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Alias

Alpha Tester
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  1. i just post my personal feedback here again after i wrote it for my organization members: I am very much in the market trading... what happened the last few weeks is really abnormal. Some items have lost even 60-70% of market value! Almost everything is (which was already only a flogging) now thrown on the market for even cheaper than the lowest offer ... and of course from player to player ... The changes from the patch I personally find also again much too exaggerated. -The industry without costs / rent operate ? . I'm curious whether they bring at some point still the energy system pure and whether they then also remove it 2weeks later again because 20Leute rummeckern ? -MU charge extend. I find good in itself, but why to 50 ... ? doubled would have been perfectly sufficient. -MU grace period or what it is called... 48h was fully okay - don't understand how you some can complain there. Actually, directly after Charge would start 100% a decay timer (would be at least in any other game so? ). But here in DU (-where there should actually be a long-term incentive/sense/goal) everything is made too easy. And if you do change something, then a 179° turnaround is made right away with minimal resistance and it is simplified again.... I really don't know what to make of this, in part a lot of things have progressed since the change in leadership, but then NQ falls back into an old pattern of rowing back and also leave many long-standing problems such as "player driven market" untouched or make it even worse. Translated with www.DeepL.com/Translator (free version)
  2. imagine all the advertised ships in the past which would not even look likewise they were initially if they need to reposition their elements(brakes for now) not only the tons of community ships, also many of your own designs (which are shown at website, youtube, insta- posts...) what would they look like without their good looking outer voxel designs o.O
  3. I also need to raise my voice against the planned demeter update. I also try to give you some example that comes in my mind how to handle it on another way. 1. bringing in Mining units (yet buggy) and removing the ability to mine ressources on planets what content you create for those many miners out there? - the would leave the game also those guys who doesnt want to craft or play industrialists would leave the game, casue you force them to craft to get ressources you bring so much advantages for pvp-orgs cause they can control and own (similar to known recent big org domination) the asteroids which give good amount of ore for everybody, once they have an okay-amount of mining units they can not do much more but wait; maybe till they got enough extracted ore to build anything, or quit game cause of boringness mining units should be an addition to get passive income (with maintaining costs and the minigame if you like) IF you are 100% sure to remove the ore veins on Alioth and want an surface-wipe, then think about other options like having 2-3 pvp-zone- and 2-3 non-pvp-zone-planets where you can still mine ressources but for example arent able to place static constructs (advantage: bringing people together to go out mining with one big ship, bringing in more playermissions to bring their mined ressources to alioth, giving more pvp activities if they risk to mine at pvp-zone-planets 2. tax of 1m per tile is too much thinking about IF you stay with the 150k/day (which was said is only for christmas time 1 year ago )and IF a player is able to log in EACH and EVERY day, then this player can BARELY pay the tax for just ONE TILE how would a player be able to maintain his tile when he doesnt got much time to play throughout a week or doesnt have any industry? (is the only answer and option here "mission running"/1-5hours flying through void to earn some money on the other side if he doesnt get shot?) taxes for tiles are good and needed, but not like that. maybe with an percentage towards the amount of tiles you have in total 3. brakes changes you advertise a game with being able to do and build all you want to.... sadly -you force people to rebuild whole armadas of ships -you force people that way to make ships ugly again -to have an element-meat-shield in space -to not be free in your designing.... The initial thought is fine, that also brakes, airfoils, also the end of an engine, needs to be free of obstruction to work. BUT then give players the ability to enhance one element. e.g. if an players crafts 20 stabilizer L and merge them into 1, this 1 should get around 70-90% of the total stats of the 20 merged stabilizers. This brings so much more freedom of designing ships.. also a good minigame(wheel of luck) and ALSO an consumption of elements - which is so much needed for an mmo with its own player-driven-markets!! Finally i need to say its cool and positive that since some weeks/months we can recognize an ongoing change in the development of the game and mostly with positive (longterm) changes, thanks so far, but Please overthink these big points before you just launch it and AGAIN not listening to the community (like its handled since alpha (premonitions about wipes/markets/ores))! Thanks for reading and sorry for my bad english Greetings Alias (playing since Alpha)
  4. da muss ich leider gegen dein Argument etwas schreiben, bzw den ragequitter in Schutz nehmen. Das Radar funktioniert vlt bei 200-300km/h ganz zuverlässig... sobald du aber schneller unterwegs bist (und das sind eigtl alle, außer streamer), funktioniert auch egal welches Radar nicht zuverlässig. Egal wie gut die specs von deinem pc sind... Also ich kann seinen Frust voll nachvollziehen. Klar kann man leicht sagen, hol dir doch einfach dein Schiff wieder (rate ich ihm hiermit in ein paar Tagen/Wochen auch), aber ich verstehe wie sehr es schmerzt einfach zum x.ten Mal irgendwo dagegen zu fliegen, was evtl während dem Durchflug gerade erst geladen wird und dadurch dein schön erfarmtes Schiff zu Grunde geht. Abschließend trotzdem: Kopf hoch. Mach das Spiel aus ein paar Tage und wenn du dann wieder Lust hast, schau wieder rein und durch reparieren hast du es ja wieder bald funktionstüchtig(auch wenn dieser Prozess noch etwas optimiert werden sollte, vlt sogar durch Minigames) Greetings Alias
  5. Hello all, Unfortunately, I have to say something negative first. Many of our org gave you extensive feedback during the alpha and even towards the end of the alpha, myself included. The core feedback was to make the game harder! At beta release, the exact opposite happened. And then the thing rolled ...but in the wrong direction.... ? What I can say about this is don't just listen to the ATV, and don't just listen to the forum writers. ---> Listen to the very detailed feedback you get and have gotten in bug reports from all players. There are so many good suggestions when/after a bug/problem is described and sent to you guys! Now, what I can suggest on the comment of patch 0.23: First, good that you listened to the community (even though I was happy with the patch, I guess a large number of player was not). As for the markets: -You forced -all players into the markets with the last patch. For me, as a player interested in trading, I started trading at the markets. But for many it wasn't a good big (forced)change.... -If you start looking intensively at markets now. Please don't look very closely now or in the next few weeks, because more than half of the active players are raiding their containments/stores and dumping them on the market to get some quick cash, completely ignoring crafting costs!! This does not reflect normal market behavior or prices. -If you want a player-driven market, let the community build it and don't try to interact too much. At the end of alpha testing, we were close to getting a player-driven market. <-> Then the bots came (with all the items and not well thought out prices) without any need/announcement, unfortunately. -just a hint at the end: the market bot orders, which were set to buy ores for 25/50 per liter, are at some points completely empty Test server: -very glad you listened to the great feedback - very good change and keep it up so no one has an advantage when a new patch goes live! -also i suggest to publish patch notes regularly, maybe in advance but pleeeease for the test server and the official server separately and in time Change schemes or other prices: -Please keep in mind that not only one formula makes the perfect price. Go into the game, watch players and ask players who work with the given things ingame and calculate exactly and check EVERY item&scheme manually if this seems to be a good price. (some examples in ticket#40743) Upcoming changes: -Please don't unmindfully convert schematics into too low quanta effort. In my opinion, schematic costs are good/acceptable at the moment, except for the very high tiers.... Acquiring billions of quanta is more than far away. I know and i was definitely at that point in alpha, that the late-game items were too easy to get. But billions just to get the schematic is a bit much. -The item life changes were awesome to get markets going - so please dont stepback and destroy the idea of having to replace an item after x repairs. Maybe the core thing is a bit too hard for many, but after 3 full element demolitions it is acceptable to replace it with another. - Maybe implement a warning when an element has only 1 life left aaaaand please exclude decorations completely ? We are all waiting for the mission system Hope you guys have a good solution what works properly in DU. We are looking forward to giving missions/assignments to the players by ourselves. But keep in mind that there has to be a 100% certain outcome of what you can expect when you accept a mission. Now I think I have written enough for now. Thank you for your hard work and open-mindedness to suggestions and stay healthy! I wish you all a Merry Christmas in advance! ? Many greetings Alias ps: sorry for my bad english, but i hope you can understand most of it:)
  6. maybe i win - if my last post gets authentificated
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