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Julius_de_Carnutie

Alpha Tester
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Posts posted by Julius_de_Carnutie

  1. I mean it's not like energy management was a promise since KS and Survival Mecanics an absolute need in order to make some sense out of this... unless there is no "civilisation rebuilding" ...
    Just checked, in fact, this vision has been replaced by "Reboot Society", which is a bit more vague but still can be interpretated as a "Civ Rebuilder Game".
    The basic needs ( food , water, clothing, shelter, occupation) are the necessary starters for any economy, then don't want to wipe because still searching the adapted mecanic, ignoring these + power management (legitimate sink) while without these there's no economy. Take a look at the actual market. 
    Saturated with t1 sells, eventually with all products up to t5, with very low adversity in buy orders and sometimes even nothing about recipes parts starting from lv2.
    People don't eat fixations, or leds, or screws, or pipes. These are only useful to the industrials who have the machines + schematics to process these. Best seller? Ore. Raw Ore. It's been 5 years in some months that they've been simply ignoring the basics concerning this part, which is not mince.

    Tbf a lot has been accomplished regarding playability and sustainability, voxel rendition, but "rotating engines when?" if you see what i mean. It's ok to have an "upgradable" tech that you can more or less fix with time, considered the unusual scope of the game, it's less ok to put aside basics which fit the narrative. People need incentives to make it happen. We don't care quanta, as much as it's good to have some, it's preferable to grind over something that make sense in terms of "believable" needs to fulfill rather than force feeding the market to pay your rent...

    I don't see more points right now, and most of all i'm never the best defender of an idea but it simply doesn't make sense to me that they don't adress the essential. A Reason To Play.

  2. Ok look all, you're not getting to play football / soccer / basketball / whatever team sport on your own. Makes no sense. Is it that hard to understand that a "civ building game mmo" is a team game? No it's easy because everyone here have at least 2 braincells. Want to lonewolf a team game? That's on you, i don't see any need to cater to that.
    Good luck with this pipedream hope.

  3. Salut John !
    Bienvenue , nous sommes en effet un certain nombre, quelques Canadous /Québécois, les derniers que j'ai croisé personnellement c'était il y a deux ans, pas convaincus à l'époque mais le jeu était loin de ce qu'il est aujourd'hui...
    Concernant les réserves voici ce qu'il faut que tu saches :
    Si tu prends un pack maintenant, même le plus petit, t'as accès a la beta sans abonnement, plus une clé pour un pote. Si tu attends et que ça passe en beta, pour tester ce sera 3 mois mini, 21$ (c'est genre 27 28 dollar canadien je crois) par personne.
    Ensuite concernant le jeu... consultes le contenu disponible (le youtube est relativement fourni), nous sommes malheureusement toujours sous NDA concernant le contenu des tests donc je ne peux rien dévoiler ? je crois que c'est pas trop mal comme jeu, en tout cas tu devrais avoir un aperçu de toutes les features développés et à venir avec les "devblog" " devdiaries"... si tu cherche un serveur unique permanent avec environnement complètement modifiable (script compris sur certains aspects), dans un thème futuriste, t'es à la bonne porte. Maintenant contrairement à une foule de jeu, le contenu, c'est nous. Je te laisse méditer là dessus ;)

    Quoi qu'il en soit enchanté et peut-être à bientôt parmis nous!

  4. 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.

  5. 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 :D 

  6. 7 minutes ago, Odendis said:

    I realized that something game-wide like that would be difficult or eat up alot of time on NQ's part, so I wanted to bring it up here in case someone else had ideas.  

     

    I guess something similar would not be too difficult (but tedious) to do on a local level with LUA as long as you can access some kind of UUID (ie. character name) from the accessing player and were able to store a large amount of data.  Maybe I'll try to make one in the Beta if they haven't announced anything yet that would cover that need.

    Hello, just read that, how fortunate, mp me i guess.

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