So my understanding on pixels in general are this: - on death you lose 30% of your current pixels being carried. - The Pixel Compressor can create an item called a 'voxel' to turn pixels into a physical item - These voxels come in various sizes. However, they only are worth 60% of the amount of pixels used to create them. If that's all correct; I think there is no real point in voxels OTHER than being able to give someone else pixels. They don't serve well in keeping your pixels safe as you get 40% less of what you put into them; while on death you only lose 30%. Mathematically speaking these would need a 0% loss to actually serve their true purpose; saving one's pixels from being lost on death. My suggestion is to simply allow these voxels to either have no loss; or at the very least a 10-20% loss instead of 40%. This way they will actually help one keep hold of more pixels than what would be lost on death. Ex. Say you have 1000 pixels. On death (30% loss): 700 pixels kept Use of 1k voxel: 600 pixels kept
The Voxels do work in saving pixels because lets say you have 10,000 and you compress them, you only get 6,000 back but lets say you're saving up. If you died twice having that 10,000, you would of lost MORE than compressing it. Having a lot of pixels saved up and dying a lot is what they prevent. But, I do think it should be 10-30% anyway.
the idea is to store them pre-dangerous misson. suppose you are going to explore a temple or prison and may die, and possibly may die multiple times. you can save some of your money that way. i think there does need to be pixel loss to store them, but i'm not sure why its more than 1 death worth, so far I dont die more than once a dungeon and still come out with more than i went in with. so yea, making it a 30% loss on voxels in line with death would make sense. but 10-20% is a little low. Edit: Posted the same time as above, i didn't think about the idea of saving up for something as i haven't gotten far enough
So in other words... it seems people like the idea of at least having the loss match the same amount as when you die :B Personally I play the style of only having a lot of pixels when I need to have a lot of pixels. What with the refinery its easy to get just the amount you need and then be poor as poop till you need pixels again
It's fine, once you get the refinery pixels completely cease to be an issue if you're a diligent miner. You should only be using the compressor for found pixels, anyhow: smelt and save bars for when you're upgrading or crafting new items.
Well Voxels are kinda pointless entirely, currently if you are saving up you won't go into a dungeon since the reward is rather low unless you are looking for decoration. Really I just keep Ore instead of Voxels, since they are not lost on death and is the main source of income once you get the refinery at beta.
I think the images of these voxels should be changed, instead of saying 10k, it should say 6k. The actual amount inside them is displayed instead of the amount you used to create them. Also it should show the full amount in the refinery. So if I have five 6k packs in the refinery and refine them all, instead of showing me "0000", it'll show me "30000". That's possibly just a bug though.
they seem pretty strong about the loss ratio of the pixels. I don't agree (except for trading purposes maybe), cause i never found reason to save up pixels and i rather choose to die and lose 30% then spend it all than compress. But... At least they could make the voxels blocks so people could create houses made of money xD
I don't agree. I think it doesn't really make sense to have voxel rates be lower than death rates. Keep in mind that the best way to save money is to not die, and if you're good enough, or you want to try to be a good player or play careful, then you still have the option of taking that risk by keeping the money. But if you're playing a risky style or you're finding that you're dying more often than you expect, then there's no question that voxel compression is going to be useful. In other words, if death is highly probable then in a lot of cases you're going to want to convert your pixel to voxel, and if death costs more than compression then in those cases compression is an obvious choice. But it shouldn't cost you less to convert them than when dying, since if compression is an advantage in that probable death situation (even if you expect to die just one time) you should have to pay for your insurance--not have your insurance pay for you (which a 15% compression rate would do). So the extra 10% cost above death is the premium you agree to pay for saving your pixels from the series of deaths you think you're likely to have.
I always thought voxels were the only way of trading pixels, which kinda sucks, especially for their 40% loss. I mean why such a massive huge loss anyway? Death shouldn't take 30%, maybe 10%. Why does compressing take 40%?