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Dec 7 Twitch Q&A - Let's Discuss!


NQ-Naunet
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1) Would like to hear some comment around dedication to fixing existing basic bugs - like industries being broke and crashes (e.g. "Game stabilization") being prioritized over new features.

 

2) Some update on the disastrous ZenDesk ticket system would be good too.  I received a form letter reply a few days ago on a bug report ticket that was TEN WEEKS old (November 23rd for a ticket filed on September 8th) - the "sorry for the late response" line is just insulting at this point.  Got a follow-up on December 3rd assuring me my Alpha blueprint issue was very important and a request to please not delete the blueprint...  In December, for an issue reported in the first weeks of Beta.

 

3) Logic around PVP and slowboats - those ships created by newer players without the warp drives.  Specifically if they can no longer logout to stop, they are going to need to start decelerating 10-30 SU from a planet, making them nice slow, fat, targets for any ganker.  Is the vision that cargo ONLY be transported by warp capable ships?  Or that all cargo captains functionally have to be members of large orgs and have escort ships?

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1 minute ago, Pleione said:

Would like to hear some comment around dedication to fixing existing basic bugs - like industries being broke and crashes (e.g. "Game stabilization") being prioritized over new features.

 

Some update on the disastrous ZenDesk ticket system would be good too.  I received a form letter reply a few days ago on a bug report ticket that was TEN WEEKS old (November 23rd for a ticket filed on September 8th) - the "sorry for the late response" line is just insulting at this point.  Got a follow-up on December 3rd assuring me my Alpha blueprint issue was very important and a request to please not delete the blueprint...  In December, for an issue reported in the first weeks of Beta.

Same for me,  I lost some T2  small space engines from the first week of beta the reply was.  "we have fixed this"   two weeks ago.    I know its not much but I picked up rocks for hours to make those.   At least give me them back after such a wait.    This was with the building bug where when you pick stuff up it was deleted. 

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Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day? :)

So in no particular order.

1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?

 

7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?

 

9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


Hmm.... I'm sure there was more but my minds gone blank for now :D

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hell, ouside of the game itself, I think one incredibly important aspect of DU community, which is woefully lacking and I think hemorrhaging customers in the hundreds, thousands, millions, (ok, I dont know a number, but its gona be more n a cpl) daily. 

The Support Ticket system. I have myself had now a ticket in Support, not one answer to it in three Months. I had one in the support previously, over a month trying to fix a problem in which they basically walked me through everything over and over that can be found after five minutes searching the forums and support pages, and which, I had already done. Ultimately, I managed to add-hoc a fix myself and even today, I am un-able to join the game without running through a vpn.  Those people that have larger issues and paying for something they are un-able to login to though,  do you really expect them to just pay for something they cant use whilst waiting for Support to one day get back to them ?

The ticket support system is a running joke and all I have seen in the discord and various other support places is them sending more and more people into that hot mess. 

1ÔłŹ‚É£¬†Game needs to be fixed.¬†

2ÔłŹ‚É£¬†Support needs to be fixed.¬†

 

Every other thing being considered or talked about needs to be secondary to those two agendas or else you might very well find yourselves with a rapidly decreasing player base. On the one hand this would be great for the server as it would mean minimal amounts of strain and those remaining could play lag and issue free.¬† However for the few that stay n end up playing the game with just some of the dev team, I dunno if Id want to continue logging into that ūü§£

Go ahead, talk about all the issues you want to, it wont count to a tall hill o beans without fixing those two bad boys first,  and quickly.

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To whom it may concern. If you are new to mmos or not or have expectations which direction you want the game to go i have to remind you that we are playing a beta game.

Early access, also known as early funding, alpha access, alpha founding, or paid alpha, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release development cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to use those funds to continue further development on the game. DU 2020 December is not the final game and it will change a lot. Knowing that it will change a lot that means it will create frustrations. Sometimes we have to look how the final product should look with a world full of players not today when there are not that many left playing.

 

Q1: My main concern about DU is the mining system. We spend too much time inside the planets and if we want to have a bright future IN  a world full of players who are creating sandbox stories this needs to change. Is it possible to get some straight answers so we can provide some feedback until things can still be changed about automated mining/drones, whatever its planned for 2021 ?

Q2: Territory Scanners are too op. 15 mins / 3 tiles is extremely powerful. I would love if you can provide some feedback to minimise the presence of scanners on cores and if its possible to create different scanners with different timers for different cores. 1 Scanner per ship it might be a good idea. Any feedback ?

Q3: Almost all players are warping outside safe zone because its cheap and safe. There is no need for mercenary organisations or alliance help that can be hired to protect hauler or haulers. Any feedback  about increasing warp costs ?

Q4: What crowd control aka cc items/weapons will be introduced in the game ?

Q5: Day by day i see lots players speculating on DU discord and streams. Is it possible 1-2 months ahead of anything anybody from NQ to ask for general feedback on forums about specific topic? Atmo pvp mechanics,  atmo pvp weapons, static core weapons only, tile shield energy shield for warfare, there are some guys around discord who can provide awesome info. Some of have 20+ years of mmorpgs, we've played lots of ffa/pvp games/survival games and in thousands of hours we saw almost everything. While i do trust your testing team, take us into consideration, give general public a chance to write some pov feedback. Our time frame until release is 1 year+ from what ive understood and this give us freedom to test without penalties even if there will be some mistakes.

Q6: What unique mechanic/thing we will see after release that its not present in any other game in the market ?

Q7: Can we have paid skinz ? :)

Q8: Lots of ppl will stick with the game during Beta 1 year or development because we know (confirmed by JC on streams) there wont be a full wipe with player progress lost (magic bps are ok). Please remember that we put lots of hours day by day, week by week to create stories and to test the features NQ wants in the game. Dont wipe us at any cost. A good solution at release is to create a smaller system for new players/new accounts at release where they can spend 30 or 60 days to develop their progress until they will be magically teleported along with their assets on Alioth middle markets to start their sandbox experience.:D


o7


 

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Hello,

 

I have a couple of questions on issues that I encoutered and not only.

 

1. Will there ever be a Flip button on blueprint placing? Rotate its on but for some reasons blueprints can be on a side or upside down.

 

2. Regarding the Autominers on a tile. Will this be an option in the near future or just future? Seeing how this will relieve the stress from the miners now and the chores that many organisations practice, I hope it will be limited somehow. But with this I can see another problem arising, if the natural resources of T4/T5 will be finished will this autominers be able to mine those resources too and if so, will they be available in the PVE area of the server? My opinion is that this could work if they would be limited to /player with the option of moving them around after a number of days (5-7) for example if your tile only gives 2/4 T1 and 1/4 T2 but another tile can give something else than you are supposed to move your miner to a different system/planet.

 

3. PVP - making it more interesting for example instead of working on a sollution to be deployed on all planets, you could do something like a moon to have atmo PVP to be contested by all fighters with a small increase in resources and see how it goes. Adding weapons for static cores and making it more competitive.  Or how is it going to work?

 

4. Asteroids/Space stations - increasing what you can do in space for example black market type of stations where people will have to fight it out to be able to do trade or the space mining areas where you could find rare resources. Is that in the plan?

 

5. 2KM High towers around the market! Can something be done about those? 

 

6. Abandoned ships around markets are draining the resources too much, something should be done about those.

 

7. Stuff into a story line? PVE area? Instead of just being about mining and building.

 

Thank you! Keep it up.

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If we add up several talking points from JC during the interviews over the past few months a picture starts emerging which could work _IF_ the game would be rebooted (ie wiped).

 

The combat changes

Good starting point for an overhaul of (space) combat from what I see

 

Perma damage

While the changes itself would be good, it may be too early due to the instability in game. This sill trigger more workload for support which is already stretched very thin

 

Maneuver tool changes

whatever.. I guess. The change to make the range 128M is OK but he refusal from NQ to clarify this will be the default or the L5 distance is raiding eyebrows 

 

Movement resume from a disconnect

Same as perma damage. too soon due to a lot of instability and it will also cause more work for support

 

Mission system

first basic implementation

 

Blueprint changes and locking control elements as far as accessing Lua

I understand the need for the changes but I hope that it will be possible to remove the creator lock and then make a BPO which is basically a master BP in case this is needed for commission work in some cases. Locking Lua down will only bring restrictions for the average player who wil now have to depend on creators providing updates and fixes in case of bugs. The nerds will have ways to lift the code from memory anyway.

 

Industry

This is the big one I expect. While there no substantial information, we know JC wants to achieve a number of goals here:

  • Slow down progress
  • Break up mega factories
  • introduce tiered industry elements

As there is no information yet on what will happen and as I do not expect much to be said on this in a fundamental way on the Q&A as this will be highly controversial and NQ will not want o rock the boat until the patch notes arrive 5 minutes before the patch goes live, I will be mostly speculating based on what we know with some guesswork inserted.

 

  • NQ will start gating elements through Talents
  • Batch sizes will further increase and/or production time will get longer
  • T1 items will be nerfed in general to be below current elements, they will be usable but slow you down in many ways when travelling
  • T2 elements will be basically what we currently have
  • Further tiers will add to this but mostly benefit combat and not impact your¬†average safe zone player much
  • Industry will get smaller as NQ will introduce a cap on how many Industry elements can be used on a core depending on the core size. Building mega factories will no longer be viable.

 

While all of this in itself is actually not terrible, the snake in the grass would be that existing industry will be "promoted" to T2 and thus for existing (placed) industry nothing much changes. Mega factories will be able to continue as they are as long as no changes are made to them at which time the cap on elements will activate.

 

If this turns out o be correct, this would be bad because it will provide an insane advantage to exiting constructs owned by larger orgs and it will become much, much harder for smaller orgs, solo players and new player and orgs to even try and match this. It will create a "have and have not" culture and will massively play into the next big controversial item;

 

Driving/forcing the use of markets

With their industry intact and high productivity capacity, big orgs and mega factories will be able to pretty much force their prices and control supply on the markets. Their profit margins will be such that they can buy up smaller batches and resell or write off even and still maintain profitable. Generally the result wil be that small group/solo and new players will be forced to use markets and existing larger orgs and industrialists can pretty much set prices as they see fit and from that follows that there wil be little to no room for actual competition on markets.  This could potentially become a choking factor on the economy and the game as a whole.

 

 

Now all of this could actually work out IF the changes were introduced on an even playing field and that would mean a wipe. Obviously a wipe would still mean there is an advantage for larger orgs but they would have to start off on the same parameters as everyone else and so that would IMO be fair enough. As the closest alternative I could see the element cap go live on all existing industry which would mean mega factories would cease to operate and require a rework. That way there would be at least some level of equality. I also hope that I'm wrong on existing Industry being upgraded to T2 on the patch.

 

 

 

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The game is at a very early stage. In many ways, it's less feature-complete than a generic beta relative to it's ambitions. Yet NQ decided to "start the sandbox" by practically committing to no wipes and beginning to charge players monthly sub. Perhaps that was financially needed. Or it was the only way to prove that the tech is working. But "starting the sandbox" means many of us are not actually here to help NQ develop an unfinished game. We are here because we see the potential in this game, and want to get in the action early. Those who joined even earlier have even more advantages wrt the sandbox, despite the wipes. Their designs, relationships, organizational numbers were carried over from alpha.

 

On the other hand, lots of balance issues are allowing those who can exploit them to economically get ahead. The much-needed rebalances will pull the ladder behind them. Bugs keep wasting people's hours (or days) of gametime. An assembler "ate" our warp beacon (a month's work) ingredients just this month. And support is nonexistent. We will get an apology mail in about 3 months.

 

1) In hindsight, is NQ happy or critical with the overall direction they took the game's beta launch? NQ is treating the game as a beta when it comes to justifying lack of support and feature incompleteness; but treating it as a soft launch when it comes to committing to no wipes and collecting subscription payments. Is this approach sustainable? Was there no other way?

 

2) When can we expect support at the level of AAA MMOs? Can we expect any improvement until the actual launch?

 

3) Is NQ worried at all that the status-quo will eventually wear-down the enthusiasm of those who believed in the game's potential and joined? I for one am worried about myself.

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2 minutes ago, Olmeca_Gold said:

On the other hand, lots of balance issues are allowing those who can exploit them to economically get ahead. The much-needed rebalances will pull the ladder behind them.

 

This is IMO a crucial point to make and keep making. It's really concerning that NQ is not willing to acknowledge this even when it is already blatantly obvious.

 

I really expect that this will get worse as we move on and for that reasons NQ simply will not be able to avoid a reset once they have been able to get rid of the most damaging issues in this regard. I really hope that they will come to understand that for the long tem good of the game, a wipe needs to happen and needs to happen within the next 6-8 months or so, before the polish period starts towards the release in 10 months or so (if they are somehow able to actually get the game ready in that time which IMO is highly unlikely unless some serious compromises are made and even then it is questionable).

 

And during this time NQ also wil need to generate enough revenue to keep the lights on..

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This is my two cents for what its worth. 

 

1. Ammo and shooting people is far too cheap.  it should cost lots of money to wage war just like IRL.   Its too cheap right now as every individual player can make a war ship and shoot at anything that moves.  Just my opinion here but those "should be" amongst most expensive things in the game to make.  Players should have consider the cost of the ammo they waste shooting new player ships. 

   

2.  Pirates and PVP encounters  should flag that player with some kind of timer that makes them attackable in safe zones.   This can have a reputation associated with it also that could make someone  be permanently attackable in any zone.     I don't know about the rest of you but I am tired of people  shooting at me then running back to safety after I open fire on them. 

 

3. Bugs in the game:   I also feel the changes that are coming are needed in one way or another, however at this point in time there are way too many bugs and random disconnects.  It just too soon to put this in without some kind of stop gap.   This could easily be restricted to PVP fire or maybe only the more expensive engines with more power have the perm damage. 

 

4. Elements on ships:   This is a Major peeve of mine and a lot of other people.  Why do we have to stick all these elements all over our ships.  Why do you keep making them not be able to be hidden inside the ship somewhere.    We can make ships that look amazing but after sticking all the wings and crap all over them they look like garbage.  Will you please make them able to be hidden away in some compartment of the ship ?  

 

5.  People that I know that have quit:   My fear is some or most of the changes will magnify the reasons they left the game and cause more people to leave. 

 

The reasons they quit (quotes from them)

a.  It takes way to long to do anything 

b.  Mining is awful and I hate it.  They know its boring as they made an achievement for it WTH!  

c. PVP is completely broken,  it looks like they spent 20 minutes making the gunner interface. Any little XS core can take out most any ship without even taking fire

d. This game is way too buggy,   every time I go anywhere near other people I have to completely repair my ship after crashing 

e. We need more content so that we have something to get into besides mining and building I am board

f. The help desk is useless  they just state the "there are orgs out there to help with stuff like that"  "I have had a ticket in with them for two months and no response" 

g.  They don't listen to us and don't care what our opinions are

 

6.   New players are going to have a really hard time getting into the game or making money.   Maybe when we get a new solar system it can have new rules like, planets have more gravity, warp doesn't work unless you have some upgraded module or whatever other thing you want to add.  

 

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A problem for builders in the game as it stands currently is the lack of viable ways to generate lift and how inconsistant they are. For example many smaller lift surfaces having better weight-lift-cost ratios over single larger elements. Or there being no large wings/ailerons. With this being the case you are either required to stack wings, engines or both and in many cases using smaller lift elements is far more efficent then larger ones leading to some odd design quirks that can be painful to design around.

 

This limits heavily ways to make nice looking heavy cargo ships by forcing you to design around this limitation or to "brute force" the issue with more engines and/or stacks of wings. Additionally it encourages AGG useage as a primary means of lift, an element we know is getting nerfed soon tm. 

 

Are there plans in place such as you adding more ways of generateing large amounts of lift i.e sci-fi repulsors, larger wings, additonal lift surfaces, Voxel lift elements ect. Barring that perhaps looking at changing current element values. Or perhaps even incentiviseing non AGG elements with for example fuel tanks in wings as is done irl? Or even wing/engine combos.

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1 hour ago, blazemonger said:

... for the long tem good of the game, a wipe needs to happen and needs to happen within the next 6-8 months or so ...

I think there is also reverse side of issue too. Yes, economy is pretty mucked. Lots of critical disign somewhere off. Yes, some players (minority) got fat advantage. And its obviously great to have nice clean wipe before "release". Yet...

 

Game just taking TOO LONG. And because of this I think NQ kinda "wasted" all wipes they can realisticly squeeze from players. At the point of painful Beta arrival, by my observations (its subjective, obviously) there was serious exaustion already. People wanted AT LAST play with persistance. Personaly I can't imagine myself keeping interest for game if it was now another year-long "NQ-style test" (another big and NDA subject) -- I was on brink during summer. 

 

Honestly, bad persistance is maybe better then mummyfing during wait for "ideal future after wipe". Or at least feels so.

 

Also I want to know 1 thing:

 

-- How NQ sees long-term balancing "catching-up" mechanisms for new players joining, especialy in economy.

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1. Ship X is firing on ship Y from 1.8 SU range. Ship Y pilot is hit and logs off (alt-f4 or game crash etc). Ship Y has no other pilots on board. Will ship Y continue to move? Will it stop once the core is destroyed?

Dishonest players will make a relog, you will have to brake, and when they return, they will again have a speed of 30K, you will not be able to catch up with them.

 

 2. Ship X is flying toward a market district and is at 1 SU range from it, market district has N amount of players in it. Pilot flying ship X has game crash or does alt-f4. What will happen? Will the ship continue on like it's trajectory and crash ? (Does ECU has any effect here?)

 

3. Will it be possible to install L weapons on S/M ships?

 

4. Update 0.23 introduces script protection for blueprints. If I or another player destroys the core, will the scripts in the chair/programming board be accessible?

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53 minutes ago, le_souriceau said:

I think there is also reverse side of issue too. Yes, economy is pretty mucked. Lots of critical disign somewhere off. Yes, some players (minority) got fat advantage. And its obviously great to have nice clean wipe before "release". Yet...

 

Game just taking TOO LONG. And because of this I think NQ kinda "wasted" all wipes they can realisticly squeeze from players. At the point of painful Beta arrival, by my observations (its subjective, obviously) there was serious exaustion already. People wanted AT LAST play with persistance. Personaly I can't imagine myself keeping interest for game if it was now another year-long "NQ-style test" (another big and NDA subject) -- I was on brink during summer. 

 

Honestly, bad persistance is maybe better then mummyfing during wait for "ideal future after wipe". Or at least feels so.

 

Also I want to know 1 thing:

 

-- How NQ sees long-term balancing "catching-up" mechanisms for new players joining, especialy in economy.

My suggestion for this would be a "Lift Module"  you can allot power to it and get a percentage of lift out of it.   it would solve several problems like having 1000 fringing wings on ships and being able to hide them away.  

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As a ship designer I feel like I will be pushed into designing boxes. I know you will be changing some things like radar cross section and power supplies but will this be enough? I can already see that pvp'ers are changing designs from cube to cuboids (rectangular box) with the pilot seat buried behind thick layers of steel or even gold. with pvp space being expanded and warp cells becoming less efficient it won't just be the pirate ships that will be long boxes but it will transfer to other ships. Box luxury ships, haulers etc. Would it be possible to maybe restrict wall thickness or maybe a seat/cockpit have to have a clear view forward? These are just 2 of my ideas I'm sure some other people will have much better.

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1 hour ago, Buck_Rogers said:

As a ship designer I feel like I will be pushed into designing boxes. I know you will be changing some things like radar cross section and power supplies but will this be enough? I can already see that pvp'ers are changing designs from cube to cuboids (rectangular box) with the pilot seat buried behind thick layers of steel or even gold. with pvp space being expanded and warp cells becoming less efficient it won't just be the pirate ships that will be long boxes but it will transfer to other ships. Box luxury ships, haulers etc. Would it be possible to maybe restrict wall thickness or maybe a seat/cockpit have to have a clear view forward? These are just 2 of my ideas I'm sure some other people will have much better.

the bigger the cross section the bigger the area damaged after patch.

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1 hour ago, Elitez said:

the bigger the cross section the bigger the area damaged after patch.

Since many combat oriented players openly advocate they are more interested in hunting haulers than getting involved in actual combat (since that is all they talk and complain about), cross section will be of minimal impact. It is far likely the meta will be L core, XS size cube and L guns..

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Just now, blazemonger said:

Since many combat oriented players openly advocate they are more interested in hunting haulers than getting involved in actual combat (since that is all they talk and complain about), cross section will be of minimal impact. It is far likely the meta will be L core, XS size cube and L guns..

L core M size L guns :)

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That assumes M core can hold L size guns.. something we do not yet know.

As I expect ATV has access to the patch, i also expect that orgs with an interest in hunting haulers and with members in ATV have already started building ships fitting this meta.

 

The flare up of trade in specific core sizes would be an indication of this IMO

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9 hours ago, blazemonger said:

That assumes M core can hold M size guns.. something we do not yet know.

As I expect ATV has access to the patch, i also expect that orgs with an interest in hunting haulers and with members in ATV have already started building ships fitting this meta.

 

The flare up of trade in specific core sizes would be an indication of this IMO

No, i mean, Large Core (Medium size ship if u have crew) L weapons. Basically bigger than you think it will be. Just look at how well Eye of Decandence and Sekhmet (M core ships) performed on this S cube patch.

Thank god we're off to a new chapter that goes behind us.

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