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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. There is not enough player controlled functionality in the game by far to enable any sensible expansion. We can't run our own markets (sensibly), we can't rent out space in tiles, we can't evict bad player constructs, we can't.. sigh.. it is a long list.
  2. As a vanguard you should know that every year there is a new roadmap. And that every year that roadmap is only loosely followed at best. Edit: And yes I agree this thread is maybe the wrong place for this discussion. And Mega leaving will indeed be a great loss for the game.
  3. Currently District 6 is one of the few examples of "civilization" in the game. There was no plan for that place to become the biggest trading hub in the game, it just happened. But as the game is now with NQ controlling every aspect of DS6, it will never grow to anything more than what it already is. Now imagine on the other hand if DS6 was a player controlled market (with many more tile control options then what we have today) that could grow as much as it wanted expanding into more and more tiles and slowly turn into something else in the process. And a game engine that was actually able to handle a real gathering of people..
  4. I wish there would not be so much focus on trying to shape the game with regard to large orgs, and more focus on how the game is for the actual players instead.
  5. 3 years ago I also still believed that. Now, not so much any more.. This game could have been so f*** great. But instead it is just an empty shell. Take for example the huge underground cave systems on Alioth. I still remember how exiting it was exploring them fist times. But, nothing there. Just empty caves.. Now imagine exploring those caves, turning a corner and finding something like this. Now that would get your heart racing I bet. And as a creative builder these are the kinda of player created quests/mission/mini games whatever things I would like to make. But NQ never gave me the chance to make anything other that static useless constructs with superficial cosmetic scripts.
  6. Problem is that the process you just described sounds less fun then my actual real job, where I make real actual money. So why would I ever want to pay NQ just to be able to work a second boring job?
  7. So basically as long as I play my cards close to my chest, I can do whatever I want and not be accused of any wrong doing?
  8. Nope.. NQ is an organization, so as long as you make it clear that you are stating an opinion and not facts it should be fine. But if you replaced NQ with a specific person in NQ, then I would agree. And I guess we are all guilty if that with regards to JC for example.
  9. I agree with Underhook and think NQ panicked when they saw exactly how many inactive titles there are. I mean, they just announced that they had to stagger the server update of tiles to be able to handle them.. Even around DS6 which probably are the most coveted tiles in the entire game, there are close to 50% of inactive tiles. And it only gets worse from there. So if suddenly more then half (by a large margin it would seem) of the tiles in the game are released, that is a big PR problem showing exactly how few players there are left. And if would also ruin any resemblance of balance left in the game, since there would be HUGE amounts of free resources for the remaining players.
  10. Yes, just one example of the many quick fixes that made little sense and did more damage then it fixed. I.e. if a player build on an unclaimed tile, they fully knew the risks associated with that, just like when someone flies out into PvP space. So there essentially was no issue that needed a fix. Same with the construct boarding shields as a more resent example of a quick fix. There are SOOOO many better ways to solve that problem, that dosn't come with all the problems and visual pollution that the shields cause.
  11. Exactly. And is it this type of functionality together with player driven markets and the ability to largely dictate the rules for a tile you own, that is needed to get any type of real player driven content/economy and player centralization in the game. And it is what the game was supposed to be from the beginning. NQ made the tools, and the players made content. But without the tools, the players never had a chance..
  12. Also remember that a new player has no knowledge of how building with voxels and all the different elements work in the game. And the element descriptions in the shop has absolutely no helpful information. I.e. before they can build a useful ship, they will need resources just to learn and make mistakes. As am early test player I got the learn the fundamentals of this game with a inventory that had 9999 of everything (most fun I ever had in this game btw, but that is another discussion). And I can't even imagine how overwhelming this would be for a new player today. Having to grind quanta for every single voxel and element purchase and not even knowing for sure which elements you want and how they fit together etc.
  13. This is a simplification of the parking fee solution. And while this version would solve the specific problem with district spam, I still think they should implement a more complete parking fee system instead. And the reason for that is that we need a system that not not only works for districts, but for player tiles also.
  14. I did not want to be right, but from past experience I called it and said this would be an potential issues the moment NQ posted the vertex editor video. And it shows that the only reason why NQ started to implement the no. 1 most requested feature in the game (vertex editor), was only because they knew they would break voxelmancing in the near future.
  15. Just a reminder to be careful how you use google docs, if you care about not leaking personal information like RL name ect. to others.
  16. This is just history repeating itself. There is no reason to believe "release" will be any different then the supposedly last wipe we had just before the "beta" soft-release.
  17. That trailer is basically showing all the things Empyrion can do and DU cannot..
  18. I gave it a 3, but after spending some time trying to learn to like the new mining bots I would probably give it a 0 now. I just can't see myself having the patience to maintain any number of tiles. So that means there is only HQ tiles and grinding missions left to get resources for building. Woho.. fun, fun, fun...
  19. There is more then one structure up there. And ironically I am unable the rapport them because the shield thing is preventing me from landing and selecting the "Rapport abuse" option. [removed images to free up space]
  20. Where are you? I am maxed out on terraforming and would be happy to help.
  21. Same issue with territory tax. Reward frequent players, but at the same time don't punish casual players. That will just make them leave.
  22. Not to mention that this artificial resource scarceness goes against the entire lore of the game.
  23. Never going to happen, because clearly nobody gets bored with this game.
  24. My District 6 tile is filled with abandoned dynamic constructs that I have to move away in increments (move tool timeout) to keep the litter out of sight. And all I am effectively doing is push the problem over to the next tile, and hope he/she won't just push it back over to my tile again. And the solution is dead simple. Implement a parking fee function that would have solved not only this, but also the District spam problem. It is all the small simple stuff like this that brings the general impression down. - How did they manage to implement a notification system so badly that it lagged the game? - A talent queue with no sorting functionality other then manually dragging stuff up and down? - Search tab not active when you enter market/inventory etc. panels, so you have to manually click it every time - A chat system from the early 2000's and so the list goes on..
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