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Distinct Mint

Alpha Tester
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  1. Like
    Distinct Mint reacted to Knownthief in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I don't know why they feel the need to wipe when they could just add a new solar system 5000 SU from the current one where new players could start fresh.  Depending on the number of new players, they could add one every 6 months.
  2. Like
    Distinct Mint reacted to Atmosph3rik in The game released in 2020. Why wipe?   
    It really seems like the only thing that a wipe will accomplish is creating a buzz around the fact that they're doing it.  Everything else could be accomplished without a wipe, or isn't actually going to be accomplished anyway.
     
    If they give out "magic blueprints" it will hugely benefit some people, and randomly penalize other people depending on how they do it, and how much notice they give.  And giving less notice will only punish trusting people and benefit people who saw it coming.  Either way, not a "fresh start" just a new mess.
     
    If they wipe everything else but let people keep all their Blueprints it's a huge hit to ship builders, who sold their designs only to have one side of the transaction wiped, while everyone gets to keep the other side.
     
    But if they only let people keep Core Blueprints it's a huge hit to anyone who has a collection of ships or designs that they don't want to lose, some of which they might not be able to buy again after the wipe.  NQ just outright deleting all those Blueprints isn't going to go over well.
     
    And if the only thing it achieves is a short term bump in new players, it just feels like they are monetizing wiping my progress.
     
     
  3. Like
    Distinct Mint reacted to Megabosslord in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Your daily reminder that multiple NQ staff in multiple channels, verbally and in writing, said we would get 'magic blueprints' if they ever needed to do a wipe:
     

     
    (1:30) the reason for a wipe would be "(there is) something that we need to fix and there is no other but to wipe to fix it. I don't see anything like that coming... it's something that would happen if we really had no choice..."
    (4:45) "we're going to do everything we can so that we don't have to go through a wipe again"
    https://www.youtube.com/watch?v=xOp9nDzkxpc
    (58:26) "It would be a very bad thing to say 'sorry guys, restart from scratch.'" 
    https://www.youtube.com/watch?v=ai3Kk37ntgg
    (15:53) "Everything you build is forever"
    https://www.youtube.com/watch?v=KD00-V_LKog
    (31:58) "Whatever you do after beta starts is going to stay in one way or another... You will get what we call for the moment 'magic blueprints'... blueprints with everything included in it so you will be able to respawn the things as soon as we restart the server. So we don't like to call it 'wipe'... The key thing is the beta is really the start... You can start to invest yourself in the game. We guarantee that you're not going to be losing everything at some point... the universe is blank again, and you have to start from scratch."
    https://www.youtube.com/watch?v=syku-NmSg4s&t=1918s
  4. Like
    Distinct Mint reacted to DecoyGoatBomb in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Sorry this is going to be long...
     
    NQ's approach towards the live server has been one of this being a live game for the entire beta:
    Players that have to pay monthly to play a game (not a test) No major wipes or even reversions of the server to fix major exploits (not a test) A promise of no wipes unless there were catastrophic and unavoidable issues (not a test) Changing game design to make the game more grind oriented in order to slow player progression (not a test) NQ's Pro and Con list is so bias it is a joke. One of the major Cons they did not mention (or possibly erroneously put in the pros) is making DU an empty world for launch. How this could be a Pro is beyond me. You have had veteran players who have the most game knowledge building content for your game over cumulative hundreds of thousands of hours through bugs and changes. You have had free content created for your game that has virtually no inerrant content and you want to delete it? 
     
    This brings me to another point of NQs complete lack of understanding of the scale of their own game world. You have had the entire DU player base building stuff in this game world for multiple hours a day since the start of beta and we have only built up things on a tiny fraction of it. Also, this is in your mind on an accelerated timeline because of exploits and game design flaws. You want to reset everything and everyone on a slower progression because you think you will bring in more players because of a "clean slate" at launch?
     
    Even with 10,000 active players working 5-8 hours a day to build things it would take them years to cover even a large portion of just Alioth. If the balance of current construction and accumulated wealth is so game breaking that you need to wipe then you have almost 0 hope of keeping it balanced with a healthy population of players. The game's scale is massive... Is the aim to have an empty solar system forever? Barren, virtually untouched nature preserves? That seems to be the goal if you are truly worried about wiping based on current economic progression. 
     
    My personal experience is I have been playing this game since Alpha 1 with a group of 10-20 players. We built up a lot in Alpha but held back as we knew there would be a wipe at the launch of Beta. When we were told there would be no wipe unless things went completely off the rails we put our strongest effort in building a city and progressing in the game as it was designed using 0 exploits. Over tens of thousands of hours we built a unique city, space station and community. We took all of the changes through Beta in stride as we knew in the end we would keep our progression and our hard work was still worth something. With a wipe our completely unique and unreproducible city (Freeport, Teoma) will be gone forever as it will be impossible to recreate even with magic blueprints. It would even take NQ a massive effort to put it back together as it currently is. The city is fully functioning and all it needs is more players in the game to flourish. With a wipe it will just be gone forever. 
     
    NQ has all of the tools at their disposal to be accurate and concise about fixing any problems keeping current progression would cause. They could use a scalpel but it seems they are leaning towards using a sledgehammer instead. If you wipe the game I will say best of luck and watch it fail from afar but that is okay as it makes the decision for me to play the game at release very easy. 
     
     
     
  5. Like
    Distinct Mint got a reaction from Pleione in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do people think that anything about a wipe is related to "fairness" (of new versus veteran players)?
     
    A wipe is purely marketing to sell subs at Launch, nothing more.
     
    This is why your "fairness" arguments are just going round in circles, because they don't hold up.
    Be informed, people!
  6. Like
    Distinct Mint got a reaction from Novean-61657 in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do people think that anything about a wipe is related to "fairness" (of new versus veteran players)?
     
    A wipe is purely marketing to sell subs at Launch, nothing more.
     
    This is why your "fairness" arguments are just going round in circles, because they don't hold up.
    Be informed, people!
  7. Like
    Distinct Mint got a reaction from CaptainKork in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There're several things to pick up on in this DevBlog/Post, but the one I'd like to most highlight (as I think it relates to the best solution) is:
     
     
    Here "Would split the community" is only a temporary thing. Everyone who has proposed this as a possible solution has suggested that the split be created with new players (or those wanting to start anew) spawning in a new star system (including Haven), with the legacy server continuing in Helios, with no connection between the two systems. The temporary nature of the split is resolved after (say) 1 year, when players in both systems work to construct the "stargates" (or whatever mechanism NQ wishes to implement) to bring the two systems together, from which point everyone is on the same server again. (Or rather, they always were, but the start systems were not connected.)

    This process could require lots of quanta/materials from Helios and the old players that have more than the new ones, and it creates a very big in game event with huge publicity.
     
    The only down side here then, relates to the "number of new issues server-side", which we are not privvy to. But as we know multiple systems are intended anyway, this is a problem the dev team need to resolve at some point. And the benefits of doing so early (keeping all players very happy, including new ones, publicity etc) might outweight this effort.
  8. Like
    Distinct Mint got a reaction from Sawafa in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I've been thinking about this a little more, and would like to discuss the "Legacy/New Server" (terrible name) in more detail, as I think it has the best overall chance of win/win/win for new players/old players/NQ launch needs. Apologies in advance for the potentially long post. I hope that some people read this.
     
    The outline proposal (Helios + New Star Systems):
    Create a new star system far from Helios where "new" (under whatever definition) players start fresh (under whatever definition). Old players can remain in Helios keeping all of their stuff (no wipe), or choose to "wipe" and start fresh in the new system. The systems remain unconnected (see below discussion) for a period of time (until the difference between wipe and no-wipe players is acceptably reduced), after which the systems are connected by the construction of "stargates" by players to enable between star system gameplay.
     
    The Pros:
    The obvious split between varying degrees of wipe/no-wipe in the current playerbase is circumvented. Players will choose which system they wish to play in, all players will be mostly happy, they will continue with their subscriptions and (more importantly) will act as ambassadors for the game in their communities in the lead up to Launch and beyond. New players (and fresh start old players) can join at Launch in an environment where they are not behind the existing players, markets are young, the "best" tiles are not taken, the "best" mining locations are not yet known nor occupied, and other players talents are also at low levels. For NQ this option represents the best opportunity to generate huge goodwill with the community (old and new), and bring in the largest combined number of players at Launch (which we all agree is critical). Combining the star systems at a later stage allows huge opportunity for in-game narratives, pulling the whole community in both star systems together to build the tech to join them. This should be hugely marketable externally, and be another opportunity to push for an influx of new players (e.g. at the 1 year post Launch mark) as the star systems are brought together. Constructing the stargates in game can be expensive and absorb large amounts of legacy quanta/materials, bringing the equity levels of players in each system closer together (which could be an explicit aim). Similarly, the time before the two systems are connected (1 year?) can be taken by NQ to properly develop and implement the finer details of multiple star systems within the game. I.e. the time pressure for NQ will be lessened. The Cons (as identifed by NQ):
    Split community. From the above, this is temporary, but of course it is critical to keep the playerbase united until the systems are connected, and give them the ability to play together as a whole and with their friends. Community cohesion can be achieved by carefully selected (and well thought through) ways. Some possibilities (though I haven't fully thought these out yet) could be: "Global" community in-game chat (Discord is also always there.) NQ (or player) run events that can be equally undertaken by both groups. (Perhaps there could be friendly competitions between the two systems, reflected in the eventual rewards.) There is a lot of scope for community building and friendly system rivalry here. Potentially allowing VR travel between the two systems. Absolutely this needs serious thinking about to identify if there are clear loopholes/exploits here. But connecting the communities by VR allows for joint participation in Org and player group events (talent-free) that may otherwise be split across the systems. Technical implementation from NQ's perspective: Only NQ know the detail of this. But in principle, from an outside only view, "simply" creating a new system at a substantial distance away from Helios (it can have the same skybox star!) would achieve most aims, perhaps within the capability of NQ's current setup. (Yes there are some considerations, see below). Considerations: How to stop players gaming the system
    Moving from Helios to the new system is one-way, irreversible. No transfer of funds between players/accounts in different systems. Orgs are an issue here as they could be used to circumvent this, but one solution is to have different balances/accounts for each system (possibly annoying to implement), or anchor each org to a specific system with no financial transfers to/from the org for members in the other system (obviously this gets removed once the systems are connected), or Orgs are system specific with no members from other systems (though this will have the greatest problems to resolve when the systems are joined, and it doesn't bring people to play together). Similarly no ability to interact with markets in the other system (even if VR-ing into the system). Will it be possible for players to slowboat between star systems? If so, this is something that will need to be looked at (as say old players could slowboat all of their stuff to the new system). Restricting between-system travel to the stargates would avoid this (raising the question of how). But if it is possible to slowboat, then you can bet that someone will try it. Pure distance between the systems (with it taking >1 year at max speed to make the crossing) is the simplest option. There are almost certainly some other things that I've overlooked. Important to implementation would be the ability to log player activity, so that if an exploit is found NQ are able to either roll back, or trace/identify/punish/ban the perpetrators. NQ needs this ability anyway, so it would be an investment. Summary:
    For me this Launch option is perhaps the most ambitious (in that just resetting everything is certainly easier), but it has by far the biggest potential payoff in playerbase both in the short and longer term, which is critical for NQ. It also makes almost everyone happy (shock!) and potentially playing up to Launch. The costs are systems and tech that NQ need to build anyway, so little developer time will actually be wasted in the long term.
     
    Thanks for reading (if you did).
  9. Like
    Distinct Mint got a reaction from Metsys in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I've been thinking about this a little more, and would like to discuss the "Legacy/New Server" (terrible name) in more detail, as I think it has the best overall chance of win/win/win for new players/old players/NQ launch needs. Apologies in advance for the potentially long post. I hope that some people read this.
     
    The outline proposal (Helios + New Star Systems):
    Create a new star system far from Helios where "new" (under whatever definition) players start fresh (under whatever definition). Old players can remain in Helios keeping all of their stuff (no wipe), or choose to "wipe" and start fresh in the new system. The systems remain unconnected (see below discussion) for a period of time (until the difference between wipe and no-wipe players is acceptably reduced), after which the systems are connected by the construction of "stargates" by players to enable between star system gameplay.
     
    The Pros:
    The obvious split between varying degrees of wipe/no-wipe in the current playerbase is circumvented. Players will choose which system they wish to play in, all players will be mostly happy, they will continue with their subscriptions and (more importantly) will act as ambassadors for the game in their communities in the lead up to Launch and beyond. New players (and fresh start old players) can join at Launch in an environment where they are not behind the existing players, markets are young, the "best" tiles are not taken, the "best" mining locations are not yet known nor occupied, and other players talents are also at low levels. For NQ this option represents the best opportunity to generate huge goodwill with the community (old and new), and bring in the largest combined number of players at Launch (which we all agree is critical). Combining the star systems at a later stage allows huge opportunity for in-game narratives, pulling the whole community in both star systems together to build the tech to join them. This should be hugely marketable externally, and be another opportunity to push for an influx of new players (e.g. at the 1 year post Launch mark) as the star systems are brought together. Constructing the stargates in game can be expensive and absorb large amounts of legacy quanta/materials, bringing the equity levels of players in each system closer together (which could be an explicit aim). Similarly, the time before the two systems are connected (1 year?) can be taken by NQ to properly develop and implement the finer details of multiple star systems within the game. I.e. the time pressure for NQ will be lessened. The Cons (as identifed by NQ):
    Split community. From the above, this is temporary, but of course it is critical to keep the playerbase united until the systems are connected, and give them the ability to play together as a whole and with their friends. Community cohesion can be achieved by carefully selected (and well thought through) ways. Some possibilities (though I haven't fully thought these out yet) could be: "Global" community in-game chat (Discord is also always there.) NQ (or player) run events that can be equally undertaken by both groups. (Perhaps there could be friendly competitions between the two systems, reflected in the eventual rewards.) There is a lot of scope for community building and friendly system rivalry here. Potentially allowing VR travel between the two systems. Absolutely this needs serious thinking about to identify if there are clear loopholes/exploits here. But connecting the communities by VR allows for joint participation in Org and player group events (talent-free) that may otherwise be split across the systems. Technical implementation from NQ's perspective: Only NQ know the detail of this. But in principle, from an outside only view, "simply" creating a new system at a substantial distance away from Helios (it can have the same skybox star!) would achieve most aims, perhaps within the capability of NQ's current setup. (Yes there are some considerations, see below). Considerations: How to stop players gaming the system
    Moving from Helios to the new system is one-way, irreversible. No transfer of funds between players/accounts in different systems. Orgs are an issue here as they could be used to circumvent this, but one solution is to have different balances/accounts for each system (possibly annoying to implement), or anchor each org to a specific system with no financial transfers to/from the org for members in the other system (obviously this gets removed once the systems are connected), or Orgs are system specific with no members from other systems (though this will have the greatest problems to resolve when the systems are joined, and it doesn't bring people to play together). Similarly no ability to interact with markets in the other system (even if VR-ing into the system). Will it be possible for players to slowboat between star systems? If so, this is something that will need to be looked at (as say old players could slowboat all of their stuff to the new system). Restricting between-system travel to the stargates would avoid this (raising the question of how). But if it is possible to slowboat, then you can bet that someone will try it. Pure distance between the systems (with it taking >1 year at max speed to make the crossing) is the simplest option. There are almost certainly some other things that I've overlooked. Important to implementation would be the ability to log player activity, so that if an exploit is found NQ are able to either roll back, or trace/identify/punish/ban the perpetrators. NQ needs this ability anyway, so it would be an investment. Summary:
    For me this Launch option is perhaps the most ambitious (in that just resetting everything is certainly easier), but it has by far the biggest potential payoff in playerbase both in the short and longer term, which is critical for NQ. It also makes almost everyone happy (shock!) and potentially playing up to Launch. The costs are systems and tech that NQ need to build anyway, so little developer time will actually be wasted in the long term.
     
    Thanks for reading (if you did).
  10. Like
    Distinct Mint got a reaction from McXerXes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I've been thinking about this a little more, and would like to discuss the "Legacy/New Server" (terrible name) in more detail, as I think it has the best overall chance of win/win/win for new players/old players/NQ launch needs. Apologies in advance for the potentially long post. I hope that some people read this.
     
    The outline proposal (Helios + New Star Systems):
    Create a new star system far from Helios where "new" (under whatever definition) players start fresh (under whatever definition). Old players can remain in Helios keeping all of their stuff (no wipe), or choose to "wipe" and start fresh in the new system. The systems remain unconnected (see below discussion) for a period of time (until the difference between wipe and no-wipe players is acceptably reduced), after which the systems are connected by the construction of "stargates" by players to enable between star system gameplay.
     
    The Pros:
    The obvious split between varying degrees of wipe/no-wipe in the current playerbase is circumvented. Players will choose which system they wish to play in, all players will be mostly happy, they will continue with their subscriptions and (more importantly) will act as ambassadors for the game in their communities in the lead up to Launch and beyond. New players (and fresh start old players) can join at Launch in an environment where they are not behind the existing players, markets are young, the "best" tiles are not taken, the "best" mining locations are not yet known nor occupied, and other players talents are also at low levels. For NQ this option represents the best opportunity to generate huge goodwill with the community (old and new), and bring in the largest combined number of players at Launch (which we all agree is critical). Combining the star systems at a later stage allows huge opportunity for in-game narratives, pulling the whole community in both star systems together to build the tech to join them. This should be hugely marketable externally, and be another opportunity to push for an influx of new players (e.g. at the 1 year post Launch mark) as the star systems are brought together. Constructing the stargates in game can be expensive and absorb large amounts of legacy quanta/materials, bringing the equity levels of players in each system closer together (which could be an explicit aim). Similarly, the time before the two systems are connected (1 year?) can be taken by NQ to properly develop and implement the finer details of multiple star systems within the game. I.e. the time pressure for NQ will be lessened. The Cons (as identifed by NQ):
    Split community. From the above, this is temporary, but of course it is critical to keep the playerbase united until the systems are connected, and give them the ability to play together as a whole and with their friends. Community cohesion can be achieved by carefully selected (and well thought through) ways. Some possibilities (though I haven't fully thought these out yet) could be: "Global" community in-game chat (Discord is also always there.) NQ (or player) run events that can be equally undertaken by both groups. (Perhaps there could be friendly competitions between the two systems, reflected in the eventual rewards.) There is a lot of scope for community building and friendly system rivalry here. Potentially allowing VR travel between the two systems. Absolutely this needs serious thinking about to identify if there are clear loopholes/exploits here. But connecting the communities by VR allows for joint participation in Org and player group events (talent-free) that may otherwise be split across the systems. Technical implementation from NQ's perspective: Only NQ know the detail of this. But in principle, from an outside only view, "simply" creating a new system at a substantial distance away from Helios (it can have the same skybox star!) would achieve most aims, perhaps within the capability of NQ's current setup. (Yes there are some considerations, see below). Considerations: How to stop players gaming the system
    Moving from Helios to the new system is one-way, irreversible. No transfer of funds between players/accounts in different systems. Orgs are an issue here as they could be used to circumvent this, but one solution is to have different balances/accounts for each system (possibly annoying to implement), or anchor each org to a specific system with no financial transfers to/from the org for members in the other system (obviously this gets removed once the systems are connected), or Orgs are system specific with no members from other systems (though this will have the greatest problems to resolve when the systems are joined, and it doesn't bring people to play together). Similarly no ability to interact with markets in the other system (even if VR-ing into the system). Will it be possible for players to slowboat between star systems? If so, this is something that will need to be looked at (as say old players could slowboat all of their stuff to the new system). Restricting between-system travel to the stargates would avoid this (raising the question of how). But if it is possible to slowboat, then you can bet that someone will try it. Pure distance between the systems (with it taking >1 year at max speed to make the crossing) is the simplest option. There are almost certainly some other things that I've overlooked. Important to implementation would be the ability to log player activity, so that if an exploit is found NQ are able to either roll back, or trace/identify/punish/ban the perpetrators. NQ needs this ability anyway, so it would be an investment. Summary:
    For me this Launch option is perhaps the most ambitious (in that just resetting everything is certainly easier), but it has by far the biggest potential payoff in playerbase both in the short and longer term, which is critical for NQ. It also makes almost everyone happy (shock!) and potentially playing up to Launch. The costs are systems and tech that NQ need to build anyway, so little developer time will actually be wasted in the long term.
     
    Thanks for reading (if you did).
  11. Like
    Distinct Mint got a reaction from Daemortia in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There're several things to pick up on in this DevBlog/Post, but the one I'd like to most highlight (as I think it relates to the best solution) is:
     
     
    Here "Would split the community" is only a temporary thing. Everyone who has proposed this as a possible solution has suggested that the split be created with new players (or those wanting to start anew) spawning in a new star system (including Haven), with the legacy server continuing in Helios, with no connection between the two systems. The temporary nature of the split is resolved after (say) 1 year, when players in both systems work to construct the "stargates" (or whatever mechanism NQ wishes to implement) to bring the two systems together, from which point everyone is on the same server again. (Or rather, they always were, but the start systems were not connected.)

    This process could require lots of quanta/materials from Helios and the old players that have more than the new ones, and it creates a very big in game event with huge publicity.
     
    The only down side here then, relates to the "number of new issues server-side", which we are not privvy to. But as we know multiple systems are intended anyway, this is a problem the dev team need to resolve at some point. And the benefits of doing so early (keeping all players very happy, including new ones, publicity etc) might outweight this effort.
  12. Like
    Distinct Mint reacted to Endstar in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    NQ can sort out the details of how but this approach that I have advocated for before seems to address most of the points of view on both sides of this matter. Make the gate take 180 days. This gives new player 6 months or more all by themselves. 
  13. Like
    Distinct Mint reacted to CyberDay in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Jesus man, the enter key, do you know what it is? Holy wall of text. 
     
     
  14. Like
    Distinct Mint reacted to BlindingBright in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Problem: Built up universe with a single solar system that is fairly built out without fresh real-estate for new players on release. Filled by players with built up resources.

    Problem: Kickstarter promise of multiple solar systems.

    Solution: Single shard universe with two+ solar systems that require a gate to travel between (or takes weeks/months of real world travel time) allowing for a "fresh" player experince. We were promised a universe, not a solar system. 


    Don't do us dirty like this NQ.
  15. Like
    Distinct Mint reacted to Novean-61657 in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    If NQ is destroying all the work except core blueprints, wouldn't the people that spent their time making those core blueprint have a huge advantage over the rest? I'm not in favor of a wipe at all. But if you want to be consistent and wipe the wealth from players, that includes core blueprints. Time is quanta, and ready built objects that normally take time to build are worth a significant amount of quanta. So the person that spend a 100 hours mining gets shafted by loosing everything, the person that spend 100 hours building and making BPOs isn't? How is that fair?
  16. Like
    Distinct Mint reacted to EasternGamer in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Let's preface this: I'm a scripter, I own minimal assets in the game, and my main enjoyment comes from scripting. The wipe has a very small affect on me, but that won't change my opinion on how terribly reasoned it is here and terribly unnecessary. 

    Kurock's post says it all. They were so, so clearly biased in that post, it's like they already made their decision, and if our response is lukewarm, it will go through.

    They ignore major, major points on the pros for the no wipe and partial wipe, and they put the full wipe with the most pros, but they all say the same thing: Simpler. 
    Based on how they did the other pros and cons, all they should have said was:
     
    Pros:
    Simpler for us to do
    Schematics are what caused so many people to leave, and they have left. Your comment on schematics probably revolved around the idea that removing them would somehow bring those people back. Newsflash, it won't. They have moved on to other games. Personally, I don't own a single subscription game where I would return to subscribing after so much time has passed. BS you say about a wipe is somehow required for removing schematics. They're just an item.
    Complete BS that you say you can't revamp planets.
    Even greater BS you say you can't rebalance the economy... do you even look at your in game economy? One update and 10,000 m^3 of honeycomb goes from 100 million to 10 million. That is where it should be. The economy is perfectly, perfectly fine.

    As Kurock said, leveling the playing field is a temporary concept that will disappear quickly. It's an MMO. You think someone who plays the weekends or once a month will somehow be on the same level as someone who plays several hours a day, every day, who knows the game already? Don't be delusional, please.

    DU is not like a game where wiping should happen. You've already implemented plenty, and many will say too many updates that make it so wiping is completely unnecessary. HQ tiles, tile tax and construct abandonment over time, just to name the ones that come to mind.. Those are systems that work.
    DU lives off player content, which is essentially what you're advocating to remove with a wipe. It's like saying: I let you build up my limbs over the last two years so I can crawl, and now walk. Now, I will chop them off for you so you can rebuild them better this time.
    Your post is not an unbiased opinion on pros and cons. Fix it. It is misleading. Some people who read it will not think critically about what you just wrote. Who the hell thinks no wipe will only satisfy "some" long term builders and traders... are you... actually dumb? A significant majority is a better word there. You wanna know something? Your wishy-washy response mostly advocating for a wipe is why some people don't want to invest time into this. And it is because you even brought up a wipe. You sour the waters and poison the air with having the idea about, even more so by your extremely biased post. 

    You wanna see what I mean by a biased pro/con? Here's a great example:

     
    As you can see, depending on where you cut the cake, you can say a lot and steer the narrative, bloating reasons and diminishing others. 
    This is, essentially what NQ have done with their entire post.

    This is all I have to say in this, post, I've spent enough time writing out the obvious. Kurock said it in a neater package, but felt I should elaborate.
     
  17. Like
    Distinct Mint reacted to Ving in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    This. We were told at the beginning of Beta that it was a soft launch and there wouldn't be a wipe unless absolutely necessary, and we've been investing our time into the game based on this. I have spend hundreds, and hundreds of hours gathering resources and building, based on the knowledge that NQ would do everything they could to avoid a wipe. 

    A quanta wipe to re-balance the economy, is one thing, but wiping all our constructs and hard earned resources is a real kick in the nuts.
     
    As far as re-freshing Alioth with new planet tech; you've already refreshed once without deleting constructs. Can this not be done again with the new planet tech, keeping the same basic geometry of the planet?
  18. Like
    Distinct Mint reacted to Klothilde in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why would everyone start from scratch with a total wipe, but not the manufacturers who would keep their blueprint?
    Why only favor these players?
  19. Like
    Distinct Mint reacted to SeekerOfHonjo in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    You could also introduce a starter system with accelerated Talenets point for NEW players to catch up some but once they reach a point "20mil Talent Point" they are kicked out of the sysetm to hte main helios system. helios should not be able to travel to that system to preserve the new player experience. many games have used this functionality to much success. give new players a safe place to start for upto a point and then force them into the main server.
     
    i am still trying to figure out where "Schematics" became unpopular.
  20. Like
    Distinct Mint reacted to Zarcata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I think it is a great pity that my proposal at the time is not on the table.
    You should let the game run without a wipe, because this is exactly what was promised to many, as well as the beta players should have already built a society and structures for the "new players". This approach is completely ignored here.
    Back to the proposal:
    A smaller solar system will be created that will be created for new players. This solar system is "hidden" in our solar system and only becomes "visible" when new and old players have assembled a huge dimension gate in their systems. (Community event) For this, a lot of material must be donated to NPC drop-off stations and there must be a great technological progress on both systems.
    Once the gates are built on both solar systems, the new solar system will be visible in the old one. All players can then play together.
    This way, the old players can leave their progress alone and continue building there, new players start fresh, so to speak, and later come to the point where they meet the old players.
    On the subject of "Wipe".
    A wipe would only make sense if it was a complete wipe. Everything from the beginning, no exceptions - because every exception is an unfair advantage - an advantage that you now want to destroy with a wipe.
    Even blueprints would be an advantage for builders, because these "designers" get to keep their plans, while an industrialist or an asteroid collector goes away empty-handed.
    By the way: The Quanta hardly play a role, because even with a wipe, there will be very rich and very poor players again after days-week-months. The problem is only reset and shifted in time.
    So if a wipe is coming: please NQ be fair and tell us when it will come, that is, when do you plan to release the game? This year or next. If there is a wipe, I would pause my subscriptions accordingly, as it makes no sense for me to continue playing. Then I'll wait until the release....
     
  21. Like
    Distinct Mint reacted to Belorion in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  22. Like
    Distinct Mint got a reaction from Heidenherz in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There're several things to pick up on in this DevBlog/Post, but the one I'd like to most highlight (as I think it relates to the best solution) is:
     
     
    Here "Would split the community" is only a temporary thing. Everyone who has proposed this as a possible solution has suggested that the split be created with new players (or those wanting to start anew) spawning in a new star system (including Haven), with the legacy server continuing in Helios, with no connection between the two systems. The temporary nature of the split is resolved after (say) 1 year, when players in both systems work to construct the "stargates" (or whatever mechanism NQ wishes to implement) to bring the two systems together, from which point everyone is on the same server again. (Or rather, they always were, but the start systems were not connected.)

    This process could require lots of quanta/materials from Helios and the old players that have more than the new ones, and it creates a very big in game event with huge publicity.
     
    The only down side here then, relates to the "number of new issues server-side", which we are not privvy to. But as we know multiple systems are intended anyway, this is a problem the dev team need to resolve at some point. And the benefits of doing so early (keeping all players very happy, including new ones, publicity etc) might outweight this effort.
  23. Like
    Distinct Mint got a reaction from BlindingBright in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There're several things to pick up on in this DevBlog/Post, but the one I'd like to most highlight (as I think it relates to the best solution) is:
     
     
    Here "Would split the community" is only a temporary thing. Everyone who has proposed this as a possible solution has suggested that the split be created with new players (or those wanting to start anew) spawning in a new star system (including Haven), with the legacy server continuing in Helios, with no connection between the two systems. The temporary nature of the split is resolved after (say) 1 year, when players in both systems work to construct the "stargates" (or whatever mechanism NQ wishes to implement) to bring the two systems together, from which point everyone is on the same server again. (Or rather, they always were, but the start systems were not connected.)

    This process could require lots of quanta/materials from Helios and the old players that have more than the new ones, and it creates a very big in game event with huge publicity.
     
    The only down side here then, relates to the "number of new issues server-side", which we are not privvy to. But as we know multiple systems are intended anyway, this is a problem the dev team need to resolve at some point. And the benefits of doing so early (keeping all players very happy, including new ones, publicity etc) might outweight this effort.
  24. Like
    Distinct Mint got a reaction from spacecat in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Would love to build a factory next to the market and invest in this, but ... maybe it will be wiped in the next few months and so it's not worth the time investment to do this?
     
    (Wipe DevBlog when?)
  25. Like
    Distinct Mint got a reaction from arcuro in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Would love to build a factory next to the market and invest in this, but ... maybe it will be wiped in the next few months and so it's not worth the time investment to do this?
     
    (Wipe DevBlog when?)
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