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Alpha Tester
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Everything posted by DecoyGoatBomb

  1. This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way.
  2. This is going to be a bit of a rant and a apologize in advance but I have spent 100s if not 1000 hours in this game at ths point. You are going to have a very efficient, smooth running game that no one is playing if you do not add features. You are basically telling people to keep paying for a sub while you correct major backend mistakes and take away options that destroy 1000s of hours of player work in HTML. I understand the logic of fixing backend issues but why are you putting out two dev blogs about it? This was basically two devblogs making excuses for why development is so s
  3. I think the game looks and runs better in almost everyway. Sadly the exceptions make the game look horrific. Many metal materials have a weird glazed ceramic looking reflectivity. This has an especially bad looking result on Galvanized and Stained metals as they have a really extreme normal map that causes this glaze to look like metalkc leprosy. It seems to be most noticable during the day when the metals are reflecting the atmosphere. Is this a known issue? Is it going to be fixed?
  4. As it currently works you always warp into the planet safezone even to the outerplanets. If the planet safe zone is closer to the planet atmo or non existent it would help solve my problem with the current state of warp.
  5. For sure. Atmo pvp will change everything but that update is ... very far off based on the pace of NQ patches thus far. My concern is the game is basically at a complete stand still atm. Again, my opinion a big contributor to that is warp nullifying almost all PVP.
  6. 100% agree that just removing planet safe zones in PVP areas of space would likely fix most of the problem with warp in its current state. My list of suggestions could be as simple as just implimenting one of them to help the problems I have with warp's current state.
  7. Warp feels like it is in a good place to you because it is easy and overpowered. Just like the schematics nerf felt to industry. It was nessecary but most people hated it because they were used to doing it the easy way. I have warped heavy loaded ships before because I knew it was 100% sure thing that I would arrive at my distination without ever having the possibility of being shot. Depending on what you are hauling and your margins are it is totally worth warping for hauling. Now I doubt anyone is going to be warping full loads of gold but many other things are viable to warp/haul.
  8. I agree having to fly for five hours also sucks. One interesting thing would be to have different levels of warp. At max warp it instant but at half warp maybe it takes 30 minutes and slowest warp it takes an hour. Of course warp cell cost would adjust accordingly. My main point is thete had to be some gray zone between instant 100% safe warp and showboating for 5 hours and being vulnerable to pvp.
  9. When was the last time you had to fight off pirates when hauling? Never? Me too! When was the last time you slow boated? Alpha? Me too! Because I always warp everywhere without ever being in danger. Not good for the game.
  10. We know what the features are.. they are on the PTS right now. Unless hauling missions can only be made in pvp zones it won't help the issue I'm talking about very much.
  11. Agree this could be a solution. Just rying to push NQ to do something with the balance that can help right now with very little dev effort. All what you said above is cool for when they have time to make it all work. There are many solutions they can do down the road but they take time. Just some clever reblancing can help the game come alive. For now atleast.
  12. I agree with 90% of what you are saying but just blasing NQ I'm trying to propose simple solutions that give the most bang for their buck. Seems like NQs biggest hurdle is development time. Trying to suggest things that could make a big impact with just changing some numbers rather than developing new or better systems. It is obvious the game is half backed atm.
  13. This is a good solve too. Not sure about making slowboating the safe method. Not even sure how that would work.
  14. From what I can see in the current state of the game Warp's current functionality is clogging up the entire game. Here are my thoughts: The element degradation feature was added to the game to permanently lose items from pvp. This would make people need to replace items through crafting or buying them off of the markets. This is what the game needed to get the economy rolling. Unfortunately almost no items are subject to this degradation due to the fact that most people are warping with 0% chance of being in a pvp zone unless they choose to be. Warp in its current form
  15. @Naunet This is what I'm talking about. Nothing to do with God Mode official NQ accounts. Obviously no NQ God Mode account should be in an org. The fact that if someone is part of NQ (designing game mechanics) cannot really play the game as it is actually played by the community there is an inerrant disconnect. You will not get the real DU experience playing it solo. This creates a environment ripe for NQ development to be paper designs instead of taking into account how people are actualy using the game mechanics.
  16. I'm more referring to NQ when they are on their personal accounts.
  17. If you don't know NQ Devs are forced to play DU solo and are discouraged to play with the community. This is virtually unheard of in the Games Industry. In fact companies are usually doing everything they can to make sure the devs are playing the game. It is no surprise that these Devs end up just not playing the game at all. The result is they have no clue how people are actually playing the game and continue to develop the game in a vaccum. If the worry is that devs will cheat and use insider knowledge to get ahead then maybe be more transparent with your development so they will have very m
  18. Not sure why they are not looking to City Building systems that worked like SWG. A city leveled up and had facilities and function that did not exist outside a city. This could be implemented via TCUs. I think this is a fundamental flaw in their approach to making a "Civilization Building" MMO with zero city building features.
  19. Does this mean that claiming an item can override the dispenser beneficiary which is by defualt the core owner?
  20. Knowing more about how the game mechanics are turning out I think this can all be done with an augmentation to TCUs. Why not have a TCU be a player bound incorporeal object. This would be their one and only TCU. Once put down it can claim adjacent tiles overtime either through UI or with a smaller TCU extender item (that can only be placed adjacent to TCUs). Each additional tile would get exponentially harder to claim and maintain. This TCU's territory could be committed to an org or the player. The main TCU can be destroyed but after a cool down period it can be placed on an uncla
  21. Scope creep. This game's focus is much more on the Civilization aspect of space. If you want survival there are about a 100 options for this. If you want it in space go to Space Engineers.
  22. Honor system among gamers. Nothing could go wrong
  23. For sure. I think simple tools can go a long way with our input and colaberation. It would be interesting of some LUA be used to augment city management.
  24. discordauth:yRnwUJ-IZ04Jv7dMBynGbw0rjsdXtZe2P5fWKNlLp6k=

  25. The TU is essentially a "city core unit" anyway, I am just suggesting a modified version of it or even just adding functionality to it to make city specific decisions. I think the only real implimentation I'm looking for is to give you sub-territory control via zoning and linking to choose how your city functions beyond territory wide rights and obligations. I would like there to be "good cities" and "bad cities" depending on the skill progression and strategy of the player/org.
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