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How would you have fixed DU ?


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On 8/25/2023 at 8:53 PM, Wolfram said:

I like the concept of DU, the way things are mostly seamless, specially regarding to flight (atmospheric and space), they do have good tech, made by really talented people here.
The big mistake (that still happens), at least in my point of view, is that while the game was created with the intention of everything being player-made or player-driven, they still keep adding arbitrary limitations to the game, which goes completely against the sandbox concept (sometimes, even the concept of a game, which is being fun).


For example, limitations regarding what's allowed via scripting or building hurt quite a lot, but timers also hurt as well. Plus, some things that would have made the whole experience much nicer haven't been implemented until today.
Player markets could've been so nice, like, if we could add a Market Pod ourselves to a Container Hub and have a centralized place where we could add buy/sell orders in our construct, with that the number of districts and overall markets could be reduced per planet, which would give players a reason to make connections to get better offers. That's the kind of mechanic that is kind of implemented already, but is restricted and can't be implemented by players in any way. It gets even worse when we don't have reverse dispensers that buy stuff or don't have even the basic QoL to dispensers, which would be allowing to increase number of batch sizes at buy time...


The game idea is good, and I'm sure there's lots of talented people working on it, but sadly, whoever is in charge of making decisions doesn't seem to understand that for emergent gameplay to properly flourish you need to offer players freedom and tools for that...

This. Absolutely this. ^^

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