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GraXXoR

Alpha Tester
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Posts posted by GraXXoR

  1. 3 hours ago, Yoarii said:

    Were they though? I can't remember ever seeing NQ saying that straight up. Only permanently safe place were supposed to be Sanctuary/Haven.

     


    im with Yoarii on this one. I think the HQ were merely places to put your stuff without taxes are without worry of them becoming unclaimed. I don’t remember specifically hearing that they would be a permanent repository. 
     

    Sanctuary, however was supposed to be the place you could put all your stuff and it would never disappear. 
     

    is that still the case?

  2. Anyone saying there’s no way to enforce it “mechanically,” (programmatically?) is wrong. 
     

    there could be audit system and permissions systems like the barter system that could be used to mitigate the chance of one person leaving with everything 

     

    though it won’t save a ship, it could save an entire multiplex of containers. 
     

    there could be an RDMS system which requires a vote to undertake actions
     

    Eg.. want to remove something from the coffers? requires a vote or a predetermined wait time before automatically being accepted. 
     

    problem is that the system would be somewhat cumbersome and no way in hell a team of NQ’s caliber could pull it off without another major Market Place 15 debacle. 

    atill, as flawed as it is, it is possible to use org structure and RDMS to protect much of your wealth. 
     

    back in alpha and second alpha etc we legates split our org into five functional sub orgs. Each of us and our respective Alts were the only full legates in our sub-org so the maximum any one of us could have stolen from the whole was approximately 1/5 of the total org value. 
     

    it did present challenges if someone was away but even then only 1/5 of the org went offline until they returned. 
     

    the central org Nova X, where each of us was a legate and our sub org members were also members was the staging ground for all our current builds and drop boxes for ore etc. 
     

    we’d deposit the stuff for the build into the central org ‘s containers and cooperate to get it built. 
     

    ore for processing was placed in the master refinery. 
     

    once the build/refining was complete it was handed off to one of the sub orgs and locked down. 
     

    this system served us well until player churn killed or org. 
     

    TL/DR; management is a thing.


     

     

  3. It absolutely beggars belief that in a game which is basically 90% design and building that the engine can't show you WHAT your element is actually colliding with when you place it...

    And then, when the ghost finally shows OK (blue) and you actually click the mouse or press enter to place the object in the desired location, the engine says "BZZT! You're a stupid twat!" and returns your element to it's original location while laughing at you.


    It seems like there are several disparate collision detection systems in this game which ironically are colliding with each other.

    Same goes with the atmo speed detection algorithms which change depending whether you are in or out of build mode.

     

    This game is basically a fully priced Alpha.

  4. 18 hours ago, Bazzy_505 said:

    this is a client side issue related to client performance on your end. Collision detection is entirely client side, Try upgrading your potato ;)

    . I play this game on a GPD Pocket 3 PC with 16Gb ram and integrated graphics when traveling . My potato is slow af but I don’t fall through floors unless something is not rendered. Once it’s rendered it’s fine. Cerg is falling through things that are apparently already rendered. 
     

    what i am seeing, though, that I never saw before, is things completely re-rendering from scratch again after entering/leaving build mode even if I only used buildmode to “fly” across a core and not change anything. 

    it’s like the cache is not remembering things properly. And it takes noticeably longer to enter and leave build mode than it used to. 


     

  5. On 12/17/2022 at 6:40 AM, Kezzle said:

    I'm just trying to get my head around the incandescent rage that letting newbies earn an STU for doing all the tutorials and challenges might incite in some of those backers who didn't get an STU until they were irrelevant. Though its very irrelevance might allay some of the resentment; mine's still in my nanopack, because "What's the point?"

     

    But if it's that irrelevant, what, again, is the point of giving it as a reward to anyone for anything. Especially now the surface Natron isn't even necessary for Space Fuel. I can't see any reason beyond completionism to go to Sanctuary at all.

    If I remember correctly there was only 2000L of non refreshing natron anyway. Completely minuscule in the grand scheme of things. 

  6. 1 hour ago, ColonkinYT said:

    A month or so ago, I said that deflation is the path to the abyss for the game.
    They twisted me at the temple and said that I did not understand anything in economy games and was generally stupid.
    Although any market economy is essentially inflationary.
    What. Less than 3 months later to see where the deflation in ore prices has led. I did not expect such a sad outcome.
    It seems that one of the guys will be able to write a dissertation on the topic "How to kill the economy in 3 months. A quick guide for gamedev."
    I don't even know how to fix the situation without another erasure...


    I often see posts on twitter by people saying things like, "I said xxxx but (unnamed other) did yyyy to me...."

    Often "unnamed other" is expanded in their post to "everyone"...

    Yet strangely I never see much in the way of actual twisting/trouncing/schooling/teaching/destroying/burning/flaying/scalding..  When I look back at the history, it's usually just one or two people disagreeing with the OP.

    Funny stuff...


    Anyway, I posted several times about deflation death spirals for this game, here's a recent post I remember posting less than two months ago... and the posts created some lively debate.

     

  7. I knew that T1 fuel would depress the value of T2 a bit and increase the T1 value slightly but what I didn't expect was it to reduce the value of T2 by so much (limestone has lost half its value). And only add about 10% to the cost of T1...  (except quartz which has admittedly risen from about 4 to 6 quanta.)

     

    On the whole, I think this was a good move and will make T2 a bit more affordable for those who couldn't get a tile. And may even make some T2 tiles available again since once a bunch of people will decide it no longer makes sense to keep their T2 tiles operational.

     

    I think the cost of T2 will increase again and a new balance will be found but I suspect the markets are going to take a bit of time to balance since many players will have paid a week or two of communism on their T2 tiles.

    Any thoughts?

  8. 1 hour ago, CptLoRes said:

    If the economy is so fragile that salvaging some wrecks can break it, then I am sad to say that it is already broken..

     

    And having a healthy economy at the expense of players being able to enjoy the game is a fallacy. I mean the entire reason for a game is to entertain for f**** sake!

     

    This... 100 times this.

     

    I said so myself just yesterday.

     

    On 12/15/2022 at 11:04 AM, Jinxed said:

    At the end of the day, fun should be the number one goal of any game, above every other goal.

     

     

  9. Wrecks could contain exclusive ornaments, trinkets and decorations and other things which have tangible value but don't destroy the basic market (or whatever sad excuse for a market exists right now.)  But it seems like NQ have stopped adding anything to the game beyond the absolute minimum required to fulfil the kickstarter rewards.

     

    It's a shame because the list of possible ingame decorations is basically endless and they have no purpose other than to display, so they are effectively removed permanently from the market .. Just look at NMS quicksilver menu, its now hundreds and hundreds of items long, all in a separate currency that doesn't inflate the main currency and it grows every time there is a new campaign every few months.

    In three years a few of us got a fireplace, two wall decorations, a set of stone chairs and a "weather thing". And an XS space fuel tank.

  10. 4 hours ago, Knight-Sevy said:

    Just ad territory warfare

    This is the guy who thinks PVP solves everything.

     

    Yeah, nah. first thing is to make sure people cant sit on inactive tiles with T2+ ore on them...

    For example, if a tile goes inactive, it should allow someone else to come along and activate the tile by paying rent and take over the TU.

    It's ridiculous that orgs can sit on tiles paying 1/3 the asking price just to keep their competitors off of those tiles. 

     

    My daughter could have spotted that sort of loophole when she was 10.

    But it seems NQ devs are like... This is fine... I'm OK with this...

     

    raw

  11. 15 hours ago, Cergorach said:

    Very little of the old Talemai remains, so yes it's an old planet, but it went through extensive plastic surgery and currently has the value of a $5 hook...

     

    ps. We're still playing a beta... 😉

     

    Beta?

    Even beta is a stretch, since the closest thing to a consensus on the definition of a beta is the product's main functions and roadmap is laid down and the product is essentially feature complete but unpolished and with placeholders (scaffolding) in place where functions are incomplete.

    This game is nowhere even near placeholder complete. LOL.

    I used to call alphas masquerading as betas "balpha products" which even that I find to be generous.

    My personal opinion is this game is still a pre-release, early access, alpha grade entity with less polish than a secondary school's first wind orchestra practice.

  12. 15 hours ago, Msoul said:

    Just overall, I think it would help if more people chimed in with detailed thoughts on a given forum topic. Yes the witty one liners and gut reactions can be fun on occasion but I feel like its become too commonplace and causes topics to derail rather quickly. I want the community's voice to be both heard and understood when it comes to serious topics. Now I get it, some people can be really passionate, but if and when NQ peaks in on said discussions, it would be nice if there were less people flailing around and trying to set the room on fire. Ideally that will also encourage other players to share their perspectives.

     

    Your dedication and belief in NQ is commendable, if misguided, but if NQ don't take this forum seriously, why should we? Heck, NQ barely even respond to tickets, let alone engage the wider customer base in constructive discourse.


    Without NQ taking part, though, there is no reason to waste time formulating insightful comments full of detail about how the game is broken. It's not like other people reading those comments will help NQ sort their shiite out.


    I have formulated careful posts in the past, collected and collated information into easily readable lists, helped other forum members and was once a very constructive member of the community. But that time is well and truly over. Other than taking our money, it's crystal clear that NQ have neither the will nor inclination to engage with us and haven't in any meaningful way since early alpha.

    This throwaway addition of a single planet, identical to previous planets with all their obvious problems intact is absolute proof they haven't learnt a thing.

     

    Periodically, heck even randomly rotating ores, making them far more common, removing the 15 minute timer and replacing it with a dowsing capability that simply points in the closest 45 or 90 degree segment of a compass towards the densest cluster if one exists within, say ten tiles (adjustable by skills and tier of the territory scanner). I don't know I'm not a game dev, but that seems like more fun than what we currently have and I just pulled that out of my arse.

    At the end of the day, fun should be the number 1 goal of any game, above every other goal.

  13. 5 hours ago, Pleione said:

    By now you must realize most of the gameplay tables had at most one meeting to discuss. 

     

    Materials... transfer times... all feel like someone was given an afternoon to code the entire table - just placeholders you see - we will put in real values before launch...  What worse is they have added layers of code to "fix" things that are not correct in the tables, instead of just fixing the tables.  (Ref:  industry batch sizes which are suppose to take a minimum of 3 minutes to avoid excess CPU usage. 

     

    So now there are batches of batches and weirdness like being told your out of schematics when you still have 4 left.  Yet today I found a transfer unit running on a 22 second cycles - opps, forgot to layer that code onto transfer units too!  In the meantime, quick hacks have resulted in some items taking 41 minute to transfer but only 47 minutes to build (ex. numbers but close))

    Transfer units do indeed process one unit at a time.


    I do wish I could make just one batch... My industry dude has so many skills that he ends up making two or even three batches of simple stuff... and even worse when it comes to honeycomb... I just want one batch for a sample library but instead I have to create 300m^3 or something ridiculous like that... Now multiply that by 200 types of voxels and I end up needing hundreds of thousands of litres of raw mats to fund a simple library.

     

    Like the fact that an L light needs a large schematic to make. Same as a fkkn large space engine that is 20x larger.

    Or the fact that Plant Case A and Plant Case B are identical sized but Plant Case A requires an S sized assembler and 7 times more material than the XS assembler buildable Plant Case B...

     

    Or that plant Case M is exactly half the size of Plant Case S.

     

    And that's just some simple decorations.

     

    What's interesting is you can see clearly how they started off with good intentions but then later on they just got more and more blasé and someone somewhere at some point just said  "ahh fk it, we'll run with what we have."

     

  14. As somone who spent eight years studying nanotech and metamaterials at university, this game’s chemistry and physics are just plain painful. Almost ans bad as Elite Dangerous’ absolute gobshite renditions of mass, gravity, ancceleration and energy that make no sense. 

     

    for me, it’s things like XS lights weighing 70kg which makes them about 25 tonnes per cubic metre, (even ignoring their rounded corners which basically makes them even denser). 
    think about that, one XS light weighs almost the same as a non American male. 

     

    these things are significantly heavier than an equivalent volume of solid gold yet they are made of much lighter materials. 

    I keep telling myself: the game is a metaphor. The game is a metaphor.

     Anything we don’t understand appears as magic to us. Anything we don’t understand appears as magic to us. 

  15. On 12/5/2022 at 11:47 PM, blundertwink said:

    Again, the CTO's only non-internship job is working at NQ. The design lead's last job as a designer was a Trivial Pursuit game adaptation that's so bad it isn't even on the mobile stores anymore.

     

    I'm not seeing that these are "bad" or incompetent people, I have no clue about their competence nor does it really matter...the point is that NQ's decision to make these people leaders is puzzling.

     


    total speculation putting two and two together here, but remember that one of the factors when Zimbabwe collapsed was that Mugabe put people he knew in positions of power, not because of their skill sets but literally just because he knew them. 

  16. I have one old Intel PC that DU toasted the cpu on a few years back. That crashes every 15 minutes to 1 hour. 
    my main machine crashes less than once per day. 
     

    Usually I can force a crash if I log on to DU on a second PC with the same credentials while still logged on with the first PC. 
    It used to gracefully disconnect both, but since the last “update” both machines pop up bugsplat. 
     

    let’s see what tomorrow’s “update” brings. 

  17. New planets are a stopgap at best. If you think ore was found quickly up til now, imagine how quickly it will be found by groups who have already established fleets of scanning ships and efficient procedures. 
     

    each subsequent planet will be owned in days. 
     

    there needs to be a fundamental change in the overall game principle in order to support future growth / ingress of new players. 

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