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duldrome

Alpha Tester
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Everything posted by duldrome

  1. dear NQ! adding a money sink in a game where there was implemented more and more money every day without any faucet was correct. enforcing more economic player interaction was also the right choice. but there the things you did right with 0.23 end what you did wrong was: 1. you cant implement a money sink without having money generating activities that players can perform (npc missions or something) 2. you cant make the major content(creating & maintaining industry) of the game difficult to access when you have no alternatives implemented 3. your money sink is too expensive. how should i afford a container L schematic for 4.2mill when i get 100.000 or 150.000 per day? and don't think you can fool us. we know that 0.23 was mainly driven to create artificial content. like JC already said a couple weeks ago in an interview...he was unhappy with the fact that there was no late game and players reached the highest tier of capabilities in DU after 1-2 months but this is totally on you. you underestimated our autism. the moons are empty, the meganodes are claimed... to make you feel better: you're not the first game developer that steps into this trap. DU just got hit extra hard because we are not the ordinary gamegrinder-autists, we are eve online players so now what? roll back 0.23? im not sure about that work harder on npc-missions? i guess you are already heavily involved in developing them but you're far from finishing them. otherwise you would have released that patch first sit it out? i dont know either. ultimately we cant help you with this decision. we dont know about NQ financial situation or the status of current development. but one thing we can tell you: for gods sake you f***ed up! use this knowledge for your future progression on this game oh and when hiring game designers dont just pick the high tier ones, that code all day. pick some that also grinded the sh*t out of some games in their free time
  2. edit: after second thought i thing the world generation problem was more like the algorithm being unable to place the entire node correctly AFTER the sand and dirt was placed sounds like a memory-related problem but hell what do i know
  3. ok update: i took a territory scanner result then i mined some of those buggy supernode walls and pulled a second territory scanner result the findings: the found ore value decreased substantially for this specific ghost-node ore all other ore values stayed exactly the same for both results this is horrendous news because it makes me surrender this territory with its alleged 1.3kt hematite it convinces me that its not a clientside problem, solvable with deleting cache or something but rather that its a world generation problem, where there was some mechanism, that overruled placed ore nodes but didnt correctly replace some data flag responsible for triggering scanner tool and territory scanner results. under this impression i highly question, that it will be feasible to not reset the world when DU comes out of beta sure, you can generate new planets with improved algorithms but when the starting solar system has those crucial bugs that are causing so much frustration and time loss how will NQ be able to bind new players to the game. yeah we want new content and all the cool goodies but when fundamental game mechanics are so irreversible bugged, every new and amazing feature will just be like a wonderful and tasty cherry on top of a pile of garbage for now its ok. its beta and NQ has my benefit of doubt but when the game enters a post-beta-state im not so sure about this
  4. ive seen both these types youre describing. you say its not in those flat walls but its the walls themselves? i saw somebody write something like mining the walls to make the scanner result disappear but hell no, they are huge and i totally dont want to waste my time on that...
  5. same here what really annoys me is that i dont even know the root of this problem is it a local client thing? is it a serverproblem? a world generation problem? are these cheeky invisible nodes, implemented on purpose to get activated when we mined out too much ore in a year or something? what really bothers me is: do these ghost nodes impact the territory scanner results im hunting a 1.6m hematite ore node on my territory for hours now, not knowing if it really exists an answer by NQ will be very welcome and could potentially save me and others ALOT of time and frustration
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