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Troikster

Alpha Tester
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  1. Like
    Troikster reacted to Midacre in Move the schematics container link to Advanced   
    Entire factories can be taken offline mistakenly with one click.
     
    Please move "Set as schematic container" to the Advanced menu so players don't accidentally take their factory offline. Anyone with container privileges can do this, even if they have no privileges to the industry units.
     
    I would have posted this to the Ideas forum but that is shutdown.

  2. Like
    Troikster reacted to blundertwink in PRICING CHANGES, ONE-MONTH SUBS AND AUD OPTIONS - Discussion Thread   
    Existing subs will not be affected, you can keep those indefinitely so long as you never cancel. 
     
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    The thing about subs....is that subs only work for robust, successful MMOs.
     
    Less commercial MMOs have figured out that free to play and micro-transactions are the superior model. Churn rates are simply too high, otherwise. 
     
    Don't get me wrong, free to play usually sucks for players, but there's a reason MMOs like STO pivoted away from sub and are still online after all this time. 
     
    Like many parts of DU, the monetization model was poorly conceived, here. Subscriptions will never work. The math doesn't make sense for NQ and never will. 
     
    Subs automatically increase the barrier to entry and make CPA (cost per acquisition) higher as a result. If someone only pays $9.99 and then churns, that's just not a good deal for NQ....even for highly engaged players, NQ will always be battling attrition.
     
    Subs only work if you can maintain and scale the game at a reasonable pace. You have to add content quickly, because players just rip through it. A bored player unsubs. With taxes and Demeter, it will be harder to lure them back to pick it up again once the game has changed enough to make the experience fresh again. 
     
    NQ won't ever be able to stay ahead of the churn rate curve and won't be able to offer incentive to resub.
     
    It's like they are looking around a room of paid MMO subs....seeing WoW and Final Fantasy...and thinking "yeah we can hang, we're just as good as them". There's a good reason other MMOs in a similar league as DU go free to play. If they think they are somehow going to beat the math and make a sub work, that's just delusional. 
  3. Like
    Troikster reacted to GraXXoR in [Discussion] DevBlog: Rebalancing the Universe   
    If you make T0 available... Stone, rocks, marble, brick, slate, wood, glass, concrete for almost free to compensate for the insane about of grind you are going to be forcing on people... remember, there are no artifacts, relics or research to pay with when the Org Cartels charge through the roof for everything. You can ONLY earn by mining...

    Think you'll make bank by selling ships? Think again, theyll cost millions to make because the org cartels will be the only ones now capable of filling the markets and the chumps will have to mine their arses off for hours just to pay the Org tax...

    At the least, if they keep T1 somewhat as it is now: i.e. no stupid blueprints... er.. I mean schematics... Then maybe I'm ok with this... I came into this game for the endless building possibilities... But if I am now forced to "play" ten hours of rock dentist just to pay to make some conglomerate rich, well, that's a bit too close to the real life I'm trying to avoid by playing a computer game in the first place...

    A big, massive steaming fly strewn NOPE from me.
  4. Like
    Troikster reacted to Istanicas in [Discussion] DevBlog: Rebalancing the Universe   
    I used to play elite a lot but the grind for everything got too much. It got to a point where I wasn't having fun I was just grinding just to grind because of the way the mechanics are set up. I bring this up because I fear DU is going the route of tedium.
     
    I understand trying to balance things and I will still test this patch and future patches however I do not think the current direction is where the majority of the player base wants it to go. I have ten percent of my organization left playing. Out of that 10 percent left 90 percent are in complete disagreement with this upcoming patch. Patches should be something to be excited about and add content not more tedium, more grinding, and a throttle to fun gameplay. If you wanted to limit creativity to make this game only operable by hard core big groups than I guess that is where this is leading in my mind.
     
    I was trying to stay optimistic and was hoping and still am that NQ has some card rolled up their sleeve and have some content to go along with this throttling of fun update but that optimism is starting to look like foolishness. 
  5. Like
    Troikster reacted to blazemonger in [Discussion] DevBlog: Rebalancing the Universe   
    THIS .. many, many times
  6. Like
    Troikster reacted to GraXXoR in [Discussion] DevBlog: Rebalancing the Universe   
    This is probably one of the worst systems I've ever seen implemented into a game.. Was is designed by a child?

    WHY THE HELL are you making Bots the cornerstone of civilization again.. IT GOES AGAINST EVERYTHING you said about a player driven universe.

    How about making the schematics researchable with skills then let players sell schematic loaded factories to other players....

    NO MORE BOTS, Please... They ruin everything.
  7. Like
    Troikster reacted to JoeKing in [Discussion] DevBlog: Rebalancing the Universe   
    I'm a pretty new player and spent a few weeks getting to grips with the game and finding my way around.  Its taken a long time and a lot of work to build a ship, lots of money repairing after learning to fly through smashing up on Alioth time and time again, and spent hours looking for T3+ ores, which have been totally unsuccessful. Even after 3+ hours each way flying to other planets to hunt, only to find that theyve been stripped bare.
    Im not interested in joining an org, I want to play the game as an individual, but this step seems to make it even more impossible for new players to get to grips with Dual universe, and I honestly think that it will totally ruin the game for players like me.  Ive worked really hard to build a small factory to produce a Territory Scanner with ores that Ive laboriously mined, which has taken weeks.Without the ability to generate decent income you are effectively stuck, unable to be able to move forward.  It not even possible  to mine for decent ore to generate income as its been completely hoovered up everywhere.  Wouldnt it be better to somehow impose a levvy on larger factories to limit their output or profits rather than punishing small fry like me?
    I still havent been able to afford a warp drive, and building a factory seemed like the only sustainable way to acheive this - so I hope you put things into place to help newbie players, who, by the time they have learned the game will be doomed to a poor, boring life on Alioth & Sanctuary!  And what happens to all the industrial units Ive slowly purchased that I will now need a huge investment to use? I honestly think that I will lose interest, just at a point where I felt I was getting somewhere....... .   .     .        .           .                   .                                             !
     
  8. Like
    Troikster got a reaction from Emptiness in Transfer Units are too expensive for what they are   
    I agree that power management won't fix DU Factories, I doubt it will really be an issue and is mainly focussed on ship design anyway. It also goes beyond the limits of this thread, but it bothers me that Industry isn't designed with conservation of energy in mind.  where is the mass going, or where is it coming from in some cases when you create something that has a different mass than your input ingredients? It would be better and more logical if mass would be conserved and we would get a certain amount of waste product and efficiency gains via skills would mean, we get more product and less waste.
     
    Anyway, as for links, I agree a conveyor belt system that physically transports good where they need to go, and take time to get there, would be far superior to magical links where you can only have a certain number of for some reason. Transfer units won't fix magic links. It's more annoying than anything else. If we have the means to build a few dozen/hundred containers and industry elements, Transfer Units won't stop anybody, but for what they do inside the game and in the games own logic, they are too expensive.
  9. Like
    Troikster got a reaction from Mordgier in Transfer Units are too expensive for what they are   
    I agree that power management won't fix DU Factories, I doubt it will really be an issue and is mainly focussed on ship design anyway. It also goes beyond the limits of this thread, but it bothers me that Industry isn't designed with conservation of energy in mind.  where is the mass going, or where is it coming from in some cases when you create something that has a different mass than your input ingredients? It would be better and more logical if mass would be conserved and we would get a certain amount of waste product and efficiency gains via skills would mean, we get more product and less waste.
     
    Anyway, as for links, I agree a conveyor belt system that physically transports good where they need to go, and take time to get there, would be far superior to magical links where you can only have a certain number of for some reason. Transfer units won't fix magic links. It's more annoying than anything else. If we have the means to build a few dozen/hundred containers and industry elements, Transfer Units won't stop anybody, but for what they do inside the game and in the games own logic, they are too expensive.
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