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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. Yeah. The Institute + market + transporter ring on Alioth made sense as a central point of commerce in the Universe. And was a natural place to drop beginners and ease them into the game with easy access too the entire district market ring. The current state with a market pad of to the side somewhere, and transporters that serve almost no purpose any more. Not so much.. And I agree. Despawning inactive constructs would by far be the easiest and quickest "somewhat ok solution" for NQ to implement. And it would not even require a separate impound location to retrieve the blueprints, since they could just have a dispenser on the pad that would return impounded blueprints back to players (with or without a fee). And to forestall a certain quick fix that would be tempting for NQ to use. They will need to implement a impound dispenser for this solution. Since the quick fix hack of just moving blueprints straight into player inventories, would be used as an exploit to move resources from the markets for free.
  2. They tried the usual 'quick fix' approach with the teleporting to a parking zone thing. But as usual they had not really thought it trough and implemented it in a way so that it caused more problems and confusion then it solved, and was forced to remove it again. And this is not just some nice to have feature. But as we said (years ago) something needed for the game to solve all kinds of potential problems with unwanted parking and ad spam in territories, bases, space stations and player driven markets (in the future) etc. Case in point. I have a hex close to district 6, and after 0.23 I now have several crashed and abandoned (not the core) constructs from other players littered around on my land. And with the move tool nuked, I am no longer able to remove them from my hex in any sensible way.. And as a result I have been forced to use scrap on other peoples constructs just to kill the annoying smoke generators lagging my game. I have considered making some big holes and cover them in dirt just to be a d**k. But so far I have resisted the urge.
  3. The simple solution is to have a parking fee on the market pad, with something like 1h for free every 24h and increasing overtime cost to prevent long time parking. And to give people a place to show off/advertise make an large expo pad that is close'ish to each district market with free or cheep parking.
  4. It used to run in W7 using OpenGL as a fallback for graphics, but it has been a while since I last tried.
  5. If the queue is properly set up, It should run fine. Provided NQ doesn't have to reboot servers while you are gone..
  6. The problem is that the finished oxygen is stuck in the crafting queue, and would not even fit in the nano inventory if it was empty. And since the crafting queue will not let you delete or move partial content, he is stuck until he is able to buy/borrow a large enough container to place it in. It is one of many known "we will fix it soon, said NQ a long time ago" bugs.
  7. Look at trains, tanker ships and transport airplanes. They aren't especially pretty simply because economics and functionality was the primary design goals. So it would not be realistic to expect esthetic looking ships to perform as well as a tanker design.
  8. If you make a game with an economy that can be manipulated by players (community driven in PC terms), big orgs will dominate by default. Just like RL with mega corps. I seriously don't understand why people are surprised by this? And no amount of wipe will avoid this, unless the entire player driven economy pillar is removed from the game. But here is the trick. Which big org is 'winning' the game does not matter at all for 99% of players just doing their own thing with some friends. Or at least they used to before 0.23. And forcing people to rely on the market will just give more power to the big orgs long term since they will now be able to totally dominate production of components.
  9. I want to fly in 1st. for immersion, but I am only given necessary data (lift and force vectors and situational awareness from radar etc. ) while using 3rd.
  10. https://www.rapidtables.com/web/color/RGB_Color.html
  11. Not really. The content would be limited to a single account (uploader), so is there is a rapport it would be trivial to check and remove any bad content.
  12. Pretty much exactly what I (and some others) tried to tell them back then.. And the same physics could be used the make reaching space hard in a way that would take time as JC wanted without having to resort to grind as a time gate. And as a side bonus it would make a nice marked for script vendors, so that people not interested in the physics could also go into space.
  13. This is the old "DU should be easy to learn, but hard to master" discussion from NDA forums. And the main thing to be learned from that discussion (that NQ seem to not be able to understand), is that hard is not the same as tedious. For example way back, NQ felt it was no problem simplifying flight physics (hard to master) claiming it was to 'hard' for players. And then they turned around and dialed the grind level (tedium) up to 11. And as a side note. If not arguing your point of view for what you think would make the game better, then what? This forum would be pointless without that. So as long as you are on point with sensible and logical arguments and not resorting to straw man attacking or belittling people with dissimilar views, then there is nothing wrong with trying to form the game in your image. And then it is NQ's job to decide if they want to listen or not.
  14. With asteroid mining I bet we are going to see a lot more space elevators being built to bring the ore down to markets (provided there is an actual large scale cost saving using elevators). So the collision problem is going to escalate from being annoying to a real problem.
  15. It is like you are reading my mind. Until something changes drastically, I have now resigned myself to a daily round on the forum and a short login just to collecting the daily quanta. And the way it is now there is a snowballs chance in hell that I would become a subscriber once the beta/DAC's run out.
  16. Seriously.. I am trying really hard to think of any game feature that had moved past initial first iteration and actually been improved so far in this game. Industry is the only thing from the top of my head that got a second iteration, but was it an ehh.. improvement? Everything else has just been very minor changes on the initial feature. Please correct me if I am wrong.
  17. I would say 0.23 was mostly an issue of the changes not being balanced. Meaning you cannot totally change a core aspect of a game without additional changes that keep the overall balance in place. And the main gripe I think many have, is why NQ did not see this obvious problem with the patch in the first place (does NQ actually play the game?). Granted hindsight is always 20/20, but still. And a sadly a recurring theme here is that... Faster and smaller iterative changes instead of infrequent large patches with lots of changes (and bugs), is something we (early testers) have been asking for since the beginning.
  18. If there was a wipe losing countless hours spent grinding would be demotivating, but even worse is losing what you have built. And by that I mean proper creative building. No amount of talent points or quanta reimbursement is going to give back the energy and creativity needed to rebuild such things.
  19. I don't see how a wipe will change this. The way I see it, the economy is mostly struggling because the game does not have a game loop/ecosystem that justifies a thriving economy. The goal of a large org's will always be to become self sufficient, and with hundreds of players pooling recurses after a wipe they will quickly get ahead again and complete self sufficiency will only be a matter of time. Meaning that long term the economy has to be able to function without large org's using markets. Or put in another words. If large org's where forced to use the markets exclusively, they would also be in a position to largely dictate the market economy. And I bet you that would not be in favor of small players.
  20. The main problem with a wipe, is that DU has active subscription players. So if there is a wipe in a game where players are paying for content that is supposed to be permanent, do the subscription players get a refund? And if not, then what exactly did the subscription players pay for? There is also the problem that a wipe would probably lead to a mass exodus (even more so then 0.23). Speaking for myself a wipe now would be the final death knell for me at least. JC said there would be no wipe in a stream some time ago (can't be bothered to find the exact one), and I have proceeded accordingly. In later streams he has revised to saying they will avoid a wipe if possible, which basically means the same thing. In my opinion the last opportunity NQ had for a global wipe, was the last test release they did shortly before the beta release with subscriptions. And lastly, what exactly will a wipe achieve beside from reducing the already dwindling player count? I hear a lot of talk about how a wipe will save the economy etc, but I fail to see how. Large org's will do large org things regardless, and 0.23 has only made the divide larger. There has already effectively been a industry reset for all players. So how is a global wipe supposed to 'save' the game? Solo players and small org's will never be able to compete with larger ones regardless. And the titans will soon be able to dictate large parts of the game wipe or no wipe. Especially in a game like DU that has a small player base.
  21. The problem is that we (pre-alpha testers) have been telling NQ since 2017 that the game has some fundamental and serious performance issues that they need so solve to actually have a playable game, regardless of how many other features they try to add to the game. And only just before the public 'beta' release did NQ actually put some effort into optimization with the server mesh feature that did improve things a lot. So imagine how bad it was before.. But in true NQ style the server mesh improvement did only address some of the symptoms, leaving the fundamental voxel/fps performance problems unsolved. So we are never going to see the fabled community driven cities and large space stations (space cities) that JC used to talk about (notice he doesn't talk about that any more), with a game engine that can't even handle the district markets. So DU and Cyberpunk are actually very similar in this regard, trying to build a complete game/add features onto a shaky foundation using quick patches on top of quick patches.
  22. Technically if you want to be standing perfectly still for a long time in the space of a planetary system, you have to find a Lagrange point. Alternative is a stable orbit, but as Daphne says that's not really possible in DU.
  23. The problem with blaming CPU bound on low FPS, is that with regard to DU the CPU is used to calculate voxels/stream server meshes. So there is a paradox here. Not being able to stream all the voxels in time (causing high CPU usage) should actually translate to less work for the GPU and higher fps. But this is clearly not happening in DU, and the effect we are seeing are typical for badly designed graphical systems that does not properly decouple CPU and GPU operations.
  24. How exactly would this work, when schematics are pulling orders of magnitude more money out of the system then the daily is inserting? Except for the being mind numbingly dull part, mining to bots is no different from PVE or lot drops that you will find in other games as ways to inject cash into the system.
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