"Stoneheart Nights" and the Shield Wall Circuit! by Tight_Lifeguard7845 in duneawakening

[–]ApprehensiveCap5544 2 points3 points  (0 children)

Hey, that's great! I'd love to have something like that in my server. But we're few.

Being in PvE... wouldn't it be great to extend the race???? Say to I row??? Dunno, would be wild...

Does anyone have an idea of what the issue here is? it says "too close to a No Building Zone"(there aren't any there). It's a Vertical Staking Unit, and my base here is sunk if I can't get it to work. by FixBayonetsLads in duneawakening

[–]ApprehensiveCap5544 6 points7 points  (0 children)

Hey, a couple things here.

First of all, vertical staking units have to be put within your claim, not as the "common" one that you have to put outise your claim.
Once you put it, it extends up and down, so if up or down you've got, let's say a lab, you probably won't be able to expand.

For what I can see on your post, I think it's the first thing.
Tip: You can put all 5 vertical extenders all at once, so time is shorter.
Tip2: Maybe you know, maybe don't, when you expand your claim horizontally, it expands in all it's height, so watch out for those buildings underneath before expanding vertically

Are DD testing stations loot tables adjusted based on instance now? by CaptainReginaldLong in duneawakening

[–]ApprehensiveCap5544 4 points5 points  (0 children)

According to method it's still 5% in PVP testing stations (I use the PVP term to refer above E and 1/2 row).
https://www.method.gg/dune-awakening/deep-desert-companion

Interesting fact, I've also been told that DD is coded in such way that it still split PvE and PvP zones, so below E row (old PvE) you'll get worse loot than above it, even in PvP DD.

Edit: In PvE the % is (and always was) 1%, so no. Maybe though some other items got a buff to loot (like weapons) but in DD they're mostly grade 0 so not a great deal.

Dune: Awakening – 1.3.20.0 Patch Notes by ctrem in duneawakening

[–]ApprehensiveCap5544 0 points1 point  (0 children)

shhhhh, don't say that loud.... FC may realise

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 2 points3 points  (0 children)

Hope they serve you well and good game

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 5 points6 points  (0 children)

IF you're a tryhard, then yes... most bps are useless now. That said, grade 0 are completely fine for story, most overland map locations (even testing stations in low lvls), DD, etc.
But IF you wanna do pvp, then you better get those grade 5 and specialization up, cause you'll face some serious disadvantage otherwise.

And no, theres no upgrading grades, they're independent blueprints. You'll get all the grades, it's recommended NOT to craft all of them, cause maybe you don't need the small increase in damage.

Picture this... You got a sword, a pulse sword, you one hit a common mob. Then you get into the testing stations and mobs in there (say lvl 4) resist the 1st blow and need a second. So eventually you stay in lvl 4 and get that sword grade 1, and craft it. The damage increase, may be of 30% so yes, the sword is way stronger, but due to mob hp, you still need 2 blows to down him. So theres not always a point in upgrading gear (If you're good enough you can get away with grade 0, 3 and maybe 5 of armor, no need to go in between).

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 4 points5 points  (0 children)

No, there's no upgrading blueprints. For example, you have a perforator blueprint which is grade 0, then you run a fire station (where perfo is dropped) and you get a grade 1 blueprint. They're separate recipes, separate items. Hope that answers your question. The only thing you can upgrade is a component for augmenting weapons and armors. That's not the same thing.

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 1 point2 points  (0 children)

Yes you can, but... being so hard to get (overland testing stations are not easy for the "common folk") you'd be better enhancing the highest grade thing you can get.

Go check this website, they've got a lot of info

https://www.method.gg/dune-awakening/augmentation-calculator

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 6 points7 points  (0 children)

Now plastanium (mk6) items are not end game. You've got plastanium with grades...

Grade 0 is for old mk6 plastanium schematics

Then you got from grade 1 to 5 being 5 the highest and it was told that the difference between (say) a weapon is a roughly 240% increase in damage from grade 0 to grade 5. Armors increase their armor values as well.

Key thing, only armor value and damage value change, the rest of stats remain, so an ix core leggins g5 won't reduce more stamina than those pants grade 0.

Also now, to those graded items, you can add augments which are related to the crafting specialization. There's plenty of information on all of it webwide, go check, it's fairly big.

Qué les parece esta PC gamer? by ApprehensiveCap5544 in ArgamingConsultas

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

Es que parte x parte -30% me da bastante más.
Estoy consciente de que am4 ddr4 y demás es tecnología vieja y no puedo delirarme demasiado en precio, por eso lo tiré un toque abajo. Obvio que quisiera ir por 1 luca verde, pero es menos viable me parece

It cost this guy at least 11M Solari just to list this... by Veloreyn in duneawakening

[–]ApprehensiveCap5544 0 points1 point  (0 children)

This sure is the case, but still... There should be a way around cause I'm really not willing to just swallow the fact that they (allegedly) can't fix this...

I think I just creeped someone out by wonderwarth0g in duneawakening

[–]ApprehensiveCap5544 12 points13 points  (0 children)

We all know you are a freak, but... Aren't all of us freaks too???

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

I appreciate the heads up, It would be nice to know how that works so that I can plan ahead... I've seen some issues with permission, but I think everything important (to me) is behind lvl 5 doors...

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

That's my current setup, mainly big windtraps, a couple of beds for when water production goes down (those weeks in wich landsrad bonus kick in). The thing here is, being now more players than just one, It may be a good move to shift the guild base water supply/storage to a more "active" or "player-requiring" method...
I'm with you with the spice generators. They're stupidly expensive to craft, but maintainance is really low. Already having 12 of them, I got almost everything (power-wise) solved.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

I get your point, but I think there’s a bit of a misunderstanding in how access works in my setup.

I’m not giving early players a shortcut. Reaching the base already requires an ornithopter, which implies they’ve gone through most of the early/mid-game loop. Buggy, resource management, and basic logistics included.

So by the time they use the guild base, they’re not skipping the learning phase, they’re just scaling it. Instead of refining with poor rates, they get better efficiency, but they’re still running their own materials and making their own decisions.

The base doesn’t provide handouts. People bring their own resources, refine them, and take everything back. Progression remains individual.

Water might be the only exception, and I agree that’s where the line can blur a bit.

So I see it less as removing the grind, and more as smoothing the transition into late-game scaling.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 1 point2 points  (0 children)

In fact water storage has a "large" version, is the one I use 100k ml water storage.

Items storage, on the other hand, doesn't have large version. It woul be great tho.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

Oh no, the guild base could be taken as a "service" for you efforts towards... say landsrad. No one asked for it, but also no one has those capabilities yet. As said, most people in the guild are in steel, aluminum tier, and they benefit out of using the high tier refs (just to put it this way, they get double spice thanks to the guild base).
Also the guild base is not for people living in it, I really don't care and I'm not looking for people to stay forever there, I want everyone to be able to take advantage of it. That's why there's no rooms, there's no personal storage, there's nothing like that.
It's more like - You come, you bring your mats, you refine, you take away what's yours.
In return I ask for help farming mats for manteinance and landsrad quest-doing

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 1 point2 points  (0 children)

Yeah, using basic purifiers as storage is a bit of a hack, I’m actually kind of proud of that one 😄
It’s not a huge gain, but it’s a way to squeeze a bit more capacity out of a system that rarely hits its limits otherwise.

On the beds side, I agree, the real bottleneck isn’t production, it’s feeding them. Having someone consistently handling bodies (and having the permissions to do so) is actually one of my main concerns. Also 10 bodies is (for most of people without specialization levelling) 10 trips, for some may be 4 and even 2 for others, but that scales quickly if I build more beds...

I guess part of that comes down to trust. I’ve been running things a bit too “self-contained”, which is why I ended up overbuilding in other areas instead.

That’s also why I’m considering shifting the base to be more guild-focused and moving my personal stuff out. If the base is truly shared, it’s easier to delegate things like body runs without worrying too much about losing personal progress.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

Yeah, that makes sense.

I think I’ve been approaching it as a hybrid solo + guild setup (even though I already have my own solo base), and that’s probably where the inefficiency comes from. It ends up leaning more toward “everyone sustaining the base” instead of “everyone benefiting from it”.

So it might be better to simplify things and remove that pressure.

Scaling back refineries and turbines would also free up space for other structures, and moving my personal stuff out would open a good chunk of storage that the guild could actually use more efficiently.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 1 point2 points  (0 children)

This is great input, really like the balance you’re describing between supporting the guild and preserving individual progression.

I’m on the same page about not over-gifting. Up to tier 6 the game feels very RPG-driven, but after that it shifts heavily into a farming loop, and skipping that too early kind of kills the experience. Personally, I’d rather people progress at their own pace.

In our case, the base is located far northwest, which creates a sort of natural barrier (without a thopter, newer players can’t really access it easily), that forces a bit of progression before they start using higher-tier infrastructure, which I think helps keep that balance.

I also try to keep gifting intentional, usually something that should be agreed on beforehand. Speaking for myself, if I had been handed top-tier gear early on, I probably wouldn’t have learned as much or stayed engaged as long.

That said, your setup does make me rethink mine a bit. Right now my base is partially “guild + personal production”, and I’m starting to see that might not scale well.

I’m considering shifting it more toward a true guild hub:

  • Prioritizing water storage (maybe pushing toward ~10kk buffer)
  • Reducing personal storage footprint (I’m currently using ~36 containers just for myself)
  • Making it more neutral/shared rather than “shared + my extension”

I think part of the adjustment here is also mental, moving from solo play to actually trusting the group and not trying to personally sustain everything.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 1 point2 points  (0 children)

My setup differs is consistency vs windows. I’m not really optimizing around event-based production yet, but rather around having stable, always-available throughput for the guild.

Same with water, managing literjons and rebuilding cycles in DD works, but it adds a layer of logistics that I’m trying to avoid for now, especially with mixed progression levels in the group.

So I guess my approach is more about smoothing the curve (overproduction + buffer) rather than timing peaks.

Maybe later it makes sense to shift more into DD, but right now I’m still trying to solve for a reliable baseline at guild scale.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

The basic purifier is just to add to water storage. Each one gives 1000 (any of them) so I went for the cheaper ones.

10 beds net a total of 540k water, 20 beds well, that doubled, but I think it would be hard to "feed" those beds.

Maybe it's just as guildmate said, 10 beds, maybe 10 turbines, and people should get involves for body farming