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space_man

Alpha Tester
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Everything posted by space_man

  1. 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).
  2. As a new player how do you craft space fuel, is t2 ore on every tile on haven? What happens if you unsub? What happens to beta keys on release?
  3. You still need to be active once a week or so to recalibrate. If your doing any serious amount of resource gathering that is plenty of time spent on auto mining. Most players are not going to setup mining for every type of ore as that would require going to several planets and moons, not to mention the bonus that you get for having neighbor tiles would be lost. There's already asteroid mining but that is still pretty meh. I agree that the current system causes issues with making it too easy to get ore compared to other means, however I think a better solution(s) would be: * Reseeding tiles every 3 months * Adding bigger and smaller asteroids, redo the spawn mechanics to be more random * Adding mining drones or mining drills for ships... Ideally just rip off everything that starbase does * Removing the DSAT broadcast mechanics, add a new scanning tool (subjectively that would be more fun and easier) * Remove t1 ore bots, or consider making them less available, so there's more hauling involved
  4. Its almost as if the mission system is only in it's first iteration and it's almost as if they let somethings slide for way to long. Remember when we could warp with a docked cargo pod, and get the missions done in minutes, or remember when we could use VR?
  5. Yes, is anyone listening? Hello? Helllloooo?
  6. Reseeding tiles every two weeks, what kinda crazy amount of scanning and setup do you want to do? Not to mention the amount of tear down and setup on a static core, and the nerfs to calibration ramp up... Heck no, that is just too much work.
  7. Yes, just yes. Make dual universe fun again.
  8. Its almost time. If the server (and client side) connections could be more reliable and less jittery while coming into high population areas, absolutely. The major sinks in the game right now are taxes, market fees, and schematics (taxes on industry). As much as NQ attempts to make pvp more mainline, it just isn't a big resource sink, otherwise we'd all be buying new pvp ships every few weeks. An alternative would be element decay, or adding the long forgotten power system, both of which would require a large dev.
  9. A few million liters of gold, once in while, could be great for everyone!
  10. Yes that sounds great, but all NQ is going to do is add a easier way to click and hold with the harvesting tool, which is the lamest thing since they added space wrecks. Other players and myself would accept harvesting bonuses if they just gave us the bonus rocks via the mining unit spitting them straight into the container whenever the calibration was done. Harvesting is lame and uncreative, yet they still chose to implement it as a core resource, when in reality it should only be used in a survival or new player environment.
  11. Sound like good content 😃
  12. Yeah they could really do a lot of work on the entire chat system, make org notices more useful, etc, but the exact thing your looking for can easily be solved with a post it note.
  13. Exactly, this behavior to some (Gottchars pony) is a feature!
  14. NQ brought it on themselves by announcing that wipe was still on the table. They don't have a roadmap or even a clear plan, other than getting the game to release, so they can boot all of the beta players.
  15. At least they didn't mention a wipe this time. 😃
  16. Point one: The inventory can filter by item type: crafting = anything that goes into an assembly line data files = schematics, blueprints, scans elements = anything that comes out of an assembly line tools = hand tools You can then use sub types... Then apply a text search, you don't even need the exact item name. You can search for rare - and all of that tier shows up. So... idk if you not using the inventory right. You can also pack stuff, and keep it in a folder if you like. The game shouldn't delete packages unless you die. So don't die. Point two: Use a buy order for schematics, put in 1 quanta or whatever, and use the qty to note how many things you need. Point three: Use the mission system or make your own program board. Don't complain about something if your given the tools to build it yourself.
  17. if there was going to be a wipe, then they would have waited to break the bad news, aka release time. if there was not going to be a wipe, then they would need to push this update once it was ready. that is my thought process. my current thoughts specific to the wipe are in other threads.
  18. I support this decision, and hope that they notice!
  19. I get that the players need to provide some or most of the content but yeah, I've been waiting for a mega patch. Instead we've gotten nerf after nerf after nerf. Some major updates to fix systems but nothing to add content. The latest update to VPT, which might be the best thing they've done come with a complexity limits and unstacking of elements and the massive airbrake nerf. Am disappointed.
  20. Whatever hud your using is probably using set ground altitude (look up the codex) and then change it to whatever you want.
  21. Arch hud waypointer.json already does some of this, it does require an extra program board, but it does almost exactly what your asking about.... The extra data about the planets would take some effort to add but nobody would need it out side of having it for roleplaying since there would be more lag with that amount of stuff on the screen.
  22. I'm failing to recall any updates that actually made me excited like I was during the early alpha days. Is the game just about nerfs at this point? Do we have anything to look forward to on the roadmap? Is there a secret roadmap?
  23. Welcome to NQ development. Sounds great on paper but super lame once it's in the game.
  24. As in the mindset of the playerbase? Am confused.
  25. Its like they didn't think it out.
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