It me! That’s how I started. I kept my remote wilderness build (even when I am in fantasy land being whoever I want I am a hermit ^^) though and moved on to build: a base a short distance from a portal on starter planet, a base on T3 (now ~T5 equivalent) planet, a few plots in a major city. My first near-a-portal wasn’t even a PS/Aqua hub it was just some other player with an open door and a portal.
I think that’s part of the magic of the game, and if we’re aiming to emulate settlements etc. IRL then it’s appropriate and in keeping with the rest of the game. Same goes there, you can live in the sticks but you’ll have to travel to earn.
I agree on Portal Conduits like I said, but a lot of people think it makes planetary travel far too easy. I disagree part in principle (it’s a big part of the wow of the game, locking it up seems stupid) but part also because the hubs existing make that argument irrelevant.
Agreed. I did say I thought they should be easier, but meantime there are ways round it.
I’m not sure portal conduits are super late game though. They’re mid-game, aren’t they? I guess it depends in part on how you play.
It’s like 1000 replys up at this point, but I outlined a system I’m calling “Action Currency” way up this thread. Some system like that could replace it, or some rework to footfall.
As has been established, I’m an insane person that actively enjoys grinding and is a bit of a masochist, so by all means do not measure things by my playstyle, but for me the first mass craft of coils came after about a week of doing ‘tink tink’ with a regular iron hammer at a diamond hotspot, about 2-3 hours of mining a day perhaps.
But I’m able to spend that much time mining daily, and the average player is not, so I’m an outlier and games should not be balanced around no-lifers like me. How much would that translate to your playing times?
I have a feeling that the answer will be ‘too much’ and that therefore it should be reduced, or at the very least, have a few important convenience features (such as portals) not be gated by that particular hurdle.
A great idea would be to introduce dailies. They could be builder dailies, crafter dailies, exploration dailies, etc etc.
The players could choose x amount of dailies to complete and it would limit the amount of coin generation at a defined cap and not oversaturate the market causing absurd inflation.
Maybe we had 5 dailies and I wanted to explore and build that day so I chose 3 building daily quests and 2 exploration quests.
These dailies could just as easily be things that encourage players to visit shops or various regions/areas so footfall occurs without being the cause of money.
I mean there are a lot of ways you could take the passive footfall coin generation out of the game and replace it. Veterans seem very adverse to this. In my view it seems it’s because there would be a huge cut in the portal footfall. I don’t care what people are saying about it not generating that much money. If I am able to generate nearly 75k a day across my alts on various planets then I know how others are scaling and the coin being generated. Stones are not that hard to acquire especially at the bargain price they are being bought at. The ROI from buying stones and the footfall generated is pretty extreme and i bet if we were given direct access to those analytics by the devs my point would be easily made.
At our current rate of diamond minning (due to hot-spot inconsistencies/general over mining) coupled by our real life obligations, my estimates are we will have power either in December or in the new year. That is aiming for an initial mass-craft of compacted diamonds. We could shorten this, obviously, by doing smaller crafts, but due to the scarcity I can’t bring myself to “waste” them on smaller batches.
Great for who though? I hate the idea of dailies. I dislike feeling like there’s a thing I have to do before I can do the thing I planned to do. Other games I’ve played had these and they made me irritable. I recognise that’s partly my attitude but well I am who I am and I’m a player too. Footfall makes me feel rewarded for building something & keeping a shop stocked.
Maybe tweaking footfall to exclude roads (in a similar way to the settlement algorithm rework) would help exclude the edge cases that can get up people’s noses?
My argument is there shouldn’t be passive income at all. But with these targetted dailies all player types would be able to generate a guaranteed predefined cap of income.
At this particular point in the development of the economy, it just makes no real sense to do it yourself (for the first few coils, anyway) other than if you’re willingly embracing the grind for the challenge of it and the sense of accomplishment. To compare diamond mining and just gathering plants and shrooms with a stone axe on t3/t4 planets (very low overhead on that venture) you’d be able to buy about three of my advanced workbench coils after an hour, two at most, of gathering (give or take half an hour depending on skill distribution)
That is, of course, per player, so if you’re part of a two person team it would be faster
It sounds like he is expecting you to be able to pick your dailies. So when you log in each day you have X Daily Quest slots and a big list (maybe tied to the knowledge base so you can only take quests for things you can do) that you pick your X things from. So if you logged in today and were going to mine, you could take all mining quests. If you were going to build, then you could take those. And if you were going to mess around and do whatever there could be a “Random” button for people like me that just want to see goals being accomplished and don’t care what they are.
I don’t understand. If you are playing the game and can choose which dailies to complete you’re not going out of your way for anything. They would be part of the process you’re already doing. Refine x goods. Gather x goods. Build x goods. Craft x goods. Explore x areas.
The argument you are making in my proposal, which is expanded on creatives original idea I think, is that you just don’t want to do a daily. In the way I am imagining it, these dailies would be a part of your ongoing play style. Nothing that forces you to do something you hadn’t planned on doing.
Do you want to talk technique? I am curious about this because if you’d said Beseverona and Emeralds or similar, I’d’ve agreed but I’ve found Diamond relatively easy, even during the bomb mining madness when nearly all atlas hotspots were blown out.
Also: I very much recognise the I Must Mass Craft compulsion. Waste is waste, but think carefully about it. Two bulk crafts as a start will get you plenty of Power and is a much more attainable goal. It’s how I outfitted my first two machines with coils.
Ahaaa I see. That’d be more tolerable then yes, if there were enough varieties available to meet all playstyles. That wasn’t my experience in other games but then other games weren’t this one.
This is getting off topic now, but Iron Hammers on Serp seems to be the only option, which is really slow and, at least this far (small sample size, only been at it a few days) sporadic. We honeycomb mine/chase veins when we find them. So far we are <10 diamonds, but it’s only been a few total hours of mining, and done sporadically; I have a hard time keeping going while 5-7 hitting blocks.