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Alpha Tester
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Everything posted by Calisius

  1. Fout me this means I Will just go back to 1 account. If I was able to keep the headstart with talent points I have made it would be worth of to have multiple accounts. Think I just go back to one and work with that. Question, do I keep my life time sub as a ruby founder? Question 2: do I het the 52k talent points after 6 months and 3k per month? So 18+52k= 70k?
  2. it can be a shortcut to your city? Its just a convenient place for new players to see what is around like cities, stores, etc
  3. On a positive note I LIKE THIS! Its like the shop window to the real store, park, city or other point of interest! I think it is a nice place to drop a waypoint maker and mabey some decoration to draw people to the actual location where you have your themepark, shop or city! By making it small you make sure people don't use it for something else then just that, a shortcut or promotional piece! Well done!
  4. THE ALIOTH EXCHANGE sounds interesting! Looking forward to how this will work. Do you pay rent or it there another way to make sure only active players are using it? CONTINUED GRAPHICAL UPGRADES, sounds good! Seems like it will improve the vissibility! SUMMER DACs Can they be exchanged in game as well? How will it work for us ruby founders and above? NOVEAN OVERVIEW Nice addition! I think skins are a nice income model as well. LUA API Don't know enough about lua, one day... TALENT POINT RESET Super! WIPE (no info) Still waiting on this, please at least let us know that IF a wipe happens that we at least get to keep our talent points and blueprints but that other things like money are still on the table. As a miner most of my wealth is gathered by spending hours mining and running around calibrating so a money wipe would not be preferred. But I understand a materials and stuff wipe might be needed to reset the economy.
  5. Thx for the update! I understand that it's a diffecult topic and I understand that it takes time to get it right. But I do notice that I am not having fun at the moment because of the uncertainty and so stop playing for now.
  6. With the terrain wipe you put a lot of effort in to keep underground bases like mine, with a wipe can I still keep my underground base or do I have to dig it out again if I have a BP to replace it? Wiping talent points seems like a bad idea, I am a miner and an industrialist so a economy wipe would hit me pretty hard. If my talent points from the last couple of years are removed as well I might just lose my will to play :S I understand that you need to remove the bugs and the riches gotten trough bugs. But do they really brake the game in its current state? I don;'t think a wipe is the best thing for new players, now they come into a game and have the space to experiment. If everyone has to start over the starting zone would be swamped in the first week(s) with existing players and make it unplayable for new players. Now you have the player base nicely spread across the system. A full wipe feels wrong since it feels like punishing players like myself who have spend countless hours logging in to calibrate my miners. I waited until beta to start playing because there would be no wipe anymore and my efforts would actually account for something. The same reason why I backed Star Citizen but are still not playing it, there might still be a wipe and all would be for notthing.
  7. I kind of lke the schematics, dont mind them staying. And please let me at least keep my talent points!
  8. Haha challenge accepted. Now where is my pvp ship? Wait.. I have none... let's build (and prolly lose) one! Ps love this!
  9. Btw please NQ first tell us the plan in a dev post and ask for our feedback. Use the feedback to fine tune the chanhe and only then implement it next time.
  10. Ooof tips might actualy be the first time I dislike the choice made! As a single player I use 34 slots for myself that I actualy use... my personal space station with industry (8 L cores) 7 for ships: 3 warp shuttles 1 atmo L hauler 1 atmo M hauler 1 L core fighter 1 L core space hauler Plus 4 flying carpets And 15 for MUs Plus I would like to colect ships and build a bigger stationto expand my industry in the next couple of years. Mabey have a wayyy bigget limit but add taxes like with terriories? Do the more you own the more you must be able to pay and earn?
  11. A message for NQ's design team to take into consideration. I don't think taxes are the problem, the 1M quanta is a good price since you can make 2M a week when you keep your MUs at 100% and are able to sell it. I do run into a couple of other problems: I need a "add 1M" button instead I understand the choice but a "add 1.000.000 button" would make it much easier to add funds to the territories. I think the wallet per territory is good and I hope that other org members can add funds in the future as well. I want to save more calibrations Since I have LVL 4 I can save up to 9 calibrations (1 every 4 hours) so I need to come back to the game at least every 36 hours or I lose calibrations. I would like this pool to be bigger so I don't feel the need to come back every day just to use my calibrations. So I can at least save up to a week (or more) worth of calibrations that I can then use every weekend. 48 hours VS a week at 100% I would like the MU's to keep at 100% for at least a week before they go under 100%, to balance this you can make the time to generate 1 calibration longer so you can save up 10 in a week or so? The perfect solution: The perfect solution for me would be that after the initial calibration the MU never goes under a 100% calibration so even if I go on a X week holyday the MU keeps producing (until the container is full). This amount or ore should be enough that if you sell it to bots you would get a bit more then 1.000.000, just enough to cover the cost of the tile (and taxes and fuel). When a MU is calibrated the amount goes up to 200% (or more?) so you can still increase your profit margin if you actively maintain your MU's Even better would be if the whole MU is automated/passive mining and I just need to pickup the ore (or generate a missions for it) This also fulfills the promise that a MU is an automated/passive way to generate ore and income so i can focus on (losing money while trying for big prizes with) building, asteroid mining, PVP, missions or exploration (aka the fun parts of the game when the rist is big but the reward as well) and the territory mining is a nice passive income. The territories as money sink I get that you need a money sink in the game, but if people have resources to lose in PVP (elements that cannot be fixed anymore, voxels that are lost) then you don't need the territories to be one so much. So lowering or removing the tax
  12. I don't think the weekly tax is the problem, you can pay for up to 18 weeks so moneywise you could just ignore the tile for 18 weeks. But you can't because the problem is the necessity to come back every 2-5 days to calibrate the mining unit and the fact that you can only "save" up to 10 calibrations which actually means that you have to come back every 40 hours (or 1,5 day) to make sure you don't lose calibrations. So in reality you have to come back every 40 hours (or sooner if you have less then lvl 5) which means that all you do in DU these days is calibrate mining units, fly ore back and sell it just to pay for upkeep. in my experience you can make a pretty profit (my bank account is growing) but the need to calibrate every 40 hours means that is all I do in my game time.
  13. Good to hear that the community is being heard and that your working on better two way communication! The new updates look interesting for me personally and I love the idea of looking trough space for wrecks! Good update guys!
  14. Ahh now I got it! When above 100%: The added 20% is 120% Thanks!
  15. I tried this but it doesn't work: 100% or more: The base_rate or the displayed value for it (rest ore) times efficiency / 100 times calibration / 100 times adjacency / 100. or 123 L * 100(%) / 100 * 100(%) / 100 * 20(%) / 100 = 24,60 instead of 166,79
  16. This calculation is incorrect. (123 L base rate * 113% efficiency ) * 20% adjacency = 27,80 not 166,79.
  17. Damn so it is actually 2 different formula's? 1 for when the calibration is 100% (or more and the first 48 hours) and 1 for after 48 hours and the calibration is under a 100%?
  18. Has anybody reverse engineered the production rate from mining units yet? I thought it was: base rate * (efficiency + adjacency) But that's wrong and I can't seem to find the right formula. Example; from one of my MU's: 123 L base rate * (113% efficiency + 20% adjacency) = 166,79 L ? So what is the correct formula?
  19. I think it is so other people like orgs can drop money in them as well, that would be impossible if it goes straight our of the players wallet. But a "add 1 milion button" would be a nice addition! I am curious to the reason behind the 13 weeks as wel!
  20. Playing excel can be a lot of fun! You should try it! Plus no idea what a tripe is so i'l just assume it is something fun.
  21. Hi, as a lot of people have already said the current mining "minigame" isn't really that much fun and feels more like a choir/dayjob/maintenance and I agree. I hope NQ is working towards a better V2.0 solution and collecting feedback. So here some idea's and feedback. Why do auto mining units go back to 0% when you don't calibrate them? When they where introduced I thought they would run at 100% without calibration and with calibration they could increase to 200% max (depending on how well the mini game goes). So the percentage you get in the minigame is added to the base percentage to increase the yield of a mining unit. That way you don't need to do it and can just have it running without "maintenance" at 100% and can focus on building, pvp or missions but still have a "basic income" or chose to make it really profitable when actively maintaining them with the calibration minigame. The taxes you pay on a tile are in my opinion fine. If you want to keep your mining unit running on 100% and pick up that ore you should make enough to pay for taxes, fuel and a bit more Mabey keep it profitable enough that you can make a mission for someone to pick it up and bring it to market and add more player created mission gameplay that way. I think the weekly taxes are good as well since this gives you the ability to change territories quickly but please give us more then 13 (maybe at least 52) weeks so we can take some time off for the military personal among us. If you no longer pay taxes the mining units just stop working and after 2 weeks the territory is abandoned. I think the current implementation is a good V1.0 but I hope they will let us know that they are collecting our feedback and working on a V2.0 to improve the experience. This is just a suggestion and probably an imperfect one. So I hope to get some constructive feedback on it so we might actually help NQ with a V2.0 that is based of the current implementation, not to much extra work for them, and brings back some of the "fun" for current & future players! NQ please let us know if this is helpful!
  22. Hi Roust, I saw your spreadsheet in the post. Looks awesome! I'm working on my own version right now but was wondering. Are you willing to share yours?
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