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Alpha Tester
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About Venstix

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  1. Sorry to interrupt but this "- I don't have to grind all those resources (because I'm lazy or whatever) myself, but instead just buy a couple of DACs with RL money then sell them for quanta " is a big chiller… In the end, it's broken to bypass the gameloop with irl money! = P2W !!! What DAC Injection does is simply devaluating the gameplay of many by creating money (like irl) not backed by any Added value ingame. It's not as "win" like what we use to know on a very limited scale (win or lose a match) it's about getting more than deserved because you drew coins... definitely unbalancing the risk / reward game. I'd gladly ear how it's not broken, but i wish you guys a good luck on this one. Edit : To make it way clearer, a cosmetic shop would still permit NQ to generate Value without affecting the ingame Economy as a whole, because no Quantas would have been generated or lost to it.
  2. Hello, impressions: - inventory going from 64m3 to 4m3 was the best option with actual containers build imo. - I still don't like the idea of liters, especially for honeycombs or ressources… let's see - rebalance of item volume and weight?? mmm… i Don't even explain how a person is supposed to lift an xl space engine into his nanopack, these things should only be deployable via base containers… small parts take more space, big parts less? …. wait, what? - conservation of mass during process, nice, altho of course refining should makes the outproduct less heavy, hence the term "refining"... same for all elements on the chain to end-product... - amount of honeycomb acquirable, reducing is interesting. Adding more mass to already wooden/plastic ships because of weight limitations? so-so imo. - Rebalancing cost/weight with rate… Let's see how it turns out. Having XXs atmo and Xs Space could help. - Somewhat irritated from havin sodium or silicon scraps but then , might be needed for further things so let's see. I'm happy with the major point about inventory size, that was Breaking the game that much. Some nice balancing here and there… and strange moves. Eager to read what's next and to see how the inventory size mod will help to wipe dragons out. Thanks for the hard work, some things needs more love but it's ok, a good cake take some time to cook
  3. Because trying to reach the desired number… a few to go still ?
  4. Hello, just read that, how fortunate, mp me i guess.
  5. That's a no-no, i was about to mention dedication but wanted to get the thread back on it's rails, so you're welcomed to fix your statement. Also, brains doesn't save you from unpreparedness. It's not about general intellect, it's about game's mechanics knowledge. In that regard, we are all dumb now about combat in this game, if i needed to make myself clear. Well, we for sure didn't played in the same place then, by the time i was playing there was no way to be mindless on mining even in 0.9 so… Yep. Pretty much it atm.
  6. Mmm… I'm a bit "surprised" about the Eve story… what were your guys mining/hauling to be mindless and happy? Cause i played it too and i'm not so sure how you'd be able to do that with valuable ressources, unless you were in a specific portion of the universe where strangely no one seems to have interest in free loot? Like how many mindless players are going to get rekt simply because they'll be digging a damn tunnel alone feeling like carebears and get blocked down in it? I mean even there mining is too important to let casuals take care of it, too many holes, could possibly dig <<Somewhere that shouldn't be dugged out>>, and about the hauling… my god you have to script an autopilot to make sure it reaches destination if looking for big capacities! Ok, so basically the Casual Player Handling is just another Topic. Back to Persistence. OP should make a Poll, even if most of the replies here says "Persistence On" anyway, then maybe someone @ NQ would be able to answer it sometimes.
  7. You are totally free to believe so, I stand still. I have no idea how you are going to put casual people into mining/hauling/building. Good luck mate!
  8. It's been very clear, and i maintain my answer for toxic asshats can only grow in an environnement where players/devs can't/dont' want to do anything about it. Another condition is the amount of estimated gameplay time versus damage inflicted to anybody else, if the ratio of time they need to spend on to get good enough to abuse on anybody isn't matching their expected destruction rate, it won't fit griefers and guys alike. Especially if it means taking risks for them to lose their griefing tool. Helping the enemy team will get punished ingame for sure, and having a negative attitude is viable as you stated, on the other hand either this personnality finds mates like himself to defend either he becomes a prey for obvious reasons. Persistence...
  9. To my understanding right now , it's totally possible to live around the Arkship doing this and that and retrieve your dues intact next login, but considered how long crafting and traveling times seems to be, having no time for it means no higher tier stuff… at least not before a moment! Keeping toxic players away is going to be done via the time & skill necessary to get anywhere i Believe, but also by biggest factions or smaller mercenary orgs, because yeah, in a world where stuff doesn't Simply respawn everything valuable is valuable and shouldnt land in the hands of ill intended people…
  10. Why not, If the said construction is the platform for a group of building, do all subcores lose their build lock too? Also, according to what the "destroy element" does to a construct actually, should the destruction of the core of the construct also destroys all the buildings there, or do they just "unlink & float"? Somehow would made sense, as stated on the storepage "Freedom is not Free", so either you get used to paying for the sake of being protected, either you put your own in the nature, and bear with risks and all... How could it defeat the purpose of building cities? as long as each player there contributes to the places he lives in, it's not a problem to sustain, it's even easier considered the less placed required for shared facilities, i mean can you imagine how crazy it'd be if you could Simply place layers and layers of voxels just to make sure no one breaks in, and get away with it for free? Btw, as stated by MaltoSigma it somehow frees the space around the Arkship from oneshot useless things... Now regarding exploration / ships / lost places, we didn't even talked decay rate yet to begin with, plus we didn't even stated on how the salvaging of decaying buildings could work… Should we able do salvage a non decaying building? Should we be able to break and get ressources back from a decaying building voxels + elements? Should we be able to pick voxels + elements like they were free of building lock? @Moderator : Not sure about what's authorized to say or not regarding NDA as this is cross-topics, notice me or rectify if Something's not ok here plz thanks.
  11. Then we prolly misunderstood there, to me a safe room is a room that YOU build, securing your pod which atm happens to be your resurection node, Inside of your alliance base, maybe with harderhoneycombing as to ensure to have a bit of more time if the enemy breaks in, and so as to multiply the time for an offender to actually get rid of these spawn points, thus requiring a lot more firepower to actually raid, balancing the whole gathering:building/guncrafting:going@war time required, Nothing like getting your body out of game or untouchable… Totally agreeing to what's next. Pretty much this, unless said trolls get the means of their behavior. Personnally i'm unsure how will people behave when they'll discover the amount of gameplay just to build a single person proficient machine, then craft the weapons for it or themselves, then the time to code it's manoeuvering properly, and then lose it in a snap…. Eventually you can get all of this done a lot quicker with an org, not sure tho how many orgs will accept people that just come in to break stuff that other people took time to think, craft, Harvest the ressources for etc without getting the job done themselves. Crafting times also. Drives away casual players, and in DU it looks like casual = pretty much useless… well unless other players fill them up with ressources and they serve as factories… ?
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