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Anopheles

Alpha Tester
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Posts posted by Anopheles

  1. On 12/2/2021 at 4:27 PM, joaocordeiro said:

     

    But for every part of that conflict there needs to be several viable options all with pros and cons, some luck, and some skill in handeling those options (not skill like a ingame skill but like a player knowing when to sell, when to fire, when to turn) 

     

    If all conflict situations are resolved by a single and simple metric (profit margin, radar range, belonging to an alliance) then it becomes predictable and not interesting, just like paying taxes. 

    Human nature being what it is, there will always be a "best meta" or min maxers. The only thing Devs can do to stop games from being stale is to artificially change things so there is some freshness until a new meta inevitably emerges.

  2. According to NQ the only way you are going to be able scavenge constructs is to purchase the tile with the wreck (so that's a 500k hole to fill) and then wait two weeks for the owner of the construct to get it.

     

    Apparently this will protect those players without the forethought to land their craft on safe turf and, effectively, reduce player responsibility for a microscopic percentage of players who may be absent for two weeks on short notice.

     

    While I'm closer to the free for all approach, (if you've not interacted with a construct on an unclaimed tile (or my tile without a prior agreement) for a week it' should be fair game), I'd be happy with the burden of payment being on the construct owner.

     

    A kind of insurance payment of 100k - 1m q (based on core size) lasting a month that prevent the construct being scavenged (in game indicated by a green bubble) while insured.

     

    This will open up some much needed gameplay, though I agree with the Ytuber that's it's just making money for money's sake, as are nearly all DU activities.

  3. On 11/30/2021 at 2:35 AM, laberet said:

    So the meta is no longer mining and now salvaging?  Is the new point system the tears and rage of people who supporting your game early on?  I'm really struggling to find anything in the recent changes that are fun or enjoyable.  Taxes and reduced resources are not it...

    They've employed some stupid artifcial limits to salvaging, like needing to own the tile and wait weeks for the original owner to have fully abandoned a construct.

  4. On 11/19/2021 at 5:35 AM, Kanamechan said:

    Guys,

     

    1m per week is nothing !!!!

    you earn 150 k/ day => 1.05 m/ week

    with a price of 65 l/q of T1, you just need 15.5 kl pour earn 1m.

    1 MU = 230 L/h (max), but we can estimate 70 % of efficience (calibration decrease) on average which give you 161 L/h.

    1 MU = 3 864 L/day => 27 000 L/h / weeks !

    1 MU give you enought ore to sell to the market to pay your tax for almost 2 tile. But you will not have 1 MU on your tile, maybe 4 or 5 MU.

    You don't want use MU ?

    OK use mission

     

    Alioth => thades = 950 000 q

    thades => madis = 670 000 q

    madis => alioth = 900 000 q

    time to travel with landing : 3h

    Total = 2.5 m /3h

    2 run / weeks = 5 m = 5 tiles

     

    And i dont talk about mission in pvp zone, like create of sand and territory parts. this 9.5 and 8.9 m per run.

    Many organisation do the travel for you for 50 % of the rewards. That's enought for 10 min VR to pay 2 months per tile per run.

     

    you don't want mission ?

     

    HQ = no tax = no industry/MU but no loss of property

    Sanctuary = free tax =  free MU = free ore = free quanta.

     

    another easy solution :

    You don't want use MU but some people want use MU and they will don't have enought calibration charge

    they will pay to you to use VR and calibrate their MU. you have 5 charges without talent. 

    Imagine that you sell your 5 calibrations charges for 2m/weeks. 

    Free quanta for 10 min / VR each 48/72/96 H.

     

    if you are a designer, builder, or made lua you can sell your work to earn quanta.

    There are so many others solutions.... just search the solution for you for your play style

     

     

    Prices are already at 29 per l and that was three days ago.  

  5. Better than at first when I thought they had removed the (occasionally relaxing) mining grind for slightly less grind where you can lose your stuff if you don't do it.

     

    But .. since I found I can pay for my four hexes in 10 days of mining T1 with 9 large T1 mu's on two hexes and everything after that is industry fodder I'm a bit more relaxed.

     

    Of course, I had enough points  to get all mining up to five with talents.  Would be less relaxed if I was a beginner, though.

  6. Game will stabilize, (as it always does), after a patch.

     

    The problem is that everyone will try to sell ore because it's the simplest way to earn.  That and missions.   Every other means of making cash requires an investment into industry which for the new player or the casual builder is going to be an issue.

     

    I suppose it will hit the "I just wanted to build" element of the player base hard who have now been told to grind before that can happen.

  7. On 11/18/2021 at 4:58 PM, Hirnsausen said:

    I thought, 1 million quanta a month, and I was feeling strain on me. But now reading that it is four times more (!!!) as the tax is paid weekly and not monthly, i do not know how to generate so much money ingame. My focus is to fly around and interact, mining is not so much something i do so aggressively. And especially new players will find it hard, too, to make so much money.

    Unless the start-up territories on the Sanctuary Moon have a significantly better ore output than now. hen new players won't struggle. Remember, there is no "average player", so many of us who are not loud and are known to you, are playing on a lower level, nott mining aggressively or in big groups.

    Also, if all of us palyers have to start mining aggressively, won' this cause that ttoo much ore is given to the markets and prices will fall, thus making it harder to earn the quanttas needed to pay the insane territory tax?

    Finally, I remind you for one of my previous suggestions in which I described a tax that is oriented on the ore output value of a territory. hat is how it should be. I urge you to reconsider.

    They seemed to have turned mining from what some people thought was tedious grind into what everyone thinks is tedious grind that will now lose your work and stuff if you don't do it.  

     

    Well done NQ.

  8. Such a "Hand of God" fix for a problem. Some pun intended.

     

    Why would a "character" accept a  time out?

     

    Where does the timeout come from?

     

    Why wouldn't a character fix this artificial limitation the first chance they got?

     

    If, and it's a big if, the manoeuvre tool needed adjusting, then why not base it an actual physical limitation like weight with mass and power of tool?

     

    How? Simple.  The tool is powerful enough to fling xs ships (or up to a certain weight) around with gay abandon.

     

    Moderately heavy ships between x and y weight can only be move so far in one operation and the next weight up, slightly less up to XL extra heavy ships that can barely be moved at all.

     

    That would fix the "issue" in a much less gamey way.

     

     

     

     

  9. I did not read 9 pages because I want to do two things this hour so has anyone suggested that, in future, that a % of container goods be destroyed dependent on either rng or damage in total (1% of container damage hit points over container total = 1% of goods damaged) or some combination of the two?

     

    I'd also prefer if cores had ranges for weapons;

     

    Xs can fit xs and small, small fits xs small and medium, medium fits all and large fits all.

     

    Otherwise we're going to see hard to hit xs ships and powerful large ships and not much in between.

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