space_man
Alpha Tester-
Posts
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Everything posted by space_man
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ADDED ACCOUNT SECURITY: ENABLE TWO-FACTOR AUTHENTICATION
space_man replied to NQ-Wanderer's topic in General Discussions
Yeah, do we keep the rewards post wipe? -
How DU is going to destroy a free market
space_man replied to SlaySomething's topic in General Discussions
Sounds complicated. Maybe we should just put the rocks on the surface and harvest them one by one. To prevent any real value, let's make the ore gained really insignificant, and very tedious. They will never know. -
You can just stop playing the resource grind too. Nobody is forcing you to grind.
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SPACE WARFARE: A DUAL UNIVERSE STORY - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
Would love to see a new DU advert that's just a bunch of clips from Angry Dad and that gang smacking into stuff and blowing up elements and cores. This was also great. Good Job, Deckard and team. -
its a major factor for me in the pros column. FTUE is good, progression could actually happen at decent pace, but yet they lack a major resource sink (new pvp isn't going to be a major resource sink) but at least their turning down the biggest one. ideally more issue fixes would be in place, to really make the wipe worth it.
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DEVBLOG: A MARKET IN SPACE - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
And yet we still call Feli a planet planet. -
If you enjoyed the game, then you paid for that time. A wipe doesn't just mean an end, its a new beginning. Now lets holds around the camp fire and sing kumbaya.
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A market talent tree for one... QoL for building larger and element copy and paste, and element swap. Dispenser API Offline market and talent APIs... More skins, pets and collectable items. Instanced pvp. More industry content. A lot of stuff is still needed.
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The true story right there.
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DEVBLOG: A MARKET IN SPACE - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
Yes it would be great for your group, but also extremely unfair to 99.999 of the rest of the players. -
DEVBLOG: A MARKET IN SPACE - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
Next one... -
DEVBLOG: A MARKET IN SPACE - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
So no bots at the space, including schematics? And the normal bots for t1 and schematics stay the same... Hire an economist and play your game. This implementation is backwards. Nobody is going to use this market without making some changes that actually make sense. -
Support the show, and DU!
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DEVBLOG: NEW FTUE IN ATHENA - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
really, maybe my drop ship was bugged or maybe I'm just blind? -
DEVBLOG: NEW FTUE IN ATHENA - discussion thread
space_man replied to NQ-Wanderer's topic in General Discussions
Issues right from the start: * Mining Unit productivity is 0, even though the mining unit was setup automatically in the tutorial * Really should have mining unit S for sale at the markets, so a new player can have all t1 ore going right from day 1 * Start players out with a full set of calibrations, waiting 6 hours for a calibration would turn a lot of people away * Where do new players get scrap, if they crash on somebodies tile? We should really start with a small amount of scrap. * Add basic schematics to haven * Greetings Anonymous on the outpost screen, along with several details missing or not working.... on the training screen. * A very small amount of harvest rocks are available from the start, for a solo player, please stop limiting new players with the harvesting mechanics. * Starting out with 0 talents - is very hardcore and punishing, we should at least get 500k, and the refer a friend should be 5 million. Issues with the outpost station: * The camera is upside down when entering the bed * The radar turns into Error item when picking up the radar * The doors are stacked. Issues with the update: * Dynamic constructs do not show a build preview. This would still be useful to see what random blueprint I'm putting down * All weapons should be downgraded since the recipe changed. The same economic issue also applies to warp beacons. * Didn't get much of a chance to try the new weapons out - really hoping that you add pvp arenas, and space-only missions. * Parcel containers really need love - we need variants for these items too! Overall thoughts: * New players need a way to make space or even rocket fuel in the nano pack. * lots of small details are great, but you really need to test and refine more. * tutorials are pretty easy to break if you do stuff like deploying the speeder before it tells you to. * harvesting rocks is still lame. please be more creative with hand tools, they have been lame since alpha... lets see power systems and ship tools (at least on a roadmap) * Why do we need 36 days to max out harvesting talents? * This update is 80% good to go, but the last 20% really really needs work. One issue that will also occur about 30 seconds after the patch hitting live, is that all tiles around the markets will be claimed. The tiles being so large will cause issues for new players in weeks/months to follow, as they will still need to travel 25/50/75 km to get to their local market. Have you considered making the tiles smaller, or adding more starter moons more often? Second issue with starter planets, all of the markets are way too spread out for one player to sell their goods (and really help out the new players), have you considered making the markets linked on these start planets, or longer term have you considered adding market talents where in you could link to a market without actually being at the market (but 2/5/10 km away from it), and then adding a long list of skills to allow players to move items between markets, buy items from remote markets and have them teleported for a fee or some sort of automatic mission setup? This would help new players buy increasing the availability of items (beyond market 6).