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Aranol

Alpha Tester
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Posts 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. 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

  4. 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)
     

  5. 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 ?

  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
    etc...

  7. 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...

  8. 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...

  9. 16 minutes ago, Alelock said:

    Yeah, this may be a pretty rough change for casuals and especially for people who take time off from the game. My buddy and I have an org that owns 2 or 3 tiles total... We both have been taking time away since the original Industry/Finances changes about a year ago. If friends take time off, and their land is owned by orgs, they could come back to literally nothing left... A really terrible model if you want previous player to ever come back.

    Tokenize you Org territory
    Switch them to personal territory
    Declare them as headquarter tile

    and that's it, you problem is solved !

  10. 1 hour ago, Samedi said:

    All the timescales sound way too short to me. Two weeks is nothing.

     

    I'd like to see things a bit more stretched out. Give us a month or two with territory transfers enabled so that we can get our heads around which territories we want to keep and who needs to own what. Then a month or two more with rents enabled but no territory reclaiming / forfeiting. Let that bed in before you start throwing people off their tiles and destroying their stuff.

    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

  11. 1 hour ago, Hirnsausen said:

    I thought, 1 million quanta a month, and I was feeling strain on me. But now reading that it is four times more (!!!) as the tax is paid weekly and not monthly, i do not know how to generate so much money ingame. My focus is to fly around and interact, mining is not so much something i do so aggressively. And especially new players will find it hard, too, to make so much money.

    Unless the start-up territories on the Sanctuary Moon have a significantly better ore output than now. hen new players won't struggle. Remember, there is no "average player", so many of us who are not loud and are known to you, are playing on a lower level, nott mining aggressively or in big groups.

    Also, if all of us palyers have to start mining aggressively, won' this cause that ttoo much ore is given to the markets and prices will fall, thus making it harder to earn the quanttas needed to pay the insane territory tax?

    Finally, I remind you for one of my previous suggestions in which I described a tax that is oriented on the ore output value of a territory. hat is how it should be. I urge you to reconsider.

    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

     

  12. 1 hour ago, Torsten said:

    Does the requisitioning system only apply to newly acquired territories or could I, hypothetically, requisition a construct that was placed on one of my territories six months ago but the player left the game?

    Yes, requisitioning require a player action "right click on construct" it can be done anytime after you claim the territory, even month later

  13. 1 hour ago, Haunty said:

    Couple questions: What about the Sanctuary tiles, is there anything special with them? Or do they also expire and lose ownership when unsubscribed?

    What happens to dynamic constructs and space station cores when you unsubscribe?

    And I assume we can still maneuver someone else's dynamic constructs off your territory or submit ticket for removal?

    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

  14. 1 hour ago, Aviator1280 said:

    Has not beed mentioned if the Headquarter can change during the game or once assigned it will not be possible to change it.

     

    I suggest to don't remove the ownership to a territory because a player didn't renew the subscription, this will be very bothering for those that want to take a break from th game and if they do they may not come back if they lose their stuff.

     

    Progressive taxes is the only real way to avoid players/organizations to get too many territories. If the amount of taxes will increase with the number of territories it will be more interesting to study which territory to keep and which not to keep since at one point they will not be able to "repay" their value. Different Planets/Moons should have separate taxation.

     

    I want to insist on the fact that some dynamic of Demeter are going to push players to be in PVP even if they don't desired, this is a very negative thing and that a ship can't warp away if under attack witho no possibilities of defences or that didn't counterattacked it is not realistic and is very unpleasant.

    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

  15. 1 hour ago, virtualburn said:

    I've been offline for a while and moved to another planet due to all the Org players quitting the game.  I want to come back but was waiting for a lot of the issues to be addressed and improvements to be implemented.  Am I right in thinking then that that actual weeks of work mining and constructing these bases on territories will firstly empty my bank account with tax then make all my buildings and equipment available for looting?

    This is the first thing about this game that has truly put me off coming back if I lose all the hard work and innovation I put into this game.  I have stored 1000's of voxels ready to come back and complete a range of ships and buildings semi complete.

    If this tax system is limited to Orgs then fine, but if you are forcing players to play your game or lose everything then this isn't a tactic I'm comfortable with.

    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

  16. 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.


     

  17. @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
     

    • 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

       

     

     

     

  18. 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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