Jump to content

Dyab0lix

Member
  • Posts

    17
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Dyab0lix's Achievements

  1. I just meant if they are making significant game design changes like hq tile limits and taxes with the intent of limiting people hoarding tiles/reducing massive wealth... surely the amount of accounts people are using would be a significant factor. If that 60 account thing is even half true, theyre basing mechanics on players that are literally 30x that of a regular player.... of course that 1 person would be combining the quanta from their multiple accounts, so the money they are seeing at the top isnt realistic to what someone with a paid account would have and shouldnt be a driver for major game changes... Thats what i was meaning about "balance", but maybe "balancing" would have been a better choice of words. From what I gather there were lots of exploits/quick riches early on too when the game was quite different, so using the same beta test accounts (thats what we are right now) is so very detrimental to the test results. If someone told you to run some tests on a new system with old data from a different system, you probably wouldnt expect great results.
  2. Theres a fair difference between making airbrakes point forward towards the air they are braking, and everyone building exactly the same thing... I'm assuming you mean there would be some sort of meta build that everyone would min/max 100% of the time?... that also makes me assume youve been playing for a while and forgot what its like to be a noob who cant afford that... not everyone is end game and not everyone cares about max stats.
  3. One of the best examples of a player run economy ive seen is in a game i wont name out of respect for not advertising others here.. but in that one theres no central market, only a market scanner that tells you where things are located and the prices... everything bought and sold is in player made shops, and the community has built massive malls by sharing land claims etc that the community flocks to.... would work perfect in this game too with the xs static constructs, and be easy to make a mall and share space with RDMS etc. But theres no incentive to di that sort of thing, cause theres a centralised marketplace thats eaiser. They also have a mechnic called footfall, where you get paid a small amount when another player runs over your land claim, which really encourages those community based builds. Something like that would give reason to create something that rivals the centralised market, but again, not a lot of incentive at the moment. I didnt even know there was player made shops in DU apart from ship showrooms and fuel at marketplace landing pads. I assume thats another thing you can only really find out of game in discord etc.
  4. I didnt realise there was a page 2, and from reading it i seriously do hope they do a full wipe very soon. Its gotta be near impossible to balance anything if theyre even considering anyone that has 60 alt accounts... thats just rediculous. No one is going to pay to have that on release so why have it in testing/build phase skewing all the data? With power players like that, likely teamed up in orgs, they wouldnt even be getting real world data to make any informed decisions for updates and fixes, and are trying to balance a game that obviously isnt going to be the same balance of players when its released... thats just crazy to me.
  5. The calibration idea should just be flat out removed... its just grind for the sake of grind that no one enjoys. I dont like being negative for the sake of negative though, so wondering what the aim of it was, and what other solutions could there be? Assuming its intended to balance the economy and avoid auto billionares, thats a pretty simple fix of balancing how much ore you can extract from a tile... so its not the quickest way to make money. Make mining asteroids more accessible and more profitable than auto miners and people will choose to do it. Or if its some weird way to force game time/interaction, then its the completely wrong approach... it should be about creating opportunities through mechanics for players to want to create, explore and revisit. Micro manging auto mining feels like the opposite, its something i "have" to do, not something i "want" to do... and most importantly it keeps me focused on my own HQ, rather than getting out to explore the wonderful universe they created. P.s. the airbrakes thing was always broken and should have changed long ago... im certainly not experienced, very new to the game, but when i saw you can stack airbrakes and hide them i thought "thats silly, they should go on the outside in the direction they can push air", so i just built ships that way... im pretty confident if it changes to work like they logically should my ships would work fine. Its basically an exploit that should have been fixed, and simple solution for ship builders, is just build with that logic in mind.
  6. Should 100% be a wipe on release (or sooner, all these new mechanics would be much better with a clean slate). Sure some will be annoyed they lost stuff, but if they like actually playing the game thats not the end of the world cause its a chance to play it again... existing players have a massive advantage on already knowing the game and will have a significant head start, so the elite will easily be elite again, probably more so. The ones who would get really salty are probably the same ones who complain they are so end game they dont have anything challenging to do anymore.
  7. Just up the space limits on market inventories, simple fix. As a new player my first thought when visiting alioth 6 was "this is chaos... laggggggg.... why did they.... lagggggg..... let people build all this.... lagggggg.... crap everywhere... lagggggg.... it looks terrib..... game crash."
  8. I really like the salvage mechanic, even though i havent seen it at all (is that still a thing worth looking for or is everything looted?). I can see early adopters being pissed they lost stuff without knowing, but in the long run it has a lot of benefits, both in terms of game stability/reducing lag etc, and creating opportunties for things to do and player turnover in terms of freeing up good realestate etc. Its unrealistic to think everyone who starts playing will continue for the rest of their lives. More people will stop playing than will continue, thats a fact... so its a good way to embrace that and make it a feature for continuing/new players. But most importantly it creates reasons to explore and move around, the game needs more of that and less watching auto miners at your hq.
  9. A centralised controlled market is such a limiting factor in a player driven open world... seems like such a crazy design choice to me. Imagine there wasnt markets at all, and players created their own shops and shopping malls etc. That would give soooo much more opportunity for interaction. Literally the only time ive interacted with anyone else in this game was if they walked to the market computer i was going to and i had to turn slightly to the next one, or a mod came and freed me from glitching through the floor... or of course crashing into others ships or space towers. The mechanics make it so other players are literally obstacles to avoid on your way to the centralised market, not something to interact with.
  10. I like the sound of that, would be a pretty imersive way to start off, but issues with the tutorials are what you do after you pick up rocks, fly, and setup 1 assembler... theres 0 info on what else to do after that.. doesnt mention space flight, missions, asteroids, etc. Literally nothing about anything outside of sanctuary. If i hadnt searched for answers on reddit/youtube, that would look like it was the whole game, which is a really bad look for building the player base. Theres a serious wall of "just work it out" after you place that first schematic... which is a huge gap from early to mid game. e.g. Im a designer by trade and really like building ships, which is obviously a huge part of the game, but i still have no idea how to sell them... from what ive managed to find i need to tell people about them on discord or du-creators, and then meet people in game and hand trade. Surely with ship building this much of a feature, someone should be thinking "what are players likely want to do once they build a ship, and how can we foster/encourage that?". Instead its no info, and no mechanics to empower players. Blows my mind how anyone would think that would be successful. They seriously need a UX person to help focus on the human side of this game and empower the community to make it "player driven" like intended.. can tell its made by coders focusing on optimising complex systems and forgetting about their target audience.
  11. It honestly does feel a lot like a 3D idle clicker mobile game. Just watch the machine do its thing, then sell it/buy more to watch it count up slightly faster. Im not sure thats what it said on the brochure.
  12. Its pretty much that way on sanc already. Some nice person gave me 500k when i got stuck and had to suicide with my life savings in my inventory... and i bought 8 small miners. The veins are only like 64l/hr of each ore except 1 which is about 150l/hr.. with 2 miners working each ore calibration doesnt actually matter on 6 of them. But thats about 300l/hr total, or about 180,000 quanta a day. Can buy 2 assemblers and 1 schematic... then just wait for the next day... and when you finally have industry going, i assume 7000l of ore a day wont make much at all. I was making fun of rock picking simulator, but now i know they dont respawn i suddenly value them sooo much. But at the same time i know theres probably not enough there to get me to asteroids... which isnt super motivational to keep trying. Edit: in case devs read this.. 6 months ago there was something to do as a noob, mining... even if it was just a little bit of tier 1 ore that didnt earn alot, at least it was something active to do... but now its literally just waiting for a machine to do it for you slowly.... i understand why it was removed for stability/sustainability, but please put "fun" at the top of your considerations for the next update.
  13. I know you get about 500k from tutorials too... but add in blowing your hard earned ship up on your first try at re-entry ( and all the scrap you need from game freezes while flying) and its a real grind for noobs. Need to up that 200k starting salary! I think i'll check back again in 6 months. Was really hoping i was missing something, but that starter grind just isnt fun.
  14. Oh damn didnt know they didnt respawn, thats rough. So for a new player on sanc, its really just waiting for that whole 250 ore per hour? (After picking up 10 million rocks to afford mining units) Selling at about 20each thats 5000h an hour... so i can afford 1 engine per day and hope to fly nowhere better in about a week from now. I thought rock picking simulator was slow! Surely theres something im missing here. For a game entirely based on processing ore, it seems like somethings not quite right in the early game.
  15. Can I add "Update the tutorials"... it tells me to pick up rocks and sell them... i hope thats not the whole game.
×
×
  • Create New...