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Aranol

Alpha Tester
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Everything posted by Aranol

  1. We need to find a compromise, it's look that NQ need to reduce the numbers of core on the server to keep decent performance. But it's still interesting to see some builder making large city Let's add more skill like : basic core manager : +2 core per level uncommon core manager : +5 core per level advanced core manager : + 10 core per level with prerequisite level 5 from the lower tier talent so it's physically possible to have a large amount of organisation core, but it very expensive in talents point so player will invest so much talent point for serious project only and basic player will have to limit them self that will make everyone happy -for NQ : that will reduce the amount of core in the game -for players : it's still possible to build lage city, large PVP fleet etc... but at a significant talent points cost
  2. Something I didn't understand, 1625 max core for one organisation, but only 25 max slot per member ! so if an organisation want 1625 core, it need 65 member that will allow all there slot to one organisation ? that can't be true, with the PVP fleet, the main base, the mining unit etc... 25 organisation slot only per player can't be real so NQ can you make it clear ?
  3. With the previous version we had infinite ore and infinite quanta, with a daily fastidius works But now it's insane, before MU generate ore at about 7quant/liter and now it will be about 3quanta/litre ! I realy don't see how NQ will clean the economie, we have infinite ressource and infinite monney =(
  4. Too much work, that will never happen (or too late) there is short and fast way to make it better (not perfect but better) As almost every ship have the same shield, and shield it 90% of your survival time, small cross section is the only way to increase your survivability so everyone wants the smallest L core possible. 2 easy and quick fix : link hit chance to core size and not cross section link shield strength to max core stress that way you can have for exemple with L weapon - very low hit chance on Xs / S core while keeping M and L core fully hit, no matter their shape, so you can be a bit more creative than a small rectangle - you can also choose to have a larger ship, with many gunners and lot of expensive voxel to be more resistant than a small solo L core
  5. It's happen often that Alioth/Madis /Thades PVP asteroid spawn very close of the safe zone limit In that case you have tens of ships at the safe zone limit, and players flying with their nanopack to the PVP asteroid, and come back to their ship as soon as their nanopack is full. Is that really the gameplay NQ wants ? Those players completely avoid the risk/reward mechanics ! Can we just have a limit so that PVP asteroid never spawn so close of the safe zone (something like 30su)
  6. Now, if you want quanta with mission, you need to subscribe many alt acount and let them disconnect on you mission ship instead of VR Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result. Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission I realy don't see the goal of that idea. It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that So this year NQ remove : Hauler gameplay Combat Engineer gameplay Multi-crew PVP ship gameplay (still possible but useless) etc... any plan to bring back this gameplay to the game ?
  7. Now, if you want quanta with mission, you need to subscribe many alt acount and let them disconnect on you mission ship instead of VR Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result. Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission I realy don't see the goal of that idea. It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that So this year NQ remove : Hauler gameplay Combat Engineer gameplay Multi-crew PVP ship gameplay etc...
  8. Now, if you want quanta with mission, you need to subscribe many alt account and let them disconnect on you mission ship instead of VR Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result. Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission I realy don't see the goal of that idea. It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that So this year NQ remove : Hauler gameplay Combat Engineer gameplay Multi-crew PVP ship gameplay etc...
  9. Now, if you want quanta with mission, you need to subscribe many alt acount and let them disconnect on you mission ship instead of VR Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result. Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission I realy don't see the goal of that idea. It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that So this year NQ remove : Hauler gameplay Combat Engineer gameplay Multi-crew PVP ship gameplay etc...
  10. Tokenize you Org territory Switch them to personal territory Declare them as headquarter tile and that's it, you problem is solved !
  11. Lets do some math : first you have 2 weeks payed taxe on demeter launch then 2 weeks of "off line" state then if you territory is instantly claimed by someone, that instantly requisition you core, you still have 2 weeks befor core ownler ship change so in the worst case, you are already guarenty a 6 week timer
  12. Territory income are planed to be set so that an exploited territory generate mote than 1million per week so for now you can just sell ore generate by you territory to paid taxe and get a few bonus
  13. Yes, requisitioning require a player action "right click on construct" it can be done anytime after you claim the territory, even month later
  14. Sanctuary tile are free for life, probably even you you stop you subscription, so you have a place to store your asset if you take a long game brake
  15. If you don't want to PVP, just don't go to PVP zone, all the game contant is accessible from safe zone even after DEMETER
  16. Just read befor posting, all the answer of you question have been explain in NQ-Dekard post. In your case, you will have 2 weeks to coonect to the game, and set the tile with your asset as "Hearquarters territory" And you will be hable to keep 5 territory with no taxe for life
  17. DEMETER mining review and balancing Firstly, the purpose of DEMETER is very relevant, saving resources and bandwidth for NQ and making farming less tedious for players. 2 very laudable objectives. But let's take a closer look at the numbers and the various values that we can see on the PTS. 1) a flat-rate tax for each territory and indeed the ONLY way not to ruin the economy, with large organizations, or multi-accounts which could colonize hundreds of tiles while still escaping the tax. It is therefore the right choice. 2) the amount of the tax: it seems quite reasonable, in 1 hour of mission we earn enough to pay more than a week of tax, the biggest players / organizations will indeed be able to have the biggest territory, but at the price of a perpetual effort, if the revenues / workforce decrease, they must reduce their empire, that's perfect… 3) the calibration tokens: First small downside. This is a physical limitation to the number of mining units that a player can use effectively, and indeed it is a very good idea to avoid any abuses and keep the economy under control. On the other hand, the rate at which they accumulate is far too fast. Currently, to use them effectively, they must be used every day. It is too frustrating as constraint. it would be necessary to reduce their reloading speed by 2 or 3, and reduce the rate of loss of efficiency of mining units of the same number. The current mechanics seem balanced, it's just the frequency that needs to be reduced. 4) the rewards of the territories: This is the biggest problem. Without PVP you have to be very attentive to values so as not to destabilize the economy. The goal is that a perfectly exploited territory can generate income, while if it is badly exploited, it costs money. This is the only way to self-regulate the size of empires without PVP. What is a well-exploited territory? A territory where the yield bonus has been maximized with adjacent territories, and a territory where mining units are running at full speed 24 hours a day, calibration redone regularly, container emptied etc ... This is all about doing an activity that some will want to take the time to do, and thus generate income to buy new industries, or new ships. While players who are not at all interested in management will be able to do without it altogether. Our first estimates indicate that in a perfect world, the cost of T1 minerals could drop to 11 quanta per liter which seems quite reasonable, but for that it is necessary that the territory produces 500L / hour permanently. And it seems very complicated, here are examples of situations where we cannot be in the ideal situation, and the cost of minerals will explode. - some territories do not have enough minerals, or many minerals in small quantities and will only provide 100 l / h or 200l / h - if a territory produces 150l / h of a metal, a mining unit placed with all the skills will extract 125 / h and with the calibration token system it is inconceivable to use a mini unit and a token to collect the remaining 25l / h - it will sometimes be necessary to claim uninteresting territories just to have the bonus of adjacent territory on a tile. Here are some ways to rectify this. The number of mining units that a player can efficiently exploit is already limited by the calibration system, and the mining unit extraction capacity. The triple limitation (players / mining units / territories) makes balancing and correct exploitation too complicated. It is therefore necessary to increase the quantities of minerals in the territories, so that the choices of the position of the territory and the type of minerals above are determining criteria, and not mainly the quantities. here is a concrete example a territory has a pool of 1000l / h of minerals T1 ores count for 1 T2 minerals count for 2 T3 ores count for 4 T4 ores count for 8 T5 minerals count for 12 here are some examples what it would give: T1 ores (223l / h HEMATITE - 328l / h BAUXITE - 98 l / h COAL - 351l / h QUARTZ) ores T1 and T2 (237l / h HEMATITE - 198 / h BAUXITE - 213l / h COAL - 96 / h QUARTZ - 256l / h NATRON) ores T1, T2 and T5 (110 / h HEMATITE - 108 / h QUARTZ - 13 / h NATRON - 63l / h ILLMENITE) The presence of high third ores therefore greatly reduces the presence of the other minerals, no mining unit will be able to run at full speed on this type of tile but it offers T5.
  18. @Hirnsausen the game already loose 75% of the community because PVP was too long to come (NQ first focus on the other 5 pillars before we have less than 20% of the PVP implemented) Also other pillars need PVP to work, for example Economy, if your ship is eternal, you never have to buy a new one, economy is ruined Social, 80% of the players interaction are link to PVP And why a pure PVE boy would risk his ship in PVP zone, if you don't want to PVP juste don't go to PVP zone. 80% of the game content is accessible form PVE zone. You can farm T1/T2 ore, do Aphelia PVE transport missions, build, trade, sell etc... Of course game need to have a bit of challenge if it doesn't want to die (without PVP community server population will be too low), and that's why there is PVP zone with T4/T5 material, so you have to interact with other players in game, to form up a defended cargo fleet, to pay someone for protection, or pay someone for informations (where to farm, when etc...), or buy it to someone. You should really spend less time on forums and more time in game. This is an MMO, if you play solo you miss a large part of the content, like in every MMO
  19. did anyone see a wrecks this years ? it seam this feature don't work anymore right ?
  20. Fetching ships stuck in the sky above a planet (if Fetch did not work). That happen if you enter atmosphere at very high speed, it's not to support to deal with that ! Even the fetch option itself, is in 99% of the time use to bugexploit (teleporting ressource), in normal case there is no reason that a ship go underground, except if you hit ground at very high speed I'm fed up to see support loosing time with player that just crash on the planete, you crash your ship, it's your fault. I play this game for 2 years and I or anyone in my corporation never use fetch for a legit reason Hope that NQ will be able to see who abuse of this mechanics, but still sad that someone will loose it's time to monitor any abuse
  21. hope they will be banned ! we don't wan't that kind of player in the community, good investigation job
  22. Will the stacking elements exploit will be fixed with the patch ? because when cross section will matter in hit chance, if we can still stack elements (engine/container...) we will replace the borg cube meta by a all stacked very very small ship with 80 engines stack !
  23. everything look nice, maybe I some case ALT-F4 is use to sole a probleme, but in 99% of the case it's use as a bug exploit (and I'm the first to use it to avoid a 20min braking befor landing) but what happen to a destroyed ship, does it stop when it get out of range of every player arround, and we can come back close it will never restore speed and rotation ?
  24. So the core owner was a corporation And you had more than 1 legate in the corporation A mistake that a lot of newbies does, it that they want to place a new core, and there is no free core aviable (because you need some skill to place many core) so they abandon a usles core, but they faiedl correctly identify the core they should abandon, and as NQ say, one of your lagate have abandon your main base core. He is probbly not a bad guy, but he just don't realy what consecance his action will have did you contact the guy that take your base after ?
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