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!SIN!seennotheard

Alpha Tester
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Everything posted by !SIN!seennotheard

  1. Glad to know that this will be possible. Interplanetary travel and space pirating would be boring without being able to interdict others.
  2. I don't think that would work well with DU. Interplanetary travel takes days, so visiting all your territories regularly could be a problem even for an active player.
  3. Okay, maybe not expensive to maintain, but they will definitely be expensive at launch. "We want the Territory Unit to be hard to make because we don’t want a sort of gold rush at the start the game, that would favor early players and reduce the gameplay to “get as much TU as possible before it’s too late”."
  4. In the most recent update, NQ announced the introduction of emitter and receiver elements for inter-construct communication. What are your ideas for it?
  5. Because you won't be the only one who can transport kyrium to that certain planet. If you charge too high of a price, no one will buy your goods. A competitor will charge a lower price, leaving you with no sales.
  6. Prices won't be unified even if you can change prices remotely because the supply and demand of a resource is region-specific.
  7. Local markets are important because planets and regions in a planet might have specialized goods. Iron would be cheaper to buy near an iron mine than at a shipyard, which consumes iron. Local markets aren't there to just cause inconvenience, but for immersion. Also, allowing people to change their market orders remotely would increase market liquidity.
  8. I'm saying that scripting and being able to change your own market orders benefits everyone, if its easily accessible.
  9. By a long time, I mean going to another planet within a system will take days, if not weeks.
  10. But what if you're an interplanetary weapons seller, and you need to raise all of your prices at the same time? You would have to physically go to each market on each planet that sells your weapons, and change the order. That would take a long time.
  11. Yeah, pretty much. With an API, you would be able to get market data from NQ servers.
  12. Well, I hope you can freely set market orders in DU O.O Ideally, markets should have enough volume so that buy and sell orders are within a single unit of currency of each other.
  13. I think that's justified, since that player is willing to sell his goods at a lower price. In the end, the buyer benefits.
  14. Could you tell me more about that? I don't have any experience with EVE. Edit: I found this thread: https://forums-archive.eveonline.com/topic/221568 It seems that CCP doesn't really care?
  15. Im imagining that you wouldn't use alts, but instead you would write a Lua script.
  16. I'm not sure how the scripting system works, but I think it would be interesting if people could profit from buying and selling using Lua.
  17. Without an API, I think interplanetary trading would just be impossible. What do you think about scripts though? Should we let people do HFT but in a game?
  18. Hey guys, Do you think that players should be able to run scripts for trading on the market, as well as have access to an API outside of the game to check on prices?
  19. My concern with this is that having a larger variety of goods would reduce the market of each individual good. While I do agree with you that using components in the crafting process could stimulate player interactions if skill specializations are involved, components that are easily craftable won't bring anything to the game. For example, if you need a component called copper wire to create most elements, and it can be created with copper alone and an easily attainable skill, then it would only dilute the market for refined resources. Especially in a situation like this, I think that the game would be better off if uninvolving components were to be replaced with their refined resource equivalents.
  20. From following forum posts and monthly dev blogs, it seems that NQ has the different levels of crafting planned as follows: 1. Mining raw resources 2. Refining resources 3. Crafting components 4. Crafting items (elements, consumables, etc.) I think that having components as an intermediary step between refining resources and crafting is not a game mechanic beneficial to the game. It would only convolute the crafting process, dilute the market for resources, and it would not be emergent gameplay. I have a biased few on this, since I come from Albion Online, a game that has embraced this idea and eliminated components in the crafting process, so I would like to hear the opinion of others as well.
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