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willolake

Alpha Tester
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  1. Like
    willolake got a reaction from Sejreia in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Right.

    The root of the PvP issues in this game is the fact that safe zones were created instead of combat mechanics. If we had been iterating on warfare, for everything, since Alpha, we'd have something really nice. Instead NQ threw in temporary measures that forced there hand with every other mechanic. So we're in a world where there is a magic line that _everyone_ can hide behind. I'd love for the world to be dangerous and for players to need to make safe-spaces, but we need the tools to do that. Static construct mounted automated weaponry would be fun for PvP, but it would be cheap to deploy and hard to defeat (not impossible, just hard). That way the ships are _easier_ than the bases, but again, not impossible. Anything that is impossible versus improbable, sucks. When someone kills you, they should become red to you, you should be able to put a bounty on them, AND a bounty on reporting their location! That makes being an aggressor and surviving a thing of pride, but also give people a chance to hunt them, and their base, down.
     
    It's not a sandbox unless you give _everyone_ sand, which means anyone can throw it in anyone else's eyes at any time. Not just sometimes in certain parts of the sandbox.
  2. Like
    willolake got a reaction from Virtualburn in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Right.

    The root of the PvP issues in this game is the fact that safe zones were created instead of combat mechanics. If we had been iterating on warfare, for everything, since Alpha, we'd have something really nice. Instead NQ threw in temporary measures that forced there hand with every other mechanic. So we're in a world where there is a magic line that _everyone_ can hide behind. I'd love for the world to be dangerous and for players to need to make safe-spaces, but we need the tools to do that. Static construct mounted automated weaponry would be fun for PvP, but it would be cheap to deploy and hard to defeat (not impossible, just hard). That way the ships are _easier_ than the bases, but again, not impossible. Anything that is impossible versus improbable, sucks. When someone kills you, they should become red to you, you should be able to put a bounty on them, AND a bounty on reporting their location! That makes being an aggressor and surviving a thing of pride, but also give people a chance to hunt them, and their base, down.
     
    It's not a sandbox unless you give _everyone_ sand, which means anyone can throw it in anyone else's eyes at any time. Not just sometimes in certain parts of the sandbox.
  3. Like
    willolake got a reaction from Squidrew_ in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Right.

    The root of the PvP issues in this game is the fact that safe zones were created instead of combat mechanics. If we had been iterating on warfare, for everything, since Alpha, we'd have something really nice. Instead NQ threw in temporary measures that forced there hand with every other mechanic. So we're in a world where there is a magic line that _everyone_ can hide behind. I'd love for the world to be dangerous and for players to need to make safe-spaces, but we need the tools to do that. Static construct mounted automated weaponry would be fun for PvP, but it would be cheap to deploy and hard to defeat (not impossible, just hard). That way the ships are _easier_ than the bases, but again, not impossible. Anything that is impossible versus improbable, sucks. When someone kills you, they should become red to you, you should be able to put a bounty on them, AND a bounty on reporting their location! That makes being an aggressor and surviving a thing of pride, but also give people a chance to hunt them, and their base, down.
     
    It's not a sandbox unless you give _everyone_ sand, which means anyone can throw it in anyone else's eyes at any time. Not just sometimes in certain parts of the sandbox.
  4. Like
    willolake reacted to Virtualburn in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Those that think ganking unarmed miners is PVP - lol.   How about you can't enter the safezone for 2 hours after an attack so you have to stay out in PVP land and be flagged as a blip on the map... so if you want PVP you can find them, and if you attack you can also defend... there you go PVP.
  5. Like
    willolake reacted to TobiwanKenobi in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  6. Like
    willolake got a reaction from LeeFall in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I've waited and waited and waited for a _reason_ to return. Even when I was playing, the aspiration of territory warfare was always been my reason. I played expecting it to happen. I got to the end of my patience and stopped playing. The mining unit update was the absolute worst change ever; incredibly repetitive and boring. The only thing that will have me, an emerald backer, come back to even try DU again will be territory warfare.
     
    Yet, you're asking me to "play now so we can get data". No.
     
    I'm sick of the safe zones. The beta was completely botched with the dual launch of the sanctuary moon AND then Alioth being safe too; WHAT EVEN THE EFF! All the planets with their safe zones around them... just so incredibly frustrating.
     
    What motivates activity is the chance to build something or acquire things *in the face of adversity*. I'm all for the sanctuary moon and the tile per account (I'd say that's too much even, but different discussion) for creativity to flourish. But the real reason to do anything needs to be once I pop out of the sanctuary moon, I can freaking die, I can lose something, but I can also conquer territory, be a pirate, hunt pirates, protect convoys, hunt asteroids, do missions, but all of that has to be under threat AND present opportunities for ME to be the threat. I know I can try really hard and go find a fight, but that's not what I'm talking about; I want to be in a fight as a by product of a more broad goal, and right now you have to simply find value in acquiring "stuff".
     
    An incredible number of people in this community could design a start to territory warfare, and so can you. Just freaking do it. This post isn't about warfare being the goal; it is that the existence of it is what adds to feeling of accomplishment when doing literally anything else. That has been the key failure of this project so far, understanding motivation of the player. It has entirely rested on people's desire to be creative, and that only goes so far in a closed ecosystem where their creations die with the project.
  7. Like
    willolake got a reaction from Aleksandr in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I've waited and waited and waited for a _reason_ to return. Even when I was playing, the aspiration of territory warfare was always been my reason. I played expecting it to happen. I got to the end of my patience and stopped playing. The mining unit update was the absolute worst change ever; incredibly repetitive and boring. The only thing that will have me, an emerald backer, come back to even try DU again will be territory warfare.
     
    Yet, you're asking me to "play now so we can get data". No.
     
    I'm sick of the safe zones. The beta was completely botched with the dual launch of the sanctuary moon AND then Alioth being safe too; WHAT EVEN THE EFF! All the planets with their safe zones around them... just so incredibly frustrating.
     
    What motivates activity is the chance to build something or acquire things *in the face of adversity*. I'm all for the sanctuary moon and the tile per account (I'd say that's too much even, but different discussion) for creativity to flourish. But the real reason to do anything needs to be once I pop out of the sanctuary moon, I can freaking die, I can lose something, but I can also conquer territory, be a pirate, hunt pirates, protect convoys, hunt asteroids, do missions, but all of that has to be under threat AND present opportunities for ME to be the threat. I know I can try really hard and go find a fight, but that's not what I'm talking about; I want to be in a fight as a by product of a more broad goal, and right now you have to simply find value in acquiring "stuff".
     
    An incredible number of people in this community could design a start to territory warfare, and so can you. Just freaking do it. This post isn't about warfare being the goal; it is that the existence of it is what adds to feeling of accomplishment when doing literally anything else. That has been the key failure of this project so far, understanding motivation of the player. It has entirely rested on people's desire to be creative, and that only goes so far in a closed ecosystem where their creations die with the project.
  8. Like
    willolake got a reaction from CousinSal in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I've waited and waited and waited for a _reason_ to return. Even when I was playing, the aspiration of territory warfare was always been my reason. I played expecting it to happen. I got to the end of my patience and stopped playing. The mining unit update was the absolute worst change ever; incredibly repetitive and boring. The only thing that will have me, an emerald backer, come back to even try DU again will be territory warfare.
     
    Yet, you're asking me to "play now so we can get data". No.
     
    I'm sick of the safe zones. The beta was completely botched with the dual launch of the sanctuary moon AND then Alioth being safe too; WHAT EVEN THE EFF! All the planets with their safe zones around them... just so incredibly frustrating.
     
    What motivates activity is the chance to build something or acquire things *in the face of adversity*. I'm all for the sanctuary moon and the tile per account (I'd say that's too much even, but different discussion) for creativity to flourish. But the real reason to do anything needs to be once I pop out of the sanctuary moon, I can freaking die, I can lose something, but I can also conquer territory, be a pirate, hunt pirates, protect convoys, hunt asteroids, do missions, but all of that has to be under threat AND present opportunities for ME to be the threat. I know I can try really hard and go find a fight, but that's not what I'm talking about; I want to be in a fight as a by product of a more broad goal, and right now you have to simply find value in acquiring "stuff".
     
    An incredible number of people in this community could design a start to territory warfare, and so can you. Just freaking do it. This post isn't about warfare being the goal; it is that the existence of it is what adds to feeling of accomplishment when doing literally anything else. That has been the key failure of this project so far, understanding motivation of the player. It has entirely rested on people's desire to be creative, and that only goes so far in a closed ecosystem where their creations die with the project.
  9. Like
    willolake reacted to Vonboy in Two Strong & Urgent Requests for Dementor Changes   
    I'd like a higher number of charges you can store, just so you could not play for more than a day and a half and not waste charges. At least pumping it a little, so it takes 48 hours to fill up, would be a big improvement. you 'technically' have 35 hours before they fill up at max skills, but it really feels like 24 hours, because most people would be playing at around the same time on any given day, and wouldn't be able to stagger their play sessions for 35 hours like that.
     
    just keep the charge recharging rate the same, and this shouldn't really have an effect on the amount of ore entering the economy.
  10. Like
    willolake reacted to DrFrigoPorco in Two Strong & Urgent Requests for Dementor Changes   
    yes, this new mechanic of 'calibrating' the units every day is making me not want to play. The whole point was to 'automate' the process, not make it more boring. YES, I've logged in recently...and yes, I'll do my upkeep on the Porco Towers. But please change this. Thank you. 
  11. Like
    willolake got a reaction from Selena in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I would like to see some math here as well. I did not get to play PTS enough to feel any meaningful mining production output and determine how much base production effectively goes in the trash.
     
    @Gottchar Did have a thread with a lot of good numbers. I really hope they did not calculate based on well-maintained and maxed out mining units, nor should they use the current market price of ore but instead only the bot prices to determine possible income.
     
    An average of 400L/h T1 production on a tile, assuming a few poorly calibrated mining units, will produce 9,600L/day and 67.2kl/week. At 23 quanta/L that is 1,545,600 quanta/week. It is doable, but we'll have to see how tedious it feels for the average player to be forced into converting ore into quanta just to pay taxes.
     
    What we might see are a lot more player hauling missions to take ore to the market. That could actually be a welcome bump in general activity.

    I also agree with others that two weeks is not enough time for the world to settle after Demeter drops for taxes to kick in; I'd like to see a month before the first tax bill.
  12. Like
    willolake got a reaction from CptLoRes in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Thought I had you there "It's a tarp!" - j/k
     
    Not wrong, but there will have to be a level of cooperation and misdeeds to make the universe interesting. Some in-game mechanics to help here are certainly needed; bounties, reputation, etc.
     
     
  13. Like
    willolake got a reaction from CoyoteNZ in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I'd love for you to build voxels on my territory, and I'll pay the taxes. We'd both win. You don't pay taxes, I see pretty buildings that I'd have zero motivation to build myself, because Dual Universe is a sandbox game that has multiple motivations; not just the one you find value in.
  14. Like
    willolake got a reaction from Novoca1n3 in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    A small mining unit can be crafted in your nano from surface harvest-able materials. You can run multiple of those to bootstrap your mining operation. You can run around an harvest surface ores from any unclaimed territory.
     
    I think basic large mining units will only end up costing no more than $500k quanta; so the daily monies alone will give people the opportunity to bootstrap a larger operation quickly.

    I think something we're all going to need to adjust to is that "being a land owner" is not a given outside of sanctuary anymore. I honestly hope this makes sanctuary useful. As an early player that saw sanctuary put in at the last minute, I was completely confused why a safe zone was _also_ added. The point was sanctuary was safe, everything else was not. Because of the safe zone, no one had a reason to stay in sanctuary. Now there will be pressures that make sanctuary useful.
     
  15. Like
    willolake got a reaction from InvestorStallone in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I'd love for you to build voxels on my territory, and I'll pay the taxes. We'd both win. You don't pay taxes, I see pretty buildings that I'd have zero motivation to build myself, because Dual Universe is a sandbox game that has multiple motivations; not just the one you find value in.
  16. Like
    willolake reacted to Koruzarius in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    I am in an org with a small handful of players who all share public resources in one place where we all work on building ships, together and independently. There's no *need* for industry or mining here, but shared access is a requirement. I see no good reason why one of us should be disallowed from owning it and sharing it with the group. We may end up just moving to space or something for simplicities sake of having the industry operating on hand, but I still think it makes sense to have it as an option.
     
    And if everyone in IC is willing to spare their HQ tiles to IC to build up a cool space port... That kind of building is what the game is about, no? And each individual owning a tile could at some point decide they want to reclaim the tile for themselves, and start trying to reclaim the static constructs which would throw a serious wrench in the Org and there's nothing the Org could do about it other than retrieve their materials and leave a big hole in their structure... 
     
    And if they are just locking down resources that they might need later... Then that's their lost income opportunity, and not super different from people currently claiming and then sitting on mega-nodes, no? They still only have 5 tiles per player to do this with, and that player has final say on who gets to do what there, not the org.
     
    This change requires there to be a high level of trust between the participants for large scale projects like these, and I think that's not just reasonable, but ideal.
     
    Admittedly, single players with large numbers of alt's still have a bit of an edge there, but that's a really difficult problem to solve across the board.
  17. Like
    willolake reacted to Bobbie in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    .
  18. Like
    willolake reacted to DutchEasyGamer in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    @NQ why wait two weeks before you can empty / clean up an abandoned core? What's the point of this?
    Make it so that the tile is abandoned after four weeks without paying tax, but then everything is immediately abandoned.
    This immediately gives the lucky finder a good feeling. Even though he must first claim the tile before he can empty or clean up the core.
  19. Like
    willolake reacted to RyanMudric in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    So in order to loot the territory, we'll have to pay a bribe of 500 000 moneys to the mob boss that is Aphellia, just to get the privilege of submitting a loot request paperwork in the central bureaucracy office, which starts a 2 week court proceedings during which the constructs in question can be reclaimed by their neglecting owner, thus giving us "the finger" gesture.
     
    I suggest that we make this even more interesting, by making it mandatory for the looter to validate his request every hour during those two weeks by pushing the button "yes, I am sure", while optionally adding additional money gift to Aphellia to keep her mood up.
    The Aphellia mood will be determined by a complex formula involving time and money submitted, which will finally be evaluated after two weeks. To get the mood results, looter should fly over (not VR) to a random point in space (PVP zone, of course) to obtain a scan of an asteroid. Then he should return the scan to Market 6, after which he will get the mood results.
    The mood results can finally be delivered to the court located at the Ark ship, along with 100 kt of gold nuggets as a sacrifice to the gods.
     
     
     
     
  20. Like
    willolake reacted to Warlander in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    This is a list of changes that must happen to make this patch work going forward.
     
    Orgs:
    Orgs should be given Population Caps / to limit the damage they can do to the game. Org Exp Caps for specific talent trees to create a well balanced organization similar to a salary cap for hockey/sports teams in order for Orgs to be forced to choose who they want to keep, axe, or bring in. Orgs should have Tile limits to how much land they can grab via talents like Cores in how many TU's they can put down and the influence of the game they are allowed to control.  
    Taxes:
    Taxes need to be based on individual planets/moons and not across the board since different tiles on different planetary bodies are not all created equal. Taxes need to be based on what is actually in each individual tile and not across the board. Being stuck with a T1 ore tile is not the same as someone bogarting T5 ore tiles and reflect the ores available into the tax. Taxes in general should not be just some kind of floating number that is injected into the economy and deleted when paid. Taxes need to go into a NQ master quanta org account and then used to pay for missions to not just creating endless quanta and inflation. Using availability of taxes per planet/moon to fun missions and paying more/less average taxes coming in with a fluctuating average of what they pay out by how many missions are being run with realisitc supply/demand availibility. If nobody runs missions they are worth more or if too many are running them they go down to an average base pay to put taxed quanta back intot he game.  
    TUs:
    The actual seeding of ore does not actually matter anymore either and making things rarer and sparsely populated makes things worse. This patch should have introduced TUs with Grades (XS-L) and Rarity (Basic-Unique) in which you could buy up larger clusters of tiles (1/7/13/19 ect) with Rarity playing into higher tier ores it adds, Rate of ore gained by rarity, and the actual bonus given per cluster with an imposed total cluster limit like cores via talents you can drop by the Grade each planet will let you drop to limit land grabs.  
    Mining Units:
    Requiring hundreds of mining units and Tiles is the wrong direction by going with Less=More when it should be about doing more with less tiles and limiting landgrab monopolies vs prospecting. Mining units should allow players to instead of progressing their talent tree to hit pause on talents and use that Experience to prospect mining units individually to inceeae yields baked into individual elements. Or doubling or trippling the output of mining units in general to allow for progression to happen and allow people to actually have more fun playing the game rather than playing an IRS Repo Tax sim. Or there needs to be actual org based Industrial mining rigs that allow orgs to actually generate a realistic amount of resources per hour to play the game rather than requiring hundreds if not thousands of Tiles being purchased. The charge system needs to be swapped out with an active mining function where players use the mining unit to actively mine a 2D surface and find and mine sprite based nodes and make it an active activity or if nobody is there it auto mines.  
    Ore/Seegin:
    The ore should not be made rarer or sparsely populated with infinitely finite L/h rates we have now. Everyone needs a chance to actually experience progression. Every Planet should have at least the ability to create space fuel with the necessary ore to do so. Every planet should have a spread of T1-T5 ore that makes some aspect of parts and have the ore they need to make those planets important. All planets and moons should have all ore types seeded in regions around the planet so that a planet can wage war against another planet so that certain planets arent better then others. The quantitiy of the tiles with ore or the amount gained on each planet should be the main factor but each planet should be relatively self sufficient.  
    Scanners:
    Scanners should have a depth range attached to each ore type and ore tier that allows people to scan on the ground to detect ore. If using AGG scanning you can only see what is there below you to a certain extent limiting land grabs if they are just passing through rather than landing and scanning especially if they are using ships that cant fly unless they use AGG. Scanners should also require the Mining Charges since it deals with mining to opperate the scanners so that it limits land grabs by only scanning 10 tiles every 35 hours since it is part of mining. Asteroid scanners should also rely on auto mining charges to cut down on the number of asteroids you can mine every 35 hours since it is part of mining.  
    Sinks:
    Property Tax works to an extent but it should be dialed back by at least 50% Destructive Elements should be re-introduced to keep the economy flowing now that resources are unlimited. Usage of Elements should cause damage as a slow dot for engines, AGG, hoverpads, Warp Drives, hoverpads, industry elements, and even miners where they constantly run or while they are being used in either a form of overheating causing damage or a wear and tear baseed sink. Single use damage sink where if you use a door, seat, screen, etc it causes a small amount of damage each time that should require repairs every once in a while.  
    Missions:
    Using the Tax apparatus as a NQ master Org quanta bank account per planet as the driver for missions and use supply/demand surplus to pay base price or paying more beased on taxes collected. Making missions driven on actual work orders on collected taxes like getting paid to mine ore, then work orders for industrialists to make specific items, then creating transport missions of actual items to mission locations (markets that are understocked), and also paying PvPers to fly escorts, and also PvP missions to intercept those resources. Typing the Market Bids/Deliveries to the missions to the work order system/Mission System.  
    Talents:
    Clone the Talent system and add a new talent tab for an Organization Talent System with its own experience pool called "Research Points". Every player would have an independent personal Tab but in whatever Org you are in the individual Org Research Contribution would be added together in what individual Org Perks they want to research that makes it so if you change orgs it deduct the research from the old org and applies it to the new one. Org Research should be for things like prospecting (improving ore outputs on tiles for each type of ore), Core/TU limits, Caps (pop/exp caps by exp tree), Industry (Element caps, processing boosts, output boosts), and whatever else is needed.  
    Loyalty Program / Login Bonus:
    Every Consecutive Day you log in the L/H output on all ores increases by 1 with no upward limit. If you dont log in the bonus is reset. Every Day you log in you get additional Rewards like Elements, Skins, Voxel boxes, Rations, Gas Cards, Etc that rotate each month or some kind of Loyalty credit version of quanta that can be used to choose what sorts of supplies or rations you want. Consecutive Logins reduce Tax rates by 0.01% with some kind of upward limit.  
    At best Demeter is a progressio/economy killer that adds a major grief loop tax treadmiill that is unequally distributed between planets and moons where the ore is worth more the further you go out.
     
    If taxes are adjusted to reflect what planet/moon its on and what is in the tile and the ore rates are adjusted to give more ore than 1 L container every 37 days with 210 L/H being the best I have seen yet and every higher tier being abysmally worse and getting a box of T5 ore per year will kill off any chance of war or progression past T1-2 if this stands.
     
    Without higher ore yields or adding some 2D active mining game for mining units instead of just auto mining and charges when it should be based on degradation through use that requires scrap to heal the unit since damage does essentially the same thing in efficiency of Elements anyhow making ore worth more than flooding the market with ore nobody needs since there is no elements leaving the game, being damaged through wear and tear or user error that will grind the economy to a halt.
     
    With infinite ore and at the same time imposing huge limits with no other sink than a money treadmill and a mission system that just adds quanta to the game making inflation worse rather than being tied directly to the Taxes collected, infinitely limited ore coming in, and no elements going out of the game or at the very least requiring repairs for constantly running elements or boards running scripts. 
     
    It sets up a situation where few will actually be able to do anything in the game, afford anything in the game, force people to sell T1 ore for practically nothing to pay taxes, consumables skyrocketing, and nobody but megaorgs able to fight or do anything once they finish scanning until they are allowed to steamroll the server once territory wars are rushed into the game.
     
    @NQ-Deckard
     
    This is what I want to drive home to you even if you ignore everything I posted above this.
     
    Dual Universe is not two Universes Dueling its one solar system fighting itself and has gone off the rails so far from whatever Civ Building Distopia JC origionally set out to build. What you failed to understand in conceptualization of this game was that it needed two solar systems fighting as opposing factions and not one Solar system fighting itself or adding solar systems to fight over after they destroyed the origonal one or subsiquent solar systems after that.
     
    And lastly, You cite that Demeter was needed because of data costs of all the holes we made and then double down on world geometry complexity coupled with then adding vertex complexity backfilled with voxel limitations and at the same time drop taxes to further limit territories from building since the taxes create a grief loop leading to territory defaults that allow people to tear down and loot what people have built. Then compound all that with adding all the ore we were mining that needed to go back in as Voxel based asteroids.
     
    I suggest you keep the world geometry we have now, nix the vertex tool since people can learn to do voxelmancy any time they want, simplify effects, and drop another clone of this solar system that opposes this one and bind people to factions that allow for FFA combat in those opposing solar systems except for the Alioth trinity bubble.
     
    If you chose to free up all the red tape you are adding here to allow people to come together under a faction of orgs on each side with proper resource sinks based on destructible elements, wear and tear, and doubled/trippled the ore output, and minimized taxes you might still be able to turn this game around and actually attract PvP players back to the game rather than having everyone fighting each other for no purpose or trying to figure out how to make Territory Wars work unless you make planets factions and restrict residency to what planet your bound to but still with the way ore is seeded its setting up a disaster since ore is seeded wrong.
  21. Like
    willolake reacted to Leniver in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    I am not a huge fan of Demeter patch and the new coming features. But well, Demeter it's like the winter, you can hate it but it will still come.

    Here is my feedback:

    First you really need to improve communication:
    I can understand that wiping the scans will make everyone at the same level on Demeter, but you can't say 1 month ago "Old scan are valid" and then flip your mind and change that.
    We are playing a lot of hours by week and making plan on the future. Like in all MMO I have played, when a patch comes you prepare yourself for it. People have taken time to scan planet to get more scan to be prepare for the patch. 

    One way of dealing with that could have be. "we are wiping scans older than x months".
    Doing that you are preventing people that have prepare the patch to have loose all their time and for people that have very old scans, it's very easy to justify the removing of them.

    Ore extraction should be more rewarding:
    Some people were complaining about mining, I can understand that. But in other hand, because it was boring for some people it was rewarding for some others.
    I lost the count on how many mega-node I have extracted, but every mega-node I have pulled out was very rewarding. 
    First you had to scan for it and finding one was giving me a lot of joy every time.
    Then when you finally mined it you were happy to have a very clean hole and a lot of ore in your pocket.

    My new gameplay will be only pressing 2-5 buttons and waiting.... and waiting again. 
    So every litter of ore will worth nothing in term of reward. 

    New gameplays are more and more boring:
    When a patch come in a game, you expect to have more content in terms of things interesting to do.

    On patch 0.23:
    You have introduce the schematics and it had a huge impact on the players. In term of gameplay it was not a new content, it's a restriction on current content. 
    And with the exploits that some people had access (cheap schematics), you have added a huge gab between some players.

    On patch 0.25:
    You have introduce the mission system. First I was thinking, great it will add some content. But it's turned to be boring as hell.
    Taking your container, pressing you key auto-pilot and waiting for 3h and thanks to the PvP (content made by player), we were able to kill some haulers. But you have stopped that also, by saying that using a spy on a ship was illegal without giving any alternative to PvPer to track ship in long distance.
    And with the VR "exploit" you have let people get so many money that now the game is totally unbalanced.

    On patch 0.26:
    You have introduce asteroid mining and PvP shield. Again, first I was enthusiast with asteroid mining. But after having tested it I was very disappointed. It takes a lot of time, for a very tiny reward.
    By doing that you are restricting the asteroid mining to people that can play more than 3h straight. 

    And PvP shield have introduce so many bug that PvP was not playable for many weeks. And now that they work, it has reduce the creativity of people when it comes to build PvP ship. We are back to the cube meta (well now it's a rectangle).

    On patch 0.27:
    You are removing ground mining by replacing that with an afk mining.

    Exploit should be fixed faster:
    On every game you will have exploits, but the good game company try to fix them fast.

    You should play more the game:
    When we are watching the QA, many things that you say are disconnected from what game is. And you know should be more invested in what happening in your game. A good exemple is Sesch not knowing who Gottchar is.
    If you were playing more the game you would see what people are doing, what they are expecting, etc...
    Like in PvP, there is no way that you have done PvP. You would have change that directly.

    Some positivism:
    - Lately, it seems that you are listening a little bit more the community. That's a good point.
    - You have done an awesome job on some relooking, making the game more beautiful.
    - You have fixed some big exploit (stacking, warp)


    Kind regards
  22. Like
    willolake reacted to Novean-61657 in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    I have no issue with it happening so much as that was stuff from the past, people will have profited from most of it (or not). The problem I have with it is, they first say one thing, then they do a 180... People have been preparing for the Demeter changes since the announcement, including scanning. They've created expectations and that is what bothers me.
  23. Like
    willolake reacted to Snipey in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    Oh yeah, land rush time. 
     
    Taxes are still terribly timed as you are not really adding many new things for people to do and punishing those who are waiting for something more to play other than calibrate machines, run missions, and asteroids (old mining but in space) 
  24. Like
    willolake reacted to blundertwink in DEMETER Q&A VLOG - Discussion Thread   
    It'd be great to post a short transcript of relevant Q&As. 
     
    An hour long video is okay...but you can't really blame anyone for not wanting to sit through this.
     
    If this is the only medium of communication, make it more to the point...do some editing. I'm sorry but it's not super entertaining or funny, it's meandering. Or keep doing it in this format, but give us a summary in text. 
     
    Here's a not-so-quick summary, I'm sure others can do it better:
    They don't want to reset all talents because "that would mean we have to reset talents all the time!" and they feel people should be "locked in"...Which isn't what the player base is saying at all, but okay.  New vertex complexity meter -- so more build limits coming down the line, but not here yet.  Brake change reverted (already mentioned), but changes will come. Seems like they have some branch management issues.  Scans will show old information (will show resources that don't exist anymore). So....all old scans are defunct?  No real feedback about mining -- not going to make it more intuitive (idk about minigame) and yeah resources are infinite which we knew. Chicken and egg with T3 ore and DSAT..."we'll get back to you" --> guess they never thought about this somehow lol Some whining about "we can't win with this" regarding scans is annoying to me they can find a solution -- it's called planning ahead instead of this "let's just push it out and see" approach. Take some responsibility for your poor planning -- that's the root cause, not that "players are divided about what to do" in regards to keeping scans or making them all worthless. It's their problem created from their radically changing design and poor plans.  They are increasing asteroid spawns in safe zones, but not the spawn time frame.  Surface mining on unclaimed tiles is fine (other than sanctuary)  Higher tier ore is not "deliberately excluded" from pools, "should be present on outer planets". More rare.  Any LUA APIs on mining units? 4 new functions (maybe) to query state/rate/ore/territory pool.  Taxes... They need the resource sinks they say, because "resources are now unlimited". I don't think they've actually though about what "unlimited" means, because they are rate-limited. They are unlimited like gold in WoW is "unlimited" --> it's still finite because time is finite, the well just won't tap out. The prices of ores will change of course.  They are considering some free "HQ" hexes that won't be taxed and can be used on any planet. That would solve a lot of issues. "We might add it to Demeter, maybe not". Clearly they need this for Demeter.  They seem confident that the revenue of mining will be plenty to pay for taxes -- seems they don't expect ore prices to change. We'll see if that's true. Static/Dynamic constructs will become salvageable if parked on tile that changes ownership after "2 weeks", could be changed -- so there's a bit of a waiting period before you can requisition constructs Future plans -- new roadmap in early 2022 Increasing the price of the sub. If you want to pay $6.99/month, you must sub for a year. But they are introducing a 1 month plan at $9.99/month   
    I want to remind NQ that this is a paid game, so players don't treat it the same as they would a typical beta. Nor should they.
     
    A lot of reminding us "this is just a first iteration" etc. -- well...throwing it up and waiting to see how it goes isn't a great idea for any paid game. Especially when you're increasing prices. It isn't like this "push and see how it goes" approach is how games are normally designed, especially an MMO! 
     
    It would maybe be fine for closed alpha, but that's not where we are. 
  25. Like
    willolake reacted to DontPanic in DEMETER Q&A VLOG - Discussion Thread   
    Thanks for the video, unfortunately they skipped the point that concerns the procedure with the dynamic constructs.
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