Best Of
Re: Introducing Echo, The Mindsim Voicepack
I don't know if I'll use any of this, but this is really, really freaking cool. Thanks for sharing.
Poet
1
Re: Starmourn has locked on to a new Lead Producer
Thank you very, very much! It's great being here!
Ilyos
12
Re: I think we need some anti gas farming stuff
All I know is that as a free space miner (one without allegiance to any particular faction) I don't really have any reason to log on anymore because of this. I don't want to steal from farms, and I don't want to spend hours scouring free space only to find scraps of clouds left over from previous miners...
I hope this situation is addressed soon.
Lhundrup
2
Re: Station Missions
The problem, in my opinion, isn't the demand: we have plenty of demand, from NPC orders, to station missions, and finally to player orders on the market.
While the shipforge certainly affects the reason why player orders are less profitable than hoped, the major one is that there simply isn't enough material that makes it to the "end stage" (batteries, astromechs, repairkits, etc.)
Just imagine: for 1 astromech, you need sensors, QPCs, UMMs, and arrays. Those, in turn, need rglass, disheets, paristeels, nanoplastics. And those need diamene, titanium, tritium, iriil, asrium, helium11, duramine, and vandium.
For all of those "pre" stages, stuff gets sucked back out of the game when they're used for NPC orders or station missions. There's not enough to fuel a lively economy.
What we get is exactly what (I think) we wanted to avoid): new marks generated into the system (via NPC orders), even more drains on faction accounts (via station missions), and marks from incursions and bashing just not moving between players because the vehicle through which they're supposed to move (the player market) is dry.
While the shipforge certainly affects the reason why player orders are less profitable than hoped, the major one is that there simply isn't enough material that makes it to the "end stage" (batteries, astromechs, repairkits, etc.)
Just imagine: for 1 astromech, you need sensors, QPCs, UMMs, and arrays. Those, in turn, need rglass, disheets, paristeels, nanoplastics. And those need diamene, titanium, tritium, iriil, asrium, helium11, duramine, and vandium.
For all of those "pre" stages, stuff gets sucked back out of the game when they're used for NPC orders or station missions. There's not enough to fuel a lively economy.
What we get is exactly what (I think) we wanted to avoid): new marks generated into the system (via NPC orders), even more drains on faction accounts (via station missions), and marks from incursions and bashing just not moving between players because the vehicle through which they're supposed to move (the player market) is dry.
Matlkael
3
Re: Station Missions
Unending drain on time, energy, and marks. Production bonuses will help a bit but the devs really need to re-evaluate what's happening here.
Re: I think we need some anti gas farming stuff
Damn, @Yayeh good on you for clearly laying it out all at once. Thank you for taking so much time out to write such detailed feedback. Great job.
Vega
2
Re: I think we need some anti gas farming stuff
Not saying you didn't look hard enough; rather, Song seems to have a lot of miners, so we have more eyes on the field.
Matlkael
3
Re: Station Missions
If we could partially complete these missions it would help. Like deliver raw materials to the station, or scrounge the shop based equipment. I tried to do a couple and tracked down the shops with the equipment, but then I found I'd need to buy at least 2 autofactories and go gather a ton of materials that are not on the market to build the other parts required, which are also not for sale on the market. I'm just not going to do that. I don't mind the idea of resource gathering, but I've really no interest in manufacturing. IC or OOC. So I'm just ignoring the whole thing and hoping Reynolds doesn't implode.
Poet
3