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Pleione

Alpha Tester
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Posts posted by Pleione

  1. 1 hour ago, Maxim Kammerer said:

     

    Well, if they wait long enough, they can forget the rest of the list as well. Pretty smart strategy.

     

    Seems to work for support:  Once they "pass on" an issue they close the ticket.  No tracking to see if issues are resolved, just pass it on and close it.

     

    Wouldn't it be nice to get an e-mail along the lines of "Dear Pleione - we wanted to let you know that your issues #12345 should be resolved in the patch that goes live this Saturday.  Thank you for reporting issues - it is key to making this a better game".

     

    Lets not even start with wild concepts like "Report bug" automatically taking a screen shot, running a dx-diag if the output file is old or missing, grabbing the last 15 minutes of log files, and having all that ready as attachments when the screen requesting a description shows up.

     

    Or, how about, and here is a shocker, having the debug option "clear cache" remove the shader cache file while it was at it.

     

    You know, its not like they haven't had 6+ years to develop tools to help us help them.

     

    Maybe, even, just a small doc that describes how to find an event in the log files?  Just documentation guys... no coding needed.

  2. 1 hour ago, kulkija said:

    You know and I know that bots are really not only income source.

     

    Maybe because:

    Heavy taxes, high costs fuel electricity, energy to heating homes and such are real life big problems. We do not want them into game we play.

    I want to feel that at least a short moment in my life I do not have money problems. So I love easy income provided by bots. I really do. I was just wondering is there other reasons?

     

     

     

    Amen.  I spent 45 years of my life working in Corporate America, fortunately with bosses I mostly liked, but always with Corporate requirements/ambitions/edicts that made life somewhat less pleasant.  No way do I want to spend my retirement reliving that via a game.

     

    Started some Uncommon Military L Space Engines today.  They take me a bit over 6 hours to make each.  Felt about right.  Wasn't particularly happy with spend 4+ hours making schematics or paying 75,000 for each pair of them over and beyond the ore, industry, and other associated cost.   Of course, those cost were trivial to the Tier 3 things I'm starting to put together.  8 batches of Tier 3 Product schematics will set you back 450,000 and 25 hours - so that you can, eventually, make the alloys you need.  Why 8 batches?  4 consumers of those schematics, 8 batches will only supply them with 60 runs each....  Given that I easily go through 250 schematics per T1 product per day, I'm not looking forward to keeping those industries going, and am terrified what T4 and T5 will cost.  All this just so I can build a S Roid hunter with a shield...

     

    ps.  Please don't tell me about just needing to plan better.  My factory currently has 225 industries (more-or-less) on it - I'll be dammed if I'm going to be building spreadsheets to manage them. Yeah, many of those produce T1 stuff and don't require schematics, but plenty of them do.

  3. Average Highest on Quartz is now around 10, Hematite is down to 15.7.   Coal and Bauxite holding around 20, which is ok.

     

    Seems like the deflation on ore is warming up.  Has anyone run the math on breakeven?

     

    Hmmm, suppose we could take a pass at it now:

     

    Assume 400l/hr from a typical territory.  For now, lets ignore Calibration and talents.  Although those are huge, lets consider those "profit" used to buy items and schematics rather than paying land taxes.  Adjacency bonuses would also fall in the "profit" category.

     

    So 400l/hr = 67.200 l/week.  Tax is 500,000.  Divide ore into tax and you get... roughly 7.4 quanta per unit of ore for a tile to pay its own taxes.

     

    So not there yet, but Quartz is creeping up on it.  Something to watch out for.  Below that, I predict economic collapse.

  4. 15 hours ago, JackRaid said:

    Vote No on schematic talents....vote no on schematics.  There are so many people like myself who love to play, build, and explore...Territory fees are way to high.  Mining is completely bonkers now...  Your completely throwing out a player base who only wants to play 5 to 10 hours a week.  They dont want a full time job trying to pay for territories and schematics.   Quite a few tiles are going inactive already in just a few weeks ...real money is gonna dwindle for DU.   Not trying to be a jerk but if you wanted it to be a co-op game with large groups...should of been advertised that way. 

     

    This presumes we get to vote on game issues - we do not - as much as I support the comment.

     

    It gets better.  Apparently we now have "Batches of Batches" whereby if the batch time is less than 3 minutes (per NQ Support) multiple batches will be run at once.  If it takes 6 batches to exceed 3 minutes, you will get an "Out of Schematics" once your down to 5.  The code is broke of course, or the 3 minutes limit is wrong.  I have an Atmos fuel plant with a 2 minute 43 second run time that died with "out of schematics" when it still had 4.  Support suggested this was because of talents, which are not considered for the 3 minute run time rule.  But lack of talents would take the run time UP, not down to a shorter time.  So a hack on code that is well over 3 years old (batches) breaks again.  No surprise.  Just can't understand why 1)  They won't admit it a bug and 2) they just don't adjust batch sizes so that the minimum is over whatever their magic cost efficiency number is (apparently 3 minutes, but maybe not).  e.g.  Fix the root cause instead of adding another layer of code that is buggy.

  5. Basically they have slipped in "Batches of Batches" instead of just fixing the batch sizes to meet their 3 minute minimum requirement.

     

    When you see the error, you can hover over the little yellow "!" and it will tell you this otherwise undocumented requirement.

  6. This one blows my mind.  NQ is the only gaming company I can think of that can justify 4 being equal to 0.

     

    image.thumb.jpeg.2402377cf9307ee128cf9bac8dd1a3a3.jpeg

     

    To be fair, Support responded quite quickly to this, in something like 4 hours.

     

    Their logic:  The batch time is less than 3 minutes, which is the minimum processing time on an industry to prevent excessive load.

     

    Formally:  "As such, Industry Units are provided a minimum crafting time of 3 minutes. This means that the Mining Unit will actually craft a bunch of times, but in 1 go. For example, if the Unit takes 30 seconds to produce the item, it will not craft every 30 seconds but ever 3 minutes.
    This would total to crafting 6 batches in one go, requiring 6x the schematics."

     

    But the batch processing time is displayed at 2 minutes, 43 seconds, so perhaps 1 remaining schematic would get held up by this "rule", but 4?  And if this rule is universal, why not just all batch processing times to be at least 3 minutes?

  7. On 10/24/2022 at 2:40 PM, Cergorach said:

    Typical? Maybe not, but many of such players are around and we're just tiny compared to others, especially those that operate collectively in orgs. Are those large numbers? Sure, but certainly not unattainable. It's not so much a 'brag' but more an indication about the immense T1 ore hunger that is in DU, even after 18 months in beta with mega nodes, automining, duping, etc. the amount of T1 ore being bought was huge!

     

    I can attest that my pre-0.23 L space core factor measured T1 ore in terms of L containers, with a hubs of 10 L containers for each T1... just for input... and it was always hungry.

     

    Starting work on a space station now in hopes that Roid mining can get me back on track.  My current Madis factory is fed by 13 satellite territories plus its own miners - but its limited.  Those 14 groups of miners do keep that factory satisfied, and pay the taxes. at a cost of half a day every 4 days for calibration runs.  Not fun.  Roughly 70 miners all total (some have 2 for an ore, others have T2 miners, so average more than 4 per just in case another math nut reads this (I'm one!)).

  8. Personally, I like how you can use it to see that "Unknown Server Errors" are still occurring on industries, just like in Alpha!  Nice that they haven't changed that "feature".  You can lose time just like we have always been able to to.

     

    Oh, and when playing with teammates - apparently "he who starts" an industries skill override skills applied to a factory, reducing output.  Another cool "feature".

  9. The only thing schematics add are delays to the game play.  My factory, which is in its 3rd iteration (Haven->Alioth->Madis), is now being built out to process T3 ores that I've had to purchase from the market.  All T3 processing equipment (refiners, smelters, etc.) require T3 to build, which is a real catch 22 for anyone trying to go solo.  So, ok, no 100% die-hard, no-alt, soloist.  Anyhow, its incredibly annoying to get things cranked up at night just to find your out of some schematic in the morning and it will be ANOTHER day before that industry is made.  Its just excessive.  

     

    Thank god for the efforts of those folks that make publicly available LUA code like ArchHUD and IndyHUD - those tools are real boost to playability.  Shame we lost the ArchHUD supporter, but IndyHUD is still being worked on.  ArchHUD alone changed the game for me.

  10. 20 minutes ago, Doombad said:

     

    This is just hyperbole. You may not like the direction of DU (and this is your perfectly valid person opinion), but you can't honestly say it is worse than it was two years ago.  

     

    Many would argue that...  but its just opinion.  Personally, I see NO value in schematics other than another speed bump for players to grind through.  I also reject the "lets just make it harder, because that is more challenging".  If folks enjoy that they can just forego learning most talents, or stick to haven and the markets for all your needs.  Sorry "more challenging" does not mean "more fun", just more grind.

  11. 3 minutes ago, Kezzle said:

     

    The only conclusion I can come to that makes any sense is that Aphelia is a deranged AI. Anything the "colonists" are told about the reasons or history behind pretty much any subject has as much chance of being a lie/delusion/fantasy on the part of the machine as it has of being near to a truth. If you're familiar with the TTRPG "Paranoia", you'll recognise the reference when I say "Aphelia is your friend. Trust Aphelia."

     

    :)

     

    It kinda makes what NQ tell us a bit "meta", in that they're not letting us, the players, know the truth, but if you gotta have "reasons" for things, beyond "It's game mechanics, foo!" it makes more sense than what we've been drip-fed.

     

    Actually... I like it.  An insane AI... Doesn't talk much.  Can't believe anything it says.  Defines the rules as it sees fit...  Just need to change the name from Aphelia to NovaQuark and we are there!

  12. 9 minutes ago, Aaron Cain said:

    well, firstly the whole idea was that you can be anything you want to be, but then the game or better said NQ forces you to make a choice as the game does not allow the actual "you can be anything....." approach.  Frankly said, with that it should be no different if classes/jobs were introduced that would have extra triads or something.

    Freedom should come with the potential to make something of that freedom and not with countless frustrations.

     

    I'm almost to the point of just wishing they picked a backstory lore that made sense.  Right now its "Earth is going to be destroyed, lets pack 1 million colonist on an arcship, travel for 10,000 years to a new planet, then tax them to death."

     

    I mean Earth is GONE!  Corporations are GONE!  Who the hell are we paying taxes too?  Shouldn't the goal be to re-establish civilization, using the knowledge brought along to make that happen as quickly as possible?  Instead we are taxed if we want to improve land, taxed for all but the most basic of technologies used.  Suppressed, not encourage, to build bigger and better things.  And lets not even mention the insanity of encouraging people to kill each other.

  13. 31 minutes ago, fusion94 said:

    there will be talents for schematics, probably something else to break horrible or upset the scales of balance...

    See it going one of two ways:

     

    1) We are all at talent level 0 now, and schematics will simply be makeable 5% faster per level of talent.

    2) We are at level 5 now, and everyone will be set at level 0.  Schematics will take longer to make than they do now.

     

    Variation:  Cost to make may be affected as well.

  14. 5 minutes ago, DecoyGoatBomb said:

    For once I am just happy about all of this. These sound like amazing additions and new ways to play. WP NQ!

     

    Many apparently are not.  Just read of a major LUA developer of a very popular auto-pilot giving up on NQ after this latest "Announcement".  30 minutes of "Hello xyz"?  Really.  Felt bad for the twitch guy for not being given more material.

  15. 1 hour ago, Aaron Cain said:

    And back to the point:)

     

    Lets not shift this from NQ

     

    Industry is indeed a beast and while i even have professional experience with industry, to be honest the beast created is even more challenging as real-world industrial lines.

     

    there already is a recepy in every industrial unit but beside that we need a schematic to run a recipy, crazyness 101. its the same as needing a licence to read a cook book to actually cook dinner and not only that, you need a different licence for everything you cook.

     

    But if you shove the materials in your mouth and just chew them all together no licence is needed.

     

    And Thats schematics.... If they ever make a 101 on what killed DU i would say that schematics is number one starting with the introduction in 0.23 that sent about 60 to 70% of all active players flying. if not even more

     

     

    Completely agree.  Of course, it was much worse at 0.23.  At least now you can make them, but beyond the 1M a day I'm spending on tile taxes, I'm spending about that on schematics.  Functionally, in my typical 10 hour game day, I'm spending about 4 just working to raise cash to pay taxes.  Note the term "working", as in "work", as in not-enjoying myself, as in hoping I didn't make a mistake signing up my main and 2 alts for a year.

  16. Yeah yeah... heard all that before.  NQ wants us all to be specialist... but I have no desire to be the best Advanced LED manufacturer out there.  This game should be about having some creative fun - you know - sandbox and all.  It shouldn't be about trying to recreate some economy where people live on 2% margins, paying the taxman no matter if they profit or not.

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