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Ruperthon

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  1. Like
    Ruperthon got a reaction from Sejreia in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    When can we see some of the planets come back? It took way less time to update the ones we have between beta and release.
  2. Like
    Ruperthon reacted to Pleione in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Yeah... stay 30 minutes after spending 4-6 hours finding the rock.  That was NOT a reward, it was Ganker fodder design.
     
    Personally I'm thrilled they have recognized Solo players exist.  Can't recall the last time over the past 5 years when they have tried to balance for us a bit.  Maybe because they never really did?
  3. Like
    Ruperthon reacted to J-Rod in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Now the only question I have is "When is Launch"?
     
    I really hope we don't have to wait 3 more months to get an answer.
  4. Like
    Ruperthon reacted to Megabosslord in RESET NEWS ANNOUNCEMENT - Discussion thread   
    I still don’t get how we were promised magic BPs for our constructs if there was ever a wipe, and now we just get nothing. 
     
    So many questions: 
     
    1) Will we now finally get static BP alignment, for when we redeploy our constructs? That we still have that annoying raycast deploy is nuts - far worse after a wipe. 
     
    2) Why do we need to backup LUA when it’s saved in BPs? (How do you even back up LUA?)
     
    3) If Sanctuary is being reset do we all start back at the Ark? And have to do the new player experience all over again?
     
  5. Like
    Ruperthon reacted to Zarcata in Ask Aphelia Episode #8 Discussion Thread   
    When the video talks about the starter moon Sanctuary, that values there will be preserved forever, does this also apply to the new starter moon? (I can't think of the name right now)
    Likewise, I would be very interested to know if this assurance would also apply to the wipe case. So is it worth it if I dismantle my space station in space or my factories on Alioth to build them up on Sanctuary?
  6. Like
    Ruperthon reacted to Saedow in NEW SCHEMATICS - Discussion Thread   
    So what about our current very very expensive schematics where we put our saving in... will those be lost?
    And how will this new schematic system save the market? the market is still not alive.
  7. Like
    Ruperthon reacted to The_Kurgan in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    "The best news of all is that we plan to release a smaller update between now and Athena release to introduce some quality of life improvements."

    PLEASE BE A LARGER SELECT/COPY/PASTE AREA!!!!!!!!!!
  8. Like
    Ruperthon reacted to Virtualburn in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The community spoke, you listened, you updated.  Thank you.
  9. Like
    Ruperthon reacted to Tional in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    You hit it, it destroys most of your ship, and then you go spinning off in some random direction in a death spiral that's a total nightmare to recover from. 
     
    From experience.
  10. Like
    Ruperthon reacted to kulkija in Gathering your questions for the Q&A on Wednesday, December 1st   
    Game has still lots of issues.
    Before Demeter it were not a problem and no hurry to fix them.
    How ever now after Demeter update we must earn lots of Quanta every week to keep our assets in planets.
    It is critical that we can perform all operations which are needed to earn that quanta without delays.
    Right now there are many bugs which creates lots of delays to operations we need for earning enough quanta.
    Now we as players are under strict timers to pay our in-game duties.
     
    Question:
    How will NQ guarantee that they provide stable game so that we can pay our taxes?
  11. Like
    Ruperthon reacted to Novean-61810 in Gathering your questions for the Q&A on Wednesday, December 1st   
    I don't play anymore but I'll jump in on this discussion.
     
    End game right now in DU seems to focus on Asteroids, but that's basically out of reach for a new player within a reasonable timeframe.  Yes I'm aware that there are public DSAT's out there but that doesn't fix the issue.  A player still needs a ship to be able to reach said asteroid but sometimes you reach the asteroid and all ore is gone.  It has already been stripped so you've wasted x amount of time getting somewhere just to feel completely demoralised once you arrive.  That combined with that fact that roids only spawn once per week is a kick in the teeth if you can't play the game on a weekend.  Most if not all safe zones roids are gone typically by the end of the weekend.
     
    So what other options do new players have, Setup on Sanc, deploy auto miners and mine surface rocks until your fingers fall off?
     
    I understand this was all done to improve performance, but at the detriment of actually being able to progress.  This game was fun, but it became a job one which we are paying for, something strangely odd with that concept!
     
    Some obvious fixes.
     
    1.  Increase mining output of units.
    2.  Increase No. of calibrations stored or increase the duration that a calibrated machine lasts for as the mini game is soul destroying!
    3.  Increase the volume of surface rocks, add variety.  20L per rock when clearly they are all different sizes doesn't make sense.
    4.  Mining talents should affect surface rocks
    5.  Remove schematics from anything that can be made in the nanocrafter or better yet anything T1.
    6.  Adjust Territory tax so it's a sliding scale, 1m for T1 and the same for higher tiers makes no sense at all.
    7.  Dynamic spawning of asteroids, several times per week or even everyday.  You know like in EVE where roids actually work!
     
     
  12. Like
    Ruperthon reacted to SMALLVILLE in Gathering your questions for the Q&A on Wednesday, December 1st   
    The 1 million quanta territory tax a week has made this game no fun. Who wants to run T1 Mining units just to pay territory tax for that tile. Can we get bigger pools on T1 and have the basic mining unit L pull more l/h? I have waited to post anything to this thread until I had T1-T3 mining units working in the field. With the ore amounts those mu pull it should be easy to pay territory tax and have ore for my factor. The T1s are just insufficient and made this game go from fun to work.  Can we please store more calibration charges, have the MU maintain efficiency longer, and T1 pools bigger and T1 mu pool more ore? Other wise this game turns into a job instead of something fun to do. 
  13. Like
    Ruperthon reacted to Novean-32184 in Gathering your questions for the Q&A on Wednesday, December 1st   
    Why has NQ designed Mining unit access in a rather inconsistent way through RDMS
     
    The RDMS system is designed so that any individual element (group) on a construct can be given access rights to and with access permitted, so is use of said element.
    If I have mining rights on a tile and I own the construct the mining unit is on, that should suffice.
     
    Currently, unlike any other element in the game, the mining unit has it's own rights entry for the sole purpose to activate it. This is inconsistent with the design of RDMS.
     
  14. Like
    Ruperthon reacted to Celestis in Gathering your questions for the Q&A on Wednesday, December 1st   
    Why hasn't the Codex (F1) been updated with information about the new Mining units?
     
    Why wasn't the Codex updated with information about the Schematics when that happened?
     
    The Codex is the easiest place to turn to for help whilst playing DU but it is becoming less and less useful.
     
    Please update the Codex with concise information whenever you introduce something new to the game.
     
    Having to scroll through pages of DU news outside the game is really inefficient as it's hard to know where to look and takes ages to find out one simple thing whereas the Codex (F1) used to be helpful.
  15. Like
    Ruperthon reacted to Serula in Gathering your questions for the Q&A on Wednesday, December 1st   
    I'm a builder and I have three accounts. Because of the Demeter changes I am considering to retreat back to sanctuary so I don't have to pay taxes and sell the ores I mine. All my territories on sanctuary are grouped together and I discovered that they mostly only contain quartz. I also discovered that the ores are not evenly spread and there actually are territories that have hematite and presumably bauxite. The materials I build with. I was expecting lower ore values on sanctuary because of the lack of taxes but this not acceptable. You once said to pick our territories carefully because we won't be able to change it after and so I did. But now this seems unfair and I am really not happy with this. So my question is.
     
    The ore distribution on sanctuary is uneven and without the ability to change territories. Will we be granted the ability to change territories or will the ore distribution be changed to be more fair?
     

  16. Like
  17. Like
    Ruperthon reacted to DogMinion in Gathering your questions for the Q&A on Wednesday, December 1st   
    Ore Pools are way off it seems for outer planets. Consider we can run multi scanners popping off 19 scanners every 20 minutes or so so scanning a hundred tiles is not unfeasible for an evening. As a result planets that had t2/t3/t4 are readily apparent as no longer producing, even following the "hot spot" and heat map methods of searching.
     
    Ore's are supposed to be more prolifant the further away from Alioth by original design. Now there is no encouragement to populate further nor build fantastic structures, player made markets.
     
    Will you resort the ore pools. Is Are some planets like Locobus supposed to have a 200 ore pool limit? It seems off. It is problematic not to be able to afford warp cells or fuel to start production for this created problem and no new player would be enticed to leave Alioth and Sanctuary with the current implementation.
     
    We need to know ASAP so that we can realistically pick and place our MU's with proper supply chain logistics in mind. Currently ore availability on some locations completely invalidates even having a outpost at that location. Is it good to pull the rug from under the player base more with unknowing?
     
    Thanks in advance for your reply.
     
    Fallen Angel Since 2016
  18. Like
  19. Like
    Ruperthon reacted to CptLoRes in Gathering your questions for the Q&A on Wednesday, December 1st   
    Please explain your vision for how new and casual players and solo builders should be able to find an enjoyable game loop with Demeter.
  20. Like
    Ruperthon reacted to Serula in Gathering your questions for the Q&A on Wednesday, December 1st   
    I second this!
  21. Like
    Ruperthon reacted to vylqun in Gathering your questions for the Q&A on Wednesday, December 1st   
    So a few questions here:
     
    1. There are exactly two quanta faucets in the game, a constant one, 150k per day and player, as well as a farmable one, the mission system. With the newly introduced sink in form of taxes, which require 1million per week and active hex, a single player can support exactly one workable hex (mining, industry, dispensers etc.) without having leftover quanta to buy items.
    If we asume that every player has at least one active hex, while most will have more than that, the mission system is required to provide enough quanta for the system to offset those taxes, else we will face a serious deflation with ore values dropping below tax-sustainable prices. 
    How does NQ intend to fix the alt abuse of the mission system while maintaining the ability to earn enough quanta to support those taxes? (while answering please keep in mind, that many players only have a few hours per week and can't really run many missions)
     
    2. From my preliminary scanning of, effectively, 1/6th of Symeon, i can tell that there are very few T4 nodes across the planet. Most of the good spots either are already taken, or will be taken within the next week. How does NQ plan to have new players participate in the mining system if there are no really good spots left? Will T4/T5 be considered a strategic ressource that only guilds and a few veteran players have access to?
     
    3. Territory scanners require T2 ores. Is that intended? Without scanners we can't effectively search for hexes with good ore yield, especially if there might be a (partial) wipe in the future, acquiring hexes to min T2 would depend either on luck or on hours of picking T2 rocks from Sanctuary before you're able to build a scanner line and a few finished products.
     
    4. Currently there are quute a few hexes bugged for several days already, that means, the ore pool that should be (for example) 140/h is only 40/h without anyone mining. As this directly impacts the ability of the players to generate income thats needed to pay taxes, is there any plan to delay the first tax payment or any other compensation that would player with those hexes allow to pay their taxes?
     
    5. I think i speak for everyone when i say ppl imagined the asteroid system to be something different than "at a set time and day some asteroids will spawn". With the very limited amount of ore a player (especially new ones without access to many hexes with MU) do you plan to randomize the asteroid spawn, so new asteroids can be found and mined every day during the week?
  22. Like
    Ruperthon reacted to space_man in Gathering your questions for the Q&A on Wednesday, December 1st   
    Why was using VR in the mission system removed, versus doing something encourage more pew pews such as increasing the collateral or adding a bounty system or new toys in the sandbox? 
     
    Why is the harvesting tool so slow? Is this a game limit, server limit, intentional delay?
  23. Like
    Ruperthon reacted to LaGrosseSlayeuse in Call for Demeter-related questions   
    Today it is possible that several solo players have a large main building shared on 3 tiles. This means that you will directly impose on him 3 Millions per week whereas today he was building quietly in his corner. The price of the tax is much too high and the problem with this tax is that money disappears from the games, it is not money that passes between the players.
    Then today you started with the reasoning that the mining unit would generate ore that would be sold to generate money to pay for the tiles. What happens if the mineral market suddenly collapses? This method of generating kantas would then no longer be possible and there would therefore remain the missions, thus forcing the players to do missions.
    We must find a fair balance between everything then either it is the increase in the quantities per tile and go from an average of 250l / h to 2500l / h for example or then we must greatly review this tax.
    The advantage of the ore veins was to give a boost to the seekers when there was for example a great need for voxels. Today there are asteroids to hope to release a large quantity of minerals or the market but still there must be some kantas in the pockets of the players.
    An important request that should be updated quickly: A "streamer mode" which would hide information such as the name of the asteroid where we are digging, this reveals our position for pvp players ...
  24. Like
    Ruperthon reacted to xxAmonxx in Call for Demeter-related questions   
    1 free tile per planet sounds good. Tax the rest. 
  25. Like
    Ruperthon got a reaction from Doombad in Call for Demeter-related questions   
    Well I guess it's back to Sanctuary. I play to build while learning Voxelmancy. Buy great ships and buildings of other to create my little world. I just started last week to go to other planets and claimed two tiles to make a home bases and MINE! I own three tiles that my current base is sitting right on the boarders of Alioth. They were mine and my two sons each because my sons were playing. Now they left. But this game is going in the wrong direction.
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