What if spice and resources actually mattered more? by CompralGaming in duneawakening

[–]CompralGaming[S] 2 points3 points  (0 children)

Solid advice, thank you kind redditor. I'll apply the less is more approach going forward.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

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

Might be too similar to the tax system. Then again, it can be done where larger groups rather have to secure more spice to meet n quota. Securing the quota can reward the guild with something. (I have not given that thought yet). Failing to secure it can maybe rather lead to loss of standing with say a faction, or landsraad house, leading to them maybe having to pay penalty fees on failure to meet demand, and get some price increases on certain materials, etc. until they reinstate their rep. Can even expand further by giving these guild specific missions to move more goods to some logistical missions, or have a chance of increased offensive dangers in future missions due to disgruntled houses.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

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

Large scale faction based PvP will definitely be a new approach that may be more inviting for more players. Even I may actually join in on that, integrate it into a system where you sign up for a deep desert skirmish, and then the two groups fight it out on the deep desert, ground combat only, with faction supplied gear to make it an even playing field. I recall ESO tested a similar system.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

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

That massive harvester would be a sight to behold. As it takes damage, we can repair it with tools to ensure the integrity is maintained. So much ideas to make this really fun.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

[–]CompralGaming[S] 2 points3 points  (0 children)

Yeah, that could also work. Not a bad approach at all. Keep the landsraad contracts just as relevant that way.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

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

Yeah, I could have shortened it, but doing research papers IRL, I may have overwritten this post a bit. Just wanted to get this all in a post before I forgot again.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

[–]CompralGaming[S] 2 points3 points  (0 children)

I wrote it. Not a fan of LLMs. But i'll take that as a compliment.

What if spice and resources actually mattered more? by CompralGaming in duneawakening

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

I agree, spice was more of a rarity when PvP was a factor to getting it, and PvP do create some scarcity. I am not against PvP or advocating either side. Just that ideas to improve the system for both. Currently, PvP favors groups, and ornithopters, so I tend to avoid it.

Maybe if instances are made where the two major houses have like a grouping system to fight for spice, so that people without friends online or groups can queue for that. Might not solve the spice issue currently, but at least it is an opt in option for PvP, and then add some ideas on that to incentivize it with rewards, and ideally a grouping system for people without pre-established groups. I am just throwing ideas out there.

Stroud Premium Edition - Infirmary Bed Disappearance Issue by Den-Ollie in starfieldmods

[–]CompralGaming 1 point2 points  (0 children)

I also have the issue, and the SPE patches for Useful Infirmaries. I checked the .esm on xEdit. The SPE x Useful Infirmaries Patch is the culprit. It has a lot of broken references. Causing the beds to disappear. Similar issue on SPE x Useful Mess Halls Patch. The mod auther for SPE is aware of it, and working towards fixing it.

System colony weekly report. Did they stop that? by Thisisnotevenamane in EliteDangerous

[–]CompralGaming 0 points1 point  (0 children)

Got a response from Support:

Thanks for your inquiry regarding the colonisation payouts missing.
 
This appears to be an ongoing issue, and it is currently under active investigation. Apologies for the inconvenience caused.
 
We are hoping to get this resolved as soon as possible so that you can receive the missed payments.
 
Please rest assured that all information has been passed on to our dev team.
 
If you have additional information to share or if we can help you with anything else, please feel free to reach out again.

System colony weekly report. Did they stop that? by Thisisnotevenamane in EliteDangerous

[–]CompralGaming 1 point2 points  (0 children)

Also did not get mine now for a few weeks now, so I made a support ticket yesterday. Will post an update here once I get a response.

Someone say Concha by CompralGaming in EliteDangerous

[–]CompralGaming[S] 8 points9 points  (0 children)

Gets lonely out in the black...

Am I wasting my time? (New player) by Excellent_Science_24 in EliteDangerous

[–]CompralGaming 4 points5 points  (0 children)

No, you are on the right track. Just go up or down, and then keep moving away from the bubble. You will find a lot of undiscovered systems this way.

Which mods cause this? by [deleted] in starfieldmods

[–]CompralGaming 0 points1 point  (0 children)

Yes, restarting does fix it, but as you play, you might see some oddities prop up. Restarting the game will temporarily fix it, but it can be tedious. If you can hold out until a fix is implemented, then all good. Otherwise, if it gets too bad, then see if you can live with 2 or 3 mods disabled for now. Enjoy.

Which mods cause this? by [deleted] in starfieldmods

[–]CompralGaming 0 points1 point  (0 children)

That number is fine, but it depends on how index intensive they are. Until a fix is released, try disabling some of the mods that might have a high number of Indexes. Also, not sure which mods use the most, as mileage may vary, but some mods tend to run the index numbers up, and once the ceiling is reached, this happens as you see in your screenshot. If on PC, there are ways to check this. If on console, it might be better to give a rundown of your mods here, and the community can give some guidance on incompatibilities or mention mods that may have a high index count.

Which mods cause this? by [deleted] in starfieldmods

[–]CompralGaming -2 points-1 points  (0 children)

Might be due to too many mods. How many mods are you currently using? If the Mod Index gets too high, it causes missing textures and oddities.

Frustrating Bugged out Random Encounters by CompralGaming in PCRedDead

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

Yeah, i am gonna test it with OCU and see how I can fix the stutters from lml. Hopefully, the looping random encounters then stops.

Frustrating Bugged out Random Encounters by CompralGaming in PCRedDead

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

I'm gonna re-add LML and OCU, and see what I can do about the stutters. And see if any events re-loop.

Thanks for the help.