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Posts posted by Maxim Kammerer
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On 10/17/2022 at 5:34 PM, SpacemanSpiff said:
They have the log of all inventory transactions from all players
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.
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2 hours ago, ColonkinYT said:
Why then only miners are encouraged?
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.
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5 hours ago, The_Lone_Janitor said:
Add the time to make the schematic to the time to make the item, then make the machine charge the schematic fee as a tax.
Then put the schematics back in the hell whence they came.
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".
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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:
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11 hours ago, wuselfuzz said:
maybe it would even better if schematics would be completely removed, and instead wear & tear is added to industry. Like after a given number of batches, the element starts acting up (starts producing slower) and eventually completely breaks down.
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.
- Aaron Cain, merihim and Kezzle
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4 hours ago, Atmosph3rik said:
Which makes it an unpleasant surprise when you decide to craft something yourself, only to discover that it's actually a lot more expensive to craft then the recipe alone would lead you to believe.
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.
- Sarogahtyp, GraXXoR and merihimRefin
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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.
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1 hour ago, Daphne Jones said:
I try not to let it bother me.
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?
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Support says "The issue is known, and we are currently working on a fix."
We will see.
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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
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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)?
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This is how I understand it:
29 minutes ago, Jinxed said:- Is this to everyone regardless of backer status? Do we just have to have an active account for those months to get the bonus?
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.
29 minutes ago, Jinxed said:- In the same release notes gumph, it says, "Please make sure you have 6 months of skills queued up"... But why, though? I don't see the need.
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.
29 minutes ago, Jinxed said:- So if one was a backer for 13+ months or or a Kickstarter or patron, what happens to our skill points? That wasn't mentioned in the release notes.
It has been mentioned that the reset applies to everything except core blueprints.
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1 hour ago, Samedi said:
I also found myself enjoying the feeling of a fresh start - even though of course on the PTS it's only a very temporary one.
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.
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According to the Q/A there will be bot buyers:
QuoteQ: Will there be any bots that sell elements after the reset?
A: Yes, because with the current data we have, selling ores to the bot is one of the most used ways to earn quanta in the early game and removing that option would slow all of you down. Same for buying from Aphelia, it'll help you start quicker as you will need to recreate industries at release. -
23 hours ago, Sawafa said:
I would like to see numbers something like 1 mil (it's ~100x times bigger than what it is now) of skilll points for level 5 achievement.
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.
- CousinSal, GraXXoR, blundertwink and 2 others
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3 hours ago, Niemand said:
i always facepalm when i look into this forum. its a mirror of modern society
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.
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10 minutes ago, Nayropux said:
Exactly, they say you get 40 DACs, and give an estimated value. Values can change, that doesn't change the fact you get 40 DACs.
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.
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19 hours ago, Wolfram said:
This is what honeycomb refining looks like if you don't have any talents put on, you put in 1800L of material and get 180m³ of honeycomb, every 3 minutes:
That is 1 second per m³.
19 hours ago, Wolfram said:Now, if you get the "Honeycomb Efficiency" talent, which says "-10% crafting time for XXXXXX Honeycomb Schematics", the batch size is increased, but the time is not changed - at level 3 I've got 2500L to 250m³, still 3 minutes:
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).
19 hours ago, Wolfram said:I produce mostly to myself and barely used 180m³, can't even tell how I will use 250m³ or more. Please fix this.
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.
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10 minutes ago, Namcigam said:
Before the new mining feature we were able to get as much ore as we were willing to mine
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.
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2 minutes ago, VandelayIndustries said:
That's why even a 10su radar that "pings" would be amazing.
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.
Waiting for over 14 days on a STU.
in General Discussions
Posted
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.