Jump to content

Shynras

Alpha Team Vanguard
  • Posts

    768
  • Joined

  • Last visited

Everything posted by Shynras

  1. I think it's a patch that 's better to happen now than later, we can't wait for the game to be feature complete before we do these drastic changes. I understand that for some people this patch brings some of the fun away, making them feel as there isn't much left for them to do, but in that case I'd suggest to just take a break and come back when they add more content.
  2. DU was meant from the beginning to be EVE + Minecraft, so it makes sense for it to have that kind of economy system. The economy will find its new balance and the game will work better than before. I understand that in a way these limits can be annoying, but it's the price to pay to have the economy and the emergent gameplay running. Without specialization the economy simply doesn't work. True, the problem aren't the changes themselves but the fact that there are a lot of features missing and players are left with very few choices
  3. Just wait for tomorrow's patch notes, there could be more, not everything is mentioned during streams or on devblogs
  4. This is a mmorpg, so it makes sense for players to have a need for others to achieve things in the game, otherwise we would be playing a survival singleplayer which is not what DU wants to be, nor was ever marketed as such. "Large organizations will have an advantage"... I've heard this so many times, and again it's a baseless claim. The economy has and will have producers of different sizes, from the solo player to the largest organization. An organization with 100 players may end up producing 100 different elements earning 100 mlns, the solo player will simply produce 1 element earning 1 mln, which makes sense since the reward/player ratio is the same. You don't have to produce everything to compete as a producer, nor you're alone against the large organizations since there'll be plenty of other solo players/small orgs participating in the economy, trading and supporting each other. Specialized roles and a working economy will benefit the game greatly, making it more likely for players to play the way they want, since now we start needing each other for production so we effectively pay people to produce elements for us, instead of building industries for self production. One day we'll see other parts of the game require more specialization and it won't be that easy for a miner to pilot a large cargo ship, nor it will be easy for a pilot to use a weapon: we'll need each other and be willing to pay them to do a specific job that we can't do. At that point we'll see new kinds of jobs rise naturally (bounty hunter, miner, hauler, ... ), which is part of what being a sandbox means. DU isn't just a building game for creators, NQ wants to create an actual society that in a way works as a self-sufficient ecosystem, and it relies around the equilibrium between all parts and entities that take part in it. This change is one of the first that goes in that direction.
  5. Yes it is easy, it may take a long time, be tedious, still remains an easy activity that only require you to follow the scanner and click a button. Open a dictionary and go look what "easy" means because you still don't get it
  6. I'm not sure you understand what "easy" means, it has nothing to do with tediousness. The opposite of "easy" is "hard", the opposite of "tedious" is "fun". Mining is currently both easy (literally clicking a button) and tedious
  7. Genoma è un'organizzazione italiana con l'obbiettivo di compattare e rappresentare la nostra community nella scena internazionale, per favorire cooperazione e dare supporto ai giocatori indipendenti ed ai piccoli gruppi. Il nostro orientamento è PvX, in modo da dare ad ognuno la possibilità di specializzarsi nel ramo che preferisce e offrire un gran numero di attività di diverso tipo ai propri membri; ciò ci aiuterà inoltre nello sviluppo di un'economia interna, la quale creerà ricchezza e ci garantirà indipendenza da altre organizzazioni su diversi fronti. Reclutiamo sia singoli giocatori sia i gruppi. Il gioco permette infatti di creare organizzazioni all'interno di altre, per cui potete far parte del nostro progetto senza rinunciare alla vostra identità, ottenendo al contempo dei benefici che solo un'organizzazione più grande vi può offrire. Per ulteriori informazioni o anche solo per fare due chiacchiere, venite pure a trovarci sul nostro discord: https://discord.gg/8fsBy2z
  8. it was stated a long time ago, in many occasions, I don't remember where. They said something along those lines lately, maybe in the last podcast.
  9. No it's not planned, markets for ships are intended as large zones where they are physically placed.
  10. Ingame money is not generated from the shop, but it's grinded by another player, so: -Buying and selling DACs doesn't cause inflation (which would make products more expensive for everyone and adds grind). -The seller is limited by market availability and the law of supply and demand. This means that he can't sell DACs istantly, nor where he wants, nor for the amount he wants. This system is the same as eve online, wow, and other games which were never considered p2w, so don't worry, it'll be fine.
  11. Or better, just dig a hole underground and stay there?
  12. Core and hangar sizes are the standards for now. Other then that, if players will be needing more standards they'll automatically create them. That's what is called "meta".
  13. "With great power comes great responsabilities" cit. If you want power you'll have to work hard to get and mantain it. (Ye, this isn't really what spiderman meant) Regarding OP: You can create the organization you want now, at release or years after that. It does not matter if there's a similar one already: if yours is better you'll succed, otherwise fail. That said, that mentality you have isn't really going to work for this kind of path, you're already demoralized before even starting.
  14. Wheels: Hovers are pretty much a better version. Rotors: if we manage to create rails, we can probably make rotors. Rails: You can maybe build them with voxels? Or tunnels so that the "train" follows a path? Or script its path? Sliders: same. So, there are alternatives. They said once that wheels are a problem because they collide with ground, and that is taxing on the server, so I'd imagine that "moving parts" in general have the same issue (they move, so they can collide and that creates load on the server, like space engineers after all, collisions are always problematic).
  15. As you can see on youtube tutorials, there's tons of scripting, linking, physics and so on, even without rotors or pistons there's a lot you can do.
  16. discordauth:vQk-v-3hBnY6zEw2Nm-dWe5mUYOKpwRJoegR1JmsFCw=

  17. they said pistons and rotors will come after release
  18. you should enable multiple choices, since we don't know how the game is going to shape in details
  19. Nope: -Drug effects are not necessarily noticeable. -Many territories and orgs will have visitors and players crossing their borders, for various reasons, especially for $$$. You can't kick them from the org/territory because they provide economical benefits to you. Other than that: -Like in the real world, when someone gets caught gets punished ( pay a fine, get ejected from the org/territory, any other punishment the players decide, ...). And there's nothing wrong with that.
  20. I think it's a good idea to add drugs, but needs to be done properly. What makes drugs different from simple buffs? They have the downside of being illegal and the upside of being stronger. What defines an item illegal in DU? The law is made by the players, so they're the ones who decide what's illegal and what's not. NQ can't simply add an item in game and say "Hey, that item is illegal", because noone would care. Why players would want to declare an item illegal? Why it is in the real world? Because it is damaging for the player who uses it AND ALL THE OTHERS. What do we need to make an "illegal drug" be possible in the game: -A strong istantaneous positive buff on the player. -A strong negative effect that last longer, but acts only after the first effect ended (you can take more drug to interrupt that effect, but the negative effect stacks later = addiction gameplay) -An effect that damages all the other players, not physically, but economically. Example: you use drugs and the pollution on a certain tile (or group of tiles) increase, giving a debuff to all other players, elements and items in that area. If it's just a couple of people using drugs the pollution is still manageable, but if there's a lot of drug residues in the air it quickly becomes a problem, so much that can cause depopulation because that territory isn't worth living in anymore. A nation, to protect itself, will likely declare that drug illegal to prevent that from happening. Different drugs have different effects and depending on what the nation is specialized in and what's the territory purpose, they may decide to make them all illegal or just a few ( a nation specialized in military activities, may decide to let players use a drug that has as downside " x% reduction on resources mined", while a mining corp would certainly ban that drug in its territories)
  21. You can add more veins or let players craft quantas from many different resources, it's not really a problem
  22. Not really, the economy is more stable and fair without external interventions and more balanced towards the effort/reward ratio. To make things mroe easy to understand: NQ will add bots that will buy/sell stuff effectively transforming resources into quantas (credits), and the prices those bots will be offering will change depending on the request/offer ratio Being able to transform raw resources into quantas with crafting is actually the same thing: 1)you exchange resources for quantas, 2)the value of the resource/quanta depends on the request/offer ratio. The only difference is that the first method depends on NQ, the second one depends on the players. If you think people will camp mine fields if you can craft credits from that resource, then they will do the same with the resources you can sell to the bots that NQ will provide. If you think about it, both systems work the same way, the only difference is that one is more emergent than the other.
  23. It doesn't have to regenerate, planets are huge and the universe is infinite, there'll be enough
  24. The best way to balance an economy is by using time, because it's a natural and limited "resource" for everyone and for that reason it has a value. 1) You grind a rare resource (that you can use to print money), you spend time by doing so, your time has value = the rare resource you mine has value. 2)When there's too much of that rare resource on the market its price decrease, less people will mine that (because it's less convenient and gives you a lower reward for your time) and this will naturally reduce the amount of that resource on the market, rising its price again. 3)Vice versa, if there's a shortage of that rare resource its value increase >> more miners >> more resource on the market >> its value decrease. All of this happens over time, there are no swings. The increases or decreases i'm talking about are very small usually, and keep the dynamic value of that resource stable ( and if that resource value is stable, so it is for the money you print from it) , unless there's some unexpected external event (like an anomalous influx of new players).
  25. If people move in or out, causing deflation/inflation, that's still emergent gameplay. Inflation or deflation caused by NQ using bots is not. The idea is that you can transform that rare resource into credits and back
×
×
  • Create New...