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Distinct Mint

Alpha Tester
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Everything posted by Distinct Mint

  1. Yes I like this idea. I'll take one full L core of every honeycomb, please!
  2. @Jake Arver meant that you get 80% of the benefits of the talents (up to level 4) in 20% of the total time. So where a 2 year veteran will have level 5, a new starter can get to level 4 in 6 months. So really this minimises the effect of carrying over talent points (unless NQ surprise us all and add a huge tranche of new talents).
  3. From @NQ-Deckard in #duscussion today: NQ-Deckard: Unfortunately we do not have a fix for the market issues ready today however we are looking into it. Specifically the 1000 order issue. We should however have a few fixes for the server related issues we experienced over the weekend and stability should improve after todays maintenance.
  4. Wipes all the schematics obtained by exploits Well - the quanta is refunded, so its not really wiped. Not sure what the alternative was though. Removes parts schematics Yes, but its not just schematics on end-products that remain. You need them on pures too *rolls eyes*. So everyone with even small factories will have to manage/produce these too. And extra (extra) tedium is clicking a button to collect each schematic copy from the queue once complete.
  5. I'm not convinced that recurring schematics on pures is a good idea, at least for the first iteration. It will just add continual grind for everyone who wants to produce anything (not just major industrialists), increase final element prices across the board (reducting the value of other quanta faucets like missions and daily income), depreciate the value of ore further (as the cost of using the ore is a combination of the price of ore plus the refining cost), and further reduce players notion of self-sufficiency for their end-products (as it will continually take up schematic-queue slots). Unless NQ are expecting that Pure Producer becomes an industry specialist pathway (given the number of talents allocated to this) - but its not clear that industrialists will change from starting with ore, and its hardly an exciting gameplay loop. I would have been inclined to just have schematics for the end products in the first instance, and then assess the impact.
  6. This update is essentially a cap on "global" industry (there is a limit to the number of schematics produceable by the population), and a soft cap on individual industry (a limit to the number of schematic training slots, and cash/willpower in buying in extra schematics). Some good points: Removing schematics for many items and some limited (but not all) elements will reduce some of the tedium. Will allow NQ to balance the economy in different ways in contrast to the current just schematic prices. (Inert comment about autominers.) Some bad points (i.e. needs a QoL pass): Tedium of eternally loading batches of schematics into the machines (and finding the machines). Tedium of eternally needing to purchase/deliver schematics from markets (self-producing won't be enough, unless you heavily alt-up). A few times counts as gameplay, eternally makes it another daily chore eventually. Not fun on top of calibrations. @Gottchar's suggestion in Discord is that schematics could be auto-distributed to the relevant industry unit in a factory from a central location. This could be the unit that produces an individual's schematics. This would reduce the distribution tedium, as well enable group play when players notice "oh we are low on schematic X" and then proceeds to resolve this.
  7. https://www.dualuniverse.game/news/new-schematics-how-will-they-change-du
  8. So why can't we trade mining unit calibrations as consumable items? A schematic training queue is otherwise the same mechanic as generating mining charges (except that it is auto-queued for you).
  9. Any events must: Be accessible to full participation by anyone in any time zone (the PvP event was useless to me, happening in the middle of the night); As a result, be available over a reasonable span of time (week+), not 2 hours, non-repeatable (PvP event); Will offer rewards to all players with no monopoly by those who complete it first (see thoramine "event" which was terrible). That is, rewards are by completion, not by speed.
  10. Concluding that this (2 star system launch strategy) is what NQ will do is of course a stretch. Recognising that NQ have now confirmed that it is technically/financially a viable option, however, is perfectly derivable from the "podcast". Though I am always happy to think of summer 🙂
  11. Too strong a response - I was not trolling. Previously many people (including those in this thread) have dismissed the "second star system" launch/wipe option as not technically (or financially) feasible without major effort from NQ, and thereby removing it from contention as a launch/wipe option. (This option allows for simultaneously wipe and no wipe depending on what each individual player prefers, and so is a strong option for this reason. There are down sides as well, ofc.) This Ask Aphelia response by NQ was therefore very informative (again despite claims by some in this thread) in making it clear that this is actually a viable option for launch. (Yes my "no wipe confirmed" statement was obviously me having fun, and a joke. But the rest of the message was on point.)
  12. Erm - safe zones around planets (outside of the central safe zone) were always intended as temporary ... so this response seems a leap too far. (Yes I know that everything outside of Sanctuary(+Haven) was intended to be a non-safe zone originally, but that will not change now.)
  13. Second star system is confirmed as feasible (despite many people here claiming otherwise) - so new system for new start players; old players have the option to remain in Helios with all of their stuff - NO WIPE CONFIRMED (unless you want one)!
  14. Yes of course, but we can tease NQ about it in the meantime 🙂
  15. Constructs with containers will survive the wipe! NQ is busted 🙂
  16. Just change the Opening Post to say "I predict launch announcement today" and update it every day for 5 months? Not sure what the point of this thread is otherwise 🙂
  17. So the community is just making up problems now?
  18. At some point, if you keep taking away player agency, there will be no game left for people to play.
  19. "it's complicated" If you're a subscription beta key player you'll have lost most things that weren't on Sanctuary. If you're a free-beta-key player you should still have all dynamic constructs and up to 5 territory (personally owned) tiles on planets with static constructs on it. (Org owned tiles will be gone.) Outside of these tiles you will have lost your tiles and any constructs on them. Space constructs should still be ok. Everything on Sanctuary will still be ok.
  20. If they placed the alien cores broadly equally around Helios, then simply created an F4 map colouring that changed to an Org/Alliances colour on the system map when the alien core was owned, then there would be a simple way for territory to be "owned", as well as systems being "owned" if you have all/majority of the territories in a system. This uses existing alien core tech, but gives map painter orgs something to aim for, with minimal effort for NQ.
  21. My gameplay loop was to gradually build up my factory and ore stockpile, so that come launch, I could actually focus on playing the game rather than playing grind-the-resources. Now with the fantastic news that this has very likely been a colossal waste of time (wipe), I am not really playing at all as there is no point. The question as to whether there's a point to repeating my previous grind post launch is also a good one. 😞
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