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Daphne Jones

Alpha Tester
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Posts posted by Daphne Jones

  1. 22 hours ago, Cergorach said:

    So if it happens in your bubble, it happens everywhere... The people I know speak either Dutch or English, the rest of the world must speak either Dutch or English...

     

    Think about this:

    If I need 40-50  Metalwork M machines, I can just start a production line and I'll have them tomorrow, at ore prices and perfect production. No need to travel to location X and back again. Especially useful when you're not next to Alioth Market 6 with you're factory. I'm currently placing my factories either on top of AM6 or on Sanctuary, this isn't an issue anymore. But previously I was building all over the system and hopping back and forth between Alioth and the outer planets got expensive with warpcells and time consuming. Especially when most of the ore was already at that outer planet.

    That's enough of your abuse. Bye.

  2. 2 hours ago, Cergorach said:

    Because some people find manufacturing stuff yourself fun and satisfying...

    But I understand what you did there Daphne "Trolllord" Jones. 😉

     

    Well Trolllord Cergorach, even people who like to make their own factories mostly buy the industry machines. At least the ones I know do that, unless their main business is making industry machines for sale - and even then, I bet they buy the machines for their factory before they start making new machines for sale.

  3. 1 hour ago, Kurock said:

    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

    At beginning of beta it was announced "no more wipes except as required for updates" (like the mining update that was done).  So if NQ do decide to wipe, it would be yet another promise broken.  This also completely ignores that people have been paying monthly to play...

    As for "removing unfair advantage" and "level playing field". These are fallacies to help people sleep better at night.  The players with the know how will return to the positions of abundance they have now in short order.   There will always be "haves" and "have nots".   All a wipe does is a slap in the face of the people that put time into the game after being told a wipe would not happen.
     

    Make a system that creates schematics rather than remove them.  The problem with schematics, like the markets, is that they do not give player agency.  A player cannot make a schematic at all, they have to be bought.  Make science research a thing.

    Cons for wipe have already been mentioned:   As I said, the "NQ thoughts" are heavily aligned to a wipe disregarding promises and small details like leaving an empty world, avid supporters of the game just leave, and paying customers just get their stuff removed.  

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.

    Completely agree with this!

  4. A full wipe would be OK if we had a way to precisely deploy a static BP so I can rebuild my bases. Not holding my breath for that. I don't think NQ has the competence to do that.

     

    Otherwise, I don't see any point in continuing to play. Admittedly, I just barely see any point in continuing to play with the incoming fantasy physics, but whatever.

     

    Any other option that preserves BPs and static constructs is fine.

  5. On 4/8/2022 at 11:28 AM, Gideon77 said:

    PROBLEM:

    You can't play the game without buying your stuff from the market. I am trying to play where I build everything, instead of buying everything, and it is proving to be impossible. Building a Metalwork M currently requires a Basic Mobile Panel M and Basic Reinforced Frame M, both of which require a Metalwork M in order to be built. Because of this you can't build the Metalwork M without first buying a Metalwork M.

     

    SOLUTION:

    Please enable the nanocrafter to build the parts that are needed to build a Metalwork M. Specifically Basic Mobile Panel M and Basic Reinforced Frame M.

     

    I don't see this causing any problems for any existing factory lines, nor do I see this causing any potential for circumventing anything. But it will allow people to play the game in a way that they can build everything themselves if they want to, and they only have to buy the schematics.

    I'm pretty sure you can make all the parts for a metalworks in the nanocrafter. I don't know why you would bother when you can just buy the metalworks on the market and get on with setting up your factory.

  6. I see a number of posts saying to put the space market in the PVP zone. That will just insure that it never functions as a market since most of us won't be able to get there with the certainty necessary for successful business. Whoever the top PVP org is at any given time doesn't really need their own market for internal trade - they just do their internal trade internally. And no one else will use it.

  7. How many markets are already in game? 200ish?

    How many are part of the fully functioning economy?... One. Just one-D6.

     

    Why does anyone think this space market will be anything other than another ghost town market?

     

    Second, no bots? 90% of the time when I go to a market other than D6, it's to sell T1 ore to bots. So why am I going to go the ghost town space market?

  8. On 3/23/2022 at 10:09 PM, ELX987 said:

    the following needs to happen for missions as its BS that people can make enough money for 1 warp beacon schematic in one 5 hour run of missions with an ubsurd amount of alts.

     

    here's how this should be done:

     

    -LIMIT APHIELIA PACKAGES PER SHIP FLAT OUT.

    -REDUCE ALL MISSION REWARDS BY 20-30%.

    -SET A WEEKLY LIMIT PER CHARACTER FOR HOW MANY MISSIONS THEY CAN DO THAT EQUATE TO OVER A CERTAIN AMOUNT OF QUANTA.

     

    100m+ an hour in this games economy is absurd, please NQ, do us all a favor and fix this.

    How are you making 100M per hour?

     

    I regularly fly a mass mission flight some weeks. Yeah, the ship is making about 100M per hour if you don't include the time to load and unload the ship (which I don't handle), but that's spread over many characters.  (I make about 4M per hour for piloting.)

     

    Also, the ship is potentially exposed to pirates and I'm sure losing it would be expensive for my employers. We also burn a huge amount of fuel. I really don't think there needs to be much of a nerf.

  9. I was watching DU ads on youtube. I wish we were getting that game instead of the one we're getting.

     

    The game is already just barely worth playing. With a wipe, I don't think it will be worth messing with it. My main bases can't be deployed from BPs with the current state of BPs. So I can't realistically recover from a wipe.

  10. On 2/23/2022 at 1:00 PM, Zeddrick said:

    If you have a second character or a friend you trust you can probably have them take the tile which holds your construct and then requisition it.  I believe that will generate a blueprint of the item for you when they requisition the construct, and they can just give you it back.

    No. Requisitioning lets you take control of the construct, but doesn't grant IP rights. Or if it does it's a bug and using it would an exploit for which a players should be rightly banned.

  11. 8 hours ago, Taelessael said:

    I suppose I should have included the words "competently designed and flown" in front of purpose built interceptor, but you have me there, I should have been more specific.

     

     

    Based on how it was worded, it sounds like larger cores will have a lower speed cap. You may dislike the idea of having to fight/defend yourself, but assuming you fit weapons the same size as your ship's core, you'd now have at minimum (assuming equal skills and using the same weapon types) twice the range and almost twice the DPS per player of anything with a higher top speed than you.

    I don't mind fighting, but I do object to DU being turned into a fantasy game by giving ships different artificial speed limits. The current speed limit functions like the speed of light in general relativity. It's not a perfect simulation, but probably as close as you can get in a game engine that models absolute speed (which doesn't exist in reality).

     

    All they really have to do is raise the speed of light to something that can't be reached in a reasonable amount of time and the higher acceleration of combat ships will give them the advantage they're looking for. And yeah, I would stay out of the combat zone in that situation because it would be auto-win in all situations for the pirates then. It's not a fight if you can't possibly win.

     

     

  12. 2 hours ago, VandelayIndustries said:

     

    Other people in this forum say in the current state of the game a hauler can never get away, haha. Funny how that is.

    A heavy atmo-capable hauler can never get away. That's true.

     

    This was a light, space only hauler with a lot of excess thrust that I was using for asteroid mining. It was also armed but that was more for flipping the bird at the pirates cause those M lasers couldn't really even hit them, much less damage them.

  13. On 2/22/2022 at 8:05 PM, Taelessael said:


    -Your cargo-heavy hauler will never outrun a purpose-built interceptor regardless of speed-caps.
     

    I've done it actually. It just takes good piloting and some luck. (and the enemy pilot has to make a wrong guess, but it's easy to lead him to that.) But a lower speed cap than the attacker would have stopped me and completely removed any risk or fun in the conflict - he would have auto-won and I would have auto-lost.

  14. Oh, so the answer is the leftmost tab on the build helper marks colliding elements by type. You still have to check all 20 programming boards to find the one that's colliding with something. This needs to be a lot better. Show me which PB and what it's colliding with.

     

    On this relatively simple ship with only three element types colliding and one of those unique, fixing it wasn't too bad. But on most of my ships, this could have been a nightmare.

     

  15. So my carefully built ship with no element collisions is suddenly flagged as having colliding elements WTF?

     

    Assuming I want to fix the ship rather than just quit the game (not determined yet), is there any way to determine which elements are colliding or does NQ expect me to try to fix this f---ing blind? Something on the right click menu? A lua function to query it?

     

    There has to be a better way to stop the element stacking exploit. Just don't let multiple people edit the same construct at the same time. (Yeah, I know. That would be very annoying for some, but not insurmountable as this is.)

  16. Generally, I'd say DU is losing it fast.

     

    MUs were a proposal even before JC was promoted to irrelevance, but I'm pretty sure they were intended to work along side hand mining. I understand the performance reason for cutting hand mining... but as game design, they cut an actual game loop (even if some found it tedious) and replaced it chores that are not fun for anyone that I've heard of. Better game design would have been some combination of collapsing tunnels after a time, slowing hand ore extraction, regenerating ore - maybe with diminishing returns so a mine would need to be mined over a period of time but would eventually become exhausted, and, of course, MUs as an adjunct on player-owned tiles.

     

    Before shields, combat involved team work with a pilot, some gunners shooting, and some engineers keeping the ship from blowing up. But with shields and now core stress, engineers will never again be a thing since core stress will kill the ship after the shield goes down before any serious repairs are needed. If we had fighter plane tactics (not planes-in-space mechanics - just tactics) or fleet tactics in game, we might still have some team work in the game, but those aren't really a thing and not likely to be because of the very long distance targeting plus RNG nature of the combat. I like the shield based combat when I don't want to fight, but it's boring when I do.

     

    Demeter has pretty much killed the economy. There's no reason to do business with other players now. I've stopped mining above T1 (except for the chromite and natron I need to make fuel) because the market on higher tiers is too low to justify hauling the ore to market, and generally sell T1 to bots at the market near my moon base - because the player price isn't enough better to justify dealing with landing on Alioth and fighting the lag at D6.

     

    So I rate DU as a total fail in 2021. Maybe they should start 2022 by hiring some game designers 'cause game design seems to be where the big failures are.

  17. The whole MU game loop sucks. I have found it's much more bearable if you don't bother to harvest the bonus ore after calibrating and don't care about winning the mini-game. Just plop down three area scans and take the best spot you see... I still get over 90% more than half the time doing that (which should not be the case, so I suspect the game is manipulating the mini-game to make it winnable most of the time).

     

    Most of my mining is on HQ hexes and Sanc, so I can safely let them go inactive when ore prices are too low to pay the tax... if they're too low to pay the tax, they're low enough to just buy the ore I need.

     

    Since it looks like ore prices will continue in free fall for a while, I have other revenue streams to pay taxes - primarily Aphelia missions and mining T1 on asteroids and selling it to the bots (which doesn't require high grav/atmo/lag fest landing at D6.)  I'm not sure it's a good idea for the only viable revenue streams to be selling/providing services to NPCs. But unless the market gets substantially stronger or taxes are substantially reduced, bots are really the only income option.

  18. This seems like a bug rather than an exploit, but I agree NQ should clarify whether this is intended game play.

     

    It does not seem to be of great concern. I suspect it's hard for the the attacking ship to synchronize warp with the target adequately to be be warping within targeting range. And if they do, I doubt any arrangement of weapons on a single ship could take down a L shield during the time spent in warp on a single leg. If getting hit during warp knocks a ship out of warp. we may need to use atmo radar before warping to be sure no enemies are in targeting range.

  19. On 12/15/2021 at 11:59 AM, XKentX said:

    Do the ones with guns have proper type&amount of ammo, radar and a gunner seat linked?

    That's where the rest of the "haulers with guns" fail.

    Yes. And a gunner in the seat, since I fly those ships from a gunner seat with a remote. And custom gunner software for separate Friends and Foes radars lists and more info on the targeted ship etc.

  20. On 10/5/2020 at 1:54 PM, Frigidman said:

    Simple scenario:

     

    • Door + Detector = opens when you approach and close when you retreat.

     

    Now, what is the best way to go about making the door ONLY controlled via the detector, and not the "F" interact key?

    (and have the door still be able to be built/moved/picked up down the line)

     

    Have the door owned by an alt and don't give your main acct or anyone else perms to open the door.

     

    Or... If you're using a detector, just set the detector so its range is longer than the range for F and no one will get close enough to use F before the door opens. Arrange the door to be completely within voxels when open and you won't have to worry about anyone closing the door while standing in the detector's area.

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