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GraXXoR

Alpha Tester
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Everything posted by GraXXoR

  1. Why sodium, specifically?
  2. These auction games work in a large healthy economy but in the case of DU where there is extremely limited resources and only a tiny handful of sizable orgs, the richer players win. Ie. the players sitting on the tiles of T2 and the richest players (orgs) could eventually force all the other players off their own T2. im not a game designer, I have no idea how NQ can fix the conundrum they’ve found themselves in.
  3. That ship is beautiful: a beautiful kernel Space Program, eat your heart out. if said for years and years this game needs to fill in the gaps in the inventory. Well, at least we got XS Space Fuel Tanks and corner windows in only five years, so NQ are clearly listening.
  4. Their backend is running in Visual Basic, so search and replace takes an age.
  5. A different color? Good lord, don’t be unreasonable, man!!! You do realize that will require NQ to have to program.
  6. The only buzzing I hear is that noise crickets make. Thades is all but deserted. One single planet might have been better given the current numbers. there are no longer enough players remaining in this game after the attrition that was the final release to support a vibrant economy outside of Alioth.
  7. Pretty much all the T2 has already been claimed. many newbies will only get dregs and the asteroid system is obviously not working. You know you have a problem when there are less asteroids than major orgs. It is clear that NQ have created a game that will create a first tier of unmovable, impenetrable incumbents and leave nothing for the second tier. Kinda like their ore. now if they brought in a planet where the ores shifted gradually over time that would be far more viable long term than the current system but totally unrealistic… As it is, all the planets are basically pwned less than a month after the game went life. knowing that they can never find anything other than T1 again means many miner type players have left. Imagine creating an MMO where nearly all the key central assets are permanently locked down within 30 days without a chance to ever challenge them. thades is dotted with hexes that have a single TU and a single mining node. zero development, zero building, zero “sivileyezashun”. “but more planets” I hear some say… sure another couple of week’s “gameplay” and those planets too will be devoid of anything but T1. to end my rant, or as the younguns like to say, TLDR: The game is a paradox. It feels simultaneously deserted yet at the same time, the logistics of this game is only suited to support triple digit player numbers maximum and is flawed at such a fundamental level that NQ will need to pull something spectacular out of their collective… hats … in order for this game to last past the year in any meaningful way.
  8. We have to be careful, tho.. NQ will read this thread as an immediate need to nerf the nano pack.
  9. So we still can’t see the ghost of our blueprint before placing it? How do we know what orientation the core was in. They didn’t even bother to add an arrow that is so helpful on the dynamic core. seems like a lot of malarkey if you don’t know the orientation of your original construct.
  10. Just like most aspects of this game that were tacked on in the last couple of years, they were done so purely to reduce server load. There was nothing (major) in the recent updates designed to actually improve the player experience, or to support the lore of the game, or to improve the logic. Purely cost savings. The “why?” Is because it was easier for them that way. That’s why you cant request a batch of just 10m3 of T2 honeycomb but get 432 or something in one go, taking 3 minutes and multiple “schematics”. As for queuing T1 schemes, Whenever my guy’s nano is idle i queue up all the T1 products. He can make them as fast as an industrial unit can and in much more precise amounts. I’ve saved well over half to nearly 2/3 of our T1 schematics that way and can use my five schematics queues for more valuable, longer stuff. the fact that we need schematics for anything we can make in our Nanopack, especially T1 intermediaries is ridiculous, IMHO.
  11. 260k tiles. 65k man hours for a complete scan. 1/3 scan pattern because hotspots and not random. 22,000 manhours. 1000 players. Means 22 hours per player. not sure what point you were trying to make. Certainly within the realms of possibility. “less than 6% claimed.” What does this have to do with T2 or T3? If anything it’s already higher than the 0.3~0.5% ratio of T2 ores we’re hearing about.
  12. usually it’s not the developers themselves facing the customers. But I guess NQ has only a skeleton staff. Purely conjecture, but it seems that way.
  13. So saying that some like to use our brain for recreation is somehow insulting? Not gonna let that sort of malarkey lie.
  14. Please keep your insults to yourself... cheers. We get enough from NQ. if that sounds like work to you, you must have a certain type of mundane job. It’s nothing like my job which is far less structured, more free form and moderately creative… I enjoy the disciple and the puzzle nature of the beast that is DU industry, much like people enjoy factorio, a good crossword puzzle or even chess. some of us like to actually use our brains for recreation.
  15. NQ have made it clear by their behavior that they are averse to new players increasing the server load, so this comes as no surprise and should suit their business “strategy”
  16. TLDR: “…humblebrag humblebrag spend 10 million ℏ on ore… humblebrag… I am running 120 auto miners on 40 tiles…humblebrag humblebrag…” Lol… for a certain definition of “I” sure bruh, just a typical player chiming in… about something.
  17. Two of us are running the remains of our once double digit member pre release small org. But we have already managed to set up a factory that can create everything we need T1. We have all the tier 1 ship parts and all the industry machines required along with any honeycomb we require. We have determined that it will only take a small amount of re-tooling to refit the factory to run tier three schematics. We are currently very busy and fully understand the timescales involved. This we have time to pre-plan and organise the lead times required on schematics and building. There’s been very little in the way of idle waiting. There’s always something to do in the meantime. by the way, if you think 6 hours is long, check out the handily named, exotic XXXL super-expanded, extra-large gravity-inverted container. it takes 36 days to build and requires two relics, if my memory serves me… longer than a warp beacon… for a single container. Add to that all the time required for the parts and so on and the schematic lead time and you could be at over two months. basically you’d need to have invested 45$ or 3DACs into the game to see your final container through from start to finish. now imagine you walk past your machine five weeks in only to see the dreading orange-red light and “server error” displayed on the control panel and know that you won’t see the container for another 2 DACs or $30 paid.
  18. We need to balance the income with the amount of money flowing out of the economy weekly due to taxes and schematics. If NQ fail to do this one single thing, the entire in game economy collapses. Repeating the same mission to Aphelia twice a day is obviously not a tenable situation and is boring as sin. Presumably the 100k daily stipend is permanent? if every player has one tile like a good communist should, then they will have 200k ℏ per week to spend after taxes and like a peasant they can barter their ores for other wares and trinkets. also, a proper communist org with 1000 robots, I mean players, will have 200m ℏ per week at its disposal and also receive an amount of ores as protection money from their members. Ah, the smell of communism in the morning. Typically, still no answer from NQ regarding such an absolutely fundamental inquiry. This shows a level of disrespect towards their customers of almost Apple like proportions, IMHO.
  19. Nor do I. It’s the bugs they are fixing and not fixing that I have an issue with.
  20. No. The quantity of T2 ore available has been nerfed by an order of magnitude. Even finding T2 is now an exercise in frustration or sheer blind luck. Some are finding single tiles in 2-300 scans.
  21. I admire your hopefulness... reminds me of Braveheart. The fact that the UI seems to be made from HTML and CSS suggests that all your windowing requests will be difficult for them to address since they can't even correctly address Z coordinates... try opening your inventory then opening the craft window... and reversing the order, opening the craft window followed by the inventory... Absolute mayhem... Remember that one of the Release Notes of this game was "Pulsing correctly added to game loading bar: CSS fix" Apparently a Windows Vista style loading bar is worth an entire entry in a game with this many flaws' Dev Note. /shrug/
  22. Rounding numbers because I'm in a bar... but... a ship with 8000Kg thrust balances an almost 4000kg load at almost 50% atmosphere. seems about right using the DU model.
  23. Has anyone figured out what Atmospheric Altitude Efficiency skill does for atmospheric engines? It says reduces atmospheric effects by 5% per level but I cant tell the difference between level 0 (day before yesterday) and level 4 (today). Before I skilled up I was just barely able to pilot the ship with two full containers of Hematite to the top of the Thades gorge from sea level for the daily ore sale. Now I'm at level 4 and am still just barely able to pilot the ship with two full containers of Hematite to the top of the Thades gorge from sea level for the daily ore sale... colour me underwhelmed. I would have thought a 20% boost in a stat would be noticeable but then I remembered some stats don't actually work. I wonder if this is one of them. The atmosphere at the top of the gorge is noticeably thin (around 30%) and my ship's poor little engines lose a lot of power at the lip. Does anyone have a formula for this skill?
  24. Which is clearly a nonsense and broken system. That an org only needs a single tile with 1L of each of the four T1 ores to survive is clearly not what the developers intended. Sure they don’t count it as an exploit (calibration charges Yada Yada) but it is pretty much game breaking. TLDR: That 10 players can somehow get 200kL of ore per day from a 1L per hour tile even using a single size S mining unit is a stupid game mechanic.
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