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InvestorStallone

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Posts posted by InvestorStallone

  1. 10 minutes ago, Hazaatan said:

    So, instead of adding actual fuel to industry, like every other factory game, NQ is turning schematics into fuel...

    And what exact problem fuel solves? it is just another type of "ore" you put into the industry to produce elements.

    While new schematics limit incoming elements per account, which is a must to be able to balance economics.

  2. 42 minutes ago, MelTuc said:

    The idea that I should just be happy I was able to play the game and "Was Entertained" sounds ridiculous. 

    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. 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:
    image.png.285e8a9d12039ccb378819d7edf723c1.png

    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.

  4. 2 hours ago, Hirnsausen said:

    You suggest that it should be enough, just to have neighbors, to place this special core. Okay. But what I try add to this wonderful game is a need, that neighbors of any kind and color and directives have to talk to each other t start a project which also requires them to agree on some things and to add their own resources to make these special things work.

    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.

     

    2 hours ago, Hirnsausen said:

    Another thing I am wondering about is, why would someone spend resources to build a research facility that outputs existing and widely available schematics, if those are available already at the markets.

    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.

  5. 5 hours ago, Musclethorpe said:

    Just checking back in to make sure practically no one is finding wrecks with any consistency, and that this feature was so poorly implemented that it might as well not exist at all.

    Just want to declare an opposite, I am able to find wrecks regularly, during mission runs and when explicitly looking for wrecks.

  6. On 3/27/2022 at 1:25 AM, Hirnsausen said:

    A single player can purchase it, and even place it. But right after placement, at least one or maximum two different of the neighbors must add their claim to this special core, otherwise it will decay within 24 hours. Only if a TriCore received claims of at least two different players, it remains in place.

    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.
  7. 8 minutes ago, fridaywitch said:

    Feli needs a banana shipment from Jago

    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.

  8. 8 minutes ago, Novidian Prime said:

    As far as hauler vs combat ships, I kind of look at it like a typical mmo and not eve. Imagine outside of city hubs it’s pure pvp. You play a healer or tradeskiller and get rooted by a rouge while doing some gathering. You have no defensive ability or way to break root, to even have a chance to survive. You have a garden spade and not a sword, why try?

    Lets consider the following situation. You running a fully loaded hauler through PvP space and encountered a pirate. You say you have no choices to outmaneuver the attacker, but what if your hauler is L-core construct with LOTS of space thrust and M-core construct with containers with cargo attached to it. Now you have an option to undock cargo and you will have acceleration advantage over your opponent, and now you have a chance to escape. Yes you loose your cargo, but you save the ship. Also you can simply contact attacker and suggest some money so they let you go.

  9. 8 hours ago, Daphne Jones said:

    Pretty sure PVP will remain a lose-lose in DU, so I don't really care about this update.

    Totally agree, with mining units, asteroids in PvP are no longer relevant (just look how much asteroids discovered in PvP on Friday). Having that I see no point on grabbing even more resources from alien core unit, there has to be more than just resources, personally I'd prefer to see some bonuses and boosts rather then plain resources, in this case capturing an Alien core gives you something unique, something you cannot get in PvE, that would be a good reason to fight.

     

    Also I do not see where this update brings something DU desperately needs - a gameplay. Like for now every aspect of the game excluding building and hand mining is automated or automatable. And this makes the game extremely pointless, first you having fun to build something and automate its functions, then you use it for AFK gameplay where you look at the same picture for several hours.

     

    PvP rebalancing looks promising. It gives opportunity to search for new meta, to experiment with tactics, to look for opportunities for XS/S cores to be useful in territory warfare.

     

    All in all, the update success depends on Alien Core implementation.

    If Alien Cores gives good reason to fight and opportunity for every kind of player to be involved in territory warfare - the update will be just excellent.

    If Alien Core is basically an autominable asteroids and only huge orgs can have access to them and only on Saturdays - I'd wait until things changed.

  10. On 2/6/2022 at 1:04 PM, Hirnsausen said:

    Such a decay would cause a not so small number of players becoming very unhappy, of which many would leave the game. Careful with such wishes. I don't even understand, why you wish for such, to be honest.

    IMO the main reason why people leave the game these times is not some mechanics that make the game a bit more inconvinient for the "not so small number of players" but the fact the there is no reason:

    - to produce anything, because once you bought something you almost never loose it (unless you left the game, or you are unlucky mission hauler)

    - to PvP, as there is no good PvP objectives

    - to PvE, as there is no PvE at all (except atmo burn and gravity)

    - to build anything, as there is no use to what you build

  11. It wouldn't be immersive if the weather does not affect piloting. Imagine yourself in a middle of a snowstrorm piloting a hauler loaded to the cap, fighting against the nature herself so you get your cargo to the destination. The feeling getting there unharmed will be rewarding.

  12. 2 hours ago, W1zard said:

    Make hit probability based not on a cross-section, but based on:
    a) total elements+voxel volume (that will give full freedom on ship design while keeping the smaller-better trend)
    b) total ship mass (don't really know how this can make any sense, but that can be pretty balanced i think)
    c) heat emission (amount of thrust / gun shots  produced)
    d) any other parameter you can think of except cross-section

    I'd also suggest to multiply any of this options by core size, so maybe XS and S core will make sence in PvP

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