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AdmiralS3

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Everything posted by AdmiralS3

  1. Thanks for stopping by. Great pics.. and as always great devs doing great things.
  2. Plenty of People still play the game. The game is what you make it. Yes it has it's flaws, like any other game, not everything works 100%, 100% of the time. The newest schematics system is annoying to many of us, but it does work. Lag from Alpha and early beta is down considerably, mostly because not every property has giant gaping holes every 3 feet. Gone are the days of wandering over to your friend's property only to fall into a cavern M class ship never to be retrieved again, except by chance a DU Dev feeling bad for you. Industry works... and the market works. Yes many of us think they should bring some bots back... not the consistent oh hey lets buy everything at 25 and sell it all at 25 T1 ore bots, but maybe a more dynamic buy and sell setup to keep the market a bit more active, with far fewer bots... but the market is relatively stable, sales happen, buys happen, and some of us make a fair chunk of change. The tax and time sink system many feel still needs some work. Tile taxes really needs an overhaul, it should be tiered based on how many you have... IE something like 50k, 100k, 200k, 400k, and so on, allowing newer players a chance to grab territory, while somewhat limiting older players in how much they can own, but you know what you're getting into well before you plop down that Territory Unit. What burns most of us is the tax for schematics is now constant... the time sinks for schematics is now constant. The time sink for ores has always been constant, before you dug your territories, now you're always calibrating the mining units, or mining some roid or another, not much changed there. So there is some good and some that needs work. However, the game is still what you make of it... Literally and figuratively. I know solo players that simply enjoy their own little slice of Haven..... building what they want when they want. I know super huge industrialists that also play solo and enjoy the game that way... there are orgs that mine and orgs that pvp and still more orgs that build giant constructs in the depths of space or on planets for us all to enjoy. There are many positives that outweigh the negatives of this game, and yes somethings aren't perfect... but we do have devs that listen at least to some degree. Tickets get answered, and a community that tries its level best to help one another.
  3. To be fair and frank... the steam efforts were waylaid by a crap ton of former players that were disenfranchised by the game. The posts over at steam range from caustic at best to downright manically spiteful. Anyone with anything reasonably positive to say about the game in anyway there is shouted down instantly by 30 people even now. Some calling the game a money grab, some calling it a scam. Let's face it NQ has made its fair share of mistakes, but every change has been met with outright total cynicism from some corners. The original schematics were a fine and fair change... but hundreds of players went berserk over it. Removing the mega-nodes from planets... an excellent change, the game is less laggy now (usually) and oh I don't suddenly land in a hole every time I set my ship down to visit a friend... yet once again another 100 or so players had an uproar and quit. They removed the bots (yes, I think a silly idea given the limited number of players.) on what's supposed to be a player driven market... another 100 or so players walked away with the usual vehemence and spite. (Let's not even get into the great wipe of 2022.) Were all of those changes great? Were they all implemented well? No not all of them were great and NQ has a habit of poor implementation and trial and error.... however, in the end the changes worked out eventually. I do find it amusing when one of those I hate DU players returns to the game suddenly though.
  4. Plug something like that with some of our hundreds of streamers Vids... some decent background music. Hell NQ, Im betting the community is more than willing to put something out there for you guys.
  5. Ehh honestly at present the ore market is crap all the way around. They would be better of bringing back a limited number of bots to buy t1 ore at a reasonable and variable price, Not at 25, but not at 6... right now the market is just inundated with T1, and its artificially dropping the t2 and t3 prices. Honestly it would make sense to do this. If you just go back to the previous version of schematics, we would be happy. Having to constantly time sink efforts into making heaps and heaps of schematics is just one more thing we HAVE to do every day. To be fair with the schematics if they were to go back to the way they were it would give us something to strive for at least. Right now, I can have any one I want. but it constantly costs me more and more to keep them going. The market has tanked.... honestly as I said above it's the best bet.... you don't need 300 of them... and they don't have to run constantly... but every few days they could put out a few orders here or there. Mostly for T1 ores to stabilize the pricing some and get rid of the overabundance of T1 ores available presently. Maybe 100k for your 1st Territory, 200k for your 2nd, 400k for your 3rd..... scale up to about 2 million give or take. Honestly while yes, it's another time sink at least this gives you a bonus for doing it. To be fair we should have to do something other than just set them and walk away. The system works, don't mess with this. Clear voxels would be awesome. Gonna go with no for this one. Honestly, I like the ones we have. Don't mess with what already works. Can you imagine the chaos of hundreds if not thousands of players having to "Fix" their constructs to conform to the new setup?
  6. I was very prepared to argue with you. LOL Because at one point the refineries on Utopia Station were producing T3 pures out of basic refineries. I know this as I set them up, back in October maybe early November. However, to be honest I had not checked them in Months and Months and Month now. LOL Not like there is much call for T3 pures while building the station. I saw your post and so I went to look, low and behold they have been offline wasting away for lord only knows how long and whenever NQ fixed it. However, I was in VR so to double check I even went as far as to make a brand-new Refinery and some T3 Pure Schemes. The Moral of the story is you are 100% correct. I sell more than enough basic equipment to keep me happy so Aside from some odd T2 items (screens mostly) I have not needed to care beyond my own realm. Thank you for pointing out my error. As to the rest: I highly doubt we will ever see the power requirement. Seems NQ has enough other issues to deal with, and adding yet another element or set of elements that require even more maintenance would be foolish. After all if they did add power to the game, your ship and factories would require some sort of fuel for the generators. Can you imagine having to continually fly around the verse fueling mining platforms.... the requirements for something like Utopia Station, Starlantis, Nitro City or the DOME would be insane. basically, nixing any large-scale complexes from the game as the continual maintenance for such epic scale systems would be impossible to coordinate and keep them going full time. Which would make this game far less sandbox multiplayer and more Ehh i have a building and a ship, basically Eve, with a bunch of super small orgs huddled around 1 or 2 tiles with maybe a station in orbit. As far as faction points go, that would require some sort of factions. There are not different races or political systems in the game. Those would have to be developed 1st, and that would be more akin to Eve then what the devs have going here. With that said... there would be nothing wrong with say augmentation based upon some sort of looted object, or reward. Say as an example you ran Hauling missions for Aphellia, X number of missions and she would give you a special prize. That prize might improve your miners, or assemblers or Refineries for a set number of hours at an X given %.
  7. So I have been around since Early Beta, and I have to say as many know I love the game. However there are some areas you guys really need to work on. One of those areas is Industry. As we all know schematics are time and money sinks, and honestly I am ok with that. However there are a few areas where honestly it just doesn't make any sense at all. Let's start with Refineries: A basic Refinery can refine ore from any type so long as you have the required schematic. The same with an Uncommon, so on and so forth. The problem is 2 fold. 1 A higher tier refinery should be able to refine higher tier ores without a schematic. Just Like Common ones will refine a Common ore so should the appropriate ore tier be refined by its companion refinery without added costs. OR 2. At the very least there should be a BONUS to using a higher tier refinery. At present your Basic, Uncommon, etc... all make exactly what your skills allow them to make without a single difference. At present whether I use a Basic Refinery or an Uncommon Refinery or any other Refinery, it will refine Quartz @ 497.25L into Silicon @465.75 all free of charge which is as it should be, but there is no reason to use a higher tiered Refinery. It does not do it faster, make it more efficient (Higher amount of end product), nor does it make a higher tier of ore refined for free. Its literally a waste of Skills and Money to make or buy one. It would be awesome, if the Basic could refine any ore type, provided you had a schematic to do so. However the others should either require no schematic for that ore type or at least get some sort of reasonable bonus for using it. This way budding industrialists can grow and expand their lines while limiting their costs, but long standing industrialists could perhaps improve theirs lines efficiency or lower their overall costs slightly. All Other Industrial Units: The same is true for all industrial machines. Yes for some products you require X machine in X tier to make X product, however that's generally (Yes, I know some intermediary parts as well.) reserved for the actual end product (IE a warp drive) However a Basic Metalwork Industry M puts out exactly the same number of screws at exactly the same rate as an Uncommon Metalwork Industry M does, both can make common or uncommon screws too. There simply should be some benefit to having the higher tiered machines to do the job. I appreciate feedback from the community on this topic, and as always will try to respond in kind. Good ideas don't come from just one person, but from open useful debate and hashing out of concepts and ideas.
  8. I still have my reservations about the new system. However as always, I am willing to accept the changes and roll on forward. With that said. I find it odd that my nano pack can produce a great many things that my machines cannot. As an example, I can produce Silumin and Steel in my nano pack scheme free... but a machine that cost me potentially hundreds of thousands of Quanta cannot? I can produce Atmo fuel in my pack, but the most basic refined material in the game needed for the most basic transportation of persons requires a scheme in a Refinery?!?! Again, one that costs quanta to buy. Additionally, as one player stated... I can que up 400 skills, but only 5 Schematics? Who thought that one up? Schematics only make 1 batch!?!? This is going to be horrendously tedious going around filling up machines all the time for industrialists who make multiple items. The time sink alone will make play annoying as well as boring. So, let's make some needed changes. 1. Let's start with the obvious. If my pack can make it surely these more advanced specialized to make items things should be able to as well. This alone will cut down on server needs, as less people will be making Schematics for the basic necessities. 2. Expand the que. A true industrialist will literally need several hundred Schematics a month with the current system. I understand the need to free up server-side resources, but you create this monster at least give us what we need to keep our systems going. Not nerf and kill every industrialist at once. 3. Allow people to decide how many runs (With a limit of course) the schematic will last for. So they can make 50 copies each one only lasting 1 run or 50 copies and each one works for 100 runs. The cost of course would scale with the number of runs a copy can use. Again, this would curtail Server-side needs as Schematics would be copied less by large scale industrialists, as well as increase a person's desire to play, as they will not spend a tedious number of hours filling an endless array of machines with an endless array of schematics, only to have to start again at the top of the line so they can make the desired number of products. 4. Lastly, while this idea after consideration and initial testing does not seems AS horrible as I 1st viewed it. Its time consuming and ultimately going to push industrialists away from the game. A central point to load schematics is really now a need, each machine selecting and running the required schematic as needed, thereby allowing People to make what they need not constantly monitor the schematic levels in 50 machines, but in one place and load them as needed/wanted.
  9. Gonna go with... nope not a fan. While others have often complained about the schematic's idea for some time.... most of us have grown accustomed to it. We strive towards what we want to build and then we make the product lines for that. Its diversified enough to allow everyone a chance to get into making items. This will drive industrialists away from making items. Let's take voxels alone.... to make 10,000 voxels of a type how many scheme copies will we need? 10,000 voxels would be realistically the size of a nice medium ship station or ground construct. Now to make that I have to pay over and over and over again to make them. Thats not cost effective and only becomes yet another money hole for players. How about fuels.... right now, they are not really turning a profit... add to that the cost of making a cumbersome amount of copies just to keep the refineries running. If you're going to go with copies.... then I say let's do both. I who have spent time effort and money to buy the schemes I want do not need to make copies. Those just getting into it, or to test out some ideas, or make a handful of one-time parts can use copies. True industrialists can save and buy the schematics they want.
  10. I am hoping level heads prevail. I like your idea more then mine. LOL, but I was trying to be reasonable, with newer players needs taken into consideration. And sadly your right, many of us are barely here presently while we wait for NQ to deliver the news.
  11. I tend to agree with you on the wipe, but NQ has a fairly valid point on it (like it or not.) those of us that have been around a while have a sizable leg up already. Some of us have 100+ territories, Unlimited incomes, and endless array of ships and buildings, product lines, etc etc etc.... Yes the skills give us an edge that a newer player would not have, but the system the way it is, they can catchup... as we advance to higher and higher tier skills, they can reach T3 and T4s and be competitive while we can simply enhance our bottom line. (Thinking in terms of sales and construction here.) as you said DU is hardly a PVP game... and the PVP related skills are at best minimal on impact of the game its self. While I'd hate to loose the time invested in those skills, to me the greater impact and probably to many is the time invested in the constructs. A single ship takes weeks, if not longer to flush out.. tweak and then retweak a thousand times. At least having the BPO gives us a chance to get back to where we are. Even if that takes sometime. I don't think a sperate server does the newer players or us older players any good. We would be locked into a dyeing server, with no fresh recruits so to speak, while they would not benefit from our collective years of knowledge. Ultimately one would survive and the other eventually die off, or be merged together eventually... which would lead to probably another wipe of sorts, or a great deal of issues later.
  12. I did say those of us here now, negating your 100 alts. I doubt that overall SP is the main reason for a wipe. I would postulate that the main reason for a wipe would be 2 fold. 1 allow new players a chance to grab some land on Alioth and its moons, as well as other planets. Right now most of the decent territory has been taken. In many cases by barely attentive landlords at best. 2. Allow those newer to get a foot hold before a potentially larger influx of even newer players arrive. The market is what the market is, and frankly I still believe it requires work. Such as the ability to setup an actual player-built market that's not just a collection of crates and actually advertise that it is a market. The simple fact is NQ will likely do a wipe, pretending there won't be one does not help. Providing some reasonable options could.
  13. I know, some of us are in deadly fear of the probable wipe. Some of us have played for years, built an empire.... etc. etc. etc. Some of us meanwhile have a more open mind about such things. We paid knowing there was a risk, we played knowing there was the potential for our vast empires to fall into the sands of time, lost but not forgotten. As such I have a solution that should fit the needs of most. I know not all players,. but most. NQ give those of us here now 2 weeks prior to the wipe, to find 50 things we MUST keep. Give us a box, a special cargo container with a limit in what it can contain... unlimited weight, but only 50 things.. 50 BPs, 50 arrays, 50 sets of voxels, 50 engines, 50 shields, 50 command chairs, or any combination that you can conceive of what we the players MUST keep, hell allow it to take q as well. Never know who may wanna just amass a huge fortune they can not spend for another 3 to 8 months while the game market redevelops. For myself I am a modest man, 2 BPOs of my favorite hand-built ships. 1 BPO of my HQ, a few parts so I can build the smallest ship I love and cannot bear to part with, so I will have a fine fair start, and of course some bricks, in the aluminum flavor so I can start fresh... maybe a core or 3, even if I cannot use them right away. As for our skills, we spent time in earnest helping you develop the game. We pointed out flaws, we in some cases lent our ideas, and even some of us our talents and skills and money to help you bring this game to life. I am not saying don't reset them... but give us some consideration in that area. a refund of sorts, say 10% maybe even if your feeling generous 25%, in the form of spendable points towards our newly reset skills. It would still be a hard blow to many of us, but most of us understand the need to give newer players a chance, and yes this would give us a slight leg up. However consider this, we are your core players right now. many of have been here for quiet some time now. We are the base that your game will expand from. giving us at least a token consideration only goes to help expand the game upon its real launch that much faster. Outright eliminating all we have done and been here for will start you off with a group that is completely disenfranchised with the game, and will inevitably hurt your business in the end. Please take my request into consideration. Respectfully; Admiral S3
  14. I know there are hundreds of LUA's that automate various parts of your ship, and even some very nice, complex LUAs that activate HUDs and screens. The goal of this one is to allow those who don't want a HUD or lack LUA programming skills, to automate their ship to some degree & become familiar with basic LUA coding. For this installation you will need the following items. A programming board. 4 Manual Switches, 1 for the programming board, 1 for the door(s), 1 for the landing gear, 1 for forcefield ramps. 3 relays A Telemeter The ability to copy and paste in LUA A very basic understanding of LUA. Step 1. Press the B key while facing the ship you wish to use this on and begin placing the items you have gathered where you want them. Step 2. Remember to place the telemeter on the bottom of the ship. Step 3. Link the items in the following order.... Link the Command Chair, Cockpit or other controller to a Manual Switch, then link the switch to the programming board. Link the landing gear to a single relay, then link the switch you desire to the landing gear relay, then link the switch to the programming board. Link the door(s) to a different single relay, then link the switch you desire to the relay, then link the switch to the programming board. Link any forcefields to a different single relay, then link the switch you desire to the relay, then link the switch to the programming board and lastly Connect the Telemeter to the programming board. Step 4. Lets make the system operational. Face the Command Chair, press CTRL +L at the same time, this will open the LUA editor. Find "Unit" from the selection on the left. create 2 new filters for start and stop. In the new start filter add this code. pbSwitch.activate() In the new stop filter add this code. pbSwitch.deactivate() Step 5. One of the selections on the left will be marked "Slot##" this can be anything from 1 thru 10 depending on how many items you have connected to the chair prior to this installation. Rename the "Slot##" to "pbSwitch", and now click apply. Step 6. Face the Programing board. press CTRL +L, this will open the LUA editor. On the left you should see 4 "slots" being used. Rename "Slot1" as "landingGearSwitch", Rename "Slot2" as "doorSwitch". and rename "Slot3" as "rampSwitch", lastly rename "Slot4" to "telemeter" be sure to use the capitalization just as i did. Step 7. Select "System" and create new filter "Update" copy and paste the following code into this new filter. if telemeter.getDistance() < 30 and telemeter.getDistance() > 0 then landingGearSwitch.activate() doorSwitch.activate() rampSwitch.activate() end if telemeter.getDistance() > 40 then landingGearSwitch.deactivate() doorSwitch.deactivate() rampSwitch.deactivate() end Step 8. Click apply and exit build mode. Step 9. If you did everything right, on takeoff your doors will close, your ramps will retract and your landing gear will go up. On landing your ramps will automatically deploy, your doors will open and your landing gear will deploy. Troubleshooting: Unless you are receiving a LUA script error, chances are you did not link something in the order listed above. Try fixing your links exactly as described above. Updates and changes will be posted at.... AdmiralS3/DU-Simple-ship-automation: Dual Universe Simple Ship automation (github.com)
  15. 1st allow me to say I applaud the efforts made to make these changes, I like many others see both good and bad in these changes. As such I would like to propose some alternative tweaks, that should be as effective, but also help those players who are ship creators, collectors, and manufacturers. 1. The main issue remains limit of cores a single player may have. Judging by these changes, that number will be 17 for personal use. Lets break these down. 1 core to mine tier 1 ores, 3 cores minimum to mine all tier 2 ores (Based on ore distribution.) 3 cores for their 3, 3 cores for tier 4. That's 9 cores already. Assuming that you can find the ores, setup mining units, and keep them all reasonably together on the same planets. This leaves say a single player ship creator or manufacturer, just 8 cores left to deploy space stations, shops, oh and of course ships they need, or are selling. Needless to say that's not a lot. Join an org then or make one. Okay fine lets add 25 more cores. Even assuming only 2 ships per dynamic core size, that's still 8 cores for the ships alone, and we all know a decent ship creator will have multiple options and varations. So I suggest to combat this, you raise the single player core limit to 40 with out being involved in an organization. 2. Now lets take the next logical step. Organizations, require at least a base limit. Figure 1 Manufacturing base, 1 mining base, 1 “Store” or storage center, and at least 2 organization ships. Then add in the proposed 25 possible per member. 3. Now lets limit the possible number or organizations to limit the number of cores. Each player should be only able to join 3 potential Organizations. 1 A Mega Organization or an Alliance capable of holding many smaller orgs, 2 a Corporation, this being capable of having multiple players and even divisions with in it. The single player could also join or create a division. IE His/her own smaller organization. Each one of these gets the base of 5 cores, and the players can donate the up to 25 cores to any of these 3. 4. I know part of the reason for these changes is to limit the sheer number of “Cargo pods” taking up space around various markets. That's a simple fix. Make them illegal. Make it so a dynamic core must have at least 1 engine, 1 controller, 3 adjustors and must be fueled and moved on a semi regular basis. Any Dynamic Construct that just sits at a market node and never moves get moved to the players/orgs closest base every 15 to 30 days. 5. Allow “store” owners who happen to have stores right next to markets the ability to “rent” space on the market's hex. However make it so that no static cores can be built on the “landing decks” of those markets and NPC owned areas. If they are “Renting” they can deploy a static core near those markets, but those static cores must have more then just 50 XL cargo containers. Problem solved. Now single ship builders, manufacturers and smaller organizations can be happy, while the rest of us can be happy to never see the endless arrays of cargo containers sitting near the markets.
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