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Koriandah

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  1. Like
    Koriandah reacted to Haunty in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    I don't have as many cores, but this is what I plan to do, as it takes the least talent point investment.
  2. Like
    Koriandah reacted to Owl_Superb in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    Thanks NQ!

    Just wanted to say that the Mining Unit mini-game is so much snappier now and the transition-skip is great!
    It feels like my FPS went up overall, and the sound changes are also nice and crisp i.e. walking on various surfaces and refilling fuel tanks.

    I figured out the corp slots and assigned them after a bit of fiddling. I still wish there was a way to see personal construct slots somewhere.

    Great work, huzzah!
  3. Like
    Koriandah reacted to Atmosph3rik in Summary of changes that could help increase player population   
    The problem is, making the game easier won’t benefit me.  Because I want a challenging game, that will still be interesting to me a year from now.  From my perspective you are taking a game that offers options for many different play styles, and demanding that they all be changed to your play style. there are so many options for things to do in the game, but none of that is good enough for you.  You want the highest rewards for the lowest effort.  But you don’t seem to be listenIng when we tell you that the rewards scale with effort.  So someone willing to put in more effort will always get more.  All you’re doing is begging NQ to tank the game’s economy.
  4. Like
    Koriandah reacted to loaded in Well done NQ :)   
    the Vertex Precision Tool is amazing hats off to the team for making it possible, its made DU the most creative game every made and cant wait to see what other people and myself do with it
  5. Like
    Koriandah reacted to Namcigam in Loss of unclaimed ships at markets will alienate old timers forever   
    I mean all they gotta do is move their ships... If they can't move their ships then is it really NQ's fault? Yeah I don't think so either.
  6. Like
    Koriandah reacted to m0rrtson in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    NQ,
     
    Issue with VPT tool : when you select the voxel, it jumps far from its original place. ( If you do it after re-login - first placement is in place, not jumping away ).
    Basically it remembers the last position of the voxel you worked with, and if you select another voxel, it will jump to that position ( delta X, delta Y, delta Y ) of previously edited voxel.
     
    // M
  7. Like
    Koriandah reacted to Shredder in Amount of ore is bad   
    You guys are crazy, im making 1.6million ore per week from 14 territories. I’ve got like 9 mil stacked up, what in the world do you need more ore than that for?
     
    The problem is the opposite, MU product too much ore.
  8. Like
    Koriandah got a reaction from Namcigam in Crashing is so punishing and No warp during cargo missions   
    What is punishing is the boring repair mechanic that NQ needs to change before the game releases. I think I speak for all of us when I say that standing still holding down LMB is boring asf.

    For missions, if they were warpable, it would mean pirates have literally nobody to shoot at since everyone already warps as is... I think missions packadges are staying non-warpable and I support that.

    You can use an autopilot to help with the calculation of speed etc. and as a tip - never aim directly at a planet. Alternatively, fly a half built ship so while you're in space you can work on it to pass the time. In general, missions are a "alt+tab and watch youtube" kind of activity.
  9. Like
    Koriandah reacted to blazemonger in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you for this, a clear and open answer that addresses some of the concerns some of us have head on.
     
    I'm actually verry happy to see more of this now coming to the surface. If this is the start of what was diascussed in the Panacea devblog in tone and direct responses, I like it and it's appreciated.
     
  10. Like
    Koriandah reacted to NQ-Nyzaltar in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Hi everyone!
     
    Just to let you know:
    The reply to your feedback posted during the weekend and the past two days is taking a bit longer than expected (we're trying to reply to as many suggestions you made as possible), and should be released tomorrow or Thursday, February 3rd.
     
    Best Regards,
    Nyzaltar.
     
    @Warlander
     
    You've clearly crossed a line with this kind of statement here.
    The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
    There are forum rules, and you're clearly ignoring some of them. Inciting to devs harassment and/or see them fired? Not the kind of behavior accepted on this forum. Your forum posting rights are now revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer.
     
    @LeeRoyINC
     
    ... Except there isn't currently any financial issue in the company. The budget is tight but Novaquark is in no danger at the moment. The current limitations that are going to be implemented in game are meant for long term sustainability of the game (more info on that in the next reply from the dev team).
    Due to the agressive tone, the intent to spread misleading information and blatant lies, and the lack of the most elementary respect for Novaquark staff, your forum posting rights are revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer. The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
     
  11. Like
    Koriandah reacted to blazemonger in NQ-Deckard response to "negotiation" attempts in DUscord   
    All I can say here.. THANK YOU @NQ-Deckard
     
    Finally, someone at NQ draws a line and makes it very clear that enough is enough without laying blame, using fluffy or borderline condescending wording. This is the direct and clear communication we have not seen much from NQ AND it has some very defining reasoning in the part I put in bold in the quote.
     
    I personally think that the new numbers overhoot even and could have been set lower but is NQ is comfortable with this, even when it already hits their cap in what they can afford, then I'll take it.
     
    Whether you like it or not, from what I'm seeing, this is what NQ is willing to give us and they provide what I consider fair reason for the decidion. It's now on you as a player to accept it and move on or not and.. move on.
     
    So I suggest we all do that..
  12. Like
    Koriandah reacted to blazemonger in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I think just "unreasonable, we will leave" is not at all helpful .. build your case, expain why you would need hundreds of cores.

    In the end yes, NQ clearly made a great many number of gross miscalculations and have been in the process of correcting that basically since beta started. It also cost JC his company and job I am pretty sure.
     
    But I expect these changes are needed if NQ is to enable themselves to bring the game to a launch. If they fail, they fail and that would be on them, but in light of what I expect is the position they are in right now, they have little choice.
     
    Besides, the wipe will be the great equalizer allowing players to rethink and restructure their presence in game or leave.. But I expect most will adjust and stay..

    Finally, this change was coming, many knew it and most of us who discussed it turned out o be pretty close to what NQ now actually puts on the table. iI just hope they do not do the same thing as with the taxes and undo it before it even gets a a chance to be effective.. Although I expect NQ has much less wiggleroom here.
  13. Like
    Koriandah reacted to BlindingBright in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Here's my feedback in video form, I tried to keep it short. 

    This effectively kills my ship shop going forward, had just spent months building it up with Skyexplorer and a couple friends in preperation for new sexy voxel tools to make a new, exciting ships- and have a place to display them. Even if we all committed ALL of our accounts and alts, it'd not be enough. and none of us would have any personal cores to use.

    I'm officially in protest of these changes and won't be playing much until this is sorted/finalized. This is the only change since playin at beta start that has elicited this strong of a reaction.
  14. Like
    Koriandah reacted to J-Rod in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    @NQ if the new proposed changes are going to require me to delete or abandon over 200 cores, can you please implement a way to disassemble cores without having to remove all the voxel and elements manually. I think we would all appreciate this greatly.
  15. Like
    Koriandah reacted to blazemonger in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I think the core count changes really make sense if you look at them objectively.
     
    The very stream of comments shows why, players have massively used what was intended to be ORG based cores for personal use. One player should NOT have access to or need hundreds of cores.
     
    Yes, I certainly lay blame with NQ for the way they have let this get out of control and only now act. This should have been done years ago, but NQ seems to never have even considered this scenario which must be a big part in their operating cost.
     
    That said, I also see how some recent changes, mainly MU and the requirement to run them from a static core has caused an increase in core use.

    As they are, a player has 42 core slots, 17 personal and 25 assignable to an org at max skill
     
    I'd say that the peronal core sount shoudl be more like 30 or so and the "reserved for org" cores could be more like 50 at max talents
     
    Players start with 5 personal and 5 org cores
    Personal core talents add 2 each level for the basic talent and 3 each level for the advanced which can be trained after L5 on the basic, total personal cores which mean 5+10+15 = 30 personal cores Org core slots add 3 each level on basic, advcanced and expert talents for 5+15+15+15 for 50 cores The basic org core talent (for 20 cores) will also allow these 20 cores an dthe 5 base cores to be assigned to an org the player is super-legate for. advanced and expert can only be assigned to an org that has 5 or more members So players can have 50 cores on a personal org and can still assign 25 cores to an org of their choice

    I believe NQ has no real choice in this and will push it though but I also feel the number are a bit too tight and need to be loosened up. But generally, while it will hurst  for some, I feel it's not unreasonable for them to push this.
  16. Like
    Koriandah reacted to NQ-Nyzaltar in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Hi everyone.

    Thanks a lot for all your feedback on the topic.
    We understand the slot limitation described in the devblog is quite frustrating and we're transmitting all your feedback to the Game Design team.
    We'll try to come back ASAP with a reply from the team. Please be patient.
     
    Edit: "current slot limitation" changed by "slot limitation described in the devblog".
     
    Best Regards,
    Nyzaltar.
  17. Like
    Koriandah reacted to Hachiro in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  18. Like
    Koriandah reacted to ZarTaen in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Its a step. I dont know where yet, but a step. From what I gather, this will greatly push advantage to players with alts again though by making it all that bit more necessary if you want to have many cores. Im not particularly against it, but I would have loved a system based on active player effort instead.
  19. Like
    Koriandah reacted to CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oh man..  15 + 10 cores as the max cap for any player regardless is really not that much and it is going to hurt A LOT of people badly.
     
    Just of the top of my head.
    - The new MU system is eating cores like they are candy
    - Ship sellers need lots of cores for demonstration models
    - Ship museums
    - Creative players often use lots of dynamic cores to work around placement limitations for artistic expressions
     
    Right now the only good thing I can think of is that this will limit the usefulness for making those pesky space elevators. But for big projects like race tracks, player driven markets etc.. oh man they are going to struggle.
     
    And this limit will be a large hindrance for the stability of large community projects, since they will now be depending on the good will of players sacrificing slots and not taking them back again later.
  20. Like
    Koriandah reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  21. Like
    Koriandah reacted to Rahzi in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I just want to say, thank you NQ for the continued  stream of information.
     
    EDIT
     
    As a ship builder, I like to have examples of my ships next to the BP dispenser  so that a potential customer  can examine  the ship. As a solo player with no alts, this change will make that impossible. 
  22. Like
    Koriandah got a reaction from Zireaa in I'm off   
    With the new changes it should be easier for you to calibrate if you don't login daily but do so weekly. Also with the next update Industry running will be free, you won't need to pay taxes for industry. Personally all I do is build and then sometimes pvp and buy everything from the market with the money I get from selling my builds. This removes the hassle of having MU's and Industry but I still have MU's to help my org.

    My advice would be to think why you're using MU's. Do you convert the ore into Honeycomb at your factory? Wouldn't it be cheaper to buy the materials from the market with the current ore prices? Besides, Asteroids exist and are empty of players now (and use the old mining mechanic) because the vast majority of players have too much ore. If you don't like MU's - don't use them.
  23. Like
    Koriandah reacted to i2eilly in PvP Ship Design Issue   
    Heat from engines being linked to radar range would be a nice addition to the game.  We would also need an extended radar range over 2su for that to be become a fun hunting mechanic.  So I mean the hotter you are, the further you are seen, would make for some interesting gameplay!
  24. Like
    Koriandah reacted to blundertwink in PvP Ship Design Issue   
    Neither of these perspectives are interesting or useful...seems like we're being mean for no reason.
     
    Yes, people care about aesthetics in a building game. Big surprise. It's up to NQ to add function, not players. The cities are empty because people invested the time to make something interesting despite the lack of function provided by NQ...not simply because players decide to focus on aesthetics over function as if there's oh so much "function" in this game to explore. 
     
    PvP is a part of the game. Some people like PvP and there's nothing wrong with that. You aren't smarter if you prefer to do activity A in a video game instead of activity B...you'd think that would be super obvious. 
     
    If you don't like how people play the game they paid for...there's this thing called "single player" you should Google...otherwise it really isn't any of your business what people enjoy in their game or why. 
  25. Like
    Koriandah reacted to Namcigam in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    This looks really good, I'm looking forward to it!
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