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AdmiralYolomoto

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AdmiralYolomoto's Achievements

  1. - log in - check market - make sure its still near dead - log out
  2. The idea is that you play to have fun, not because you had fun. If you no longer have fun from a game you should not play it. Playing a game is a process, during which you are entertained. The wipe does not change the process.
  3. Its way too inconvenient to export data to a xls format from DU client when I want to calculate something or draw a plot. I think that will be a great addition to the game where every step should be well calculated.
  4. Just want to remind to everyone that any game's value is an entertainment you have while you play the game. You did something - you got entertained, you achieved something - you entertained. Wipe does not change that entertainment gain. been here since beta release got this to loose: and I am not going to stop playing DU even if they wipe everything, because I do not see why the game will not keep me entertained.
  5. I saw these numbers, they are different indeed, but what makes them so terrible?
  6. I have to admit that it is rather good for the game) "Nature will be fine, people are not"
  7. Are Alien Core Unit resources limited? What happens after lockdown ends? How soon new lockdown is available? What is the difference between Space Mining Units and Relic Plasma Extractors? What is that new resource for? Do Alien Core Units split by tiers? and so on...
  8. Also got similar issue. On S core, just 8 wings, not much I'd say. Occurs only in atmo for me. FPS drop stops as soon as I leave atmo, which which super annoying on Feli.
  9. Not at all. I suggested different approach to check if the research occurs. Approach you suggested is not compliant with existing game architecture. TriCore has its own magical timer with exclusive conditions and it also has to ignore RDMS. I suggest to not add new type of core. Instead there is an new Element that functions when there are neighbors with such Elements and you with your neighbors did a job to make them work, then they are functional. Because if game mechanics exists players will use it, therefore players will produce items available from this mechanics, which will make these item common and available at markets after a period of time. Also there are several ways to obtain ore and elements, but there is no way to get a schematic other that grind quanta. So I suggested schematics. Also as Taelessael mentioned if schematics will have limited amount of usage that will add new type of regular and highly required activity - schematics research.
  10. Just want to declare an opposite, I am able to find wrecks regularly, during mission runs and when explicitly looking for wrecks.
  11. I'd say it is better to reverse this requirement and allow a research facility to work on a core that is placed on a tile that has neighbors (tiles owned by someone), otherwise it is not functional. As for research tree, to be honest I am not sure I understood what you described, however it looks way to complex and not very detailed, so I want to suggest an alternative - make it produce industry schematics. Reasons behind: industry schematics is something all players will be glad to cooperate with other players despite their preferences (PvP or PvE) industry schematics is something that is already exists so its easier to implement first iteration of the research cooperation.
  12. Considering amount of water taken from Jago to Madis we should see at least a lake at Madis already. In other words, it is logical and good in terms of game mechanics to have persistent banana missions available for everyone, so an Org can make massive runs, but these missions better be limited - huge amount of bananas may expire and be wasted, also that will reduce impact of alts. And its also good to have short term random missions, which are basically player missions, and it does make sense in the universe, because people need their staff moved to/from markets. Maybe random Aphelia missions might be a thing, but its better to see another way to draw quanta from Aphelia.
  13. Hi @blazemonger can you bring more light on how the capacity system makes smaller ships and elements viable when compared to bigger ships and elements? I'd say that the capacity system is a good alternative (or even addition) to power management, but I don't see how does it solve the issue with small ships.
  14. Because there are people like me, who prioritize gameplay over achieved progress.
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