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Alpha Tester
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Everything posted by Anopheles

  1. It's a terrible decision, favouring not actually playing players over actually playing players. For the fourth and hopefully final time, in a dynamic universe you should expect to be rolled over if you don't play. Sure some may not come back, but there's no guarantee they would anyway even with this artificial and top down intervention in a "player run" game. There are also the knock on effects like excluding new players from travelling to market to auto sell because new tiles are not freeing up.
  2. I feel sorry for newer players having to shuffle 3 or 4kl a trip in a small core ship, especially if they didn't grab a tile close to a market. I'm lucky enough to be only 20 km from M6 and it's still a grind.
  3. Surprisingly not (although I have spare elements to sell if it gets tight). I still have to spend 3 or 4 sessions a week getting a months worth of joy time by selling ore, more if I total a ship. Luckily I retooled a ship to take 25kl of weight, so it's come down.
  4. Prioritising non players over existing and active players is madness and preserving materials and killing a gameplay loop (salvaging) on the off chance non players might be disadvantaged is antithetical to "a living dynamic universe". If I leave for a year in a dynamic universe I should expect to be rolled over. And who knew "a million players in one shard" would include large numbers of not-players?
  5. Well...it's because the size of the game area is too small. In larger games, there's more space (aha!) to hide or get lucky in. In DU's already tiny playing area, the asteroids are in one small part of it and there aren't enough to get lost in.
  6. I Ah, it means hunting rats in the real world with dogs or .22 rifles.. In EVE rats were npcs ships that turned up in asteroid mining fields every so often to keep miners from afk mining.
  7. As it should be. If the game is to be a representation of a dynamic universe, things need to be able to change. If I fail to play, the world should roll over me. and the hq system is fine - if confined to actually playing players.
  8. Prioritising the needs of non/ex players over players is not good and shouldn't be done. This is not complicated thinking.
  9. The number of players claim may have been right - as long as no one did anything.
  10. I think unsubbed hqs eventually lapse, but it's still a horrible, top down solution that puts non/former-players of the game ahead of actually playing players
  11. Except no. I wanted the responsibility put in the player in a, gosh, player run game. Play the game (for ex subs), pay insurance, or a parking fee or think about where you are landing your construct. Don't put awkward top down restrictions on free play.
  12. DU was sold as a player run simulation where you could work as anything from a CEO of s megacorp right down to a space bum or security guard in a multisystem universe. In truth, after many clawbacks and shrinkings of ambition we're stuck in one small system and what else? We have taxes imposed in us from the Devs, but we can't set taxes on our own hexes. The Devs are auto HQing tiles from above because non players who don't understand "dynamic universe" might not want to build some constructs again if they ever come back. Top down and huge safe zones implemented for people who didn't understand that "a dynamic universe with PvP" game might be dynamic and have PvP in it. The refusal of NQ to allow any sort of player implemented rules or allow players to take responsibility for their own safety or the safety of their constructs mean the game is nothing more than Minecraft with less sense of existential dread (and much less to do).
  13. No risk gameplay is not gameplay. The auto HQ'ng nonsense is taking responsibility away from players to protect their own stuff in a game that was sold as a player run experience. Things like this, and top down imposed tax rates and making salvaging of long abandoned constructs near impossible is antithetical to "player run".
  14. Replied to wrong person. I blame my partner's lack of an inner monologue.
  15. You managed to make salvaging as a valid pve experience even more unlikely. Well done. Again. Why are Yiu making it impossible to salvage long, and even medium long, abandoned constructs impossible.
  16. This thread is full of epically bad takes. Tall structures. Take responsibility for yourself. Take notes, warn others. Asking Nq to set artificial limits is just awful. As bad as them setting arbitrary taxes which you people are also against. Salvaging could be a fun pve experience but you guys also want stupid artificial and top down restrictions on salvaging for the sake of the microscopic amount of players who can't get in for two weeks plus. Instead, ask for proactive measures like parking fees for tiles or an insurance payment that prevents salvaging (still top down, yes, but with the possibility of being ported over to players at some time). Neither of these are better than taking responsibility for where you leave your damn ships.
  17. You should also be able to levy parking fees (oh let's be nice and give a 48hr window after issuing to remove Constructs) on your own hex. Maybe even ley players compete with market parking for an income stream. After 48 hrs, you own the construct on your hex. This is an easy alternative to players insuring their ships against salvaging
  18. I have. I agree. NQ wants a "player controlled" space but doesn't allow players to much affect said space. Even terraforming on any kind of large scale is frowned upon because of out game costs.
  19. Actually sweeping the constructs off a market's forecourts at midnight every 48 hours is a beautifully simple and elegant solution, if paired with a naturalistic scavenging system. Jawa economics?
  20. What is with space games and grind as gameplay? Elite Dangerous is just as bad and even Eve has only about four game loops of various grindiness. I suppose it's the natural consequence of having engineers create a story, which works as well as a bunch of artists building a practical engine. The writing in the wall came way back when they decided to limit the game to one solar system killing, at a stroke, any exploration and discovery gameplay ("we've hidden a...oh you found it already?) And it's bad for newbies AND older players who spent money on doing what they enjoyed (which in DU is building things). I ddn't play to make money. So, I can make the money to keep my modest four hex area active if I sacrifice one session (of my spotty amount of game sessions) a week hauling ore to the market and checking in my mu's. This isn't play, it's work. Every time I log on, the urge to play something quicker rewarding gets stronger. Improvements? More more planets, with more geography allow planet features to be named by whoever holds the most hexes on it allow free for all scavenging on unprotected ships (and allow protection) Build NPC cities run by npcs to begin with, replacing them with players with enough vicious ambition to do it and hold onto it Pay (variable) taxes to those cities that control your hex Allow PC cities to set their own tax Allow independent hexes (with a downside because choices) Rename everything with actual names for the sake of immersion. Allow players to hold the reins more and not just be fleas on the horse --- Just off the top of my head. Nothing above is difficult to implement.
  21. My MUs went from 100% to 88% in three days. That's not having to nanny every day.
  22. Manning your mining units is tedious... until you max out your talents. I didn't log in for three days and I only lost 12% off my totals. I was surprised. I understand I was lucky enough to come back with enough points though and it will suck to be a new player or even a player who wants to keep 1 tile for industry/crafting and not have to focus on mining.
  23. Unless your construct is spectactularly big it's probably quicker to clear it yourself than wait for the ticket to be answered, never mind the hoops you have to jump through.
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