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What Happened to Market Bots?


RugesV
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9 hours ago, ColonkinYT said:

the shortcomings of the original balance in production / consumption

 

It's probably worth bearing in mind that the "original balance" was "tuned" (read "guesstimated") to be generous to allow alpha and then beta folk to test the mechanics and possibilities of building and flying. There's space to allow that reducing the input of raw materials makes a bit of sense if you think the game was meant to be more of a "struggle".

 

Of course, this is an issue that should have been developed out of before release, not 6 weeks in to people who thought they were paying customers having made fairly pivotal decisions about what they want to do in game. And it certainly should have been altered alongside the development of other things to do in the game to replace the active diggy-diggy hole gameplay that was so popular.

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9 hours ago, ColonkinYT said:

It is not our fault that these resources have nowhere to go.
If at least combat NPCs were introduced, then cartridges, scrap and elements would probably be spent more. The mass speed limit made it pointless to put more engines on cargo ships. With that model and the relativistic effect, up to a certain point, it made sense to increase the thrust-to-weight ratio.
The armor nerf also made tank armor pointless. And shields don't consume that many resources.
Energy was promised a year ago. Both for ships and for static structures.
There is still no adequate repair.
Much as it was in the early beta and remains.


In fact, all the announcements about MU nerfs, removal of market bots, increase in the cost of products are nothing more than an attempt to patch holes without a major overhaul.

Everything comes down to balance again. It was the shortcomings of the original balance in production / consumption that led to this. As well as persisting in clearly erroneous initial claims regarding the NPC. And at the release stage, various experiments with the gameplay are unlikely to be made.

Cynicism (mine) aside, your post hit the nail on the head regarding changes since launch. The game needs a rock solid foundation with a dedicated base of players in order to thrive and grow.  The reactions were those of people who felt like the ground was crumbling beneath them.  What are some things we as experienced players could contribute while keeping in mind that NQ is essentially a skeleton crew?  The fly-ins, dome, and racing are a good start but there needs to be more in game activities. I have the beginning of a new event in planning but I can't reveal any details at this point due to the enormous cost of setting it up.

7 hours ago, Aaron Cain said:

there is no balance in risk vs reward and thus most people will not fly their ships in PvP area. Only if elements are easy to replace and rewards are higher people will go there. In other pvp space games you will risk more if you just have a backup ship down at the docks. In DU, if your ship goes, your dead in the water so the risk for most is too high

If the MU changes ultimately have the desired effect then we should see the cost of PvP even out some.  Not much can be done about the biggest groups hoarding and reaving.  

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On 11/22/2022 at 12:59 AM, RugesV said:

And you have basically made mission running a requirement to play the game.

 

This! They made an MMO sandbox building game that forces players to run mindless NPC missions! That makes no sense at all. I have once more the impression that DU is in fact not a game but a psychological study and we are the probands.

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12 hours ago, Kezzle said:

 

.... And it certainly should have been altered alongside the development of other things to do in the game to replace the active diggy-diggy hole gameplay that was so popular.

All right. That's exactly what I meant.
Having big data on beta, it was necessary to set everything up then. At least much closer to the goal. Moreover, we must rely on empirical experience. And the developers have specific numbers. It was quite possible to calculate the numbers of income from a standard tile for mining units and bots.
Declaring the introduced mechanics as an exploit is not a sign of deep analysis and balance.

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10 hours ago, ColonkinYT said:

Declaring the introduced mechanics as an exploit is not a sign of deep analysis and balance.

Exactly. It's more a sign of lurching from band-aid to tourniquet (Not round the neck, NQ!!! Not the neck! The arm! It's the arm that's bleeding!)

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