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SlaySomething

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  1. Like
    SlaySomething got a reaction from Metsys in How DU is going to destroy a free market   
    I think Dual Universe has made two terrible decisions moving into launch.
     
    First is the mining units. By allowing anyone to simply purchase mining units to gain all tiers of ore passively, they are going to flood the market with raw ore. Mining should be an art, and something that people spend time doing. Mining should be a career! To allow anyone to mine any material (albeit some more skilled than others) you take away from people who want to be miners. Obtaining ore should be a time consuming process that people have to dedicate themselves to. By simply having enough money to set up mining operations anywhere by dropping a few constructs, you take the profitability of mining away from others who want to focus on that career. The mining unit was a terrible choice. I've suggested it before in another thread that if you want to do away with permanent holes in the ground, make mining happen in instances. There are so many ways you can do this, and make materials discoverable based on mining skill. Make mining a real profession!
     
    Secondly, getting rid of schematics is a terrible idea. For those of us that played after schematics came about, it really isn't a big deal. In fact, I love having schematics in the game. It makes zero sense that everyone can create anything without an investment in time. Without having some barriers to industry the market will be flooded with product which is a devastating effect on their value. Industry should be hard. It should take a lot of time, dedication, and investment to be effective at. If anyone can make anything, why even have a market? 
     
    If you destroy mining and industry by not making them a focused profession, than what is left for players? Building ships so you can fight over space territories. Well, guess what, not everyone wants to do that! Some people enjoy being a support role. Producing things that an organization needs and providing value for their time. If you make everything stupid easy, the game will fail. I guarantee you. 
  2. Like
    SlaySomething got a reaction from Gideon77 in How DU is going to destroy a free market   
    Mining units weren't about changing how mining worked as much as it was to solve a world problem of too many holes. Mining should take effort. It should take time. It should be cumbersome. They could have solved this whole mining situation by just creating instanced mining. For people who didn't like the old way of mining, that would have been perfect for the economy. Don't like it? Don't do it. Leave the market to the people who want to be miners. Don't like to build? Don't do it! Leave industry to those they do. Etc. Making everything easy isn't the answer to long term survival. Most people will get bored. 
  3. Like
    SlaySomething got a reaction from CoyoteNZ in How DU is going to destroy a free market   
    I think Dual Universe has made two terrible decisions moving into launch.
     
    First is the mining units. By allowing anyone to simply purchase mining units to gain all tiers of ore passively, they are going to flood the market with raw ore. Mining should be an art, and something that people spend time doing. Mining should be a career! To allow anyone to mine any material (albeit some more skilled than others) you take away from people who want to be miners. Obtaining ore should be a time consuming process that people have to dedicate themselves to. By simply having enough money to set up mining operations anywhere by dropping a few constructs, you take the profitability of mining away from others who want to focus on that career. The mining unit was a terrible choice. I've suggested it before in another thread that if you want to do away with permanent holes in the ground, make mining happen in instances. There are so many ways you can do this, and make materials discoverable based on mining skill. Make mining a real profession!
     
    Secondly, getting rid of schematics is a terrible idea. For those of us that played after schematics came about, it really isn't a big deal. In fact, I love having schematics in the game. It makes zero sense that everyone can create anything without an investment in time. Without having some barriers to industry the market will be flooded with product which is a devastating effect on their value. Industry should be hard. It should take a lot of time, dedication, and investment to be effective at. If anyone can make anything, why even have a market? 
     
    If you destroy mining and industry by not making them a focused profession, than what is left for players? Building ships so you can fight over space territories. Well, guess what, not everyone wants to do that! Some people enjoy being a support role. Producing things that an organization needs and providing value for their time. If you make everything stupid easy, the game will fail. I guarantee you. 
  4. Like
    SlaySomething got a reaction from Sabretooth in How DU is going to destroy a free market   
    I think Dual Universe has made two terrible decisions moving into launch.
     
    First is the mining units. By allowing anyone to simply purchase mining units to gain all tiers of ore passively, they are going to flood the market with raw ore. Mining should be an art, and something that people spend time doing. Mining should be a career! To allow anyone to mine any material (albeit some more skilled than others) you take away from people who want to be miners. Obtaining ore should be a time consuming process that people have to dedicate themselves to. By simply having enough money to set up mining operations anywhere by dropping a few constructs, you take the profitability of mining away from others who want to focus on that career. The mining unit was a terrible choice. I've suggested it before in another thread that if you want to do away with permanent holes in the ground, make mining happen in instances. There are so many ways you can do this, and make materials discoverable based on mining skill. Make mining a real profession!
     
    Secondly, getting rid of schematics is a terrible idea. For those of us that played after schematics came about, it really isn't a big deal. In fact, I love having schematics in the game. It makes zero sense that everyone can create anything without an investment in time. Without having some barriers to industry the market will be flooded with product which is a devastating effect on their value. Industry should be hard. It should take a lot of time, dedication, and investment to be effective at. If anyone can make anything, why even have a market? 
     
    If you destroy mining and industry by not making them a focused profession, than what is left for players? Building ships so you can fight over space territories. Well, guess what, not everyone wants to do that! Some people enjoy being a support role. Producing things that an organization needs and providing value for their time. If you make everything stupid easy, the game will fail. I guarantee you. 
  5. Like
    SlaySomething got a reaction from Zireaa in How DU is going to destroy a free market   
    I think Dual Universe has made two terrible decisions moving into launch.
     
    First is the mining units. By allowing anyone to simply purchase mining units to gain all tiers of ore passively, they are going to flood the market with raw ore. Mining should be an art, and something that people spend time doing. Mining should be a career! To allow anyone to mine any material (albeit some more skilled than others) you take away from people who want to be miners. Obtaining ore should be a time consuming process that people have to dedicate themselves to. By simply having enough money to set up mining operations anywhere by dropping a few constructs, you take the profitability of mining away from others who want to focus on that career. The mining unit was a terrible choice. I've suggested it before in another thread that if you want to do away with permanent holes in the ground, make mining happen in instances. There are so many ways you can do this, and make materials discoverable based on mining skill. Make mining a real profession!
     
    Secondly, getting rid of schematics is a terrible idea. For those of us that played after schematics came about, it really isn't a big deal. In fact, I love having schematics in the game. It makes zero sense that everyone can create anything without an investment in time. Without having some barriers to industry the market will be flooded with product which is a devastating effect on their value. Industry should be hard. It should take a lot of time, dedication, and investment to be effective at. If anyone can make anything, why even have a market? 
     
    If you destroy mining and industry by not making them a focused profession, than what is left for players? Building ships so you can fight over space territories. Well, guess what, not everyone wants to do that! Some people enjoy being a support role. Producing things that an organization needs and providing value for their time. If you make everything stupid easy, the game will fail. I guarantee you. 
  6. Like
    SlaySomething got a reaction from m0rrty in How DU is going to destroy a free market   
    Mining units weren't about changing how mining worked as much as it was to solve a world problem of too many holes. Mining should take effort. It should take time. It should be cumbersome. They could have solved this whole mining situation by just creating instanced mining. For people who didn't like the old way of mining, that would have been perfect for the economy. Don't like it? Don't do it. Leave the market to the people who want to be miners. Don't like to build? Don't do it! Leave industry to those they do. Etc. Making everything easy isn't the answer to long term survival. Most people will get bored. 
  7. Like
    SlaySomething got a reaction from Haunty in How DU is going to destroy a free market   
    They should be able to best decide if they have long term, big picture expectations and goals for the game. You can't make changes just to keep your beta testers playing. The small group of people who play have almost no power to alter the future of this game's success or failure. NQ needs to ask themselves, how many players do we want actively playing this game? As far as the economy goes, if we want a million active players, which form of mining or industry can the market support that allows for competition through supply and demand and not simply material over saturation?
     
    I feel like some of the long term implications of changes aren't being fully discussed or thought through. This game will die without specialization and a bigger risk vs reward system in my opinion. The everyone can do everything as long as they are around long enough model is lazy. Not everyone deserves a trophy no matter what activity they do in the game. 
  8. Like
    SlaySomething got a reaction from Taelessael in Instance Mining   
    Level the playing field whether you are a solo player or part of a large corporation. The current problem with mining, even with the small player base we have now, is that mining areas with higher tier nodes are quickly overrun leaving most others out of being able to set up mining units worth anything of consequence. Though I still enjoy setting up mining units, I miss the old days of digging holes and searching for the nodes. I do understand why they had to get rid of it however. Asteroids! Well, that's cool for the people who are here early after reset but diminishes quickly, especially in safe zones.
     
    I propose keeping territory scanners for general area ground content like they are doing right now for the purpose of placing mining units, but add a secondary scanner with a shorter scan duration that is designed to try and find concentrated pockets of minerals. The ability to find mining nodes of tier 1 would be common place, but the higher your scanner skills increases the chances of finding larger nodes. Then for every tier, the chances of finding nodes at all gets harder and harder but the ability to find them and the size of the node would once again be based on your scanning skills. 
     
    When nodes are discovered, you can get the option to open an instance, you and your cargo ship enters the instance, and you can mine away. The instance would only be open for a set duration (24 hours?) and once the timer is up, or you leave the instance, it is gone forever. This way there are no permanent holes in the world, the players that invest heavy in scanning skills will have the highest chance of finding valuable ores (as it should be), and mining goes back to being an exploration again.
     
    A system would have to be put in place where the possibilities of finding something vary at each territory (just because one person doesn't find the good stuff, doesn't mean someone else with RNG something great at that location) and once and instance is entered and left, that territory will spawn another random chance of regular to valuable ores. 
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