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decom70

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  1. Like
    decom70 reacted to Novean-61657 in Bankrupt in three days   
    This does not apply to new TUs placed after the Demeter patch hit. Pre-Demeter tiles have a 14 day no-tax period.
  2. Like
    decom70 reacted to Novean-61810 in Demeter 0.27 Release - Discussion Thread   
    Welcome to the afk simulator.  Setup your mining units, wait for calibrations to arrive.  Calibrate your machines, wait for the pitiful amount of ore to arrive.  Spend a week accumulating enough ore to build something for 5 mins.  Back to EVE I guess.
     
    These numbers need adjusting.  I don't have the energy to go on about this as everyone is saying the same.  No point providing feedback because it falls on deaf ears.  Nothing has changed from the pts, these numbers seem largely the same from what I can see.
  3. Like
    decom70 reacted to lunaprey in If you delete a mining unit without turning it off, the ore pool is not restored, meaning all future owners of that tile will not be able to mine it.   
    This exploit can be abused. 
     
    Players can deny tiles by setting up a TU, building a mining unit, starting mining, and then deleting it. They can then delete their TU and any future owners will not be able to mine the tile.
     
    I think this is game breaking and needs to be handled ASAP.
  4. Like
    decom70 reacted to Vhaeyne in These tax rates are absurd.   
    If being a vulture is a valid play style then DDoSing the server every time something doesn't go your way should be a valid play style too.
     
    Why not? "It's how they choose to play the game!"
     
    Playing as a vulture literally invalidates every play style NQ has tried to balance. 
     
    There will be a mad dash to get all the people's shit who quit for a few weeks, and then there will be less than 8k people with a bunch of shit they did not earn. GG
     
    I ignored the other shit in your post because those are not the ways I choose to play the game. I gathered for myself and I built for myself. That was my play style and it was valid. I liked it. Everything me and my friends have we earned together.
     
    The mission system is busted, and the asteroids are a fucking shitty underdeveloped mechanic. The devs manually add asteroids to the game one day a week. That is just shitty. The giga-brains at NQ can get a whole procedural universe going, but they can't automate asteroids in an intelligent way?
     
    The population graph may not be 100% accurate, but there is zero reason to doubt that it's not in the right ballpark for this specific game. Before seeing that graph, I would have estimated that maybe 2k people play this game daily. I have played private servers with populations between 500 and 1000 with more active YouTubers, Streamers, Discord, Forums and Reddit. There is barely a web presence for this game. That population graph could very well be overestimating by a lot. 
     
    Why am I so bothered by the game's population in beta? Because I have played betas where the devs refused to be sensible, and the game died on or before launch. Crowfall, Darkfall: New Dawn, Ever Quest Next. Many other decent MMORPGs are gone now too because the devs wanted to choose pay to win mechanics or just outright ignored what the players wanted. 
     
    Also, there is the part where when I invested to Kickstart this game. I wanted the game they pitched in the video. Not this shit.
     
  5. Like
    decom70 reacted to Vhaeyne in These tax rates are absurd.   
    https://mmo-population.com/r/dualuniverse/
     
    The entire Discord only has 20k users. Half of those users are not even active...
     
    8k is likely a generous estimation of the player population.
     
    Most of what I see in #discussion on discord are people talking about how shitty NQ or how NQ don't care to fix or balance "X".
     
    If there is positivity out there, I have not seen much of it.
     
     
    Finding and taking other people's stuff just because they did not pay their taxes is the most low-life way to play a game I could possibly imagine.
     
    There is nothing balanced or rewarding about taking advantage of a shitty tax system. The game would be better off if the shit just got deleted.
  6. Like
  7. Like
    decom70 reacted to Warlander in In-game reporting now available - Discussion thread   
    You gotta love when this shit is used in other games to basically temp ban whole guilds right before Territory Wars like in New World. Are there players who need to be reported? Yes, but this type of system gets abused more then it is designed to stop.
  8. Like
    decom70 got a reaction from Snipey in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  9. Like
    decom70 got a reaction from Creator in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  10. Like
    decom70 got a reaction from Atmosph3rik in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  11. Like
    decom70 got a reaction from Kobayashi in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  12. Like
    decom70 reacted to Zarcata in These tax rates are absurd.   
    What about those players for whom these 13 weeks are not enough? Many people are deployed abroad and often have no access at all, and these deployments can last 6 months.
    I'm happy to take out an annual subscription, but these taxes are a disgrace!
  13. Like
    decom70 reacted to Vhaeyne in These tax rates are absurd.   
    I don't ever post on here, but I feel that silence is consent and I don't consent. 
     
    500k per hex initially. 1mill per week per hex in taxes? 
     
    Monthly... maybe? I still don't like that. 
     
    Here is the issue. I love DU. I backed it in the Kickstarter. What I don't love is feeling forced to play a game just to keep my progress. 
     
    It is why WOW is failing and FFXIV is winning right now. 
     
    FFXIV encourages its players to take breaks. "Go play other games for a month or two. Come back fresh and enjoy your time in this game."-basically Yoshi-p 
     
    WOW basically does the opposite, and people are fed up with it. Which is why it is dying.
     
    Logging in every few days to play a mining mini-game is a lot like WOW asking me to daily quests every day just to have access to the same type of content I can get in FFXIV at any point in the patch cycle. Other players are realizing that you don't have to bust your ass all the time to enjoy an online game.
     
    I have a full steam library of voxel games. I assure you, if I wanted to build a big spaceship or space station by myself. I could load up StarMade in a heartbeat and have a good time. 
    In some ways, StarMade is a better voxel game than DU. I know many of you will agree with that. If not maybe you like Space Engineers, StarBase, Emyprion, Stationeers, Starship EVO, or something else more? As players, we have options for building ships and stations.
     
    The service DU provides is that we are all on a single persistent world. That is the one good stand out thing this game does. I built a god-damn Gundam that waked in Starship Evo back when it was called "Skywanderers"... The voxel tech here is cool, but it's not that impressive. I am actually limiting my build potential by playing DU in some ways.
     
    I put up with DU's jank and quirks because of the idea that I don't lose progress when I take breaks. I am good to play a voxel game for two months tops before I need to take a brake for like two to three months. I get burnt out. Same with any other game type. If I lose progress or have to bust my ass to pre-pay my taxes. I just won't. 
     
    RECONSIDER THE DAMN TAX RATE. MAYBE MONTLY.
     
    CONSIDER ALLOWING MORE THAN ONE FREE HQ TILE.
     
    I refuse to be in a situation where I am a slave to this game. I still have the old build on Skywanders on a HDD somewhere where you could build mechs. It would be a lot cooler if I had a reason not to just go do that instead. 
     
  14. Like
    decom70 reacted to CptLoRes in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    If NQ for one second believed they could get away with it, they would have wiped multiple times already.
    Would have solved a bunch of technical problems and made life much easier for them.
     
    So maybe there is a reason why they have not, like knowing the answers from the surveys they sent out and things like that..
  15. Like
    decom70 got a reaction from CptLoRes in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  16. Like
    decom70 reacted to apollo0510 in No surface ore respawn.   
    Ok. let's try again to explain why I reported this as a bug:
     
    - we will assume for simplicity that there is a complete wipe, and all players start at sanct.
    - so some make it to alioth with the ingame shuttle and want to start to explore the "universe"
    - space tech requires T2 ore
    - space fuel requires T2 ore
    - Tier 2 mining units require T2 ore to be built.
     
    And there we have a problem. Because the pts scans showed quite clearly, that T2 ore is very rare on the the inner planets.
    But you don't have T2 mining units yet. One needs to fly to space to find T2 somewhere else.
     
    And all this with those 3 NON RESPAWNING 20 liter rocks that lay on the earth ???
     
    Who is doing game design at NQ ? 
    How can NQ-Cosmos tell me, it was never intended to have a respawn for surface rock ?
    It was never intended to eliminate the normal mining gameplay. 
    But that has changed.
    So surface ore respawn has to change.
     
    I am reporting this as a bug, because it is a serious bug in gameplay design.
    And a support guy giving me this answer is ...... 
  17. Like
    decom70 reacted to Aursan in Demeter 0.27 Release - Discussion Thread   
    This 100%. The current L/H is beyond a joke and a kick in the face. How are we supposed to do anything in this game now. I have 0 drive to continue playing with the direction this is going. I love the mining units, but the rates need to be raised tremendously.
  18. Like
    decom70 reacted to Warlander in Demeter 0.27 Release - Discussion Thread   
    At bare minimum:
    T1 needs to be 1000l/h
    T2 needs to be 500l/h
    T3 needs to be 250l/h
    T4 needs to be 125l/h
    T5 needs to be 75l/h
     
    With talents to increase that 100% with T5 talents.
     
    And then thats bare minimum status quo of what you could get now that VR is dead.
     
    This type of system for infinte ore only works if you add sinks to take ore and elements out of the game via destructive elements, or using the new efficiency system for constantly runing things to do actual damage since efficiency=HP since the more damage the less efficnecy. Without those types of sinks in the game the economy stagnates or grinds to a halt.
     
    With those sinks you can raise MU output to however high and pace it with the items and ore leaving the game. The taxes only serve to address the mission system and since they killed missions with 0.27 there will be lots of money leaving the game with not as much coming in.
     
    And in general the old mining system was like a lottery anyways since whatever was on the player scanner could be anything from 2kl-1mil+kl. With MUs this static garbage vs simulating what the old mining system was with nodes the MUs either collectively or solo node mining with random sizes and l/h would have made more sense without having to babysit MUs and micromanage efficiency like a chineese sweat shop. When MUs were supposed to be an extension of mining when pitched and not replace the system outright.
  19. Like
    decom70 reacted to Leppard in Demeter 0.27 Release - Discussion Thread   
    So, i've scanned around 25 tiles on Alioth now, and all have nearly the same mix of ores:
    Between 80-120l/h Malachite in every tile, 4-10l coal, 30-65 hematite, 30-50 quartz and every tile except one has over 500l/h bauxit. No limestone yet nor acanthite. Anyone with other experience?
  20. Like
    decom70 reacted to Koriandah in Quality of Life Changes for Building   
    This is my first post on the forums, so forgive me if my formatting is off or I posted in the wrong place. TL;DR Included but please read the post.
     
    Hi All,
     
    Over the past year, I have mainly been a builder and creator. For the longest time, this has been my only source of income and as so, I have plenty of experience with the DU building system. I had a few ideas on the Quality of Life improvements for building in Dual Universe that would make everyone's life just that little bit easier, and so I want to post them here to be discussed. For every idea, I will outline what it is and why it is needed. Building is the best part of DU and it should not be forgotten about. Please feel free to discuss and reply!
     

    Selection Zones - Suggestion 1
    We all know that the size of the zone we can select is limited by size. While this is annoying most of the time, I'm fairly sure it is there as a technical limitation of the build mode. However, some improvements are warranted (mainly to voxel selection/placement tools):

    What:
    - Do not let us select a larger area than is possible. I have spent many a time trying to find the maximum selection size or over estimated the max selection size when building, making the entire selection area red with the only fix being to re-select the area again.

    - If possible, increase the size of the selection area.
     
    Why:
    - This saves us time and effort, as, if I wanted to select the largest area possible, I could just click to a corner and the system will automatically select the most volume that it can. I will no longer see a "selection size area is too large" message, saving me time in finding the max selection size. This can also be a toggle if people find it necessary

    - Convenience and makes building mirrored areas on L/M cores much easier.
     
     
    Mirroring - Suggestion 2
    The pain of having to perfectly line up elements on the other side by remembering / writing down element positions or copy/pasting voxels in little bits on an L or M core is all too known. I propose we are given two things: 

    What:
    - A mirror mode or a mirror tool, that would place the selected element on the other axis facing the same way. Could also group elements together, so that when one moves, the other mirrors this movement along an axis.
     
    - A mirror axis (or multiple) that automatically places any voxels onto the other side (if you've ever played Space Engineers you know what I'm talking about). 

    Why:
    - Speed up the process of placing elements and thereby speed up the process of building by removing the need to memorize locations of elements. 
     
    - Incredibly increase the speed of building mirrored constructs or large sizes, as the largest time waste is copy-pasting bits of an M or L core around from one side to the other every time one side is updated. 
     

    Painting - Suggestion 3
    Replacing voxels in order to change the look or material type of a ship's armor has always been a pain. For one, it wipes out complex patterns unless it is done perfectly and is, at least in my opinion, the biggest obstacle to the ability of individual creators to release multiple paint schemes of ships larger than an M core at an efficient rate. To remove the pain in re-painting a ship, I propose the following:

    What:
    - Allow me to replace certain types of voxel with another type of voxel with a single right-click option. I see this working as follows: Select an Area > Right click > Replace Voxel> Select Voxel X (to be replaced) > Select Voxel Y (to replace with). There most likely are other  more efficient ways of doing this but this is the most basic I could see.

    - Could limit the suggestion above only to the same materials, aka can only replace steel with steel or aluminium with aluminium.
     
    Why:
    - I, and many others, have spent hours replacing complex patterns on our ships just to end up not liking the new  colour scheme and starting again. Not only that, when voxels are replaced currently, it creates a multitude of voxel errors and wipes any complex patterns that are then a pain to replicate. This change would allow for much quicker colour scheme changes and make it convenient to change colour.

    - This change would be kept to keep actual armoring work (say for a pvp ship in a changing meta) as a time-consuming thing that is rewarded with gains in PvP.


    Destroying/Removing Voxels - Suggestion 4
    Just yesterday, I have spent around 30 minutes trying to find 0.14 cubic meters of luminescent glass on my ships which were invisible. I had to select a max size voxel cube and alt-paste it around until I got the last bits of the glass. This is an area that could be improved as nobody should have to spend hours finding one micro voxel in their construct in order to get back the core. I propose the following straight-forward solution:

    What:
    - Allow the option to remove the last big of voxels from a construct with a simple right click. For example, if the core has less than say 5m^3 (value could be changed or different with core size) of voxels left, one could right click the core in build mode Right Click > Remove Remaining Voxels. This would only work if the voxel volume is low to keep the work associated with actually disassembling a ship.

    - Add the ability to change the last little bits of a voxel to another type, say I have a ship made from Voxel X, Y and Z, but Z is only 0.1m^3 and I can't for the life of me find where it is. I should be able to just right click the core and remove/replace it with another voxel.

    Why:
    - This saves innumerable hours for everyone in the game, as I can guarantee I'm not the only one who spent hours trying to find tiny voxels on an L core only to give up and abandon something worth half a million quanta. This change should have been available from the start.

    - This change allows builders to clean up their blueprints and not make someone get 15 types of voxels just because there's 0.1m^3 of each in an L core blueprint.


    Copy Paste Changes - Suggestion 5
    Copy-Pasting was improved so much when the ability to change paste priority was introduced by pressing SHIFT when pasting. The change I'm proposing is minor, but still important when one is working with low quantities of voxels. Currently, if you need to paste , say, 10 cubic meters of a voxel but they are spread over a large area, you will need up to 300 cubic meters of voxel to paste it anywhere, because the system calculated the area of the selection and not the actual amount of voxels in the area.

    What:
    - Change the calculation of copy-paste voxel amounts so you need the exact amount of voxels that you are pasting instead of the entire selection area. 

    Why:
    - Allows builders to work with less amounts of honeycomb and makes life easier. Also helps when working with expensive honeycomb or limited supply, as you can use it to a more efficient degree.
     

    Element Blocking - Suggestion 6
    I have seen many times my elements were being blocked. Through scrolling through the element list I could see how much they were blocked, but it was time consuming. However, I could only guess as to what exactly was blocking them. Would be nice if you could tell what is doing the blocking.

    What:
    - Highlight the elements that are blocking the element in question or highlight the area that the voxels that block said element occupy.

    - Allow to mouse over the element to tell how much it is being blocked by instead of scrolling through a menu at the top of build mode.

    Why:
    - Allows builders to quickly tell why their creations are being blocked instead of guessing and constantly changing voxels to fix a problem they can never know the true cause of.

    - QOL change that exists for saving time when building.


    DRM Change- Suggestion 7
    What:
    - Please enable DRM protection on constructs by default. Why is this even turned off in the first place?

    Why:
    - Allows new builders and experienced ones not to lose ownership of their constructs and scripts because of a simple oversight.
     
     
    Element Talents - Suggestion 8
    I, like many players, have wondered what exact talents are currently affecting my elements. The only workaround as of right now is doing the annoying math to sort-of get the right value. Currently, there is no way to tell what element has what exact talents affecting it as you can in the industry view.

    What:
    - Allow the option to either mouse over an element with a tool and see all the talents affecting it and their rank, or, Right Click Element> Show Effective Talents on Element

    - Ability to remove all talents from an Element via right click or the ability to remove all talents from ALL elements.

    Why:
    - Allows ship builders or industry builders to quickly tell if their elements could use boosting with higher level place-down talents or if they are maximized. Also allows to see if all elements have the same talents, although this is not so much of a problem with the apply all talents button that we have now.

    - Allows shipbuilders to gauge the performance of their ships as someone who does not have any piloting skills and build for those people. Currently, you need an alt or be in VR to do this.

     
    CSS View - Suggestion 9
    The CCS is a big part of building a PVP ship. Perhaps not in the current Meta that we have know, but in case it gets buffed it will be very important. I propose the following:

    What:
    - Ability to see the CCS value of a ship in the build mode when building a ship.

    Why:
    - This change will allow ship builders to gauge the performance of their ships without having to rely on Excel or other external tools.
     

    Element Preview - Suggestion 10
    Elements conduct the vast majority of voxel sizing and other dimensions. Most creators work either around or with elements that are in their builds. It would be great if we could see the size/outline of an element without actually having it.

    What:
    - Ability to select any element in game and place it in the construct as a "hologram". This hologram would only show the size of the element, so that a creator can plan ahead and work with elements they may not have (for example, L AGG). 

    Why:
    - This allows creators to plan ahead and construct their voxels around elements that they may not have at the exact moment, saving time and effort on everyone's part.


    Blueprint Preview - Suggestion 11
    Blueprint deployment is one of the many things my customers encounter and find problematic for many reasons. For once, static blueprints can be placed in the wrong orientation and once placed cannot be moved. Additionally, the same situation can be applied to dynamic blueprints when using them as statues or ornaments. 

    What:
    - Blueprints should not be displayed as a transparent cube right before deployment but as an approximate hologram of the final structure/ship. Even if the extra calculations on the client-side will take time, this should still be prioritised.

    Why:
    - This will allow players to properly foresee the structure and alignment of the blueprint that they are placing and not have to spend 20 minutes of their time dismantling the structure if they place it in the wrong orientation without knowing (and then flying back to buy another, losing precious quanta and time). This feature will make creating cities and bases with precision made from other people's creations a lot easier for everyone.


    Blueprint Alignment- Suggestion 12
    Stacking static blueprints together has always been painful for everyone. Having to fight the curvature of the earth and even the fact that the blueprint outline is not the same size as the outline of the core building area has been a significant barrier to many players' ability to build cities and bases in an orderly fashion. Personally, I wish this feature would be around now so I can continue work on the MTI City Project for my organization.

    What:
    - Aligning blueprints together with other deployed cores should be made easier. There should be options to align it in the centre of the core its being placed on and align it either with the orientation of the or the curvature of the planet at the place.
    - Additional tools to align blueprints and be able to see the build area around the new blueprint before it is placed.
    - Ability to use a blueprint on an EXISTING empty core to place the elements and voxels around it automatically while retaining the DRM rights of the BP creator. (alternative but easier-to-implement option)

    Why:
    - This change will allow the precise building of blueprints onto other cores and their alignment that much easier for every player in the game, not only those building cities. This results in cleaner looks of bases and more orderly placement of cores.


    Core Alignment- Suggestion 13
    Every organization and practically every player has encountered the pain of aligning multiple static or space cores in a fashion that allows for grid structures, be it for bases, airports, cities or space stations. Currently the process involves moving a lot of cores around with CTRL+Arrow and then building voxels to the edges of the cores. Note that such a process doesn't even guarantee similar alignment of cores in terms of their direction (for static cores)

    What:
    - Ability to align cores next to each other automatically or only through several clicks. Either by right clicking on a static core and selecting "Attach Static Core" or another method.
    - Ability to select core alignment and ensure it is in the same direction to allow building of core grids much easier.

    Why:
    - This will allow players to properly place static/space core grids and not have to spend 20 minutes of their time re-aligning the core if they place it in the wrong orientation without knowing. This feature will make creating cities and bases easier due to the simplified way of aligning core grids (and save lots of time)


    And that's it! Please reply to this post if you like the changes and if you think they should or should not be added to the game. Lets hope NQ sees this and implements some of the ideas (please just implement them all and save us all so much pain). I personally think these changes will make the life of many people so much easier and will encourage more people to enjoy the building aspect of this game - the strongest aspect of it as of right now.

    Stay safe out there,
    Koriandah.

    TL;DR:
    - Bigger / more manageable selection zones
    - Mirror tools like axis mirroring and element mirroring
    - Painting tools to easily replace voxels and keep their complex shapes
    - Tools to easily remove the last pesky micro voxels from construct
    - Copy paste required voxel quantity optimization
    - Element blocking info, what is blocking said elements and how much
    - DRM enabled by default
    - Show talents on elements, ability to remove all talents
    - CCS View
    - Element Preview
    - Blueprint Preview
    - Blueprint Alignment
    - Core Alignment
  21. Like
    decom70 got a reaction from hdparm in One of the clear reasons why NQ will wipe (at leat once, shortly before releaase)   
    Perfect time to make every player that is left leave out of frustration, because all their work was for nothing.
  22. Like
    decom70 reacted to NQ-Deckard in DEMETER UPDATE NOW AVAILABLE   
    Demeter, our sixth major update of the year, was published today. And when we say “major”, we mean really, really super big game-changing major. 
     
    Demeter’s finest features include: 
    Terrain Update - The many changes and new features in Demeter came hand-in-hand with the integration of new tech for voxels on planets called hexoctree, which helps with data storage and performance. Watch the Inside Novaquark: Demeter Edition vlog to get a closer look at what it can do.  Mining Optimization - With the release of Demeter, we have decided to do away with the tedium of manual mining for resource gathering. Players may still wish to do some fancy terraforming to shape their territories to their taste, but they no longer need to do bowl-of-spaghetti-like tunneling. The mining units introduced in Demeter changed the dynamic by fully automating mining operations through the use of mining units that can pull from infinite pools of resources. You’ll also score an adjacency bonus for running mining units on your adjoining territories. Get the full scoop in the Mining Units 101 devblog.  Territory Management - Changes to territory management provide more balanced land ownership, with territories now requiring the payment of weekly taxes. Unless it is marked as headquarters, the territory goes into an abandoned state when taxes go unpaid for a period of time, allowing for the requisition of static constructs deserted by the previous owner. This presents lucrative salvaging opportunities for cunning players who seek them out. The Territory Upkeep devblog will give you more details on claiming territory, declaring your headquarters, and how to score cast-off constructs.    Visual Improvements - We’ve made significant improvements to the biomes of some planets. With Demeter, the biomes of both Jago and Teoma received impressive makeovers with new flora, fauna, and even a covering of snow in some locations. The addition of ambient effects, such as butterflies, provides lovely, ambient touches that breathe life into Helios.  
    Important note: The territory changes include a geometry reset that will remove underground tunnels. Subterranean constructs will still be there but will be encased. Players may choose to excavate their constructs themselves or may contact Support for assistance. See Prepping for the Geo Reset for more information. 
     
    A full list of the improvements and changes in Demeter is available here. If visuals are more your thing, this video will show you the major additions to this new release.
     
     
  23. Like
    decom70 reacted to NQ-Deckard in DEVBLOG: TERRITORY UPKEEP   
    The Dual Universe Demeter update is fast-approaching. In addition to the geometry reset and the introduction of mining units, Territory Upkeep will also be part of the package. 
     
    Territory upkeep presents two benefits from a design standpoint: it should help prevent infinite land grabbing by introducing a constant financial constraint to massive land owners as well as provide a resource sink to help keep the economy in check. 
     
    We looked at different options to bring some form of balance in the control of territories. For example, the current setup for organizations, that allows infinite nested organizations, ruled out a progressive tax system, as nested organizations with one territory each can be created to only benefit from the lowest tax level. 

    OFFLINE, ONLINE AND TAXES
    For now, the cost of claiming a territory will be at a fixed price of 500,000 quanta. After the Demeter deployment, the territory will be free from taxes for three days, which is the equivalent of having a tax break for the first week. 
     

     
    Accessing the Territory interface through the Wallet menu will show you a list of your territories and their stored funds. Here is where you will add quanta to the balance for any of your territories. Taxes will automatically be withdrawn from this balance at a rate of 1,000,000 quanta per week. Each territory can hold up to 13 weeks of quanta.
     
    Territories with unpaid taxes will go offline. Once funds have been added, you will be able to activate the territory once again and it will come back online, allowing mining and industry processes to be restarted. If the territory was online before the tax was successfully withdrawn, industry and mining will simply continue to run.
     
    In the event that the territory successfully pays its tax, and the balance is reduced below the point that the next taxation cycle will have insufficient funds, a notification will be sent to the owner or the legates of the organization that owns the territory.
     
    If the territory does not have enough quanta to cover the week, the territory will go offline and cease all mining and industry operations and a reminder notification will be sent to the territory owner or legates of the organization that owns the territory. During this period, the affected territory will not contribute to the adjacency bonus of the mining units.
     
    If a territory remains offline for two consecutive tax cycles (two weeks in total), the ownership to the territory is lost and it becomes abandoned, unless that territory is flagged as a headquarters from the territory interface.

    HEADQUARTERS
    Each player will be able to assign five territories as their headquarters. These territories do not lose ownership when offline and remain in the players' ownership even if taxes are unpaid for longer than the two week grace period. This feature is only available to player-owned, not organization-owned, territories. We will monitor how this develops; in the future, these territories may be subject to the loss of their headquarters state if the account in question is unsubscribed; however this will not be the case in Demeter. 

    TERRITORY EXCHANGE
    To allow for the transfer of territory ownership to another player or organization, a territory can now be tokenized. By simply right-clicking on the territory unit, a token can be generated similar to the way constructs can be tokenized. Once tokenized, the territory will be frozen, preventing the deployment of new static constructs and terraforming operations. Mining and industry units placed on the territory will continue working as intended so long as the upkeep taxes are paid. 
     

     
    The token itself will contain information about the territory and the static constructs deployed on it. Although it can be used to take ownership of that territory, this does not grant ownership of the static constructs on it. The quanta balance of that territory will transfer with the territory to the new owner.
     

     
    If the token expires, it disappears and the territory will be unfrozen and remain in the token creator's ownership.

    REQUISITIONING CONSTRUCTS
    While territories can be lost by remaining offline due to unpaid taxes or they can be traded to other entities, static constructs may still be present on those territories.
     
    The new owner of a territory can requisition any static construct present on his territory. Requisitioning will start a two-week window where the new territory owner must allow access to the static construct for the former owner and where the former owner of the static construct is able to remove that static construct by dismantling and removing it from the territory. If the static construct is still present after two weeks, its ownership will automatically be transferred to the new owner of the territory. Constructs on abandoned territories that haven’t been claimed by a new owner can’t be requisitioned though. 

    STARTING WITH DEMETER…
    We understand that players will need some time to adjust to the new Territory Upkeep system. In order to allow time to prepare, the first tax payments will be subtracted from the territories two weeks after the Demeter release date. Once the update is live, we will announce the exact date and time the first tax cycle will begin. 
     
    CAVEATS AND COMMENTS
    As with most new systems, many things are subject to change, including UI, naming conventions, tax rates, etc. Your feedback has already made a difference as the system was being developed, and we’ll continue to look at our players’ input to see what further adjustments need to be made. Share your thoughts in this forum thread. 
     
  24. Like
    decom70 reacted to Creator in PRICING CHANGES, ONE-MONTH SUBS AND AUD OPTIONS - Discussion Thread   
    So will sponsors who currently don't have the option to subscribe get the grandfathered rate or will we be forced into higher cost rate? (cause part of the reward was free game time)
  25. Like
    decom70 reacted to Novean-32184 in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    All of this really just exposes that DU is still very much in Alpha, if not pre-Alpha. 
     
    People crying about compensation is just silly tbh.
     
    You (should have) understood this was really an exploit in the making and so started scanning like mad to know where to speed run and claim territory on launch of the patch and take advantage. You probably even scanned claimed tiles because you might just be able to stake out the claim and pick it up as it seems abandoned.
     
    NQ finally listened for once, realized there is an issue here and showed they do have a spine as they corrected course. They did the right thing for the game; you took a chance on what you should have known was not a good thing for the game and an exploit and so you lost out. Tough luck.
     
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