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Torsten

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  1. I haven't been playing much recently since the removal of planet mining as there hasn't really been anything interesting for me to do, but here are some of my thoughts: If you remove schematics, what do you intended to replace it with? You added schematics to prevent players from easily making mega factories. If you remove them, how would you intend to do that? What would prevent every player/org from making everything themselves? And if they do, what would be bought/sold on the market? I never played this game to build fancy stuff. I played it for the mining and industry aspects. I'm one of the guys that wants to make mega factories Actually, let me flip this around. Let me tell you what would help keeping me as a subscriber in a post wipe scenario. Let me build factories. I want to make giant factories making everything. I love going down the rabbit hole and make spreadsheets and custom programs for calculations etc Let me go mining in peace. I'm one of the players that actually enjoyed planetary mining. Sometimes I just want to do something very monotonous to take my mind off other things and mining did that for me. But so does Farming Simulator. Asteroids are great and all, but last I gave them a go they are just a rat race where there are not enough asteroids to go around. For this to be a thing for me, I'd like to be able to find an asteroid and happily mining it without anyone else showing up. Something I can do with my org as a group (that is not building, racing or PVPing). Regularly rotate the planet ore seeds. I simply hate that someone can find the "best" tile and then simply keep mining it forever. Just give it a jolt every 3 months or so. Shake things up a bit Probably more, but I've spent enough time trying to figure out what to write. Now lets talk about things that would make me finally quit for good Any type of wipe includes my talent points will 100% remove my accounts (and my money) from the game. If you defeat my sunk cost fallacy, it makes it very easy to make a clean break. MAYBE if I got to keep every single current point in a pool that is returned to me as bonus XP along with normal XP I could be swayed. Maybe. Forcing me into any kind of PVP. I don't mind PvP, but I don't want to do PvP. I don't play this game for PvP and I never will To summarize, what would be important to me in a wipe scenario: Talent points >>>> Economy/Wallet/Territory > Blueprints
  2. Feedback? I'll give you feedback... The Demiter patch drove away the miners and others who remember grinding WoW's daily quests and didn't want to play that stupid calibration minigame all the time. The builders and ship collectors stayed because they could still build and collect. Now this? This will drive them away as well. Now... there are two aspects to this change. One is from a game design perspective and one is from a server cost perspective. If you're doing this for a cost saving perspective, you're literally shooting yourself in the foot. I'm certain this will lose you a good chunk of paying subscribers. I doubt you're going to attract anyone who has already left to come back. And people looking for a new game to play generally consider a declining playerbase as a bit of a red flag. From a game design perspective, I can somewhat understand the change. There is too much junk everywhere. Maybe you want there to be more players involved in massive construction projects? Whatever the reason, this change is too much too fast. (non-ship) Builders don't just want to build stuff and tear it down. They want to see that they have made a lasting mark on the world. Currently this requires cores. Oh so many cores. This change shrinks the possibilities from virtually infinite to finite. You can only do so much before you're "done". Then what? Ship builders want to build ships. They might have several in progress at any one time and work on whichever one strikes their fancy at the time. They might be working in parallel on multiple commissions? They probably want to put their ships up for display. Not that it's going to matter much because: Collectors. I'd guess that collectors are the only real driving elements of the current economy. They are the ones that buys ships form the ship builders. They are the ones that like to keep their collections around so that they may enjoy the view. This keeps ship elements out of circulation and creates demand for new ones. I think this is the category that will be hit hardest by this change. They can't blueprint their collections because DRM. That leaves selling them or stripping them down for parts (or just up and quit, I guess). This will flood the market for ships and parts. Since collectors won't be able to buy stuff ship and part sales will go down -my guess- drastically. So... my suggestions: 1) Increase the number of slots. Roughly keep what you are currently suggesting per player for org slots, but with the following addition a PLAYER legate or super legate adds 20 slots a PLAYER member adds 5 slots an ORG legate or member adds 0 slots This is in addition to what has already been proposed. I do like the idea of giving players the option to support projects they like or boost their org's ability to field cores, but I feel this will be extremely rare if players feel they need their org cores for themselves 2) Hold off with the initial abandonment of constructs for longer. 30 days is not enough. Save it for next patch, if it is still needed 3a) For dynamic constructs, give us the option to "park" it. Making it non-interactable, but also not requiring a slot. This could be a solution for collectors and ship builders to still have a display without needing to spend excessive cores on it 3b) For dynamic constructs, give us a "limited" unrestricted ability to "pocket" a construct. By limited I mean that it could be done with a industry machine, only placeable on a static construct and the resulting "blueprint" could be a non-item that resides in the machine until it is redeployed. Key point is being able to pack/store/archive a ship without tearing it apart Random rant questions: What in the name of your deity of choice was the reasoning behind requiring 3 cores to be placed to auto mine 3 territories when a single larger one would do? How well do you feel this synergies with the new proposed changes? There seems to be a disconnect between devs and players on how many cores is reasonable per player. How many cores with mining units do NQ expect players to have? How many ships? How big bases?
  3. On the PTS we were able to calibrate in VR, however the talents related to calibration boost and amount of rocks that spawn are not working. At max talents that is 30% less bonus to calibration when you recalibrate. Imo it's a fair trade-off. Making it possible to calibrate in VR, but not give you the benefit of some talents by doing so. This means that for "optimal output" you need to visit each mining unit in person, but it's still possible in VR if you're short on time (or have a billion alts)
  4. From the post (emphasis is mine) "Requisitioning will start a two-week window where the new territory owner must allow access to the static construct for the former owner and where the former owner of the static construct is able to remove that static construct by dismantling and removing it from the territory" I'm thinking this is not going to be enforced in the game. But like other things, if you don't abide by it, your account could be sanctioned. Just my guess
  5. The reason they don't have it available to orgs is because how you can get infinite orgs. I remember in one of their videos they said that a single player had over 300 orgs. If HQ tiles would be available to orgs, that player alone could have 1500 tax free tiles. With tiles tied to players, there can never be more than [number players] x 5 HQ tiles in the game and it is up to the player how to utilize them. I still believe that NQ want HQ tiles (hence the name) to be accessible to orgs, but to prevent exploits, they are tied to players. For now.
  6. I would expect scan range to be irrelevant as there is no longer any actual ore underground. You technically don't even need to scan a tile. If you own the tile you can plonk down a mining unit and it will tell you how much is there (for the specific tier of the mining unit)
  7. I'd like to quote myself from way back when on the Demeter Q/A thread But on the topic of orgs using them for infrastructure, yes I think that is actually one of the primary purpose for them. Not many single players would require 5 tax free safe tiles all by themselves.. And the primary reason for making them per player is to prevent org spamming. But I do wish they had an answer for the strategic use for them though. I'm perfectly fine with infrastructure. Orgs won't be able to run any tax-free industry on them anyways
  8. The big difference is that a player can only have 5. If players want to contribute to org territory, why stop them?
  9. Does the requisitioning system only apply to newly acquired territories or could I, hypothetically, requisition a construct that was placed on one of my territories six months ago but the player left the game?
  10. Your first problem is that you're trying to extrapolate what is said on the forums to be the views of the general playerbase. That has never worked in any game. Ever. Have you ever herd the term "the silent majority"? That's because most players don't partake in forums they just play the game. You're behaving like the 20 to 50 people on the forums are the entire playerbase, but if that was true NQ would be bankrupt a long time ago. The way this was originally presented, as in "Confirmed: Old scans will still be valid" makes any kind of forum discussion on the matter completely biased against that. Players who agree have no reason to come to the forums to voice their anger because they are not angry. This is the root cause. NQ should never have confirmed something this controversial that they might change. If something is controversial and require feedback it needs to be presented as such I have never claimed that most people were against removal of scans. I did say that most people that were angry were angry because NQ first said one thing and then did another. But I'll give you that I don't have proof of that either, only the impression I've gathered talking to people and reading the forums. That however does not relive you of the "burden of proof" to your claim that a "MAJORITY" of players wanted the scans gone and I look forward to reading that
  11. Majority? You have no data to back it up. All you got is a lot of unhappy people giving feedback that they didn't like their decision. Anyone happy with keeping the old scans went on happily with their day knowing that NQ said "Confirmed: Old scans will still be valid" There was no reason to try give feedback on that since it was a "done deal". Feedback like this will always be biased towards the negative
  12. This is exactly how it was on the PTS. Old scans showed the new L/h values. This is how they intended for it to be up until today People are not outraged because the scan items will be deleted. People are mostly upset that they were told that existing scans would be "magically" updated in Demeter and have spent the last few weeks preparing for that, only to be now be told "no, that's not going to happen". Personally I'm that category. And then you also have the people who are upset that their thousands of scans they were told would be useful are now useless
  13. IIRC 1st round PTS it was 48h, 2nd round PTS it was 24h. I did note that it was changed Imo it doesn't really matter either way as in both rounds of the PTS (and the post) the calibration lasts 48h before it starts to drop. Only thing cooldown affects is how often you can get the above-ground ore rocks and how fast you can bring a mining unit up to 100% calibration
  14. Erhm. They are not saying what you claim them to be saying. Deckard is explaining that the current scans UNDERGROUND portion has no value in demeter as the ore will no longer be there. Imagine now in pre-demeter someone going to town on a tile and mined every single piece of ore out of there. The scan would still have the old values, but there would not be a single liter of ore in there. Same with demeter. Old scans would still show what used to be in the ground, but it won't be there. The seed they are referring to is the seed for the random number generator used to generate the noise for the ore distribution. This is unrelated to current pre-demeter ore distribution as a tile currently full of coal can have 0 L/h after demeter. That the seed will be different on the live servers compared to the PTS. This was already well known and uncontested and needed so people couldn't scan on PTS to know where the good tile in Live would be. Also completely unrelated to old scans.
  15. Not exactly true. They said they would to it one way over the other. The people wanting it that way was happy and went about their day. The ones that wasn't happy made a huge stink about it. To NQ that sounded like everyone was protesting their decision, but the "keep scans" crowd didn't have a reason to get involved because they had seen the "Confirmed: Old scans will be valid" text in the Demeter QA video. Thus feedback was biased, as it always is, when one side has a reason to speak up and the other one doesn't. For NQs sake I hope they don't push an ingame NPS survey (how likely are you to blah blah) anytime soon. On second thought. I hope they do. They'll get five big fat 1s from me
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