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Owl_Superb

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  1. Like
    Owl_Superb got a reaction from GraXXoR in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Here's an idea on-top of the proposed changes that would make things much smoother with regards to Org cores:

    Have a "Slot Exchange Market" where buy/sell orders of "1 slot/mo" can be traded.

    That way players can put up their unused Org slots for a nice monthly income, and Orgs can quickly buy emergency slots.

    Maybe even allow Org Legates to set a rule to auto-purchase "market slots" @ "set price" if Org is running short on the next core check.
  2. Like
    Owl_Superb got a reaction from LeeRoyINC in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Here's an idea on-top of the proposed changes that would make things much smoother with regards to Org cores:

    Have a "Slot Exchange Market" where buy/sell orders of "1 slot/mo" can be traded.

    That way players can put up their unused Org slots for a nice monthly income, and Orgs can quickly buy emergency slots.

    Maybe even allow Org Legates to set a rule to auto-purchase "market slots" @ "set price" if Org is running short on the next core check.
  3. Like
    Owl_Superb got a reaction from Hagbard in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  4. Like
    Owl_Superb got a reaction from CptLoRes in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  5. Like
    Owl_Superb got a reaction from Sabretooth in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  6. Like
    Owl_Superb got a reaction from Messaline in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  7. Like
    Owl_Superb got a reaction from NCORE1 in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  8. Like
    Owl_Superb got a reaction from Verliezer in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
  9. Like
    Owl_Superb got a reaction from Khyriss in Time to rethink the infrastructure? Why AWS is bad news.   
    Dear NQ,

    I had to make a forum account to make this post, but it's been brewing for a long time:

    It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill.

    AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for:
    a) Prototyping
    b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity.

    Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained?

    I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment.

    And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money.

    And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players:

    1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model.

    2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups.

    3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction.

    I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome.

    We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option.

    We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create.

    Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom.
     
    Good luck!
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