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GraXXoR

Alpha Tester
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Everything posted by GraXXoR

  1. Nah. That would take too much work to scale a cool feature like that from asteroids to planets.
  2. Love you, Aaron, but most of those statements are ifs. If Planets If end of missions If end of schematics If warfare If community page If all scrapped features return… and most importantly. ☺️
  3. lore. that's a good one. This game's lore makes about as much sense as a knitted condom. NQ: Build your new civilization... A chance to begin again in a golden land of opportunity... (hmm... maybe wrong franchise, but the gist is right 🤣) Also NQ: But we're going to cripple the fcuk out of you with taxes on ABSOLUTELY EVERYFKKNTHING and there will be more bots than players. And of course there are no player driven markets... But uh... civilization... so, yay?!? Also, metaverse but no VR or wand support. 🤨 Heck, not even HOTAS support in a space game. ROFL. Not very meta.
  4. imagine releasing assets from another company’s product and trying to fob it off as your own work before being called out and then replacing it with a clearly inferior illustrator knock off. their version doesn’t even have any vertical information. It’s a 2D plane like the current in game minimap.
  5. Imagine being forced to play what you make. It would be like Homeland Security Officers in the US being forced to endure water boarding themselves rather than just inflicting it on brown people. but seriously though, that tale of a disgruntled former NQ dev actually fukcing over a player group almost made me lose a mouthful of premium coffee. If it’s true that would be absolutely bonkers. also, why would an NQ member of staff be allowed to even join a player group that would be a conflict of interest. even more also, why would legality have anything to do with naming and shaming. I know forum rules would likely not allow it, but what had the IRL legal system got to do with douchebag players? this game is like a shite magnet it just collects all the worst bits of gaming and the internet into one fetid ball of lose.
  6. those are certainly capital letters. No idea what they all mean, tho. Possibly the least coherent post I’ve seen him make, guy is practically frothing at the mouth.. clearly hit a nerve.
  7. They literally copy pasted the image from frontier’s own assets, though. Is that even legal? the new map does look as though it was knocked up in illustrater by a programmer in about five minutes. it has no 3D information at all. It’s like The 1984 elite version of the radar without the functionality that made it ground breaking. TBH I want NQ get rid of the absolutely stupid Fisher Price icons on their current map/radar and give us a zoom function. teplacing it with a simple blue / orange / pink dot would be sufficient. I hope the person designed the current radar icon imomenentation/abomination is no longer working at NQ.
  8. And the initial M for that matter. MMORPG clearly stands for: “Marginally Multiplayer Overly Restricted Progression Game. “
  9. Right! …which was the main thrust of my OP. It has got to be designed to purposefully impede player progress. I miss about one to two calibrations per week on average due to weird timers and occasional social commitments.
  10. I have never used AWS but I believe there are two basic repeating charges. number of CPUs used and peak CPUs. Amount of data transferred. Lets say If we double the number of players, the we generate double the cpu usage. this in and of itself is no issue because we’re doubling income but salaries and office space rent won’t change so they’ll get more profit. the problem comes with the fact that from day 1, the amount of constructs and data served per players will generally increase. at some point in the future, you could envisage a time when players have so many constructs that NQ can’t afford to have them downloaded to all the players.
  11. NQ: we’ve just invented the wheel. Behold!!! reveals a 4x4 square of voxels.
  12. like I said in my post, “I've used Hanlon's razor so much this last two years that the blade is duller than a taxman's suit…” If they are indeed merely ignorant then there must come a point where this number of gaffes and ignorance becomes weapons grade. we know very well that the vast majority of recent NQ decisions regarding the game have almost ENTIRELY been designed to slow down the players and impede their progress. They’ve said themselves that there’s too much money too much progress too quickly and the servers can’t handle it. So until what point do decisions purposefully designed to impact the players -that then subsequently and adequately fulfill their mission- remain classed as mere incompetence and not slip into willfulness?
  13. yes. It’s easy to come up with ideas. Hard to see what shit those ideas will fling fanwards. even with all the restrictions on my post, I bet players could find loopholes to exploit.
  14. Speaking of UI bollox, it’s not jus the search field, if you right click to rename something the dialogue box DOESNT GET FOCUS. Seriously, why did I click “rename”? BECAUSE I want to RENAME IT. so don’t make me have to the. double click in the f’kkn name field to bring it into focus and select the text, this should be a given. Now repeat that chore for 180 factory elements in a printed bloop and it gets old quick. while we’re at it, how about the Escape key for that matter? Its general function and purpose were basically nailed down in the late seventies but NQ seem to have lost the memo. Sometimes it closes a window, sometimes it doesn’t sometimes it resets the field you’re typing. Sometimes it doesn’t. And what is it with the pop-unders? Why the actual lemon-scented fudge would I want a window to open up UNDER the current window. Other companies have got this basic feature down pat since Windows 3.1 days. go to craft something in a popped up blueprint and press k type in the name of the thing you want to find EXACTLY or it doesn’t appear. Wait, so I want to see if I have have any in my container… Press I and it pops underneath, press escape twice, the blueprint closes. Press k.. forget how much I had again… grrrr.
  15. I measure NQ dev time relative to the following benchmark: it took three years to deliver an XS space tank. so some of these suggestions are 2030 material. Lol. The reverse dispenser thing keeps popping up and it’s a solid idea for sure. They already have the barter interface. It’s a shame this can’t be used with a market unit or container. You open it up. Everything you need to put in the container is shown as ghost icons. drop your stuff on the correct icons, once all the icons are filled, click validate and if all the amounts are correct boom, instant trade. tie it to LUA for more flexible interchange. Like variable amounts for variable price etc. This would allow things like material exchanges second hand goods trading etc. Swap T3 elements you have in abundance for something you lack or trade second hand damaged elements for something.
  16. there are still constructive threads. It’s the hopelessly optimistic (or just hopeless) threads where forum users go wild. Lol.
  17. long, pointless post about F2P. you have been warned. At least maybe reduce the burden, for sure, but if there is no tax on tiles or other limits such as skills limiting tile ownership like we have core limits right now, orgs will take over entire planets within a month. THey would then have to implement some way to contest ownership. Like they did with alien cores, but then they would have to implement atmospheric combat... This whole avenue seems iffy to me, it's like opening Pandora's Box and finding a can of worms and a ticket to a whole nother ballgame inside. They do definitely need F2P, though. That would absolutely boost numbers. here's what I would do. First up, limits; f2p accounts are abandoned after 3 months, even stuff on haven. f2p players can only set one colour for their avatar, the other colours are derived from that. f2p players start with no skill points and are encouraged / guided / goaded into playing the tutorials. limit f2p players to tier 3 skills and reduce skill points to 15 per minute. give a paid option for f2p player to boost skill points to 30 or even 45 skill points per minute for a month for a few dollars (tiered?). Every time a skill maxes out to level 3, pop up a recommendation to play the full game. No access to wallets, so they cannot send money to others. Do not allow access to RDMS or legate role so that anything they make personally is private to themselves and can't be shared or transferred. Cannot create construct keys. If they use a construct key for themselves, constructs now fall under these tight restrictions. Constructs F2P players build have automatic DRM, cannot cut and paste out from them or their LUA. All blueprints they create will have automatic DRM that you cannot remove. Limit them to owning one territory on haven. limit them to operating XS and S dynamic cores. Likewise, XS and S weapons only. outside of their personal cores and constructs they behave much like the surrogate. Ie cannot calibrate other people’s mining equipment above base level, fly other people’s ships or run other people’s industries. additionally, other people cannot calibrate F2P players’ mining equipment, boost their constructs with skill, fly F2P people’s ships or run F2P players’ industries. Most importantly, offer CLEAR ADVICE to the F2P player on the benefits of upgrading to full player mode and doing so removes all above limitations. general extra cash income from F2P players by: • as mentioned skill speed booster. • level cap enhancer up to L4 if they stop paying, they lose the skill back to L3 F2P AND subbed players can use the following shop: • cosmetic item shop. fancy suits, better furniture, MOAR decorations. • coloured glass windows, more shapes like hexagons etc. • colours and skins for every type element and coloured shields, engine flames, weapon trails/explosions • frivolous stuff such as fancy dragon shaped wings and evil/alien looking weapons etc. so many things that could be done..... le sigh.
  18. Holy Moly. Just reread MSoul's epic OP and nearly lost my coffee when I read XS lights are Tier 1 and we can make them in the nanopack. I would swear on my partner's life (mine is needed to keep playing DU) that I had to buy nearly 500 T2 XS schematics for the "uncommon floor" of our factory to make headlights, XS square lights and XS vertical lights for an old blueprint... Is my memory playing tricks on me? --edit thank fk for that, I thought I was having a stroke... Here was the original T2 implementation of a headlight, which is why some of us were getting our knickers in a twist over the cost of basic lighting. Now we need one basic connector and one basic power unit... Seriously, when did this change? And I wish I'd waited before having to make nearly half a thousand lights. but kudos to NQ for seeing ( a little bit of ) sense. I'm reserving full praise because now somehow one connector and one power unit combined weighs 70kg! -- edit edit... I found the crafting rebalance happened in 1.1.0... Interesting..
  19. As, I believe was Wyndle’s reply. what really amazes me most now that I’ve calmed down, lol, is just how self defeating NQ’s design “strategy” (loosely applicable) is. Reducing the ease of access to play loops is a sure way the make sure player numbers atrophy. Of course, it could be just a necessary shoestring budge cost saving ploy to smear player load and smooth out the peaks in demand over the entire day by reducing periodicity, to reduce the need to spin up pricy peak load servers. this would be much like the peaks in demand that power utilities used to struggle with in the 90s during the adverts of Coronation Street, a very popular soap opera in the UK when everyone would get up and put the kettle on. My whole thread of thought is pure speculation, tho, so read into it what you will. Who knows the reason why NQ would introduce such a player-unfriendly limitation?
  20. Interesting. No idea how you managed to figure all of this out. Must have taken you hours and hours. for me though, the lighting in this game is complete shit. we made the mistake of having a base near the North Pole of Thades. It’s dark as fk 20 hours a day and the lights are so crap that we need hundreds of thousands of ℏ worth of just the schematics, to light up anything. moreover because only plastic, brick, concrete and marble actually get illuminated to any worthwhile extent by surrounding light, all the pure voxels (glossy, aged etc) require tons more lights for successful illumination, massively upping the cost. I can only presume that this was one more purposeful design choice done to cripple T1 building materials as much as possible and reduce player progress.
  21. Yes. This is frustrating. I do remember it being 23 hours, though which was so much better than 24 on the dot because it meant that I could log onto the server around 9pm every day after i finish up work and get the reward and not have it ratchet towards midnight every day like the current system. Of course the once per time slot is a much more flexible system, so it’s likely never going to be implemented… the fact that you could stay logged in for a full week and yet only get the reward once is also… how can I say politely… “cerebrally challenged.”
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