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Maxim Kammerer

Alpha Tester
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Everything posted by Maxim Kammerer

  1. It's not just changes for but also by players. Remember the schematic price disaster? With a log of all player transactions it would have been easy to fix it. But NQ did nothing. Back than I already assumed that they do not have such logs (most probably as a symptom of the chronic server power deficiency). The STU problem reinforces my suspicion. That would mean it's just a matter of time until they face a game braking problem that can't be handled because they have no corresponding processes or tools established. It's like the tip of the iceberg already is in sight when the Titanic just leaves the port.
  2. Do they? I don't think so. They already admitted that they can't track where an STU comes from: "However, we can't start giving STU individually as it would create another problem: the fix will not be able to detect if the already existing STUs on each account targeted are coming from packs which worked properly or if it has been added manually from the Customer Support." It suggests that they tried to investigate the problem by checking if an STU is present on an account or not. In that case it would be no surprise that they didn't fix the problem. They couldn't distinguish whether an STU is missing because it has not been delivered or because the player transferred it to another account.
  3. Without mining, sooner or later there would be no other gameplay anymore. Anything in this game is made of ore - including industry units for production workers and ships for pvp fighters. If miners stop mining than everything else will collaps as well. They will stop mining if ore doesn't pay the tax anymore. Thus, as long as tax is fixed, minimum ore prices need to be fixed as well. The only way to fix it are bot orders. That is not encouraging miners but a logical consequence of a design decision. Either ther is a player driven economy or not. And NQ decided for not.
  4. That would at least replace schematic as a money sink. But it wouldn't be the intended bottleneck for production because you have only 5 schematics slots but you can have virtual infinite industries. In order to keep the original purpose of the new schematics system you would need to implement a maximum number of industries running in parallel per account. I don't think that the community would be amused about that. The problem could be solved with proper implementation of energy management. But there we would again have the inconsistency between NQ and "proper implementation".
  5. STUs sind Sanctuary Territory Units. Damit kannst Du Tiles auf Sanctuary übernehmen. Die sollten alle Unterstütze von Silber aufwärts erhalten. Aber NQ hat es wieder mal vergeigt:
  6. Please don't put such ideas into their heads! Yes, it could work if implemented correctly. But this is NQ. They would reduce the "given number of batches" to a point where a factory needs to run at full capacity just to produce its own spare parts.
  7. In the original anouncment of the new schematics system it reads "Copying schematic batches will cost time and a small amount of quanta." I wonder if they just failed at balacing or if the "small amount" was a downright lie from the beginning.
  8. This has been suggested from day 1 of the new schematic system. Nothing happened. I don't expect it to change in the forseeable future because from NQs point of view it works as it is.
  9. 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?
  10. Support says "The issue is known, and we are currently working on a fix." We will see.
  11. 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
  12. 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)?
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
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