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Immortallis

Alpha Tester
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  • backer_title
    Silver Founder
  • Alpha
    Yes

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Immortallis's Achievements

  1. The first tour has launched with many Noveans in the amazing new tour 'bus'!
  2. No I was on the tour ship. When you sit in a seat press INSERT to toggle your view perspective. You can scroll in and out holding CTRL or Shift (can't recall which) with mouse wheel. F9 to turn off HUD for screenshots. Have fun!
  3. Screenshot from today's eggcellent adventure
  4. Current Version Number: PTS Impact: Crash upon login Summary: EasyAntiCheat throws an error intermittently when logging out then into another account Description: I have had this occur a few times where I am logged into my main account, log out, then login on my alt account. It just seems to freeze then I noticed the Easy AntiCheat error popup in the background. It doesn't provide any specific error or context (see screenshot). Once I click OK the pop up disappears and the DU client closes. Reproduction: Log out of one account then log back into another account without exiting the client (intermittent issue)
  5. Current Version Number: PTS Impact: Inconvenience Summary: Maintenance units get stuck Loading data for some constructs Description: When I click repair for some constructs the LOADING message appears on the screen and will not resolve. I have let it run for up to 30 minutes just to see before pressing CANCEL. Relogging and using another character did not resolve the issue. However, I did manually repair one of the damaged adjustors (which was red), leaving several more damaged and broken adjustors and only then did the repair unit LOAD the data properly for the construct. Reproduction: I had this occur both on my pocket speeder and a new dynamic construct deployment
  6. The parking lot is also a good place to check out some great ship designs
  7. Exchange hall looking great from the balcony level
  8. My take on the DU FTUE back-story (in jest of course) Okay so to recap, we were cryogenically frozen ... Travelled thousands of light-years across the universe ... looking for a new Earth like planet to call home. The Ark ship finally gets to Alioth (Hallelujah!) and we are awoken by the A.I. ... who puts us in a drop pod (lander) to start our new life ... but due to some gross miscalculation the drop pod shoots in the opposite direction and we land on a 'moon' devoid of surface water. The A.I. did however take the time to mine all the necessary ores ... in order to build infrastructure (institutes, markets, mission hubs, etc.) ... on not only one but ALL the moons and planets in the Helios system (and in the middle of the safe zone)! Not only that but the A.I. also took the time (while we were frozen, I might add) ... to stock these markets (except Haven) with items and schematics for us to purchase from her ... with the daily allowance that she gives to us for surviving yet another day in her reality! She coddles us along, providing tutorials and opportunities to learn new skills ... which in the end provides more income to her data 'bank' ... through territory purchases, market taxes, non-HQ territory taxes, etc. All the while pushing us towards PvP ... To fight against one another for capturing rare resources ... in an A.I. calculated misdirection. The real enemy has been in front of us all this time ... the true gameplay is Player versus A.I. ... Down with our Overlord Aphelia!!! 🙃
  9. Personally, I have a group of 7 tiles on Alioth, plus my main HQ and my Sanctuary tile which I mine T1 ore on - so about 40 MU's in total. I try to calibrate every 4 days to maintain maximum efficiency and yes, I play the mini-game and pick up the ground spawn ore. Estimate this takes me at least an hour or two a day. Then you need to factor in the time to collect the ore from the containers and bring to market. This has definitely become an exhaustive gameplay loop in order to generate enough money to pay my 8 million quanta in taxes a week to keep these machines running. I like the idea of reducing the calibration of a MU to once a week on average (with appropriate changes to calibration charge up time) Tile taxes, need to be significantly reduced and based on the potential ore being collected from the tile (there should be high and low cost tiles on a planet). The taxes need to be based on a set minimum value of the potential extracted ore (ie 25 quanta for T1) *yes market bots take away from the player driven economy but I think its necessary In regards to the tedious issue of picking up ground spawn ore on a tile, a cool feature would be to have that drone from the mini-game fly around your tile picking up ore (think of a Roomba), depositing in a designated container, for which you would need to expend calibration charges to keep running. Just an idea.
  10. I was thinking along the same lines. First off every tile costs the same 500K to purchase, be it on Alioth or Jago or wherever in the solar system. It needs to be a tiered approach, primarily based on the tier of ore found on average on that planet (not necessarily a tile by tile basis ). Then this tiered approach would also apply to the amount of taxes due on a weekly basis. With the decline of the market prices for T1 ore this becomes even more of a sustainability issue to utilize MU's on T1 planets such as Alioth. Why pay the same amount in purchasing the tile and then ongoing taxes on a primarily T1 tile versus tiles with higher tiers of ore? Do you plan to set a "baseline" for all ore Tiers to continue making MU's viable in the future? (there appears to be market bots buying T1 for 25h . . . is that even profitable for a new player who may only have one tile and limited talents?)
  11. Over the past 7 weeks, it's been consistent 190 asteroids spawning on Saturdays: 100 Basic (T1) 50 Uncommon (T2) 25 Advanced (T3) 10 Rare (T4) 5 Exotic (T5) Now the issue I see is only 12-24 of those T1 and T2 asteroids have spawned in the Safe Zone each week and these are all found and heavily mined within 24 hours. Approx 80% of the T1 asteroids, and 50% of the T2 asteroids that spawn in the PvP zone are not even found before they despawn . . . as its not worth losing a ship over. Ideally, more T1 and T2 asteroids need to spawn in the SAFE zone; especially after auto-mining on planets becomes a thing. (assumption is normal mining will no longer be permitted due to the issues caused by the load on the system having to procedurally render so many holes - but that's another topic) If they increase the number of asteroids in the SAFE zone, these could spawn over a longer period as well, instead of just Saturdays. I think it would bring more Noveans into the hunt, give them a reason to leave the planet and become a core gameplay loop that many are currently ignoring. Yes, those of you who mine your super and mega-nodes may see T1 and T2 asteroids as a waste of time, but I think these asteroids are the future of mining as we know it. We have been spoiled to date with the existing systems in place. That's why this is a BETA . . . to figure out what works and what doesn't for the long term state of the game.
  12. Silver Founder Member of the Prophet Rocket Foundry Former Landmark player itching to create with voxels again in a new Universe
  13. discordauth:BfYAQnJRtQHUgLGSJDGY-KVWqPC5yLD1g0hrtxFY5go=

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