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Distinct Mint

Alpha Tester
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Posts posted by Distinct Mint

  1. 1 hour ago, An0ubiS said:

    My two cents about what you could do for the long-term players and supporters: How about an application process for magic BPs, like you did for the digging process after the terrain reset?

     

    And another idea: give us VOXEL-only magic BPs, deleting every single element by creation; that way, we at least could keep our creations (plus, add the long-awaited BP snap feature for a decent rebuilding process).

     

    Give players an opportunity to rebuild without loosing everything. That way, you could prevent people from stockpiling stuff, by previewing. Nobody would affect the economy in any way (plus, what Megabosslord said about preventing people from selling anything stored in magic BPs - problem solved).

     

    I know, this would mean additional work for you NQ guys, but ... isn't that what we've been paying for, among other things? (some with multiple alt accounts + subscription, and even as backers) 🤷‍♂️

     

    Yes I like this idea. I'll take one full L core of every honeycomb, please!

  2. 4 minutes ago, Zarcata said:


     

    There is a catch-up mechanism in the points? Until now I assumed that you get 60 points or 90 points if you are learning something.
    Accordingly, a new player can never catch up if he should not get more than these 60/90 points. Every player has his talents in the list to keep these points running at 90. So you can't catch up with 80%.

    So if we reset everything at release the following will happen:
    - new players will get these 60 points, once they have played the tutorial with the talents, they will consequently get 90 points.
    - new players will certainly collect stones, start the first MiningUnit, etc.

    What does an old player do? Immediately starts the talents so that the 90 points come.  Will distribute his 90,000,000 points - or part of them. Especially at the beginning, you can collect a lot more ores with points when picking up ores. With points you can set up much stronger MiningUnits, which also grant more ores during calibration (immediately) and collect more ores every hour.

    But it goes even further, the player can immediately unlock skills to need less fuel, at the same time produce more and faster. so he gets to everything faster, has to collect less ores and produces more and faster.

    This means that the old players not only have a considerable advantage due to experience, but a game advantage that cannot be caught up with. (Unless you give new players a catch-up mechanic and allow 600/900 points instead of 60/90.

    @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. 3 hours ago, Gillimus said:

    This still isn't fixed.

    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. 1 hour ago, Palis Airuta said:

    I think there are some really good features in this;

    • Easier for new players, post reset etc
    • Wipes all the schematics obtained by exploits
    • Removes parts schematics 
    • Allows NQ to modify schema costs/times to manage economy 
    • Adds another tradeable item, game loop (even if it seems boring some will like it)

    Some really horrible things that need to be minimised as much as possible

    • Tedium of visiting every machine. (please, a central schematic bank)
    • Ties solo industry players to multiple alt accounts (surely if a solo industrialist wants to train to level 20 we should enable that)
    • Probably more here, changing stuff too close to release (what could possibly go wrong) etc

    Could be worse I guess, I am probably more inclined to specialise after this change, Just to cut out the awfulness of keeping track of multiple items. It would never work with parts schematics, the micromanagement would kill it. Even with out it, those with 500+ end products ... it will still be horrible. Perhaps if they opened it up to lua?

     

    I guess we will find out soon enough .... 

     

     

    • 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. 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.
  8. 1 hour ago, CptLoRes said:

    Ohh you sweet summer child. If you managed to come to that conclusions based on what what NQ said in ep6, then you have a long and disappointing journey ahead my friend.

     

    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 🙂

  9. 8 hours ago, Sagacious said:

    he's just trolling nothing is mentioned about wipe yet. Which is one of the main things ppl want an answer on atm.
    As long as we keep skills and BP's a wipe wont be too bad. if they reset skills or just full wipe.... yea that will probably be bad. I dont see a reason for a full wipe because I dont see many new players coming in anyway, the people that were in beta will be the majority of players and so its still pretty fair and level start really imo.

    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.)

  10. 1 minute ago, PsychoSlaughter said:

    I'll say this: with 'future plans' up for discussion all the time its hard to commit to this game. Many of the things we like to build take months of effort, and suddenly NQ decides to rewrite a major pillar of the game and its all invalidated. MegaFactories - invalidated. MegaNodes/Mining - invalidated. HTML Lua - invalidated. All your beta builds - wiped and invalided *soon. We should be at a point we you are 'tweaking things' for balance and adding on features. Now you're telling me you 'might think about removing safe zones' in the future. At the end of Episode 6, about removing safe zones. If you don't even know if they will be viable, why should I build there? Wipe goes through, I start having fun building my space station, and six months down the road you decide to put me in PvP space, and my work is invalidated. What's next? Removing markets 'because too many people go there' or something? I really want to play this game but it feels like a waste when it all ends up being for not after you guys remove stuff. You'll have to settle at some point and have a plan because this wishy washy 'I don't know what we're making' isn't really attractive long-term.

    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.)

  11. 2 hours ago, Zarcain said:

    Why not copy RPG talent tree system for industry?

    Make most things tiered 0-5.  You get X amount of points to spend on industry. 

    Tier 0 is no points, just cost of schematics. Tier 1-5 you need to spend point.  Specialization starts at Tier 3. 

     

    You can use all your points and be a jack of all trades and take Tier 1 and Tier 2.  As soon as you spend Y amount of points in Tier 1 or 2 all other tiers are greyed out and all further points can only be spent in Tier 1 and 2 with enough points to get everything, you are now a jack of all trades up to Tier 2.  Leave some item in Tier 0-2 that only jacks of all trades can get.

    Or

    Plan your specialization and be, for example, an engine specialist.  You have to put your points into Tier 1 and 2 engines to unlock Tier 3 engines and as soon as you pick Tier 3 engines all other parts of the tree are greyed out.  You can only move up the engine talent tree to Tier 4 and Tier 5 with enough points for everything.

     

    You equalize the points so that all the points needed to fill Tier 1 and 2 is the same as specializing to Tier 5 of one branch of the tree.

    You still have to buy schematics, just not so expensive for Tier 0 - 1.  Tier 2 is where it where the cost becomes impactful, time consuming, and require travel.  The cost of a solo player to specialize up to Tier 5 should be a grueling, mind numbing, dangerous experience.

    The cost of materials for Tier 3-5 should be outrageous so new players wont just skip over Tier 1 and 2.

    Corporations will need several people to make higher Tier items, and solo players can play without corporations.  But they would need each other.  

    I would go even further, and not allowing jack of all trades to be part of corporations.  Any cooperation would be just that, cooperation.

     

     

    At some point, if you keep taking away player agency, there will be no game left for people to play.

  12. "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.

  13. 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.

  14. 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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