detail again. If so many fancy ships that were built the legal way are broken now because of messy hitboxes, this is really an issue.
  10. Like
    Cabana reacted to Walter in New obstruction is too extreme   
    Yes for some it might be a big deal, even I have a few ships with the problem you describe but we can not always ask NQ to revert development.
  11. Like
    Cabana reacted to Zeddrick in New obstruction is too extreme   
    Here is an example (and yes, I know atmo brakes have some other problems but this is a good enough example of the problems here for now).  I have a ship like this:

    That's a set of atmospheric brakes.  Some of them are OK and the others aren't.  I didn't build this ship but it's fairly obvious that the intention here was to put a block of brakes next to each other.  None are overlapping and there isn't any obvious difference between the ones which are working and the ones which aren't.  This isn't a 'janko' ship or anything, just one in which some glitch in the game caused the elements to end up in a position that the game doesn't like now.  I can't see how disabling these elements is in anybody's interest at all.  It won't make my ship behave differently, it just creates work for me to have to shunt the elements off and then back to where they were to get them all to be OK.
     
    And I have quite a few ships like this.  This ship alone has well over 150 red elements which need this treatment.
     
    Surely we could de-sensitise the check so that examples of truly overlapping elements are disabled but ones like this, which may overlap on paper but which don't actually really overlap, get allowed.
  12. Like
    Cabana reacted to Walter in New obstruction is too extreme   
    We need to change such setups of airbrakes anyway soon, they will be obstructed otherwise the top side of them must be clear
  13. Like
    Cabana reacted to CptLoRes in New obstruction is too extreme   
    Yeah.. It's bad.. I just did some tests and it is very simple to get false triggers just by normal placement of elements in certain ways that cause slight intersection of elements. And in many cases the alternative to avoid the trigger is elements that looks like they are floating in air and not touching anything.
     
    And it's not even consistent, I have no problem getting the solution to accept the exact same placement without an error just by tweaking the order of operation.
     

  14. Like
    Cabana reacted to NQ-Nyzaltar in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Hi everyone!

    As you were quite a few to wonder what was the reasons behind "it's more complex than it seems" regarding the tax rates, here is an explanation frome the Game Design team: 

    "It's all about faucets and sinks. When implementing a major system like taxes (which should have been there from the beginning),  "more complex than it seems" refers indeed the interconnection of several systems: Tax rate/Upkeep of course, but also resources generation through Calibration and Asteroid Mining. Another important factor quite difficult to anticipate is "Player habits". When taking into account all these factors, it's extremely difficult to make it right on first try. When balance issues occur, the best way to find a long-term solution (and to be sure to have identified the right issues) is to analyze at least a few weeks (if not one or two months) of data. Fixing a balancing issue too hastily has a high risk to backfire, as it might generate other unbalance issues if not handled properly.

    Now to explain a bit what was the original plan:
    It was about to provide enough Tier 1 resources (through calibration and asteroid mining) to pay the taxes and have a comfortable margin of T1 resources for building.
    Unfortunately it seems that players got a lot less Tier 1 resources than we expected, which generated this feeling of "struggling" for many of you. It was not intended.
    The Game Design team is actively working on tweaking the balance of various systems (not just one) so the global player experience improves again. Still, we know that it will never satisfy everyone: some will find that it's still not enough, some others will think it's too generous. Just keep in mind that we will have to find an acceptable middleground for the majority."

    Best Regards,
    Nyzaltar.
  15. Like
    Cabana got a reaction from Megabosslord in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Great ! Would love to see the new update .
    my suggestions :
    - Reduce tile tax to 500k and test it. 
    - Remove elements obstruction completely. Why obstruction is good ? Voxel designed ships for players by players. Players can hide elements inside voxels so they look cool and be protected for pvp. 
    - PvP voxel importance increase in resistances they provide.
    - Building : cores alignment if you want to deploy a large number of static (or space) cores in line with your adjacent tiles. Blueprints and degree alignment by eye is simple but not accurate for large constructs. Settle ^^
    - Dont nerf org cores count too much . Maybe increase a bit and see ?
     
    Thank you 
  16. Like
    Cabana reacted to Walter in Why DU's PVP isn't as fun as pre-shields.   
    I think we reached a new level of ship's ugliness in pvp if this is the new meta I refuse to fly any of these I prefer to be wrecked in my old-style ships designs.
    And I agree with OP on all points except that making one weapon class have a shield pen, all shields should let pass 20% of dmg as shield bleed-thru.

     
    And these Engines should be 100% obstructed where the logic in this, are we now in Looney Toons? 
  17. Like
    Cabana got a reaction from Walter in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Great ! Would love to see the new update .
    my suggestions :
    - Reduce tile tax to 500k and test it. 
    - Remove elements obstruction completely. Why obstruction is good ? Voxel designed ships for players by players. Players can hide elements inside voxels so they look cool and be protected for pvp. 
    - PvP voxel importance increase in resistances they provide.
    - Building : cores alignment if you want to deploy a large number of static (or space) cores in line with your adjacent tiles. Blueprints and degree alignment by eye is simple but not accurate for large constructs. Settle ^^
    - Dont nerf org cores count too much . Maybe increase a bit and see ?
     
    Thank you 
  18. Like
    Cabana reacted to Zeddrick in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Will there be a wipe on release?  I know it's slightly off topic but it is the big question we were hoping would be answered with the roadmap update ...
  19. Like
    Cabana reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
  20. Like
    Cabana reacted to N19Ultimate in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  21. Like
    Cabana reacted to Roustabout in Mining Units: A weeklong in-depth review   
    Background / Summary
    I backed DU early on and have three accounts - honestly, I tried to give my beta keys away to friends, but no one wanted them.  So, I have a character dedicated to mining / refining, one to piloting, and one to industry.  All three have some combination of radar, gunnery, and ammo skills.  Each of them is around 50M skill points.
     
    My play time prior to Demeter could be classified into three categories, active, passive, and mindless.  The active playtime involved building, pvp, asteroid mining, or using the markets.  I’m sure most of you reading this know the autopilot time as you scanned an asteroid or traveled to a planet.  This is the passive; dare I say AFK time.   What I call mindless time includes digging around in an unclaimed tile, you could simply zone out, watch a video, or listen to music.  I liked this time, it was relaxing, easy, and still offered progression without any risk.
     
    Prior to Demeter, On average, I spent about 3 hours each day playing DU.  About half of this time was active or mindless mining and the other half was some mix of ship building, industry, or solo pvp.  Occasionally, I would spend an entire session repairing my ship because...well you dicks with the giant towers know why.
     
    On an average day, I would generate $46M.  About half was ground mining and the other half Asteroid mining.  This worked out to about $30M / hour of money making activity.

    With the advent of Demeter, the mindless playtime has disappeared.  My playtime has shifted to only two categories and the overwhelming majority of my playtime is now active and focused on three tasks - calibrating, hauling ore, and picking up ore from the bonus ground spawn.  The passive time is almost non-existent and involves flying 60km on the same planet.
     
    After playing the minigame 15 times, trudging out to some random spot to collect between 2 and 4k ore, and then doing my best impression of a garbage man picking up all the auto-ore from 14 containers, I generate on average $10M over 90 minutes or about $6.7M / hour.  I could probably generate $30M / hour asteroid mining again but that would be at an opportunity cost of the passive ore mining or I would have to fully dedicate my entire 3 hour play time to money making activities.
     
    The real takeaway here is that my money making active playtime has shifted from scanning and mining to babysitting autominers and picking up ground ore - both steps down in the level of fun and engagement. Sure, I could go back to asteroid mining exclusively and will likely get to that point but for the purposes of this dsicussion, I focused on really exercising the auto mining system.  
    Additionally, to keep the automiers at a reasonable level (not even optimal) I have had to set timers, reminders, and build a spreadsheet to track the decay so I’m hitting the right autominers at the right times and carefully balancing my calibration charges.  While I’m perfectly capable of managing all this, it is quite annoying and doesn’t lead to long term engaging gameplay.
    At the current market rates, I’m able to generate about $5M per tile per week.   My tiles are probably slightly above average but are all T1 and similar to most of everything else I have seen around Alioth - so nothing special here.  
     
    I have seen several posts of people complaining the taxes are too high and hopefully the next section will help show how to make automining profitable.
     

    Setup
    I put some of the refunded mining skills into the “on deploy” auto mining skills on my main mining character and had all three characters train to 4 4 3 3 (Calibration Charge Optimization / Efficiency at 4 and Improved versions at 3).  So, as far as investment into auto mining goes, I’m pretty deep but not outside of what most folks can do with a week of skill training.  This gives the three characters the ability to comfortably manage 60+ autominers across 14 territories.   A single character with 10 days of training can easily handle 7 territories - perhaps not at a perfectly optimal level but enough for a good profit margin.
     
    While I was fortunate enough to have some scanners already available, I haven't found many territories that couldn't turn a profit with proper management.  The tiles that had 500 of one ore are best as you can get 4 miners working that tile with no leftover.  But most tiles offered at least 3 full miners and some partial miners.  The proximity bonus is key so simply picking a spot that has 7 open tiles will almost always yield a profit.
     
    I currently have 14 T1 Territories with 7 being very bauxite heavy and the other 7 evenly distributed across all 4 T1 ore types.  There are 63 autominers currently running with the lowest base rate being 70 and the highest being 125.  With the territory bonus, the optimal rate ranges from 126 to 226 per hour with most clustered at 183 per hour.
     
    For production bonus purposes, the tiles are clustered around a center which means one tile gets a 60% bump and all others get a 30% bump.
     
    In order to maintain this, I do need to log in every day so I don’t overcap my calibration charges.  My characters generate 5.7 calibration charges per day and if I don’t use them every day, I lose 1.4 charges.  With current skills I can refill between 60% and 72% if I get lucky with the minigame.  If I don't get lucky, it's around 57% which means I need to calibrate when a mining unit decays to between 30% and 50%.  While I may over cap the 100%, I found calibrating when the unit is between 40% and 45% is the safest time.  The tracking sheet below highlight the units that need adjusting.
     
    Given the base rate of 125 for most of the miners, I can usually get 4 full miners on a tile and one partial. On the 60% bonus tile I see around 1.1KL / hr of total ore and my lowest tile currently generating around 500 L / hr.  Optimal generation is around 700 L / hr on average.  I have also found that unless the unit is on a 60% tile, a rate below 90 would be better deployed elsewhere as it relates to spending calibration charges - there is something to be said about convenience so I have a few mining below that rate, but they are lower priority to calibrate.
     
    Bonus Ore
    Each day I spend about 15 calibration points and get an average of 3k bonus ore which works out to 45,000 L in bonus ore or about $2M income.  Getting the bonus ore is relatively quick but tedious and feels like a chore.  The bonus ore makes up 20% of the weekly income so it is unfortunately required to maximize the tile.  Without the bonus ore, I would still see a profit but it would reduce down to $44M / week (still not bad).
     
    Sample Tracking

     
     
    Financial Analysis
    Initial Investment
    Territory Unit: $175k -> $2.45M
    Territory Claim Fee: $500k -> $7M
    Small Static Core: 12K -> $168K
    Basic Mining Unit L: $175K -> $11M
    Container L: $300K -> $4.2M
    -------------------------------------
    Total Investment: $24,800,000
    Time to setup: 8 Hours
     
    I should note I have a ship with two L containers that handles the logistics.  This ship costs about $15M.
     
     
    Maintenance Costs
    Nitron Fuel: $70,000 / week
    Scrap for those unexpected times:  $250,000 / week
    Territory Tax: $1,000,000 / week -> $14,000,000 / week
    -------------------------------------
    Total Maintenance per week: $14,320,000
    Maintenance Time: 90 minutes / day or 10 hours each week
     
     
    Income
    Raw Sales: $72,000,000
     
     
    Balance Sheet (Week to Week expectation)
    Expenses: $14,320,000
    Income: $72,000,000
    -------------------------------------
    Net: $57,680,000
     
    Given the initial investment of $24,800,000, I fully covered this investment in 4 days and had a first week pure profit of about $16,600,000.  
    This works out to a little over $1.7M / Hour of play time in the first week. I expect around $6M / hour of playtime next week
     
    Territory Summary

     
    Daily Log

     
     
     
    Bugs
    Can’t access the Calibration menu that tells me things like when it was last calibrated and the location of the surface ore pop if I have no calibration charges Tooltip on Adjacency doesn’t have a % indicator -  should be  “a 30% bonus” not "a 30 bonus" The small 50L of ore are physically much smaller than the normal surface rocks that only deliver 20L of ore The harvest time on the bonus ore is not scaled with the regular surface ore - it takes less time to harvest the 50L and 150L rocks than it does the normal 20L ore The bonus rocks are labeled incorrectly, they show up as their pure counterparts instead of the raw ore label; Aluminum Rock vs Bauxite Rock
    Improvement Suggestions
    As mentioned in the Q&A, the transition screens on the minigame are painfully slow.  Can we eliminate or speed them up? The current reasonable cap of calibration charges is 9.  You can get more by investing more skill points but 9 feels like where most folks will end up given there are far more interesting skills to train.  I’d like to see this cap at least doubled if not tripled (or removed all together, why cap it?)  If I decide not to play for a few days, I over cap and there is an opportunity loss. Where can I see my current calibration charges?  Or is the Autominer UI the only spot?  I’d like to be able to see the current calibration charges on some character screen. The minigame is prone to RNG which causes a reduction in income for things that are outside of my control.  Could we have some of the mining unit skills affect the size off the tools in the minigame so that if I choose to invest points in those skills, I see my efforts less affected by RNG? The bonus ore is nice for the minigame but it's a chore to go out and collect it.  Can we have it simply deposited into the container The surface rocks offer a performant way to create a small faucet and give new players a way to earn money.  However, the way they are designed is both tedious to gather and painful to look at. Could we instead have larger nodes that leverage the mining talents spawn on the surface and offer the same amount of ore just more concentrated?  We could even add a piece of equipment that allows me to scan my territory to identify these pockets or leverage the territory scanner.
     
  22. Like
    Cabana got a reaction from SuperBeast in Gathering your questions for the Q&A on Wednesday, December 1st   
    Hi
    I like the update and i like the game but i have a mysterious feeling inside me when i play the game . If you can please explain us.
    Is there going to be a wipe of all things at the release of the game ? Specific Quanta , Constructs or anything else ?
    Will help a lot.
    Thank you
  23. Like
  24. Like
    Cabana reacted to Novean-32184 in So, the latest on a partial wipe   
    (removed the first answer in this post as it is not relevant)
     
    While the wording is careful as always, I believe that the call to wipe has been made internally, the "intense discussion" may be a PR spin or about the when. But I'm even more convinced that  we'll see a wipe before release now..
     
    And I would agree it wil be needed once NQ has completed most of the work during "Balpha" and actually moved to Beta (which they wil label as "release")
     
  25. Like
    Cabana got a reaction from Doombad in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    WARNING !
    LOW ATMOSPHERIC BRAKING POWER
    CRASH LANDING IMMINENT ^^
     
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