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Hecticus

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Posts posted by Hecticus



  1. I don’t know how this schematic thing has got so much traction with the devs. I never hear players complain about schematics. As a post  0.23 player, it was just part of the game. As I understand it, most of the people for whom this was a dealbreaker quit a year and a half ago.

    IMO There are much more important balance issues to address, like how to fix atmo flight without going backwards in pvp mechanics.
     

  2. I’m playing for fun. I enjoy the puzzle aspect of industry, don’t care about profits really. Mu tending is a chore but it gets me the ore I need to make elements and voxels, and keep my tiles active, so it’s worthwhile. Building is for the indulgence of my creative muse, not something I can explain to someone who is hung up on the “value” of things. 

     

    I’m piling up industry subcombines not out of hoarding instinct, but so I can build whatever I want in the short term with a minimum of fuss. If I come up with some good voxelwork or what have you now, I will BP it for re-creation on live. If the game doesn’t survive, I’ll move on. 
     

     

    what baffles me: people who are convinced there’s no point playing and the game is over, but haven’t moved on.

  3. Calibrate , pick up ore, tinker with factory, check markets. Work on multiple ship projects, new ship build, base build. 

     

    -I don’t see the logic in not building when the worst case wipe scenario NQ presented includes core blueprints of player owned constructs being saved.

     

     Lately my loop has also had a big hiccup where I spend most of my time breaking down abandoned factories and retrieving ships.

  4. I think it’s like 3 now. Still, he’s right, by the time a new player can use 10 cores, they can easily have more than that available. I think there is a special case going on right now where there are new players unable to take advantage of IAR because of corer limitations. This won’t be a thing anymore by the time NQ could do anything about it though.

  5. Still building, working on two ships intermittently, though I've adjusted my goals to make them easier to reproduce post wipe. Static building projects on hold for a minute.  Still tending mines and collecting ore, still fine tuning my factory. I'm not going to let tomorrow's trouble take away my enjoyment of the game today. Except the flight nerfs, those are affecting it today... 

    I don't know when the wipe is going to happen. The game certainly isn't ready to go live. When they tell us it's immanent I'll switch gears and start making core BP's or whatever the situation calls for. Unless I've quit over the flight nerf, that could still happen.

  6. There is a definite nerf on adjustors, beside mass changes. I believe I saw a dev confirm that turning speed was affected on another thread a week or so back.. I can’t be bothered  to look for it though. The few ships I have taken out since the nerf I mean update have all exhibited slower turning. Flying is now less fun. 
     

    On the other hand, the auto feature on the harvest tool and the non-scattering of rocks from MUs makes picking up the groundspawn  much more viable.

  7. 19 hours ago, Msoul said:Consequently, we can't compensate regular players without also including those "who ruined it for everyone". This is in part why I propose this more indirect method. The DU community itself gets to interpret the stats and judge however they see fit. The ones who once again rise to the top will cement their reputation and have their efforts acknowledged.

    Who did they ruin what for? 

    leaderboards in a sandbox game? 
     

    People have different goals in this game but it’s really not a competitive game. I dont need my sandcastle ranked, I just don’t want it kicked over.

     

    moreover, there will still be people who beat other people to this or that goal, and potentially end up in control of it. Actually  I think it will be worse because only the people who can put together the resources, whether they are unemployed or can afford 20 accounts, or are members of a big org, will have access first. Without a construct wipe things like warp engines will be available to basically everyone. I’m not arguing against a wipe at this point, I just wanted to point out the huge hole in your reasoning.

  8. I don’t see the need to remove schematic, though if you do wipe, it will be easier to recover without them..on an individual basis, dunno about the wider economy.

    A partial wipe with blueprints and talent points is the worst I’ll sit for; a full wipe will just take too much. It makes me ill thinking about starting over from scratch, and I don’t have near as much progress to lose as some others. I’d much prefer the mildest wipe you can still get away with, reset the terrain, quanta, how hard would it be to empty all the containers? Or limit the number of any specific element on a territory? Another question I have is related to DRM. Player X who has since quit made this awesome ship, and it’s the only one left in the game, and I own it. Will that BP carry over? Or just the

    ones I made? I know any half measure will be harder to implement, and no wipe sounds like it’s off the table, but I think it is worthwhile to work out the complications of a lesser wipe that will prepare the ground for new players without alienating all the players that have filled the world up to this point.

    A Game with a steep starting curve like DU will benefit from having structures and an economy quicker, and from having veteran knowledge in hand. I see new players struggle and get help all the time, many of them wouldn’t  stay subbed without the intervention of the existing community. 

  9. On 4/5/2022 at 3:28 PM, Gideon77 said:

    PROBLEM:

    Passive mining basically removes the need to actively play the game. Empire building games are about spending time and effort to accomplish a goal, not about letting the game automatically give you whatever you want.

     

    SOLUTION:

    DU already has the ability to "harvest". Instead of having passive mining units that play the game for you, why not have the game place a 5 or 6 large ore rocks on each territory. These large rocks will never change shape, or go away. They act like "mines". When you "harvest" one of these large rocks, then they produce 4 smaller rocks. When harvested. each of these smaller rocks produce the tiny rocks, and harvesting the tiny rocks produce the ore. The size of the tiny rocks can be adjusted to determine the maximum amount of ore a person can gather per hour. Anyone that has ever played other space building games knows that what I am suggesting is similar to the way two other games (I won't name them here) do it, and it works quite well for them. So it is already a tried and proven way of dealing with ore mining. This way the more active the player is, the more ore they get. The ore never runs out. And the game never has to tell other players about any changes in the landscape due to mining. For instance on Alioth every territory could have 1 of each T1 ore, and 1 random T2. And the game could use this to get rid of all the tiny 20L ore rocks scattered everywhere currently.

    So wait -you want to replace the mining mini game with just clicking rocks ? How is that an improvement? 
     

    If all that “actively playing the game” consisted of was that, then I suppose MUs have ruined it..but there is a lot more to do. I don’t miss earthworming at all, I did a few weeks of it before Demeter and honestly don’t miss it one bit.

    Fast forward to present and I’m spending that time building stuff, crashing stuff, and tending MUs which are actually not passive at all.
    The ore amount is still tied to the amount of work you put in; if you want to pull enough ore or the type of ore you need for a given industry, or high quanta, you have to go out and prospect until you find it, then you have to set up mining sites, then you have to maintain them. If you want to run your own warp cell factory, be prepared to spend several hours weekly calibrating, collecting, and transporting ore, not to mention the time spent prospecting for it and slogging back and forth to the market to make enough quanta to buy the mining units.  
    If you want to kick up your heals and do almost nothing, you can still rake in the T1 ores, but limited industry and slogging to market for t1 prices isn’t automatically getting whatever you want. It’s flailing. 

  10. A full wipe would be too much, for all the reasons discussed above. There are a couple of issues that “no wipe” won’t address on its own though, and I think they can be addressed. So to add my suggestions to the pile-
    better that the whale vs noob disparity is left as is; it will develop again anyway and some of these noobs will be captains of industry in the future. What does need to be addressed is the ore pool, and tile availability. Here’s my idea:

     

    First - all those locked Inactive HQ tiles and any other inactive occupied tiles at launch are wiped, made available ONLY to new players for the first 6 months. - Including sanc tiles for unsubscribed accounts and betas that don’t re-up as paid accounts. 
     
    Second  - dust the new player only tiles with a liberal share of new ore, because while I know there are good spots out there, I also know the best have been found and covered with huge mu farms. Hope the increased demand for elements  will balance with the new influx of ore.

     

    maybe an exponential increase in lower tier consumption for new T5 elements will suck down the ore levels to compensate.  
     

    a possible alternative: new sanc moon (or new markets in the open areas) with shuttles to Madis, Thades, and Alioth. 
     

    i don’t think any amount of demanding answers is going to get us answers before NQ is ready, so maybe suggestions will help more than invective

  11. The update that disables colliding elements has not come yet, but it will. Some collision warnings are false positives; before re-arranging it completely, try moving the offending element one step and moving it back. I found that cleared all of the collisions on a couple of my ships.

  12. The idea of switching out scrap types multiple times during a repair job makes my skin crawl. The majority of the time if I’m doing repairs it’s multiple element types. As for the price differences, we’ll I think the market is going to dictate the cost of a given ore but it’s nice to have a variety of sources, so you can use what you have. 

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