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Maxim Kammerer

Alpha Tester
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  1. Like
    Maxim Kammerer reacted to Jinxed in Stop Taxes.. until   
    I don’t even understand the concept of taxes. It’s like teenagers came up with the game design. 
     
    so much of this game design revolves around aphelia that players are demoted to secondary tier members. So much for player controlled. 
     
    more like players controlled… by big brother. 

    Nonsense bot missions to bot receivers that have no relevance to actual market stock or availability of items. 
     
    Have to buy permission to make stuff from bots on a machine by machine basis. 
     
    The only central markets that exist are bot run and must pay the bot tax to sell your wares. Players become mere clients. 
     
    Sell ore to bots. Ore disappears.
     
    Pay bots to activate your mining machines and equipment in a particular area of land for a specific time.
     
    Remotely deactivated by aphelia for non payment… what kind of nonsense is this?
     
    same goes for industry. 
     
    the whole lore and head canon for this game is so dystopian and arbitrary it’s as if zero thought went into it…
  2. Like
    Maxim Kammerer got a reaction from Wolfram in Honeycomb and Talents, needs some improvement!   
    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.
  3. Like
    Maxim Kammerer reacted to J-Rod in Wipe details needed sooner than later   
    NQ can you please give us some sort of idea when you will be releasing wipe details??
     
    Many of us are not interested in your Easter Egg hunt or doing anything else until we know the details of the wipe.
     
    Any info is appreciated.
     
    Thanks
  4. Like
    Maxim Kammerer got a reaction from Jinxed in NQ please: Reverse Element Weight increases and Shield nerfs. (poll included)   
    Don't they add cross section as well?
  5. Like
    Maxim Kammerer reacted to Jinxed in NQ please: Reverse Element Weight increases and Shield nerfs. (poll included)   
    Fecking PvP centered changes again. Why does everything have to revolve around and get shat on because of PvP?
     
  6. Like
    Maxim Kammerer got a reaction from Dakanmer in NQ I am extremely disappointed with wrecks.   
    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.
  7. Like
    Maxim Kammerer reacted to CptLoRes in NERF MISSIONS!!!!   
    Problem is that you end up making the game unbearable for normal players, just to try and limit a few who are throwing money at the game to "win" using alts.
  8. Like
    Maxim Kammerer reacted to Kruzer in Taking down DU YouTube content (>10k views) till NQ puts wipe rumours to rest.   
    There is a portion of folks who'll only come back or continue to play if there is a wipe and there is another portion of folks who'll only come back or continue to play if there isn't a wipe.  I don't think either group is relevant because in my opinion, neither group is big enough to support the game and  it is likely both groups are dwarfed by the portion that aren't coming back regardless.
  9. Like
    Maxim Kammerer reacted to Physics in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    Honestly if you put as much effort into playing the game as you do in posting new topics on the exact same subject you’d be swimming in ore by now. 
  10. Like
    Maxim Kammerer reacted to Gunhand in Mining poll: How many years does it take to get a return on investment when building a mining base is it one, two or three years...   
    The joys of insomnia bring me to reading these posts and offering random replies.
     
    It's actually very easy just to set up a simple T1 mining operation on Alioth and turn a profit within a short space of time. 
    The expenditure of a higher tier operation whilst it will turn a profit eventually, it will take longer due to the abysmal prices at the moment for higher tier ore.
     
    I for one much prefer the current system to spending hours, days and weeks digging in holes. Once the operation is setup I can get on with other things in the game.
     
    I get by your recent postings that you're doing that thing we see from time to time where you're disgruntled with the current systems and rather than adapt or not play, you're venting your frustrations with multiple posts.
  11. Like
    Maxim Kammerer reacted to Distinct Mint in The Grand Haul - Panacea Update   
    This "event" was just like the previous bad events where some people got everything and most got nothing.
     
    Not everyone can take time off work to camp constructs all day. I have a 2 hour slot each day to play, so there was nothing for me by the time I could log on. Not sure how this could have been avoided (for me), but the effect is the same regardless. The rich got richer, the rest of us had to shrug again and know this booty was never meant for us.
  12. Like
    Maxim Kammerer reacted to Namcigam in NQ-Deckard response to "negotiation" attempts in DUscord   
    I completely agree with that but it did start going down hill right after schematics 
  13. Like
    Maxim Kammerer got a reaction from Kurosawa in 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence...   
    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.
  14. Like
    Maxim Kammerer got a reaction from Zarcata in 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence...   
    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.
  15. Like
    Maxim Kammerer got a reaction from Zarcata in 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence...   
    And how is that relevant for DU?
  16. Like
    Maxim Kammerer got a reaction from apollo0510 in 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence...   
    And how is that relevant for DU?
  17. Like
    Maxim Kammerer got a reaction from blundertwink in 82 rumored asteroids & all of them are outside of the safe zone, This is not a coincidence...   
    And how is that relevant for DU?
  18. Like
    Maxim Kammerer reacted to CptLoRes in NQ-Deckard response to "negotiation" attempts in DUscord   
    Thing is that you don't need to know every detail about the underlying technology to know when something has fundamental issues. So while voxel structures are efficient, you still have to store any changes made to them using moderate amounts of data for each change. And regardless of any compression (they did not even have or use that that until late 2020! But that is another story..) this means you will have exponential data storage and client transfer requirements as the user base grows in a game that allows close to unlimited change in the form of digging tunnels, terraforming and constructs.
     
    So by 2018 at the latest it was becoming obvious to some of us in the community that NQ had serious and fundamental scaling and sustainability issues regardless of technology used, and we where asking hard questions about it. But all we ever got was either trademark NQ silence, "don't worry guys" or "you don't understand".  And that was continued with NQ aggressively selling DU as the persistent build anything MMO to subscription players, all the way up until recently.
     
    And with JC coming from a scientific background, these are all issues that should be blindingly obvious to him even more so then they would be for any experienced software developer working with databases.
  19. Like
    Maxim Kammerer reacted to blazemonger in Shouldn't the limit be 12 HQ's per player since there is 12 planets?   
    There is no reason to have a HQ tile on each planet. If your operations allowyou to have apresence on eachone, I think it woudl be fair to expect yo can cough up 500K per planet per week at least.

    Frankly, I think the 5 you have now (and that number may go down in the future) is already rather generous.
     
  20. Like
    Maxim Kammerer reacted to le_souriceau in Wipe the damn servers!   
    Well, its bit more complicated.
     
    There is larger context, its not only about economy.
     
    If NQ plans to pretty much stay in current paradigm of how game played/planned to progress, wipe is meaningless. I agree, its just destroy "fun" of current stubborn [last] surviving players achieving nothing. Its generaly story of allowing to die quitly, without too much stress.
     
    If NQ (unlikely, but who knows) will be about to turn it around risky agressive way, do some serious, fundamental changes, to make game something attactive for sustainable audience number-wise, new hype-boom, then complete wipe is nessesary step of this huge "new era" reboot. 
     
     
     
     
     
     
  21. Like
    Maxim Kammerer got a reaction from Zireaa in Elements need Element Usage Stress mechanic (accumulating stress while being used)   
    That sounds like NQ: Stop playing DU the wrong way! That's not going to happen. It's an open world game. Everybody plays it his own way. If you try to force players into another playstyle than they will find workarounds or leave the game.
  22. Like
    Maxim Kammerer reacted to Endstar in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Hope NQ lets us submit ships we created for consideration to be placed into the pool for salvage. That would be really cool and give the community further engagement. 
  23. Like
    Maxim Kammerer reacted to Gottchar in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).

    Does not generate quanta.
    I mostly like it, the details remain to be seen.
    But dont claim it generates quanta please.

     There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency.

    Any info on how close to planets or safezone? Space is too big and empty to fly around randomly to "dig a 2SU wide tunnel" and look for something. 

    As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. 

    Hell yes, thank you, please don’t backtrack on this one, it is the only way to really clean up markets and make them usable for everyone.
     
  24. Like
    Maxim Kammerer reacted to NQ-Wanderer in DEVBLOG: TRA$H TO TREASURE   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).
     
    SPACE WRECKS
     

    You’re going about your business, flying through space from one market to another or heading out to join some friends when your radar unexpectedly reveals something. Curious, you move closer to investigate and find wreckage. There’s no indication of who left it behind or why. Finders keepers, right? It’s yours now. And you’ve got some choices to make.
     
    DECISIONS, DECISIONS
    Will you: 
    salvage the ship for materials and elements? tokenize and sell the whole ship? sell the information about where the wreck is located? create a mission to get someone else to salvage it? The decision is all up to you.
     
    RADAR AND RARITY
    No special equipment is needed to locate these space wrecks, your standard radar is enough to detect them.
    They will spawn randomly throughout Helios. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
     
    INACTIVE ASSET REQUISITIONING
     
    This system is being introduced to address one of the chief complaints we’ve heard from Noveans, namely abandoned constructs cluttering up the universe, especially in public markets.
     
    The purpose of IAR is to:
    create salvaging opportunities for players around the game world. ensure cleanliness and performance around markets and other Aphelia zone hot spots. clean up older, unowned constructs.  
    In other words, IAR has the potential to create a less cluttered environment for everyone and a fatter wallet for you.
     
    ABANDONED CONSTRUCTS DEFINED
    Players with a subscription, even if they have not logged in for a while, are in no danger of having their constructs flagged as “abandoned”, with the exception of constructs parked in Aphelia territory as noted below.
     
    In effect, constructs belonging to unsubscribed users and not on their owners’ sanctuary zones will eventually lose their ownership, putting them in an abandoned state and making them vulnerable to be salvaged by other players. Likewise, constructs owned by an organization will lose their ownership when the org’s last remaining legate ends their subscription.
     
    During the unsubscribe process, players will be reminded that their constructs will be in danger of becoming abandoned. When the constructs lose ownership, a blueprint will be placed in the owner’s inventory should they choose to return to Helios at a later date.
     
    TIME’S TICKING 
    When an account becomes inactive due to a canceled subscription, a countdown will begin on all constructs belonging to that account. After a period of time, those constructs will lose their ownership and other players will be able to salvage or capture them.
     
    Then, all unowned constructs will have a countdown timer and it will count down from the moment it is unowned, regardless of why they are unowned (PvP destruction, IAR, abandonment, etc.) At the end of this timer, the construct will simply be removed from the game world.
     
    The ‘ownership’ timer for unsubscribed players’ constructs is three months (90 days/2160 hours). The timer is the same for organization-owned constructs and begins when the last active legate of the owning organization’s subscription expires.
     
    Each time a construct is unclaimed, whether due to an owner’s inactive game account or if abandoned via PvP, a one-month countdown to decay is set and is visible to everyone. If no one salvages the construct, it will be permanently removed from the game.
     
    As with most newly introduced systems, this is subject to change in the future depending on the metrics we see as time passes.
     
    SPECIAL RULES FOR MARKETS 
    A modified version of IAR will be used on Aphelia territories, including all market zones.
    Regardless of whether or not the owner is an active subscriber, all constructs on Aphelia territories are subject to IAR. As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. This is considerably shorter than the default IAR timer. Once that countdown reaches 0, the construct will lose its ownership. A new countdown timer of 48-hours (two days) before deletion will start ticking.
     
    HAPPY HUNTING
     
    Will you be among the happy scavengers scouring the skyways and byways for wrecked ships and abandoned constructs? Join the conversation about this devblog here.
  25. Like
    Maxim Kammerer reacted to Zeddrick in Can we have an easier way to un-deploy constructs now?   
    One of the reasons there are so many constructs in the game at the moment is that there is no easy way to un-deploy constructs.  To do this at the moment requires going into build mode, removing all the voxel (which can get tedious if you miss a small one), removing all the elements (sometimes small ones are hard to find again) and then picking up the core (which I think some people fail to work out how to do given the number of core-only constructs I see around).
     
    I understand the original reason for not having this feature was that constructs was intended to be permanent things not things you could magic up when needed, but with the recent devblog talking about automatically despawning constructs for inactive players does this still make sense?  Are constructs really permanent things any more?  It seems that one of the development goals at the moment is to have fewer constructs in the game (for whatever reason) and it seems to me that having a good un-deploy feature would be great for this.  There are certainly a few constructs I could tidy up if it were easier to do so.  It would also make it much easier for people who want to take breaks to do so without having to worry about moving all their constructs to sanctuary, etc.

    It would, of course, need something like s 30 minute timer after deployment to prevent abuse in PvP, etc.  In theory this could be used to make it easier to transport ships, buildings, etc in haulers rather than carriers, but this would be balanced by the loss of all buffs after despawn/respawn and the inability to respawn an un-deployed construct you don't have DRM on without buying another BP.
     
    If un-deploying is considered to be too easy/fast, perhaps this feature could be built into the repair unit?  It can already revert a construct to a previous state, it should be easy to make it revert a construct back to just a core which can be picked up?
     
    So how about it, can we have an un-deploy construct feature please NQ?
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