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space_man

Alpha Tester
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Everything posted by space_man

  1. +1 to add higher tiers of parcel containers +1 to add no origin missions (e.g. bring me x, you figure out where it comes from) +1 to add space only npc missions +1 to add QOL to the interface +1 to increase the limits per player and org +1 to add reoccurring missions Anything please, NQ, please!!!! Make the mission system work.
  2. Yeah some game logic seems to be misaligned in the OPs thought process. There are limits to what one player can do, and what players want to do. Sure you can min, max but for how long?
  3. It's not a feeling, it's fact. Every major update causes lots of players to leave. It also brings in some, but it's a trend since .23
  4. Basic parts where already below costs, but yes the salvage really increased the supply while demand is down at least 50 percent due to the wipe talk causing a mass exit.
  5. Most people don't want 19 tiles but if your in an org than it makes sense to have a large set of tiles, which is exactly what NQ wants.
  6. What you see as a market failure I see as a market working as expected in the case of basic elements. Nobody wants basic large amto, and everyone has them, or as the ability to make them (and a lot of them with a very cheap factory). Moving up the tier, to territory scanners, an uncommon elements... Yes these also sold for below costs for a long time, yet they took longer to produce, after the removal of mega nodes for the new mining units, people lost their demand after they found their unlimited ore pools, and then sold off their scanners. Lots of people also made them, I had 6 lines, gottchar had 10s of them, and we sold near ore costs. And the market was saturated long before the demand fell off. Moving on the advanced tier. Engines, especially those that are used in the popular ships have mostly been profitable. Depends on what NQ is saying about a wipe, lots of players have been leaving so the overall demand is down, which means the price is near cost, but rarely this tier will go below ore cost. Rare, is hit or miss depending on what elements your selling, but that's because of the server pop and the demand. Things like MUs went for 10x ore cost until the market saturated. Now your lucky to break even, but that's mostly due to the rare ore supply having a massive jump in supply. Exotic, almost always profitable but slow to move, again due to the limited demand. The game could use something like element recycling, so that basics are at least worth 1/3 their vaule but I don't see NQ giving that a priority. Honestly my thoughts are they need to limit and reseed mining units every 12 weeks but they have more important things like pvp at the top of their priority list. tldr: no market demand means no profit, surplus of ore also means no profit ps: Run missions if you want to make money
  7. I care. I listen. I wait for release.
  8. I would be ok with this as a "roadmap", but they would actually need to say it, then somewhat stick to it.
  9. Well, before they lock this thread, because it's just another duplicate, I have to say, NQ has lost a lot of the positive community, many for a long or even indefinite amount of time. They know this, they just can't say it. Now not only do they have to get ready for release, they have to figure out how to rebuild the community. Which means, give us a roadmap, and stuff to look forward to... like DAC (oh hey Blazemonger).
  10. I log in. Check ore in factory, 10 seconds later. I check for a decision on the wipe. I log out.
  11. I feel no optism here. Maybe you should find something to look forward to. I want the goal of collecting the materials, quanta for the schematics, designing the ships to fight over the resources, pvping to get the materials, having to group up to grow a larger stake in the market or make connections to trade the end game materials. That gets me excited to play the game again, but that means there needs to be a full game loop, and without DAC I don't see it happening. The simple game loops that exist will not drive more growth, the game is getting stale for many. In good part by NQs own fault of not communicating that well. But back to game loops. For many of the players, there is no major game loop, to date. Sure there are npc missions, and sure there are/were many builders, and sure some people like PvE mining in the safe zone, but what's the point? To pay taxes? To have more ships? As a solo, the game is limited. It ends up being just a simple version of space engineers, a crappy Factorio, and a terrible econ grinder. After you blow past a billion, there isn't much left to the game. It turns into a grind, a daily calibration grind. Before you know it, the entire game is just one or two simple loops, and sure, maybe this DAC will turn into another simple little loop, but I feel like NQ has tried and tried and tried but yet failed to bring that masses into pvp space. The risk vs reward options are limited. The big carrot needs to be added, and I'm sticking to it. We need to have a player craftable DAC, so that some industry people will need to work with some pvpers, who then work with ship designers, Lua coders, more industry players to source their elements, all who need to work with PvE players to get the fundamentals. A major game loop opportunity lays before NQ. Maybe it's not a big enough carrot, but I think with a good implementation it could be a turn around point for the game. I'm sorry if you don't believe in their original ideas, I get it, they haven't really stuck to many of the original ideas. And NQ have made plenty of features that have had rough edges for way to long. That is a given. But I'm still holding on for the game to have some success. And yes that probably means a wipe. But that doesn't mean you have to nit pick every single detail. It's a game, if your not having fun or getting enough entertainment out of it, there are plenty of other options.
  12. Thinking about this again, they should actually require every type of plasma to make one DAC so that there is more trade, and less possibly of some org owning everything.
  13. Player driven economy vs Just NQ cashing out, I don't see how thats funny?
  14. @NQ-Deckard for the podcast: * will DACs be craftable by the players the high tier ores and plasma?
  15. * how are DACs added to the game? Do players need to purchase them or will they be sold for quanta? * Unlimited transfer from player to player? What could go wrong, there are no bugs. * What will happen with players who go a month or 90 days without using a DAC? Will constructs be abandoned once they go inactive? Will talents pause or reset in anyway?
  16. Didn't mean to quote... Idk what happened to the forum that made it impossible to edit anything.
  17. @NQ-Wanderer * If I current have a paid account, will my account be converted to DAC. For example I purchased 12 months of game time, activated 3 months ago, then I do I now have one active DAC, and 8 remaining DACs?
  18. You can choose from phantom fears and kindness that can kill I will choose a path that's clear, I will choose Freewill
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