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Maxim Kammerer

Alpha Tester
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Everything posted by Maxim Kammerer

  1. I got used to it as well. However, it is frustrating to see such avoidable mistakes, Take the stoichiometric number of products, multiply it with a yield between 0 and 1 and let talents increase the yield but not above 1. That's it. If the developers fail to do that, how are they going to solve real problems?
  2. Support says "The issue is known, and we are currently working on a fix." We will see.
  3. I just found this thread about it: Information about Sapphire Founders and above (including Ruby) is next to the last entry. If that information is correct than I am even missing 2 STUs. Unfortunately I do not have access to the source link: https://support.dualthegame.com/hc/en-us/articles/360001639873-FAQ-Supporter-Packs
  4. It's so long ago. I even forgot about the rewards. Is the list above complete or are there additional rewards inherited from lower pledge levels (e.g. Sanctuary Territory Units)?
  5. This is how I understand it: The "HOW TO PREPARE" message says "The talent point accelerator event, which is open to all players [...]". That sounds like it is regardless of backer status. We don't get the points gifted. The "event" just accelerates the passive talent point accumulation. Therefore you always need to have skills in the talent tree. Having skills queued up for the entire duration of the event is the best way not to miss points. It has been mentioned that the reset applies to everything except core blueprints.
  6. I already spent the last weeks starting from scratch and progressing to a universal T1 factory in order to generate all the core blueprints I might need after reset. And yes, it was quite fun.
  7. Increasing the skill points for achievements could encourage players to play the game and not to by alt accounts to get passive skill points instead. That would mean more server load and less income. That's not what NQ is interested in.
  8. You also need them in transfer units and NQ got me to a point that I'm not even sure if this is a bug or intended.
  9. No, it's a mirror of the playerbase that passed a selction process. Players who get used to schematics are much more likely to post in this forum compared to players who left the game due to schematics. Simple as that.
  10. So in future we not only need to place schematics into individual industries, but we need to do that over and over again? I already expected schematics to be replaced with something even worse. Good work NQ! You managed to meet my expectations.
  11. The last they told us about schematics sounds like they will go. But I don't think that they will just be removed. I expect them to be replaced with something even worse.
  12. Just read it again. It's "value" not "estimated value". Maybe they just forgot the word "estimated". But that's the kind of errors that lawers live on.
  13. That is 1 second per m³. That is 0.75 seconds per m³. The average crafting time for the same amount of honeycomb actually is decreased but not as much as expected. With -10% per level it schould be 0.7 s (if 10% refers to the time at level 0) or 0.73 s (if 10% refers to the time at the current level). In that case NQ expects you to nanocraft (if possible) or buy on the market. Of course that doesn't work. But that's NQs vision of 'playing the game correctly'. They made pretty clear that industry is supposed for mass production only and not for individual demand. That's why schematics have been implemented.
  14. We can still do that with asteroids. Today I gave it a try and I have to admit that the mining units are actually less tedius if you ignore the surface ore. When you get 100 % with the base calibration you can even skip the mini game.
  15. They could implement something like the mining scanner that returns the distance to the nearest contact only. Most players are familar with that mechanics and maybe the devs could even reuse some code.
  16. Only if you drop out of supercruise. In nomal flight mode there are no loading screens.
  17. And while you are at it, hand it over to another company.
  18. Your problem is, that you are talking about different games. In DU there are no wars, no politics, no alliances, no player controlled planet and no players trying to create a planetary government because DU lacks pretty much all required game mechanics. Not even PvP itself is really working. There simply is no gameplay that could be mixed. That sounds quite egocentric. Boring for you doesn't mean boring for everybody else. The "boring putting voxels together" actually is one of the most important selling points of DU.
  19. Or handed over to active players. NQ already implemented such a solution but than back-pedaled at the last minute by auto assigning HQ tiles.
  20. Of course not. We know that NQ always underestimates the players. Maybe they even were naive enough to think that the personal core limit will do the job and than completely surprised that everybody creates his own org to go bejond.
  21. It's more likely that they have no choice. They must introduce limitations in order to save costs. I think they are well aware that players will leave and thereby forcing them to reduce the costs even further. There is no way out of this downward spiral. The question is how long it will take until they hit the ground.
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