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De Overheid

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  1. Like
    De Overheid reacted to VarietyMMOs in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Asteroid changes are underwhelming but understandable. Asteroids needed to be addressed very quickly so I'm not going to throw a lot of shade on it. Its very disappointing we did not get public broadcasted mega roids everyone can see so orgs have something to fight over. There are easy wins for both sides here. 
     
    Tactical map memes are on point and well deserved. Tactical map is completely pointless unless we can see further then 2su. If it can see further (4su for example) this would be an extremely welcome update and welcomed by all pvpers. 2su radar with ships flying at 47k is just silly.
     
    Smaller updates focusing on improving game play exp is a good step in the right direction short term. I do hope more stuff is added for new players like better tutorial rewards, better achievement rewards and t1 space fuel. All rather easy things to achieve and will greatly improve the playability for the game for many.
     
    Like/dislike what nq has to say regarding updates, the communication has been improving. 
    Deckard and nyota taking meaningful feedback and forum posts explaining why a decision has been made is a step in the right direction.
     
    One of the things I liked about this forum post was right at the end that says we will get 1.3 info soon. This is very important. Players should always have something to look forward to (even if they're smaller, short term updates)
  2. Like
    De Overheid reacted to Deathknight in PLANNED HONEYCOMB CHANGES - Discussion thread   
    First off, I can appreciate the reasoning behind these changes, in terms of what it brings to PvP. However...
     
    While PvP is a major pillar of the game, it is not the only pillar. Some people just want to build things that look nice, and their motivations are based purely on the textures of the honeycomb, not the HP value. 
     
    I have suggested several times in the past and I still believe that a good addition to the game would be armor specific material. This is more realistic and more practical to meet the needs of all players. Armor is not made to look attractive, it is made to be functional.
     
    The various polished, galvanized, etc forms of HC have these looks so we have a variety of colors and textures to build with. Many non-PvP ships are going to be heavier as a result of this change. We can learn to live with that, like we have with so many other changes. I question why we should need to live with that when there is an alternative that treats two entirely different things in different ways?
     
     
  3. Like
    De Overheid reacted to Dracostan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Building materials should have 2 mass categories like the products - light and heavy, to have a more 'real world' feel to the materials. As the building materials are predominantly used in static builds, actual mass is not really an issue.
     
    So concrete, brick, marble should all be heavy mass honeycombs.
     
    Carbon-fibre and wood should be light mass, as they are far more likely to be used in dynamic builds and again would reflect real world feel to the materials.
     
    Lumi glass is a special case that could be heavy mass, because while it does feature in dynamic builds, it's not a predominant material, rather a highlighter, so it's overall mass contribution to a construct will be low, despite being a heavy mass honeycomb.
  4. Like
    De Overheid reacted to Yoarii in RESET NEWS ANNOUNCEMENT - Discussion thread   
    I know that. Didn't say it would be easy.
     
    I'm part of SVEA, you might have heard of us in-game. We run (sorry, *ran*) a shop with hundreds upon hundreds of dispensers. I know full well they are not adequate for actual layer markets, but a few additions on them would go a long way towards something more usable as discussed in another post on this forum. This would give NQ time to properly design, build and test actual market units.
  5. Like
    De Overheid reacted to An0ubiS in RESET NEWS ANNOUNCEMENT - Discussion thread   
    My two cents about what you could do for the long-term players and supporters: How about an application process for magic BPs, like you did for the digging process after the terrain reset?
     
    And another idea: give us VOXEL-only magic BPs, deleting every single element by creation; that way, we at least could keep our creations (plus, add the long-awaited BP snap feature for a decent rebuilding process).
     
    Give players an opportunity to rebuild without loosing everything. That way, you could prevent people from stockpiling stuff, by previewing. Nobody would affect the economy in any way (plus, what Megabosslord said about preventing people from selling anything stored in magic BPs - problem solved).
     
    I know, this would mean additional work for you NQ guys, but ... isn't that what we've been paying for, among other things? (some with multiple alt accounts + subscription, and even as backers) 🤷‍♂️
  6. Like
    De Overheid reacted to Sinjin in RESET NEWS ANNOUNCEMENT - Discussion thread   
    I have a suggestion to improve the "thank you's" for those of us who have supported the game for so long and are about to lose everything.  Give us one magic dynamic construct blueprint of our choice.  Being able to bust out my M-core ship to get started with would be a game changer for making me want to jump in and start over again.   
  7. Like
    De Overheid reacted to Gottchar in NEW SCHEMATICS - Discussion Thread   
    Hey there, I took my time, so sadly this will now get a bit longer, but I try to structure this.

    Actual gameplay with the new system and a few questions about it:
     
    Assuming this is meant for orgs with multiple actual people in it (not alts accounts).
    IndyDude is the guy with all the talents for the machines, unless other orgmembers also have those talents (and rights) he is the guy checking any machines at intervalls to see which schematics are low and needed. He then has to communicate what is missing via discord or other outside of the game tools, as neither jobs/missions, nor the D in RDMS, not in game social tools works properly for this. Org members then make the schematics, what is still missing is bought. Hopefully the org wallet can be used for the fees. IndyDude takes thses schematics for his next check walk and refills what is needed. With current mechanics he would have to stop any running machines (even running but idle due to missing schematic) to place these.
    Just as a reminder for people who do little industry, this means walking up to every machine, activate it; click schematics (to check); click production again; stop machine; click schematics again; insert new schematics, click production again; click start, exit UI (escape);
    If you wonder why I used semi colons most times in that sentence, at those points the user has to wait for the server response, this can take some time. Anyway, all of this, you do for every single machine that needs a schematic in the future. Every few days.

    Dear @NQ-Nyota , did I get that right? I am sorry, but this is hard to put into an aphelia question.

    Is this really helpful, more fun and engaging? Also, anybody wondering how it will hit me, I have alts. So while I still have the annoying job of IndyDude above, the organising is a lot easier for me. Almost like the guy creating it was thinking "but at least it should give an advantage to people with alt-accounts.

    Yet another per account time gate mechanic
     
    You want to limit what a single character can do, yet when you limit things, you limit them as per account time gated. I will use this so often now, I shorten it to PATG. Talents are PATG, which is kinda alright, we got used to it. And while eve does it, mane other games don’t. The "default system" is to get talents by actually doing something. Here it is passive. Just need an account, it gets talents, passively, PATG. In other games you play a different character to experience another aspect of the game, like a different class. In DU, you just have an alt to get more passive gain, since there is little active gameplay needed.

    Mining was made PATG, I used to not mine my own ore, but now that it is PATG, I do it (I still buy, but I get my own, too). It is a once per week annoying tedium while I watch a movie to calibrate, but compared to how much time I needed to actively actually do something in the past, it is easy money. Almost like PATG and less active gameplay leads to more people doing everything a little on the side.

    Now you make industry another PATG.
     
    What is next, missions? Wait, they are already PATG. Were right from the start. Fun thing is the player missions are PATG, too. I would have to use alt accounts to make better use of the player mission system. It is still defunct for most purposes though.

    Which leaves, piloting, pvp, lua. Will we need limited charges for them soon, too?

    Big factories need server resources! No, shush.
     
    People, even when given an easier way to have a bigger factory, Hell if I sold tokens of my factory for 1 quanta, do not lead to more server stress for a simple reason, people do not produce more than needed. Even with all talents, why would my machines making, for example, container L run, if the ore is worth more than the container? The amount of things produced is the amount of things wanted/bought by players. 
    Limit factories to a size that only goes through up to 1000kl of ore per day? Any factory currently needing 5 times that will be reduced in size, and new factories will be built by other players to meet demand. Unless you try to tell me that if there are less big factories, people will magically say "well, I could make profit with thing X, because prices increased, but then I would offset the amount of server cost saved by having closed the big factories!".
    Limit of machines per account, per core? All just cause more tedium without "solving" anything. Why do people dislike large factories? Mine is out in the empty desert where it doesn’t hurt you.

    You would save more server costs by stopping to park your ships at market 6 and the exchange to "showcase" them.
     
    Increase of player interaction

    Is checking the market interface to buy and sell items anonymously really player interaction? 

    People will specialize!
     
    Even if, what about it? Current system: John, Jim, Bob all do industry, all make adjustors, wings and engines, bring them to the market and people sell them anonymously.
    New system, John makes Adjustors, Jim makes wings, Bob makes engines. They bring their goods to the market, sell them anonymously. Buyers don’t even notice. If something becomes more profitable, like engines. John lets schematics run out and invests in engines. Swapping "specialisation" gets easier with the new schematics, and specialisation is pointless anyway, I mean all buying and selling is done via a dry UI anyway.

    Some good points though
     
    To be fair, the new system is nicer for new players. It will also enable again the core group of people who left with .23, small pre-existing groups who set up a base someplace. Because even in an MMO, a group of 10 people should be able to have a mostly automous base, without needing to "interact" with the anonymous market all the time.

    So what do I suggest?
     
    If you already have to implement this feature, can you at least reduce the tedium and implement it with some QoL and maybe even fun right from the start?

    -central schematic element per building, a "schematic registry" which was already asked for when .23 was announced. A single place to check which schematics are missing, what numbers are available etc. And from which machines can draw a schematic if needed. That means orgs can just ask members to check it from time to time when their queue is empty, produce what is needed and refill the schematics that are low.
    No talents required. Just RDMS for that element to "view contents" and "put item into container".
    No daily "check each machine manually, stop and start them to refill"

    -Now that schematics are not a "lasts forever" item, you could make them occasionally be found. For:
    *finished missions (aphelia or public player made)
    *asteroid mining
    *even a tiny chance when calibrating
    *in nq spawned space wrecks
    etc
     
    -redo broken/inconsistent crafting material needs, tiers etc, I made a post about it.
     
    -Instead of heavily timegating schematic creation, combine them with activites. Speed up the queue, give "copy credits" for certain types of schematic etc, for things you track anyway, via the achievement system. space engines for high altitude flight (thin air), higher/bigger atmo engines for atmo flights (Daisy cutter), AGG for having a big ship (shipyard master), cosmetics for using a lot of cosmetics (green house).
    Or of course, any other form of active gameplay you can think of.


    And about the player interaction:
    Despite Entropy, the man who plays so much he doesn’t know what elements are in the game thinking that player markets are only a niche thing (a niche thing with all the top spots in the VR most visited list), player markets would actually mean that players go to other players.
    Crazy concept, I know, in a game where every player makes his own base anyway, there would be a reason for players to visit such other bases, and not just fly to the same old NPC building and interact with a bloody terminal and stare at the same green UI.
  8. Like
    De Overheid reacted to Quaideluz in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    In my opinion, the obstacles are for a new player: it's passing his tutorial, going to the nearest market with his speeder, building an airplane, then an atmospheric and spaceship, understanding the construction of a factory, piloting a spaceship with an atmospheric entrance and build a base.
    When a new player manages to do this, they are no longer a new player and have the full potential of Dual Universe at their fingertips.
  9. Like
    De Overheid reacted to Kveen00 in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    NQ-Nyota,
    As a player that started just after Beta started and had logged on and played every single day up until this thread started (I have not logged on since-possibly permanently done depending on this decision) I am happy to provide my feedback. Note that I have paid for my subscription(s), and did not have any free beta keys. Find what I believe are the main issues and recommendations below. Just a thought to keep in mind however....anything you do confers advantage to someone. That includes a full wipe. You can't wipe organization discord channels you don't control, so a full wipe absolutely provides MASSIVE advantage to existing large orgs simply because they are already organized and can pool resources to rebuild faster than anyone else possibly could. Nothing you can do will prevent that in any way from happening. For the 'full wipe' crowd, I think some honestly believe that is best, I can respect that, but some are advocating that strictly so they can dominate some aspect (e.g. PvP) of the game where having a large cooperative player base will vastly outperform anyone else that tries to compete regardless of wipe status, but even more so after a full wipe. You need to balance some degree of leveling with the need to keep some part of your existing player base by not making it to hard for single players or smaller orgs to restart or they will give up and go away.
    Issues:

    1 Talent Points: Given a paid subscription, wipe of talent point is a non-starter for me. Since I have paid for the subscription, you would be removing value that can only be obtain through payment of real-world money over time. I could MAYBE see the argument for removing talent points for free beta keys, but any removal of talent points would feel, to me at least, like theft. Other people obviously feel differently about that, but that issue is a non-negotiable from my perspective, at least for anyone that has been paying for a subscription. 

    2. Territory/Quanta reset: I can understand quanta wipe, I can understand territory reset where  players need to reclaim territory. Both of those are reasonable, and probably necessary at this point given some extremely poor decisions (e.g. WTF on auto-assigning 5 HQ tiles....most of the junk that needed cleaning up belonged to players that had less than 5 tiles anyway, so you destroyed any positive effect of the rent and cleanup mechanics with that one....sorry that was a terrible decision, made at the last minute). 

    3. Schematics: The only reason I can think of that you now want to remove schematics is that someone did the math like I did and went 'whoa' when they saw the number for how long it would take to restart any reasonable economy or even create the capability to build most elements if everything was wiped and you had to restart the economy from scratch. With the mission nerfs you are putting in, there simply won't be enough quanta in game to finance schematic purchases to rebuild factories fast enough, at least before any new players get frustrated and bail. With the new resource distribution and lack of a 'grindable' mining mechanic elements that are now common and inexpensive would be nearly impossible to build for weeks or months, at least in any quantity. The small number of players and large orgs that might do so would effectively have a near monopoly on advanced through exotic elements (including you know warp drives and warp cells) and would get WAY richer than most are now. Sooooo, you remove schematics so more people can build by taking the brakes off, but run into the same situation pre-schematics where no one really needs to participate in an active market. 

    4. Economy restart: You have backed yourself into the corner on this one with the resource distribution and auto-miners with Demeter. A number of people pointed this out in the pre-Demeter comments, but apparently you all missed that. The only change that was made was to allow the DSAT to be build with lower tier ore which makes it theoretically possible to restart the economy, just very very slow. Had you made the recipe for autominers to only rely on ore from 1 tier down from what the miner mines (that was recommended pre-Demeter) a economy bootstrap would be MUCH faster. Restarting the economy from a complete wipe will be VERY time consuming, even without schematics and any benefit you hope to gain from new players at launch is likely to evaporate quickly since there simply won't be easily available stuff. This is a hard game to master and is only viable for new players in many cases with help from existing players/orgs OR the availability of relatively cheap parts/elements on the market. Have you looked at a factory progression/restart from a complete wipe to building warp beacons? I have, I know I could do it, but I am seriously questioning why I would want to as it would be in no way fun or enjoyable, just a painful slog to get back to the bare minimums. It requires layers of bootstrapping. See item 3 on schematics....removing schematics probably puts this in the realm of weeks and that is just because of build times delaying progression and assumes ore is actually available in quantity, which i am not sure of.  However, regularly availability in the markets for anything higher than 'uncommon' elements could easily be months due to scarcity and price gouging for what is available. I would be shocked if the first warp drives that hit the market were priced under 10M each, and it stayed that way for some time. Keeping schematics puts this likely at months, if not the better part of a year unless you dropped schematic prices to almost nothing. A small number of players will be able to ramp up SOME production in either case, but there will be no common or reasonably priced availability for most elements for a LONG time. Orgs that band together will go quicker, but it will still be weeks or months before their internal needs are met.  Just building the industry units to build more industry units to build higher tier industry units will take a long time any way you cut it. The ONLY way you have left to get higher tier ore is asteroid mining, at least until there is enough availability to start putting out autominers, but even then there won't be nearly enough in operation to meet demand for weeks or months, which means huge inflation and price gouging and the same people that are currently rich getting rich again with no effective change.

    Bottom line here, your tone in the devblog clearly indicated that a full wipe was the preferred decision of whomever wrote it. (Yes we have all used the 'present non-viable/flawed options first' then the preferred choice last approach to shape a decision process. Whoever wrote the post did exactly that, whether they realized it or not) but I don't think you understand how non-viable a complete wipe is given the current factory and resource mechanics.

    5. Player advantage: I am going to be blunt here, in the immortal words of one of my org mates: "Did you win DU yet?". If you don't get it you don't get it, but this was supposed to be an open world sandbox game with persistent creations but it is also an MMO. People that want to acquire stuff will do so, no matter what, but most of your creative player base just wants to build stuff and have Friday night races and such. Be careful when you 'remove advantage' since the starting point with the current game is NOT anything like the starting point when Beta started. If you remove all the 'stuff' from the economy, well, see item 4 above. Bit of a potential nightmare there, probably the quickest way to kill the game for good. A lot of veteran players will feel betrayed and not come back, and the economy restart....well it might not restart, at least not the way you think it will, which will bleed off any new players quicker than you think is possible. What you should really be focusing on is enabling new players, not looking for ways to nerf existing players, or at least some balance of the two. You have a hard call here, but you seriously need to think about balancing the benefits new players get from the large number of existing players willing to help them out, because those existing players HAVE resources and the time to help and are not scrambling to build the next tier autominer against the 'level playing field' you seem to want to create where everyone is scrambling for limited resources for potentially months. Any leveling you do accomplish will be short lived at best, and I honestly don't know if it will provide some marginal benefit or kill the game within 6 months. Also, 'removing advantage' really does not work. It will only benefit a small number of large orgs that will be able to immediately pool resources and will simply dominate everything, and single players will be left worse off than before. By 'removing advantage' you run the risk of actually giving ALL the advantage to a small number of large orgs, which is probably why a good quantity of the people that advocate for a full wipe are doing so, they know that your approach to 'leveling the playing field' will give them (or their org...you know who they are) a HUGE advantage over everyone NOT part of a large org. Well, everyone else could also band together you say....but what about the new players that don't know they need to do that. There is no simple answer here, but actually zeroing out what you apparently perceive as advantages, simply gives certain player groups their own MASSIVE advantages. Bottom line, whatever you do, some people or groups will start with massive advantages, but if you get to extreme with trying to level things, you will alienate a significant portion of the dwindling hardcore player base and they will leave, while the playing field will be even less 'even' than it was before.

    6. Trust: You don't have it with your existing player base. New players get:
    time mark 10:34. Unfortunately, this the only 'up and coming space sim' video where I have even seen DU even mentioned, and the mention is not good in this case.  I also have a hard time disagreeing with TheYamiks on this one, as much as I would like to do so. This contributes to frustration and fatigue on your existing player base and will drive off any hope of new players. There is a strong perception that when you do listen to players it is to a very small minority of very vocal players in the official discord echo chamber. When is the last time you actually put out a player base wide survey with meaningful questions to your entire player base? (That is clearly a rhetorical question, the answer being 'never') There are the occasional pop up surveys in-game that don't really cover anything substantive, but that is really it. Example, from all prior communications, the party line has always been along the lines of, we will avoid a wipe at all costs, but if we do, veteran/beta players will keep something and I am pretty sure talent points were explicitly part of that something or at least heavily implied. Yet that was CLEARLY not my takeaway from this dev note, which dropped talent points squarely in the 'advantages we need to nerf' category. It was also pretty clearly preferring a full wipe the way the  pros/cons were shaped to make that appear the only viable solution. That is why since last week I no longer log in every single day like I did for more than a year and a half, and depending on what your decisions are here, I may not ever log in again. All my subscription(s) have now had auto-renew turned off for this simple reason, I don't trust NQ to do what they say. I am not unrecoverable as a customer, but you need to convince me it is worth my time to come back.
     
    Recommendations:

    1. Talent points: leave them alone or reset them into a pool that can be re-assigned, at least for paid subscriptions. Harder call on free beta keys, but at least an option to convert to a paid account is probably in order there. Will they provide an 'advantage', sure, but not that huge of one in most areas. If you are doing an economy reset, your industrial players will absolutely need every single talent point they can get if you want the economy restarted within months vice a year. The ONLY place there might be an 'advantage' issue is the PvP specific talents. Training single weapon or function talent trees for PvP functions would likely be possible before the parts become readily available to take advantage of them anyway. The large PvP orgs would likely WANT you to wipe talent points since they have a large enough player base to quickly rebuild specialized talents and will simply dominate everyone anyway within 2-4 weeks no matter what you do here. 

    2. Territory/Quanta reset: Unfortunately, I think you have to do this and wipe territories and quanta. Had you NOT auto-assigned HQ tiles to effectively inactive players, or used a better approach to cleaning up dynamic constructs it might have been possible to keep territories, but NQ messed that up hard and I don't think there is any other option there. Quanta is a harder question. Due to the previous mechanics, you likely need to get most of it out of the game, BUT with the mission nerfs, if schematics are left in, there is a problem for ramping up the economy again if you don't include new quanta injection. Unless you are adding purchase bots back in to the markets for things other than tier 1 ore, capital injection into a restarting economy is going to be an issue.  I don't  know that there is a good answer there, so nuking territories and quanta from orbit is probably as viable as any other approach and I don't think there really is a 'good' solution here, only different levels of 'bad'.

    3. Schematics. I think you screwed yourself and all of us on this one. With the current resource distribution and more limited quanta injection due to mission nerfing, leaving them in at anything like the current costs significantly delays any sort of economy restart. However, there is a need for a mechanic that requires capital investment in industry, otherwise there won't be an economy, and people will just build their own stuff. If you leave them in, reduce costs significantly and for gods sake just allow them to be purchased on any market, making people run around to different planets for schematics does nothing useful other than waste time and annoy people. If you remove them, the way resources are distributed now will probably provide the short term 'brakes' that limit everyone from building their own factory. That MIGHT be enough in the long term, I don't claim to know the answer there, but nuking them MIGHT be OK but I am wary of that as to simple an answer to a complex question.

    4. Economy restart/peoples stuff: This one is problematic. However, there could be a partial solution. If you allow each player to bring over a limited volume of items that they select, this could mitigate somewhat the economy jumpstart issue. Allowing everyone to bring unlimited items would be terrible, but if each player can select some volume that can be retained, this possibly addresses economy restart. If each player got a 'magic container' of fixed volume or even say a Sm or XS static core they could pack to their preference this would allow a economic restart much quicker, and how 'successful' each player would be is dependent on the choices they make on what to bring. I am not sure what the correct volume would be, but probably no more than you be able to pack into a Med core WITHOUT allowing containers, or a SM or XS allowing containers. Would some players get ahead doing this, of course, that that is going to happen no matter what, and part of that would depend on how good their decision were on what to bring. Could someone pack 20 warp drives (or even 100) and get rich....maybe unless everyone else did the same thing, and lets be honest, 100 warp drives would be a drop in the bucket on what the demand would be after a reset and how rich would they get when no one had any money to start? Miners would bring autominers over, industrialists would bring industry machines over, ship parts would be available in some quantity. As long as the total volume for each account is limited, whatever comes over is it until a new industrial base is created, so some people would have an 'advantage' but a limited one at best. If you pack your volume with industry machines, you can have a factory up quicker, assuming someone else brought miners and is mining resources for you. If you pack your volume with warp drives, you get an immediate influx of cash, to the extent that people have cash to spend, but no long-term benefit after that. If someone wants to use their volume to bring over a bunch of space engine XL, great, but those take up a lot of volume, so there would simply not be a lot anyone could bring if the volume is limited so it is self-limiting based on the number of paid accounts. It will disproportionally advantage large orgs, but that is going to happen anyway with a full wipe, so this would at least allow single players or smaller orgs to avoid a from-nothing bootstrap and possibly encourage people to stay that would otherwise leave. This would introduce more diversity of products and get different sectors of the economy working faster than a one-size-fits-none standard starter pack for veteran players and would be an almost interesting mini-game in itself....kind of: :"you have to pack one bag to live on a desert isle for a year, what do you bring? Choose wisely" where any advantage that is accrued is based almost solely on peoples game play type and decisions. If you feel it is necessary to balance that for new players, give them a standard starter kit which the new FTUE is essentially doing anyway but don't give that to veteran players or make it an option for them to do one or the other. That probably levels things about as well as possible while adding enough diversity to engage different player types, restart some of the economy faster,  and retain at least some of the people that will simply not come back with a full wipe.
  10. Like
    De Overheid got a reaction from Sejreia in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Here is my take on the points brought forward by NQ, it took a while to read through all the other posts and form my own reply. I have not been an avid responder on the forum but please consider the following:
     
    On the premise that
    NQ fixes known bugs and exploits. NQ actively prevents, punishes and reverts exploits in the future. NQ creates a somewhat stable and equal economy (we were getting there). We paid to PLAY the game. Our gains like quanta, ore and inventory should not be a given right. Persistence of our intellectual creations (blueprints) is preferable. Our real live investment (time, money) should be considered. There should be no more wipes from here on out. Make sure the game is interesting enough for veteran and new players alike.  
    Factors under consideration
    Removing unpopular things: I see no need to do this. Please keep schematics, they work fine. Fix things that need fixing Resetting the game economy: I can really see the benefit of this. Let us become industry moguls on a level playing field. The wealth created during beta is void. Experienced veterans: Please don’t take away our nice experiences, encounters and joy we had playing. Right start for new players: Sure, Let them do the FTUE and grind like we did. We can help them. Persistent blueprints: Sounds like a very good idea, please make them progressive: You can deploy them with just a core and then “fill” them with voxels and elements. Planet revamp: Please go right ahead and create something truly nice for us. Be generous in helping those who will be inconvenienced.  
    Alternatives:
    No wipe: An option, but it would create an immense balance problem. Unfortunately I say no. Partial wipe: Keep only voxels, remove elements. Do planet revamp and allow a one time magical blueprint for affected players. Help them relocate. Feels like a little of nothing on all ends. Legacy server: Double the cost, half the players. No. Full wipe: Starts to feel like the best option but you need to compensate players for the time and money they invested already. Keep blueprints for everyone, remove quanta and talents but give them something back for every month they played or paid, from those "rewards" we could buy back talents and/or quanta, at players choice. No idea how much this should be but somewhere between sufficient and all.  
    Some possible perks for veterans would alleviate the pain for me:
    We can claim a starting location before release (Aphelia claims a ring of tiles around a market so no one has that benefit) We get to keep one basic XS ship, think double pocket speeder allowance with space capabilities to start off with We get the old element textures (yellow containers, etc.) as skins to show our mark of veterancy We get some pocket quanta and talents to spend. That's it, thanks.
  11. Like
    De Overheid got a reaction from Steffstoff in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Here is my take on the points brought forward by NQ, it took a while to read through all the other posts and form my own reply. I have not been an avid responder on the forum but please consider the following:
     
    On the premise that
    NQ fixes known bugs and exploits. NQ actively prevents, punishes and reverts exploits in the future. NQ creates a somewhat stable and equal economy (we were getting there). We paid to PLAY the game. Our gains like quanta, ore and inventory should not be a given right. Persistence of our intellectual creations (blueprints) is preferable. Our real live investment (time, money) should be considered. There should be no more wipes from here on out. Make sure the game is interesting enough for veteran and new players alike.  
    Factors under consideration
    Removing unpopular things: I see no need to do this. Please keep schematics, they work fine. Fix things that need fixing Resetting the game economy: I can really see the benefit of this. Let us become industry moguls on a level playing field. The wealth created during beta is void. Experienced veterans: Please don’t take away our nice experiences, encounters and joy we had playing. Right start for new players: Sure, Let them do the FTUE and grind like we did. We can help them. Persistent blueprints: Sounds like a very good idea, please make them progressive: You can deploy them with just a core and then “fill” them with voxels and elements. Planet revamp: Please go right ahead and create something truly nice for us. Be generous in helping those who will be inconvenienced.  
    Alternatives:
    No wipe: An option, but it would create an immense balance problem. Unfortunately I say no. Partial wipe: Keep only voxels, remove elements. Do planet revamp and allow a one time magical blueprint for affected players. Help them relocate. Feels like a little of nothing on all ends. Legacy server: Double the cost, half the players. No. Full wipe: Starts to feel like the best option but you need to compensate players for the time and money they invested already. Keep blueprints for everyone, remove quanta and talents but give them something back for every month they played or paid, from those "rewards" we could buy back talents and/or quanta, at players choice. No idea how much this should be but somewhere between sufficient and all.  
    Some possible perks for veterans would alleviate the pain for me:
    We can claim a starting location before release (Aphelia claims a ring of tiles around a market so no one has that benefit) We get to keep one basic XS ship, think double pocket speeder allowance with space capabilities to start off with We get the old element textures (yellow containers, etc.) as skins to show our mark of veterancy We get some pocket quanta and talents to spend. That's it, thanks.
  12. Like
    De Overheid got a reaction from Squidrew_ in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Here is my take on the points brought forward by NQ, it took a while to read through all the other posts and form my own reply. I have not been an avid responder on the forum but please consider the following:
     
    On the premise that
    NQ fixes known bugs and exploits. NQ actively prevents, punishes and reverts exploits in the future. NQ creates a somewhat stable and equal economy (we were getting there). We paid to PLAY the game. Our gains like quanta, ore and inventory should not be a given right. Persistence of our intellectual creations (blueprints) is preferable. Our real live investment (time, money) should be considered. There should be no more wipes from here on out. Make sure the game is interesting enough for veteran and new players alike.  
    Factors under consideration
    Removing unpopular things: I see no need to do this. Please keep schematics, they work fine. Fix things that need fixing Resetting the game economy: I can really see the benefit of this. Let us become industry moguls on a level playing field. The wealth created during beta is void. Experienced veterans: Please don’t take away our nice experiences, encounters and joy we had playing. Right start for new players: Sure, Let them do the FTUE and grind like we did. We can help them. Persistent blueprints: Sounds like a very good idea, please make them progressive: You can deploy them with just a core and then “fill” them with voxels and elements. Planet revamp: Please go right ahead and create something truly nice for us. Be generous in helping those who will be inconvenienced.  
    Alternatives:
    No wipe: An option, but it would create an immense balance problem. Unfortunately I say no. Partial wipe: Keep only voxels, remove elements. Do planet revamp and allow a one time magical blueprint for affected players. Help them relocate. Feels like a little of nothing on all ends. Legacy server: Double the cost, half the players. No. Full wipe: Starts to feel like the best option but you need to compensate players for the time and money they invested already. Keep blueprints for everyone, remove quanta and talents but give them something back for every month they played or paid, from those "rewards" we could buy back talents and/or quanta, at players choice. No idea how much this should be but somewhere between sufficient and all.  
    Some possible perks for veterans would alleviate the pain for me:
    We can claim a starting location before release (Aphelia claims a ring of tiles around a market so no one has that benefit) We get to keep one basic XS ship, think double pocket speeder allowance with space capabilities to start off with We get the old element textures (yellow containers, etc.) as skins to show our mark of veterancy We get some pocket quanta and talents to spend. That's it, thanks.
  13. Like
    De Overheid got a reaction from Captain Hills in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Here is my take on the points brought forward by NQ, it took a while to read through all the other posts and form my own reply. I have not been an avid responder on the forum but please consider the following:
     
    On the premise that
    NQ fixes known bugs and exploits. NQ actively prevents, punishes and reverts exploits in the future. NQ creates a somewhat stable and equal economy (we were getting there). We paid to PLAY the game. Our gains like quanta, ore and inventory should not be a given right. Persistence of our intellectual creations (blueprints) is preferable. Our real live investment (time, money) should be considered. There should be no more wipes from here on out. Make sure the game is interesting enough for veteran and new players alike.  
    Factors under consideration
    Removing unpopular things: I see no need to do this. Please keep schematics, they work fine. Fix things that need fixing Resetting the game economy: I can really see the benefit of this. Let us become industry moguls on a level playing field. The wealth created during beta is void. Experienced veterans: Please don’t take away our nice experiences, encounters and joy we had playing. Right start for new players: Sure, Let them do the FTUE and grind like we did. We can help them. Persistent blueprints: Sounds like a very good idea, please make them progressive: You can deploy them with just a core and then “fill” them with voxels and elements. Planet revamp: Please go right ahead and create something truly nice for us. Be generous in helping those who will be inconvenienced.  
    Alternatives:
    No wipe: An option, but it would create an immense balance problem. Unfortunately I say no. Partial wipe: Keep only voxels, remove elements. Do planet revamp and allow a one time magical blueprint for affected players. Help them relocate. Feels like a little of nothing on all ends. Legacy server: Double the cost, half the players. No. Full wipe: Starts to feel like the best option but you need to compensate players for the time and money they invested already. Keep blueprints for everyone, remove quanta and talents but give them something back for every month they played or paid, from those "rewards" we could buy back talents and/or quanta, at players choice. No idea how much this should be but somewhere between sufficient and all.  
    Some possible perks for veterans would alleviate the pain for me:
    We can claim a starting location before release (Aphelia claims a ring of tiles around a market so no one has that benefit) We get to keep one basic XS ship, think double pocket speeder allowance with space capabilities to start off with We get the old element textures (yellow containers, etc.) as skins to show our mark of veterancy We get some pocket quanta and talents to spend. That's it, thanks.
  14. Like
    De Overheid reacted to MelTuc in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    What I don't understand is unless NQ only plans are only for the current month each month, didn't they know this was on the table two months ago when they had all of us running around delete constructs and begging for core slot donations and just making life HELL. Wasn't it just two months ago when NQ said you will be able to regain all your constructions if you just use talent points and in 30days you be good? Didn't they know in 60 days they would be talking about wiping any and everything. So I ask you what the damn core cap drill. Why put us threw that unwanted stress if the end result is where we are today, talking about a WIPE. 
     
    I should have listen when people were warning that the CORE Cap was a Soft Wipe and all Soft Wipes are Followed by Hard Wipes, I didn't believe them because I thought the CORE Cap was the reason we were trying to prevent a wipe. But never the less I was fooled. NQ you knew this was coming but yet you choose to still chose to put us threw needless stress just to SAVE on that Month's Server Cost.
     
    .
  15. Like
    De Overheid reacted to StoneSpoons in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    100% Nothing in this life is fair. Unless there's a legit technical reason to start fresh (there isn't or they would just say so) there's no good/fair/logical/reasonable excuse for any kind of wipe.
     
    BTW, I'm also a Gen X'r with 4 accounts. I say we make our own game, with blackjack and hookers. In fact, forget the game - and the blackjack!
  16. Like
    De Overheid reacted to Tuckland in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full Wipe + Offline Workshop for Blueprints. (Empyrion)
     
    Full Wipe but allow players the opportunity to maintain Blueprints in an offline mode, much like Empyrion. There's no reason to lose one's handwork, and better yet, this Workshop mode would allow people to experiment without needing to invest so much time/resources into getting to the point where they can THEN start testing. If you want to limit it, you could make it so that it's just one planet, moon, and space... if you don't want to just have people fully min/max a Construct in Workshop, before deploying it to the Live world.
  17. Like
  18. Like
  19. Like
    De Overheid reacted to m0rrty in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    because blueprints are beautiful.
    I can make the same ship withing 5 hours, the same functionality.
    But beauty for it cost me 5 weeks.
  20. Like
    De Overheid reacted to TobiwanKenobi in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I'll keep my opinions about a wipe brief:

    I don't like the idea of a full wipe. I've put thousands of hours into building my ship-selling operation. But I understand how a wipe could help. I'm resigned to the inevitability of it. I can deal with losing my money and my ship factory.

    HOWEVER, don't take our talent points! We paid for those. They aren't resources. Taking them is basically deleting our character/account. Whatever advantage they provide, we're owed it. If talent points go, I'll go.

    And I think removing schematics would be a bad idea. Every player could manufacture everything they need again, and the market would be pointless.
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