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Reg_AU

Alpha Tester
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  1. Like
    Reg_AU got a reaction from Lasersmith in Questions about DU Planets   
    I've embarked on a little project looking at fuel economy and time saving when travelling between planets.  Can anyone answer these questions please?
     
    What is the circumference or diameter of the planets ? (not interested in the moons). How fast do the planets rotate? or how long does it take to complete 1 revolution? Incidental question - Are the planets spherical or oblate spheroids like Earth?  
     
  2. Like
    Reg_AU got a reaction from Doombad in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    If NQ does wipe clean, I'd like a guarantee that all 'known bugs' have been fixed. Also, retaining XP/Talent Points, would be my preferred option.  Maybe retain certain Talent Points and wipe others, may be another compromise.
  3. Like
    Reg_AU got a reaction from Hirnsausen in Needed: Property Manager   
    I agree.
  4. Like
    Reg_AU got a reaction from Hirnsausen in Fact Sheet   
    Hmmm, prefer a detailed Wiki.
  5. Like
    Reg_AU got a reaction from Flaankem in How to mine, a quick guide   
    The method of mining that was suggested to me, and seems to work is:
    Key 3, scan the ground whilst walking, change directions (N,E,S,W) until the dots on the scanner remain at a constant depth. Create a Bookmark for where your vehicle is and another one where the entry point is. Face a Cardinal point (N,E,S,W) press 'L', dig at an angle on 45-50 degrees until you get the "Too far..." message in red. Travel down to the end of the tunnel, turn to the next Cardinal point to the right, Continue to dig at an angle of 40-50 degrees, until you get the "Too far..." message, Travel to the end of that tunnel, Turn to the next Cardinal point to the right and continue in the above fashion until you reach the required depth, When the ore is 40 metres below, press Key 4 (directional scanner), point downward and slowly turn around until you get vertical lines indicating the direction of the ore, Dig to the ore. Before mining the ore, create a flat platform around you (Key 8), ensuring you can access the tunnel you came down from, plus access the ore above and below. If you want to dig ores further down, make your tunnel down, from the main platform and near the tunnel up.
    This method will make it easier and quicker to return to the surface near your vehicle. If you have a Cargo box on your vehicle, link it to your Nanopack (point to the container, right click, "Declare Linked Container"). Your skill level will determine at what depth you will loose contact with the linked container.
  6. Like
    Reg_AU got a reaction from VerZalj in GET IT TOGETHER NQ!   
    There seems to be a pattern emerging over the last few years. A few game programmers get together and dream up a whizz-bang game, then seek investors or get players to 'sponsor' them.  However, it seems that the concepts they dream up are not all technically possible.  So, they develop the game and put it to market as a sandbox Alpha while they get the basics working. Then comes the Beta release where the basics are supposed to be working and go on to fixing bugs, introducing new planned content.  When it all works, it gets a full release. Haha, not so. In the case of DU "Single Shard", means that all players are on the 1 server, only the server can't handle the number of connections, causing frequent disconnects.  This is basic stuff. It appears that the system has not been thoroughly tested, because if it were, the game wouldn't have been released in Beta, where new players are expected to pay a subscription to play.
     
    Games like Empyrion Galactic Survival and Star Citizen also have basic issues that have never properly dealt with. Playfields not rendering fully, laggy, constructs missing, costing CR to rebuy de-spawned constructs, and the list goes on.  Entropia Universe with it's real market economy marketed as a free game, however in the early stages a buy up of CR is necessary to get a start.  Then they reduce the amount of most of the loot, leaving even the most experienced players to grind for hours just to keep their ships, and shops running.  Real Life money invested in buying virtual shops, where the lag is so bad, keeping shops stocked is severely hampered.  One of the playfields has been left only partially developed and abandoned. But players are still encouraged to visit and play.
     
    It appears these guys have the big ideas, but when it comes to execution they can't get the technical aspects to work properly and then come up against business restraints like cash flow, retaining and attracting experienced staff etc., and the whole thing falls into disrepair.  All the while, mug players like me shell out $$ for a poor quality product having been sucked in by the sales hype and Spin. IMO, it all comes down to Quality Assurance, thorough testing and the ethic of 'do it right and do it once'.  My rant over.
  7. Like
    Reg_AU got a reaction from LeoCora in GET IT TOGETHER NQ!   
    There seems to be a pattern emerging over the last few years. A few game programmers get together and dream up a whizz-bang game, then seek investors or get players to 'sponsor' them.  However, it seems that the concepts they dream up are not all technically possible.  So, they develop the game and put it to market as a sandbox Alpha while they get the basics working. Then comes the Beta release where the basics are supposed to be working and go on to fixing bugs, introducing new planned content.  When it all works, it gets a full release. Haha, not so. In the case of DU "Single Shard", means that all players are on the 1 server, only the server can't handle the number of connections, causing frequent disconnects.  This is basic stuff. It appears that the system has not been thoroughly tested, because if it were, the game wouldn't have been released in Beta, where new players are expected to pay a subscription to play.
     
    Games like Empyrion Galactic Survival and Star Citizen also have basic issues that have never properly dealt with. Playfields not rendering fully, laggy, constructs missing, costing CR to rebuy de-spawned constructs, and the list goes on.  Entropia Universe with it's real market economy marketed as a free game, however in the early stages a buy up of CR is necessary to get a start.  Then they reduce the amount of most of the loot, leaving even the most experienced players to grind for hours just to keep their ships, and shops running.  Real Life money invested in buying virtual shops, where the lag is so bad, keeping shops stocked is severely hampered.  One of the playfields has been left only partially developed and abandoned. But players are still encouraged to visit and play.
     
    It appears these guys have the big ideas, but when it comes to execution they can't get the technical aspects to work properly and then come up against business restraints like cash flow, retaining and attracting experienced staff etc., and the whole thing falls into disrepair.  All the while, mug players like me shell out $$ for a poor quality product having been sucked in by the sales hype and Spin. IMO, it all comes down to Quality Assurance, thorough testing and the ethic of 'do it right and do it once'.  My rant over.
  8. Like
    Reg_AU got a reaction from Ambaire in GET IT TOGETHER NQ!   
    There seems to be a pattern emerging over the last few years. A few game programmers get together and dream up a whizz-bang game, then seek investors or get players to 'sponsor' them.  However, it seems that the concepts they dream up are not all technically possible.  So, they develop the game and put it to market as a sandbox Alpha while they get the basics working. Then comes the Beta release where the basics are supposed to be working and go on to fixing bugs, introducing new planned content.  When it all works, it gets a full release. Haha, not so. In the case of DU "Single Shard", means that all players are on the 1 server, only the server can't handle the number of connections, causing frequent disconnects.  This is basic stuff. It appears that the system has not been thoroughly tested, because if it were, the game wouldn't have been released in Beta, where new players are expected to pay a subscription to play.
     
    Games like Empyrion Galactic Survival and Star Citizen also have basic issues that have never properly dealt with. Playfields not rendering fully, laggy, constructs missing, costing CR to rebuy de-spawned constructs, and the list goes on.  Entropia Universe with it's real market economy marketed as a free game, however in the early stages a buy up of CR is necessary to get a start.  Then they reduce the amount of most of the loot, leaving even the most experienced players to grind for hours just to keep their ships, and shops running.  Real Life money invested in buying virtual shops, where the lag is so bad, keeping shops stocked is severely hampered.  One of the playfields has been left only partially developed and abandoned. But players are still encouraged to visit and play.
     
    It appears these guys have the big ideas, but when it comes to execution they can't get the technical aspects to work properly and then come up against business restraints like cash flow, retaining and attracting experienced staff etc., and the whole thing falls into disrepair.  All the while, mug players like me shell out $$ for a poor quality product having been sucked in by the sales hype and Spin. IMO, it all comes down to Quality Assurance, thorough testing and the ethic of 'do it right and do it once'.  My rant over.
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