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Posts posted by Haunty
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5 hours ago, HangerHangar said:
Considering people are complaining about running out of tiles, I’m assuming NQ has officially announced that they aren’t doing multiple systems anymore or even the most devoted to the game don’t have faith we’re ever getting multiple systems.
Probably just not a priority which makes sense, the current system is plenty large enough for the population.
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Are you sure they understood it as surface rocks and not surface ore? They're 2 different things. Just wait until after Demeter is released and then check the final numbers on T2 ore. And from the video they were aware of the chicken/egg thing and plan on fixing that.
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6 hours ago, Zarcata said:
So what content is left for new players in the game? You don't need an industry, because other players have already built everything dozens of times and with all the skills. The metaships are already available in many designs and the suppliers undercut each other in price until one even sells below the ore value.
I think that is the biggest issue with the economy, nothing ever gets destroyed except for in PVP. Anything on static cores just accumulates. I wouldn't mind if functional elements like industry units had a lifespan, and crashing ships reduces element lives.
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1 hour ago, Bobbie said:
What is the CSSS tech based on then?
The way I understood it, JC made the prototype himself as a proof of concept, and only founded NQ based on that.
Yeah I remember the backend was built using the Actor Model (C++ Actor Framework). They even put the terminology into RDMS.
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5 hours ago, CptLoRes said:
That is the exact opposite of the main premise in the Kickstarter for this game. JC used to talk endlessly about flying over mega cities and star bases the size of moons.
I think JC was imagining a metaverse, but that's not what DU is. There's not enough funding or demand for that. So maybe it's a mere stepping stone to metaverse. Like VR in the 90's the world and technology probably isn't ready for metaverse.
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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?
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I don't use GFN but since it has been down that long it probably warrants some compensation for those who do use it, from both NQ and Nvidia if a subscription is involved.
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I think they just need more safe zone asteroids. T1 ore is used most to craft everything, and the logistics of mining and transporting the ore from asteroids to market or industry slows it down enough, no need to make it scarce so only a few early birds are able to mine them.
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I think it's more likely the tax will influence the ore price, not the other way around.
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39 minutes ago, Zarcata said:
The idea of building large cities in the game already fails because it makes no sense to build a large city. What do you want with it? Some dream of building big office complexes (for what?) others really think they can rent out housing to other players. (Why? When each player has their own land anyway and can build there themselves?)
I see several cities under construction, but they are all empty and without function. Somewhat reminiscent of the Chinese metropolises without inhabitants that were built to compensate for population growth. Here again the thinking error, DualUniverse is not real life: in the game every player has property and can build without problems.
There are then still some attempts in the game to build free markets, mostly by single players like Gottchar or even smaller groups. Many of them are now simply inactive. What is the point of flying for hours through the worlds if the regular markets also offer everything? (Well, in the meantime, many products are no longer offered thanks to declining player numbers and a correspondingly declining supply...)
Back to the topic: a city has no use. Moreover, it is hardly possible to divide up a city sensibly with the rights system. On the one hand, the land ownership of the areas is a problem, on the other hand, the constructs there and distances to other constructs, as well as offline players who prevent further building by blocking.
I think there are at least two problems: firstly, that the system could not handle a metropolis (whether with or without players in it) in terms of performance, and secondly, that such a city has no use and could not be built at all due to a lack of rights.
I think cities will make more sense in PVP zone once territory warfare is a thing. But I don't see them functioning exactly like IRL cities, mainly just military bases, trade hubs, or event locations. And with territory taxes, maybe you'd want to rent a plot for storage on some planet instead of claiming a tile.
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1 hour ago, kulkija said:
My Question: How is this possible if their taxes are not paid. It is the case If they are not playing at the launch of Demeter and coming back after couple of months after launch. Ownership of the tile is gone and there is new owner. And possibly whole base is looted.
I thought they said you just wouldn't be able to use mining units, don't remember them saying if or when ownership would be lost if taxes weren't paid, maybe we should get that answered first. It sounded like they didn't decide yet when the video was recorded.
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I'd have to assume NQ will need to balance autominers and territory taxes some more, and maybe balance safe zone asteroid mining since that will be the only way to actively mine now, other than surface rocks.
It doesn't really make sense that every tile in the game has the exact same flat rate tax and no way to reduce it somehow (eg. adjacency discount). -
So far I have mainly just played with the autominers. I'm not sure what it would look like with max talents as I didn't bother to respec, but the amount of ore extracted seems pretty measly compared to the territory tax. Is the adjacency buff even worth it?
I like the overall mechanics of the autominers.
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Going off of an idea that was discussed in the past. A mission system could assign a random target with a bounty, then give you tools and info to track it, like if they are online or not, their last known location as seen/reported by another player, etc.
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Could try these
- Clear cache
- Force respawn
- Wait longer
Otherwise may need a GM to move you or something
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Sounds like it's just making warp nearly useless or unreliable as a pvp countermeasure so all there is left is fight or out-accelerate a hostile.
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Sounds good to me in general. How does the CCS get reset though? Real-time shield management on that level is interesting and not something I've seen in other games I've played,
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Isn't that basically what rockets do already?
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I hope they eventually re-add broken element on crash, I think the main reason why they removed it was because of people crashing their ships not due to pilot error but because of game crashes and lag spikes that cause them to crash.
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1 hour ago, Jeantvgaming said:
And I am sad to say it but the sub wall is this game downfall.
People said the same thing about Eve-Online. Anyways once the game is actually released you could sub with DACs if you make enough quanta.
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AvA was originally planned for Alpha 3, but the last roadmap where AvA appeared was for post-release, though I don't think they should release without at least a first iteration of AvA.
NQ probably shouldn't have had any stretch goals (or physical rewards) in hindsight.
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If you must do it solo I'd go to the asteroids that are as far away from any planet as possible, and remember how long it takes you to to get to the asteroid because that's about how much time it could take for someone else to show up. And abandon the asteroid before then. Still risky though.
Errrrrrrr Demeter patch download?
in General Discussions
Posted
Maybe they want to make sure the server patch works first so you don't have to download the patch and then download another patch to undo it