Jump to content

Aaron Cain

Alpha Tester
  • Posts

    2364
  • Joined

  • Last visited

Everything posted by Aaron Cain

  1. Titanic, but with a clear view of the iceberg. But we still ram it anyway to avoid loss of ego?
  2. COPYING Players will have access to a new interface in which they’ll be able to copy batches of schematic copies from Aphelia’s Master Copies. Players will have access to several copying slots that can run simultaneously and will each be able to create a batch of schematic copies. So nothing changes and we still need master copies from a NPC Copying schematic batches will cost time and a small amount of quanta. For example, a batch for smaller tier-one elements or tier-one honeycomb may only cost a couple of thousand quanta to copy, while the most expensive and larger schematics may cost a couple of million. Different types of batches will also give a different number of schematic copies per batch. For example, copying a schematic batch for a large high-tier element may only give you two or three individual copies, but copying a tier-one honeycomb schematic may give you a batch of 25 or more. So you did not remove a money sink but added another one, and added a time sink to it while you were going? CONSUMING Schematic copies will be consumed by the industry unit when an item is made. You will input schematic copies into the schematic banks in the same way as before. Apart from some interface changes to accommodate the new system, the industry unit’s function remains the same. So beside the money sink, the copies will deteriorate, and in the end everyone will still use the master copies as they do not? However, there are a few important points to note: Not everything will require a schematic Parts will no longer require schematics at all. This could be subject to change, but we’re experimenting with it in the first release. Subject to change, with other words, this will be implemented later? Additionally, decorative elements, including doors, will not need schematics, though some exceptions may apply. Some exceptions, just do or don’t, why exceptions? You won’t need a schematic for every individual item We have many items in Dual Universe. There are types of elements, with different tiers and variations, and all of our honeycomb, scrap, and materials. We felt it was too frustrating and demanding to need a schematic for each item. So we will get a single schematic for all honeycombs, and something similar for other groups of stuff? We want more flexibility and ease for our players. We’re creating schematic copies for each category of items based on factors such as their tier and size, rather than each item in particular. Is this for the master schematics too and can they be used in industry? For example, you could have a schematic copy that makes large tier-three elements and use it to create all types of corresponding items such as large tier-three weapons, engines, industry units, etc. Similarly, for example, you would only need one schematic for all tier-one pure honeycombs and another for all tier-one product honeycombs. Sounds nice but how is deteriorating with respect to produced items? Specially with honeycombs where I normally produce shiploads at once, is deteriorating per run or per item? Finally, you’ll be able to list your schematic copies for sale on the market, enabling you to manage your stocks by buying and selling schematic copies. Will it be shown how many uses are left? CONCLUSION To summarize, our goals for the new system are: For personal and smaller industries, players can make schematic copies for a relatively minor cost and run a small number of industry units. This brings back small, ‘backyard’ industries of convenience. Note that you can still have a lot of machines, but the number of schematic copies you can copy by yourself will limit the number of machines that can run simultaneously. This goal will not be reached, with the current schematics I am already working on a large industrial complex that just runs fine, the new deteriorating stuff just is tedious and irritating as I now also need to keep that in watch. Also the system will in the end cost more quanta as a schematic now is a one time cost, and with the copy system it’s a recurring cost. New system and old system are both not working, still not going for research or deleting this stuff? For larger scales, it will require player cooperation, making larger industrialists purchase schematics from the markets or rely on friends and organizations to generate schematic copies for their factories. No it wont, if time is the issue people will just and only buy masters and use those, there is not a word that those cannot be used in industry, new nerf incoming? Schematic copies are more flexible and easier to handle. You don’t need a schematic for every item. You can use the same schematic to make one of many different items. This limits the total number of schematics, making managing them simpler. Nope, people will still need the same production units as they are needed to make the parts and therefore the same number of schematics are needed for every piece of industry that actually needs a new schematic. As long as LUA cannot change the produced product in an industrial unit with a simple click whole industrial setups will remain needed. Copying time, batch sizes, number of copying slots, and quanta cost can be more easily adjusted and modified based on feedback and metrics. Uhm, we now have non of this, so why did life get better with this new minigame added? Conclusion: Industry will become even more tedious and time and quanta consuming then it already is. NQ has developed a new system and forgot to listen to all the remarks already given. An addition like research that would open a whole area of playing field is neglected again. Time and quanta sink added and this will not bring cooperation as things can still be done individually with not so much added effort. Will the goals of NQ be reached with this: No Will this idea help players having more clean playtime: No Will it stimulate cooperation more then the current system or the pre 0.23 system: No Is another mini game added like mining calibration that just costs time: Yes Will this enhance bot and exploit use: Yes Will this enhance goldsellers: Yes Will this help global economy: indecisive Overall added value to Dual Universe: None
  3. not sure that idea made a bigger mess or a smaller one, still no research function and master copies still need to be bought? but now they decline in time, or not?
  4. @Zarcata You are correct, there is nothing ingame to make this possible. something simple like ingame mailing would alredy be a step forward into making this happen. anyform of mass comunication is gone, it also does not always have to be ingame but the community page that frourished before it was killed years agao had the same purpose. Nobody likes burocracy but a minimal level is needed to be able to create civilization and social structures.
  5. driving away from the initial concept is always a good thing according to policy makers and people who need cash and do not want to deliver. This discussion is also pretty meaningless and just prevents people from venting at other posts. Nothing will change unless the flow of money will be affected. And if that happens, NQ will not ask us what to change, investers will tell them.
  6. Since the discussion here is meaningless and just gets toxic, can we close this topic? NQ will not tell us about a wipe anyway in this topic
  7. Indeed, and probably without schematics we can actually Lua the automation into making stuff after stuff by changing the industrial unit, call it a dream or a wish but that would be nice
  8. Most of them got the quanta how? exploits on missions, missions, other exploits, by fair trading? And that shows in general the issue with quanta costing game limitations. frankly if i wanted to throw money at DU i could have everything in less then a day as the internet was filled by stuff we cannot mention here.
  9. Fixed it for you: Then you go to the market, see the cost of the gates, calculate the cost of still making them yourself after reduction of everything you already have setup, buy all stuff needed, redesign industrial setup, Build gates yourself anyway.
  10. I understand your point but: Sorry to say, but not my problem. NQ promoted the server tech as outstanding new tech and all was possible and even more. Any reasoning that has to do with performance is the same as "staff is at vacation". A lot of long time players and testers all propost a research driven time loop that does the same but is not quanta driven or is needed per apparatus. this should do the same but will be a logical step and can be build into the narative of the game world. There is no problem with needing to research designs or elements to be able to actually produce them afterwards, If NQ would ask me to present a plan i can even just give them one in a day or two with even all details in it. there are many issues with schematics and the reason most people want them gone is not to be able to build a mega factory on day 1 but to have some logical way or "game element"that is plausible and can be or traded or gained in time by effort and not by cash as that makes the whole concept dangerously close to either Pay for win or exploidable. But if anyone @NQ-Admin is interesting in learning more about the science approach on industrialization I am very willing to either explain or call in with teams/zoom/etc. For free, or eternal glory. Eternal glory is also nice
  11. I somewhere saw schematics are going to be removed, well that is a good balancing step. just sad to know we lost most of the driven players at 0.23 that will probably never come back. still its a good start. But seeing what materials are needed per item, something is off and small stuff needs way to many materials.
  12. One of the reasons Space engineers is relatively popular is due to the possibility of players adding content. Mods, all kind of mods. Dual universe could learn from this and maybe even add a section where players can experiment with modding and sent those in for acceptance or rejection. So the only events i would expect of a developer are stuff outside a game or stuff like easer/xmas/valentines day/and other shitty mmo events where you get dumb stuff and glamours (sorry to include my opinion about rewards at those events).
  13. This metaverse can only work if DU gets a SIMS overhaul. To be honest, that would not be that bad and probably increase player base
  14. Maybe make an event not inside the game environment but outside with a grand price like a pet/collectable/special design/etcetera This event players can sent in 3 or 5 "tools" they think are needed to be able to build ingame events perfectly by players. -Sent in "tools" need descriptions and as detailed as possible so it is indeed possible by the development dep. to actually deliver on this. -"tools" need to be introduced ingame and should be free of charge and require no building materials to make it easier to players to actually create events - If tools need special promotion or effects the form should be added, like wav/lua/bpm -If tools need to represent special parts like partial race tracks or flags a graphical representation should be added. -any tool should not be able to be used as exploid and thus should have a statement "individual block can be removed by NQ discretion at any moment"
  15. Missing: A reason to actually play, there is no risk and there is no reward, there is nothing to gain and there is a missing social interaction. Nothing to explore, building serves no purpose, you can fly a ship but flying itself also serves no gain, there is no economy to actually be great at and we can continue this. The selling point was to rebuild civilization but all the characteristics of civilization are missing or the goals of one. If organizations could own massive land masses and actually create countries on it with set borders and reasons to actually build and maintain them it would be a start but there is no need or gain from it. At this point there is not even a use for territorial warfare. even a simple digital game of risk is more rewarding because you can win it. DU has no gains or losses, no leadership boards on the count of economy or land owned or whatever. There is no research or discovery, no exploration or extra planets or moons you can monopolize by finding. the initial idea was great but most points in there are missing what makes building civilization a bust. Mostly because peoples vision on the size of this build civilization are much bigger then NQ's mine start at atleast 100 hexes per organization with building cities of the size of a hex. And to build ships in size and capasity as for example the Battlestar galactica, everything else is minor and not close to getting to the rebuilding civilization.
  16. Uhm, Nobody is trying to prevent pvp players from having content in pvp zone, reading all these comments its more just the way around, PVP players who want to prevent non-pvp players from having any "because then they dont go into pvp space" right.......anyone here on a ticket to the nearest warzone? Stop this please, removing content from one group in favor to another is just BS. anyone should know this. PVP content and Non-pvp content should be separate from each other and could have cross overs but both should be able to run independent from each other and if not its badly developed. Just be honest and just say that pvp in DU is as boring as hell. Well so is Non-pvp and apparently the developers think missions can fix this. yeah it could if this was aion, wow or FF14-15-16 But this is a sandbox with no rewards, even building large community areas are just boring with nothing real to do. beds, tilets, showers even those are in fact useless by products, if you really want something added to make it all work this whole game needs a sims overhaul.
  17. See this is what some people here do not understand. A pve player calculates risk and reward before venturing in a non-safe zone, DU makes ships and property to valuable so the risk will always be to high. Add easier mining and industry and pve players will in the end go to pvp space. But there must be a reward, artifacts, unique gear, just remember to any PvE player Glamour is the real endgame Add unique skins and unique building blocks in PvP and they will go. Lets say there is this ultimate flightsuit that can be found on crates on moons in pvp space, they will go. But only if the ship they can use to get there is expandable
  18. again, kill npc missions. Why name missions as an important part to make DU better, they are solo, npc, and exploidable. Nothing good comes from them in a space mmo well i hear some screem Cash!!!! just kill missions and let people be creative about creation of profit.
  19. Good point, the non-pvp players are just seen as sheep to be harvested and exploided but to be honest the only way to have them be good loot is to make them fat sheep. dont pull everything good in pvp space, place everything in all space, pvp and pve. just make sure the respawn rate of ores is equally everywhere and then demand will make people go into pvp space when ores in pve are done for. There sure is reason for pve players to go to pvp space, just make all the space between all the planets pvp, just have a safe circle of space around moons and planets and all the rest is pvp, make reality real. and make only stuff the people of the arc can manage pve, so maybe indeed the sanctuary moons but then, also place security grids on them or satelites in space. just telling something is safe never withholded anyone in real life. Both PvP and non-PvP should be lore based and guarded by the arc people if "they" insist some zone is safe.
  20. Indeed, just make the call and Wipe this Sh*t, normally all big tittles have a wipe before release and maybe a pre-acces of weeks or days. Just go for it, wipe, clean up schematics and everything and go with a clean slate, Tabula Rasa now and always!
  21. Organizational alliances system Indeed better chat system and ingame voice chat an actual reason for building offices, beds, etc so it has a use for larger structures for communities like cities, academies, etc. For example, building an academy and naming it thus increases tokens from 90 to 100 when on premisses, stuff like that. Possibilities to learn stuff to people ingame just the regular stuff, like we dont have the need for bars so make it possible to have music on a location and for example activate general voice chat per location as in everyone on a grid can hear each other when they want too Possibilities to actual "team/zoom"like meatings think about boxes where the individuals are show and can if they want open cameras kill the helmets and make characters unique Give chars something reall to do like farming, growing livestock, fishing, swiming, deepsea diving with indeed added fish, make vacation resorts actual resorts and not sterile planet bored blocks. so again, actual swimming!!!!!!!! as DU is named a eve/minecraft clone it is already not to good but what you want to make it social is to incorporate parts of SIMS So make it possible for chars to marriage, all chars and not man-woman only Make it possible to party add alcohol and beverages add production of these add food and a reason to actually use it add bikes or something like that for fun add reasons to explore and not missions.................. Need more? every point i added is an open door but when a developer has no community as goal in its mind then this stuff will never happen. simply, why build a city when there is not a single F to do
  22. good points, first and foremost most important thing to do to also stop exploits and people cheating the system: Kill All NPC missions
  23. blazemonger, give me a call and i will help you! You are so right as i also mentioned, we need the tools to make it happen, not a developer who does it him/herself and then tells us this could have been done by you with good tools and still dont provide those tools.
  24. Yeah you are so right, it also has different ranged weaponry and different ammo. shielding apparently is also available but small ammo (aka sand) can get through and accumulates in the landing gears (aka shoes) or outer hull (aka trousers). transwarp inhibition also is real in the form of mud and different forms of hull armor have an impact on speed. All in all, its brutal and main cause of red eyes and blue spots as the damage is real
  25. Good point, to be honest i know space games that have better mods then DU at Hole at this moment. Frankly with all developments over the years with all the exploits and people who were given sweets a wipe is frankly the only thing possible. And at best some bp are still use able but most can just be deleted as the current DU is not even compatible with them. But since people payed actual cash for the beta phase there must be a honest compensation in something. Some really good points for a wipe are mentioned and the idea schematics will be deleted are a point that actually shows that the complaints have been heard
×
×
  • Create New...