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Ater Omen

Alpha Tester
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Everything posted by Ater Omen

  1. Values are equal to the expected result when talents apply, so yea it applys.
  2. You can remove the element and hit backspace to undo, this will apply current talents. @Haunty I tested everything, it is apparently working. containers: fuel tanks:
  3. Before talking about how to kill this meta, can you explain why it should be killed?
  4. From the tutorial with Aphelia, where she explains basic functionalities of the game, and each place purpose.
  5. Just to let you know an important (new) fact: https://discord.com/channels/184691218184273920/748512451967975424/768506327882268672
  6. The talent "Learning : +5% talent points accumulation rate"
  7. Catch the difference between this two sentences and understand why dismantling a market is an exploit (if you know what is a bug leading to an exploit in the first place). You will know the difference between intended and unintended game design. If you can't make that difference and accept it (or don't want) because you're angry about the current context of the game (past RDMS thiefs, ticketing, etc), take a step back. You're not a goat bleating for everything you encounter. I went to that market and pressed B too and succesfully entered build mode, I did nothing more. Why am I not banned?
  8. @blazemonger Yes, I had eyes wide open when learning that orders have been deleted with the markets hubs, less with the RDMS issue. This should not happen, Aphelia is not a player like another, but we're not aware of how their system is made and there might be legitimate reasons behind this (I really hope so). This is still very concerning. I agree that NQ can't know what the players thought during the heist and this assumption is very ballzy. I don't know about how it happened in the players heads, we all saw the "pls no ban", did they realize it too late? At best, they did a big mistake, and got spanked hard by NQ. Was it too hard? Appart from the time it took to replace the market, this issue could have been avoided and dev would have spend more time to fix other problems, the game has many problems right now that we're complaining daily and this heist just added more shit to the pile.
  9. @Elrood So what should NQ do? continue to not punish players for current exploits because they did nothing for past cases? I'm sure it's not what you want. Should they make a soft transition for their rules enforcement to not shock players? We complain when they do nothing, we complain when they act, all of this while we don't even know what happen behind the scenes, what's their powers and what they can really act on. I wish they could act on everything like omnicient gods, but I don't think it's the case. The salt comes from the permaban which, as I said, is too much imo especially in the context you mentionned.
  10. While I find the heist inacceptable, I am shocked by the decision of permaban, a temporary ban (even long) would be better imo. Maybe this has been done to send a message to players for future abuses... You know markets are not player structures and this rule does not apply here, common sense should have stopped you from stealing anything.
  11. So, if NQ find the right fixes and decide to wipe to reset orgs powers, how can they be sure that the new system will work? Do they need to wipe when necessary ("necessary" beeing hard to estimate) until they find the right system? How can they really know the system will du it, when at each new feature or important change they might break big parts of the game? The server is still young, and ftm a wipe could work, with player base losses nonetheless (too many to recover?), but in the long run is it a healthy behavior ? edit: I wanted a wipe when we could sell t5 ores to bots, during pre-beta. We would have lost about 1 week, and there was only alpha players, so no big losses would have happened
  12. Yea sorry, I was speaking about the current rules to limit the power of an organization mentionned by @Maxnano. What is interesting is that even if an org mined all the T1 of Alioth and sold everything to bots, it could pay for only about 700 territorys. Alioth has more than 250k territorys and other planets have an average of 40k territorys.
  13. I'm speaking about capturing 500 territorys, not having 500 cores.
  14. Yea, an org can control the traffic of an entire planet if there is enough members. For the territorys, as the cost increase is too high, one org cannot capture reliably every territorys of a planet, even 500 is too expensive. Creating multiple orgs or asking members to do it could be a solution, but it has security flaws that, I think, cannot be handled.
  15. So, should DU, a civilization building MMO game, be balanced around solo players?
  16. More and more items are not worth to produce anymore on Alioth, you can make more money by selling the raw ores directly. There is not enough demand for the moment. Why? imo: - the game is still young, there is not enough players to buy what industrialists produce and T1 ore is abundant. Will there be enough players to consume all that ore later? - there is not enough destruction, the pvp is not fully developped, technically and socially. There is no big entitys, alliances, and no wars afaik. - about destruction itself: elements cannot be destroyed, pvp only make elements transit from a player to another. This seams to be the main problem, but we must remember that we are in a finite world. If NQ makes elements destructible, is it really good in the long run? Will they gives us fresh new ores to mine and rebuild what we want? (new systems, asteroids belts, etc) For the industries, I don't like the fact that when we can build basic T1 elements like engine S, we can in fact build everything. Once we set up a basic industry (10x each machine), we're good to go and can build every items in the game with no constraints except the required ore of course. There is no technological research, we can build everything everywhere with any character, the ore spread is not a sufficient barrier. Another thing is that it's too easy to build large ships, all piloting elements require only T1 ores even at the biggest size, with the exception of the T2 for the space fuel. All other ores are for non mandatory elements (hub, res node, surrogates, decorative elements, etc). Game designers have to look at what the top players are doing, they must know what happen when the game is pushed to the limits. I don't know how they could balance a game by looking at average joes.
  17. The only reason I find for them to do that is to take into account people interested in DU but waiting the release or a better state of the game. Otherwise, yea it seams very lazy at least. I just hope they don't get infuenced too much by the top players votes which could not necessarily be the thing to do at the moment.
  18. Something that is not realistic doesn't mean that is an exploit, or we would play a full simulation (or at least as best as it can be) and not the current game. edit: I agree that atmo lift and obstruction physics is a joke, and an update on that is welcome. How do you define an exploit? Here is my definition:
  19. NQ can't ignore the builders player base, I think there will always be a safe zone somewhere. Where and how big? The current safe zone is fine to me, it has every ores so builders can build everything in the game (untill everything gets mined out). The current game mechanics leads to the current pvp meta, the deathcube seams to be the most efficient fighter. You define skill involved for it as "zero", when omitting all the process players went through before starting the construction. Building the perfect XS fighter doesn't happen in a day, there are a lot of things to consider like the proportion of engines, weapons, voxel used, etc. All of this is affecting the ship capabilities and when the goal is to build the most efficient XS fighter, you have to test a lot of things before coming to the solution. You place the skill at "building a nice ship", where some other players place it at "building the most efficient ship". There is no "right way" of building a ship, it's only subjective to you, it's about what you want to do with it. But you have to concider the game rules for what you want to do, a beautiful ship will win the first price at the Alioth Aerospace Expo, but outside the safe zone the rules are clear, prepare to die in your lamborghini killed by people flying in a dumpster. Play in the world you want to be in, and accept what happen if you step outside of it.
  20. Don't forget that the maneuver mechanic is only a tool for the main problem: the right "Parent construct". There are other ways to abuse this without the maneuver tool.
  21. What is a bug? If it's not what the programmer wanted, it's a bug. The machine only executes what it is asked to execute, it doesn't know if it is what the programmer really wanted to do. It's the same problem with perfectly legal tax optimizations, it is legal but when it is abused to circumvent things, is it what a civilization wanted? The rules define how things happen, a bug/exploit will always be a valid mechanic in a sense where the program only did his job following the rules. Based on that, the judgement of what is an exploit or not can't be deducted from the game mechanics, only NQ can make statements about this. Players can only deduct NQ's will about that. The full maneuver right was given on our territorys to be able to clean up the space and to counter another mechanic allowing griefing: placing dynamic big cubes on a territory to make it unplayable for your target. Its current use to hijack ships is perfectly valid, but it isn't its purpose. I really believe that NQ is not happy about that and they couldn't publicly speak about this feature to avoid revealing it to players and making it worst. But now that this is here, they will probably make statements soon. This is the exact same problem. If it's technically possible, we need the opposite of "Parent construct" right : "Child construct: Gives your construct the rights to be parented by another construct."
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