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Pleione

Alpha Tester
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Posts posted by Pleione

  1. Lack of redress for boarder cases doesn't help... it just breeds contempt.  In my case, building a Warp Beacon has been my goal since they were introduced.  I want to use it to enable my L core space station to become a trading center.  Building it is a bitch... just mining the niobium ore required was months of effort, much less the time it takes to refine.  Anyhow, the last piece I need, the Exotic XL frame, is finally in the oven and will be done in a few days.  The Warp Beacon itself is a 30 day recipe, but oops... I'll be a couple of days to late to that party.  Anybody that does manage to get a Warp Beacon in the oven before tomorrow will get one without a schematic.  I'll have to buy such a schematic, if they are even available, at a currently unknown price (but guessing several hundred million since this is the hardest thing in the game to craft).  Somehow this is viewed as fair?  

     

    Of course, nothing a Wipe wouldn't solve, but we know that isn't going to happen.

  2. 8 minutes ago, Armedwithwings said:

    So why NQ out of the blue is forcing us to be traders in order to do basic industry stuff?

     

    Because mega factories, like the one I solo built on a L space core, are consuming too many of their infrastructure dollars.  So instead of figuring out a way to optimize their code, or rewrite the CPU consuming portions with a better algorithm, they are slapping Schematics on us to slow us down and, at least temporarily, shutdown large portions of our factories to relieve the CPU load they are causing.  This is the second time they have done this... their attempt at solving the problem via the large batch sizes was their first effort.  Net result:  I have a transfer unit for a rare item that will engage once every 8 days to move a batch of that product.  A few months after they did that hack, the problem is back again.  As it will be a few months down the road if they manage to keep their player  base once we have paid the schematic cost.

  3. 6 hours ago, kulkija said:

    This was my dream too.

    It were also vision vich were sold to us at Kickstarter.

    One must keep Promises which are made at Kickstarter. Or else whole system fails. 

    I dreamed of building Atlantis, a floating self-contained industrial city that I could take out to the stars and explore with.  Alas, that wasn't JC's vision so they killed the ability to have industry on dynamic cores...  The original timeline back in early 2018, when I joined, had an infinite universe, called Galaxy, scheduled for now.  That has been pushed back to "post release", and the current approach of doing a hybrid procedural/manual planet generation means it will never be infinite - instead they will need to release a planet or a few planets at a time.  Slap two.  

  4. Here is a radical thought NQ:

     

    Focus on getting one thing right, then moving on.

     

    For instance, the economy is a really basic thing, and not an easy thing, so declare that as issue #1 and announce that the first Wednesday of every month will be Wipe Wednesday, with a month of monitoring to see if the economy is working.   If it isn't in a month, things are broken from a game development perspective, try an fix it, and repeat, complete with a wipe, until it is fixed.  Then move onto the next main issue.

     

    Flame shield engaged!

  5. Just read all 5 pages of concerns and gravitated to GaXXor's comments.  Here are mine:

     

    1)  REMOVE ALL BOTS, ALL OF THEM!  EVERY LAST ONE.

    2)  Add research for schematics and talents to improve research speed.

    3)  Once you have researched a schematic you should be able to sell that research, or use the schematic to further your cause.

    4)  Makes little since that once I own a schematic I can't use it repeatedly.  None.  What? photocopiers don't exist 10,000 years from now, or cloning devices?

    5)  Forcing players to this degree of specialization is just silly for a sandbox game.  End point:  "Guess what Mom!  I'm now a master of making Advanced LED''s... I'm SOOO happy and fulfilled.  I don't know how to make a screw or pipe but man are my LEDs cool!".

    6) The degree of specialization is currently excessive.  Example:  Having specializations for Carbon Refining that is separate from Iron Refining.  As laid out, someone smart enough might be able to specialize in making Warp Cells, and ONLY Warp Cells, efficiently after a real year or training time goes by (presuming the rules don't change during that year).  Then what are they suppose to do?  Start over with another specialty or just mine rock to feed their Warp Cell factory and presumably earn money?  Reality is they will reach their goal and likely quit the game, cursing themselves for wasting so much time.  People need to be able to experience different aspects of the game AND get good at them in order to have a sustainable game experience (and desire to continue to pay to play).

    7) The markets currently sell products at or below production cost, so many just mine their own material and build up from there.  Making intermediate parts more expensive just forces us to do more of that (yeah, I'm a miner/industrialist).

    8) Balancing a game is hard... really REALLY hard.  Please take on the task of admitting things are being tried for a period of time, and potentially backed out if they become exploits, with the end goal of having a wipe before the production release to level set everyone.  

    9) Be honest with the player base.  Start engaging us in feature conversations instead of dictating and facing rebellion's.  10,000 heads really can be better than 1.

    10) Be fair.  When features change, reset skills and allow us to redeploy our earned points.

    11) I have NO problem with it taking a month of gameplay after a wipe to build up skills and equipment sufficiently to leave Ailoth.  I do have a problem with somebody else stumbling across a derelict and gaining that technology on their 2nd day in the game.  e.g.  Remove any feature that gives people that type of advantage post wipe.

    12) Post a realistic new timeframe and focus on that, not on special events and other distractions.  The march needs to be getting to Release.

    13) For GODS SAKE, please fix Zendesk.  That disaster alone might be justification for a wipe - allowing you to just delete the 10 week backlog of tickets you have.  Please stop all the "Due to unusually high ticket volume" bullshit statements.  They are insulting.  Its not unusual when its been happening since day 1 of pre-Beta week.

    14) Make life simple for yourself.  When you wipe, make it a complete one with nothing transferring forward, and therefore no potential issues with such transfers that immediately overwhelm your newly refreshed ZenDesk crew.

    15) Fix your debugging protocol.  Make people file tickets real-time, immediately upon finding a bug.  Make it F12 or something similar.  The game should freeze, screen captures be taken, log files pruned, a DxDiag run, and everything pre-loaded into a ticket where the player just needs to describe what happened.  Asking players 10 weeks after the fact to find, and prune (without any supplied tools), the log files might have been fine pre-alpha, but is just poor form now.

    16)  This isn't your mothers house... have the game clean up after itself.  I noticed log files are finally being auto-purged (I only see about 10 days worth now).  Make sure all aspects of the game do that.  For example, allow players to specify how much disk space should be used for cache.  Clean up crash reports immediately after sending them.  Same for crashdumps.  Its just polite.

    17)  If something like Markets are not being used as designed, ask yourself why and fix it.  Don't force people to use undesirable aspects of the game, instead make them better so people are drawn to them.  (But again, never by adding BOTs!)

    18)  Be transparent.  No more ATVs or any other special group with inside knowledge.  Create an open Test server and make everything public.  Or, and here is a thought, declare the current servers Test and subject to radical changes as game balance evolves, with a promised full wipe for Release.

  6. 1 hour ago, ArmitageShanks said:

    Might at well say, "Well, this game is really only designed for mega orgs with billions of resources, piss off all you filthy casuals."

    I think the right translation is:  "This game is for huge orgs where everybody pitches to all their friends so that we can sell lots and lots of subscriptions..."

  7. 3 hours ago, Lachenlaud said:

     

    #faithlost 

     

    The ticketing system has gotten to feel like some kind of horrible joke - I've stopped using it entirely because I've never gotten a SINGLE productive or beneficial response from it since Beta Launch.

    I have to give them a little credit:  New request tagged NQ for things like teleports are responded to within a few hours.

  8. 1) Would like to hear some comment around dedication to fixing existing basic bugs - like industries being broke and crashes (e.g. "Game stabilization") being prioritized over new features.

     

    2) Some update on the disastrous ZenDesk ticket system would be good too.  I received a form letter reply a few days ago on a bug report ticket that was TEN WEEKS old (November 23rd for a ticket filed on September 8th) - the "sorry for the late response" line is just insulting at this point.  Got a follow-up on December 3rd assuring me my Alpha blueprint issue was very important and a request to please not delete the blueprint...  In December, for an issue reported in the first weeks of Beta.

     

    3) Logic around PVP and slowboats - those ships created by newer players without the warp drives.  Specifically if they can no longer logout to stop, they are going to need to start decelerating 10-30 SU from a planet, making them nice slow, fat, targets for any ganker.  Is the vision that cargo ONLY be transported by warp capable ships?  Or that all cargo captains functionally have to be members of large orgs and have escort ships?

  9. 1 hour ago, Rimezx said:

     Usually fighting other players gives you the most competition and that's why it is exciting. What these people are looking for is competition and the thrill of winning, like sports.

    That would be true if most PVP in DU was fighter-vs-fighter, as it was when there was a remote PVP area.  Today its "Lets gank defenseless ships and get great rewards for little effort".  Not sporting.  The core based targeting is primarily at fault here.  There is no defense for a L  core ship against XS core ships due to the core size based targeting (beyond warping - which is not available for most new players).  Many, MANY, recommendations have been made on how to fix this, and some progress has been announced, but not delivered yet.  Instead they launching things like this recent Gold Star search. 

  10. 1 hour ago, XKentX said:

    If there is nothing new in the next patch, I will be jumping on ships with my character inventory full of catalyst 3. Not because I am bad person, because I am bored.

     

    Your not alone.  I have my Large cargo ship, my Large Space station pumping out anything I want to make...  down to tweaking the ship, tweaking the station, and stockpiling ores and intermediate products.  Scanning for t5s is boring, but about the only thing I have to do...

     

    I do wish they would focus on fixing bugs instead of new unexpected things like this Gold Star event they posted this morning.

  11. 4 minutes ago, XKentX said:

    That's human nature, we are predatory omnivores and are very territorial creatures.

     

    We would kill each other during the trip if not cryo.

    Your nature, not mine.  Not a lot of people, excepting mostly  monotheist.  Kill to defend?  Sure, if absolutely necessary.  Kill for food - that is the nature of life.  Kill for fun?  No, not by a longshot.  Sad to be you.

  12. 4 hours ago, XKentX said:

    For those who don't want to cooperate or fight with others, can I ask why are you playing MASSIVE MULTIPLAYER online game ?

    Can I ask why you assume MASSIVE MULTIPLAYER means PVP?  Lore wise it makes ZERO sense - we just spent ~10,000 years to get to a new solar system and the first and most important thing we do is figure out how to kill each other?

     

    Some of us hope for a better, peaceful, future...

  13. On 11/22/2020 at 5:20 AM, Majestic said:

    There are some people that prefer the solo play style, what do they do? I thought DU was supposed to be played any way you want to play it.

     

    Stop thinking like a generic MMO player.

    Dang... I actually have to agree with Majestic on this one!   Without solo players new players are forced to join orgs, and given the worst jobs possible.  Not many are going to stick around long.  "Sorry dude, until you donate 100,000 M3 of each T1 ore, we are not going to give you a ship.  If you solo and try to go it alone, we are just going to blast you out of the sky".  Gee, what fun.

  14. On 11/24/2020 at 10:39 AM, Fembot68 said:

    So I believe the elements should be destroyed at some point.  This could be a number of hours used like in real life, the number of times its damaged, or both.  To be honest it doesn't matter to me as long as its my fault they are damaged.   

    We just travelled for close to 10,000 years and we don't have the technology to make things last a single year?  I'm OK with limited patch cycles (many games have the concept of durability, which gets reduced each time an item is repaired), but just using something shouldn't damage it - its against the game lore.

     

    There needs to be another basic change, which I think would resolve a lot of the tower issues, mushroom stations, etc:  Have collision damage allocated as it is in real life - to both objects based on their mass.  If I run a massive L borg cube into a single wide voxel tower, the tower losses with minimum damage to the borg cube.  That is just physics.

  15. 4 hours ago, Underhook said:

    I recently built my 1st space station.  I didn't know anyway of keeping my ship stationary whilst placing the core.  Nobody on support was able to tell me either.  So, I logged out to get my ship to stay still.  Is there currently another way?

    Use your space brakes until you have zero motion.  I do it all the time, parking my L core ship outside of the build zone of the space station so I don't accidently scoop up smaller ships docked there.

  16. 6 hours ago, vertex said:

     

    Okay, given some more minutes of pumping crocodile tears... maybe it just means that we need to establish a base of operations on every planet and have atmospheric mining carriers ready while the AGG carrier only comes down for a short period to load up and be gone again. Okay, I guess that might work out too.

     

    Except those bases will soon need to be maned full time since atmospheric PVP is coming soon.   At least except for bases in the safe zone - and JC was a bit fuzzy on all those except the ones on the Sanctuary moon.  Space stations in the safe zone appear to be the only really safe place to be other than on the relatively high gravity sanctuary moon.

  17. 8 hours ago, Emptiness said:

    It seems that the intended use case for AGG ships is to always have one player with the ship while others ferry cargo to or from it.

    And if that is the case, then even fewer solo players will play.  I've managed solo so far, with a L core space station for all my manufacturing and some trading, and working on an AGG for my L core cargo ship.  I'm about a week away from having my Warp Beacon go into its 30 day bake cycle (need 2 or 3 more Niobium veins).  Finding T5s at the current 1-vein/10 hours is burning me out rapidly.

     

    Many have told me to just quit, this game isn't intended for solo players - but I hope that is not JC's vision, because if we can't survive, it will die.  The "Call all your friends" approach to driving membership is about as successful as, well, the "free beta codes for friends" was.  Lots of people joined, lots of people left.  Too much competition for peoples time for a game in this shape. Heck, I was spending 10+ hours a day, wrote the 30 page FAQ pinned to the Discord #Help channels, and even I left for awhile after getting burned by the PVP imbalance.  I'm back, but at a fraction of the time spent before.

  18. 11 hours ago, NQ-Naunet said:


    I'll paraphrase the answer I received from JC: "Having a ship 'parked' and frozen above your base is not the intended use of AGG. A ship using AGG should ideally be parked in orbit or on the ground, as AGG's true benefit is in allowing ships to navigate at ~1000m in the atmosphere. For future missions that require altitude consideration, this is where AGG will shine."
     

    AGG's do indeed turn navigation into a mostly 2D exercise (and would be 2D if pitch control would be implemented).  Its key to searching for T4 & T5 ores which I'm finding taking 20ish and 40ish scans to stumble across.  A Vertical Booster based cargo ship using the VBs to do that surface skimming have a real limiting issue with fuel consumption, even with talents.

     

    Guess the action now will be to use AGG while searching, then land and mine your 2K of T5, then abandon your search area while you regain altitude and start over?

     

    Note this is incredibly tedious as is.  I basically have a to book a day of play per vein of T5 - a VERY VERY boring day consisting of:  Enter territory, start scanner, wait for 15 minutes, move, rinse and repeat 40ish times per vein of T5 (on planets, ore seems rarer on moons) - so yeah, typically about 10 hours of searching before I even start digging.  Yeah, I can put 3 scanners on a ship and straddle territory boundaries - if I have an AGG capable ship, but that is rather impractical until you get to that later game stage (and off course, you need many veins of T5 in order to make that first S AGG for you M core cargo that either has a warp engine or risks getting blown out of sky - but hey, what's a month or two of a PVErs time... nothing so long as it gives a PVPer a 5 minute thrill).

  19. 18 hours ago, blazemonger said:

    NQ has always said they does not want to interfere in the game and prefer a hands off approach to let players figure stuff out. It was a selling point on the KS pitch actually. On several fronts now, NQ has actively manipulated and limited the way we interact with et sandbox and there is more to come (Industry is next on the list)

    Yep... remember "Player run economy"?  We understood bots in Alpha, but what are they doing in Beta?  I think we are still feeling the impact of T5 ore sales from that fiasco after the wipe.  We pleaded with NQ not to have bots after the wipe, but they didn't listen.

  20. On 11/25/2020 at 1:26 PM, NQ-Naunet said:

    I'm curious - I've been seeing a lot of chatter about the 50m restriction; some players really want this increased, and others are saying "no, please leave it at 50!!".

    What are the arguments for/against having the 50m restriction?

    Well... for starters, a large core ship is much longer than 50m.  I can easily see this hampering flipping over ships since parts of the ship will move much farther than 50m...  Likewise if a core was at one end of the ship and you limited based on core measurements (e.g.  Not all cores are in the center of their ships).

  21. On 11/25/2020 at 11:02 AM, sysadrift said:

    Maybe you should actually fix the AGG ships falling out of the sky before you introduce this change.  Some of us use this as a workaround to that particular bug, and this will make AGG more or less worthless. 

    I'd also like to note that the maneuver tool wouldn't be needed as much if your would fix ship landings.  Can't tell you how many times I'm just scooting my ship bouncing between territories doing tile scans when my ship decides to arbitrarily flip over.  e.g.  I'm stopped, zero motion, leave my seat, and the ship nose rises up and falls backwards...

     

    Please PLEASE focus on fixing basic bugs before making ANY other changes to the game.  Equal focus on staffing Zendesk so detailed bug reports don't get 10 week turnaround with form letters would be good too.  

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