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Holylifton

Alpha Tester
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Everything posted by Holylifton

  1. I'm not sure where the resistance to the idea is coming from. I can't think of an MMO where a brand spanking new player can go out and gather the highest tier mats on day one. There is always a grind. The difference with this game is the mats don't respawn. The absence of this type of restriction has depleted the availability of high tier ores because of the resons in my original post and we're only 6 months months after beta launch. What do you think things will look like in one/two/three years from now?
  2. A lot of bitching about orgs scanning moons and huge swaths of planets and then sending large groups of players out to gather all the T3/4/5 nodes. This is a serious problem. For example, I haven't found an Ilmenite node on Lacobus in over four months and I mine and scan A LOT. Here's a way to slow that down. Introduce a talent for mining different tiers of ores. With no talent points invested in the various tiers, you can't detect them with either the nano detector or the territory scanner. If you do happen to come across node of ore and you don't have the appropriate talent for that tier, you can't mine the node. With zero talents invested in this tree, you can only gather from the surface. With L1, you can scan/mine T1 ore. With L2, you can scan/mine T2 ore. With L3, you can scan/mine T3 ore. With L4, you can scan/mine T4 ore. With L5, you can scan/mine T5 ore. This method will make player decide how serious they are about mining and leave the high tier ores to the only the invested players.
  3. A lot of bitching about orgs scanning moons and huge swaths of planets and then sending large groups of players out to gather all the T3/4/5 nodes. This is a serious problem. I haven't found an Ilminite node on Lacobus in over four months and I mine and scan A LOT. Here's a way to slow that down. Introduce a talent for mining different tiers of ores. With no talent points invested in the various tiers, you can detect them with either the nano detector or the territory scanner. If you do happen to come across node of ore and you don't have the appropriate talent for that tier, you can't interact with the node. With zero talents, you can only gather from the surface With L1, you can scan/mine T1 ore. With L2, you can scan/mine T2 ore. With L3, you can scan/mine T3 ore. With L4, you can scan/mine T4 ore. With L5, you can scan/mine T5 ore. This method will make player decide how serious they are about mining and leave the high tier ores to the only the invested players.
  4. I ain't too proud to beg. Puuuuuuhleeeeeeeeeeeeeeeease don't change the the colour of the Feli black crater soil! The black crater soil on Feli is now a flaccid gray on the PTS. I have been collecting the black soil and paving my territory and runways with it because it looks awesome compared to a sheet of voxels. I even imbedded Medium cores into my runway and laid down luminescent glass voxels for the runway paint and leveled the ground with the voxels near perfectly. I'm being totally selfish. Please don't change the color/texture if it isn't too late. ::pos{0,2,6.5905,78.4976,19.0512}
  5. You're doing the math backwards from how the Mining efficiency talent actually works. If scanner results show 4000l of ore, the only way you can get the full 4000L is if you have L5 in Mining Efficiency under Dredger. So with no talent points you can get 4000 X 0.75 = 3000L With L1 you can get 4000 X 0.80 = 3200L With L2 you can get 4000 X 0.85 = 3400L With L3 you can get 4000 X 0.90 = 3600L With L4 you can get 4000 X 0.95 = 3800L With L5 you can get 4000 X 1.00 = 4000L Think about it. The scanner tells you how much ore is in the tile so it's impossible to get more than what the scanner is reporting. it's been like this since Alpha. I tested backwards and forwards at different levels in this skill. I was even able to predict how much oreI was ground to pull out of the ground based on scanner results and my level in Mining Efficiency. I also confirmed it again about a month ago. Now having said all this, I tested it today and there is something funky going on. My scanner result said there was 4608L of Limestone on a tile, I found one node and only got 4007L of Limestone. I scanned the tile again to make sure I didn't miss a little somewhere and the results show no Limestone on the tile. This is a bug, not by design. https://discord.com/channels/184691218184273920/748548528816521279/799891101317070850
  6. One crucial element people are forgetting is orgs and alliances. NQ has emphasised the notion that this game will be very difficult for someone to solo so most players will belong to and org and possibly an alliance of orgs. In that case, the guy mining will probably be mining for the benefit of his org/alliance who need resources to build ships, bases, gates, etc. So more often than not, when you attack a player, you will be attacking an org. That's where things get complicated. Are your orgs friendly in which case you broke a treaty and caused a headache for the leadership. If you're orgs aren't aligned one way or another or hostile to each other, you could trigger a war. Additionally, you could end up with a bounty on your head. Not a fun thing if the person paying for the bounty puts out multiple consecutive bounties. Trust me. You don't want 100s of players killing you over and over and over again.
  7. There also has to be some way to tie permissions to a financial transaction. No idea how this would work. Pay per trip? Pay for multi trip packages? Weekly/Monthly all you can eat subscription? Variable cost based on ship size (i.e. $1M for an xs core, $10M for a small core, $100M for a medium core, $1B for a large core?) There are orgs like Infinity Corp and Hyacinth Partners Ltd. who plan to offer transport services as a way to generate revenue. I don't think it's unreasonable to incur a stiff charge for interstellar travel. If the cost to travel is so low that any joe can travel, the business model breaks down.
  8. I think people will have to think very hard before destroying a stargate and nerfing the community's ability to travel. If you're just a small band of pirates, I suspect you'll suffer never ending deaths for pulling a stunt like that. HOWEVER, if a very large alliance (affiliated organizations) decides to cut off a competitor by destroying a stargate, that will make for some very interesting politics.
  9. I was watching SoCal work on that ship after the expo. I love the line work. It sort of has this 50's vibe to it.
  10. Yup. Initial release and restricted PvP areas will not be great for the typical PVPer. PvPers interested in testing the mechanics and providing valuable feedback will love it. You know these players as the max/min players who spend most of their time on the pre-release servers in WoW and ESO, etc.
  11. So I voted for the ship based FTL drive but getting one of those and being able to use it should be extremely restrictive wrt to acquiring one and actually being able to use it. Cargo transport and busing could be very real business' in game but if every knoob had the ability to bounce from planet to planet in a palatable amount of time, it would hurt the economy.
  12. Close. What will really drive the construction of a city is Organizations. Particularly the large ones with >50 players. The leader picks the planet/moon and lays down a territory unit and the rest of the members lay down territory units adjacent to other members and suddenly, you have a sprawling city of bases, meeting places, space ports and residences (people love their residences). This may also drive an architectural council that may intervene if your neighbor raises a massive penis right next to your life's work. Additionally, you could coordinate defenses across the whole organization as well. It all depends on what the PVP mechanisms look like.
  13. At minimum, a "snap to grid" option would be nice so that you can at least line up your voxels between two static contructs. That would provide a nice smooth merge.
  14. discordauth:jm0XT8YLB3JUBU-IFoQdg4GeXoTJC9vcxYRXi6GhnVM=

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