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Walter

Alpha Tester
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Posts posted by Walter

  1. 32 minutes ago, Sabretooth said:

     

     

    So, as some are claiming that pvp space fights in this game are very cool.

    Good for you and enjoy this, what I call, discount space invaders. Everybody has got his own poison.

    But for me it still should not be the focus of nq, it should be the building part. As we are BUILDING a new world, not fighting for a world. I like that there is PVP space combat, no matter how fugly, but (I repeat myself) the focus in building a new world should be building..

     

    People like different things like it seems you like Gundam from your Profile Picture and for me these the most ugly mechs in existence but me not going to a Mecha Anime Forum to complain about these and make them to be removed

  2. 5 hours ago, Sabretooth said:

     

    Pvp bashing by me:

    Pvp in this game is the fugliest version of space combat i have ever seen, even space invaders is more dynamic, at least you can dodge in space invaders! Territory warfare in this game would be just as ugly, boring and untactical as spacewar in this game is. You cant hide behind an asteroid, so why would you be able to hide behind a hill?

    Pvp in this state kicks out the creativity of building. 

    Pvp in this game reminds me of those old atari 5600 games, where the box art was nowhere near the ingame screenshots or the gameplay.

    Tactics do not exist in this game.

     

    In the end, I am sure that this game had more potential for a sandbox building game, than a pvp game.

    But hey, nq is trying to proof me wrong, so ill keep an eye out.

     

    You seen a Video on youtube and decided that Du pvp was the worst ever. But did you I play DU PvP try it out by yourself?

    I play DU PvP from the first day it went live back in Alpha. I would prefer it many times over let's say War Thunder PvP that I played for like 4 years non-stop before getting into DU.

    You say there is no strategy in DU PvP which is absolutely wrong. In DU PvP you have a 3D space Map that is empty, yes but the composition of the forces fighting and their setup is very important.

    Also to have many hours in combat favors the most experienced pilot in a Fight, not just the elements and talents you bring. This is the only game I know where you can bring your own Design to a Fight that it's not a template served already. In our Alliance we get exited each time there is a fight happening in DU.

    If it is that bad how you state why is this so? DU PvP has been badly promoted and has not been made easy to learn for newcomers. 

  3. 2 hours ago, CousinSal said:

     

    People could go fight for alien cores right now and have that same fun experience, pretty much daily. But they don't.  All that needs to be said really. 

    Guess what? We just had again a Fight at an Alien core. It really just needs to get radars back it seems.

  4. 11 minutes ago, CousinSal said:

     

    People could go fight for alien cores right now and have that same fun experience, pretty much daily. But they don't.  All that needs to be said really. 

    The reason for it is simple Legion can field every day 30 ships for defense of the cores without sweat. And the adversaries of Legion are not able to do the same. No one likes to be sealclubed and the fight for Gamma was their one and only shot to be relevant again (Empire and co)  So until a group is formed that can put togheter 50 players there is just no contest

  5. Dual universe PvP has been always problematic due to many technical problems. When it works and players come out in masses it is great fun to have. Like in the Gamma Fight

    We still talk about it how it was a great experience. People bashing PvP and dismissing it as bad for the most part did not put much effort in it to begin with.

     

    I think to have atmo PvP is posible and I want it, but needs to be scaled down from Space pvp to deal with desync much.

     

    I will not fight you on excel you need to hop in a ship with few guns to fight me.

  6. 8 minutes ago, Zeddrick said:

    I don't think many had a problem with the AFK thing.  The problem I had with them was that stacking large numbers of alts resulted in a crazy effort/reward ratio because once you got past a certain scale you could pretty much double the number of alts without really doubling the effort required to run a mission.

    Whatever gets done there should be a maximum amount per day which can be earned by one single flight from place to place.  Just like there was in Archeage mentioned above (I haven't played it in a long time).  With most games that's done by making a maximum haulable volume for a ship, but that's harder to do in DU because the ships are craftable and you can make some really big haulers.

    I think my ideal nerf would be to make the ships keep getting slower as they get bigger, so the really big 50kt haulers would go at 1K/s or whatever.  Adding more packages would just make the haul take even longer and get even riskier.

     

    But at least it is no longer possible to make tripple-digit millions in a single day.  That would be totally game-breaking once DAC are introduced.

    I could live with that what you suggest that one putting more and more packs into the ship gets so slow that it will take a few days to reach destination 

  7. 49 minutes ago, Nayropux said:

    The outcry was not because missions were lucrative. The outcry was because missions were primarily lucrative with alt accounts. It has nothing to do with not being willing to take this risk, especially since there was essentially none.

    My point was that just calling missions an afk activity that needs to be removed is wrong. If you fly just in a line and do not change trajectory a few times and watch radars you will not succeed. This while the population is normal also radar is working. Outcry because of alting yes also but also screwed the mission running business for people that did them legit for Orgs. Many hauled for others, with randomized special missions  that activity is done. Much better if it is allowed to stack missions for each player making redundant alting and adjust less reward for each extra package. 

  8. 31 minutes ago, blundertwink said:

    I think NQ overestimates the number of players willing to AFK for 5+ hours...they're balancing against a small beta pop and people at release probably won't do this in such numbers that it "unbalances" an economy (which won't ever be balanced, anyway). 

     

    What is the proper in game reward for being AFK and reading a book or doing chores while a ship slowly crawls across the void...? Of course, most of NQ's game mechanics involve being AFK, so I guess this version of being AFK is more risky than others and needs a better reward...?

     

    Is this really where DU is at, now...where every facet of gameplay is based on timers...so rewards are doled out based on how risky it is to be AFK...? 

     

    Let's also be real about the motivation -- people being logged in for 5+ hours is more expense for NQ. They are all about reducing costs right now.

     

    They want people to play only enough to justify a sub, but not so much that it costs them more money...and the design of the game is reflecting this priority.

     

    Log in, check timers, do chores, log out. Actually want to play the game? Nah, that's not a priority. Those willing to spend some of the most boring 5 hours of gameplay in any modern game...? Not going to be rewarded for costing NQ more money. 🤷‍♂️

    I like to be able to be productive in the game just be keeping an eye on radar and do others things while flying missions. Got plenty of combat already out of running missions, hauling myself or intercepting others. Hauling its a valid gameplay not that afk how many want you belive and other games have this like SC or Archeage. But God forbid DU gets running missions and its lucrative then the ones not willing to take the risk to haul go full outcry. What are we supposed to do then ? Just stand by a MU and calibrate all day? Some people like that its their gameplay and its how they generate income. Let us also have our way to generate income how we like then.

  9. 7 minutes ago, Zeddrick said:

    I think missions are better now than they were pre-nerf, but I do agree that they were over-nerfed and need a buff now.  Risking 4 hours in PvP space just to make 7 mil does seem like a bit of a non-starter for most players.

     

    Of course, with the radar bugs any attempt at mission running now would be interesting (unless they fixed it since I last played, but I don't think so), and it might be that rather than the rewards which is putting people off.  Someone could be following you out of atmosphere (or just still see/track you at 2su distance with an atmo radar) and you might not see them at all.  They'd probably need to fix that first to see for certain how many players are prepared to spend 4 hours in PvP space for 7 mil.

    With radar bug you can now fly all the missions you want unhindered. But its not ment to stay this way forever

  10.  

     

    NQ consider please to increase rewards for missions because you nerfed income strongly for Organisations and Single players to hinder alt abuse.

     

    Suggestions:

     

     1. Increase reward for single mission considerably 

     

     2. Or a player could carry now 3 or 4 mission packages 

     

     3. Or player can carry as many mission packages ship can fit

       (but mission packages are to be seen for other players in pvp space this would force to work in groups and have escorts bringing back team gameplay)

     

    There are almost no mission runs right now because most players will not risk a ship that cost between 50 Mil and 100 Mil to fly over 5 hours to gain just 7 Mil. 

     

  11. Radar not working like before the radar patch.

     

    -Yesterday destroyed a ship at an asteroid, when I went back to check it out it disappeared from the radar.

      Seems that below 50 km from an asteroid's surface radar stops working.

     

    -Also when warping and getting closer to our Space Station radar shows many constructs but the icons in third-person view of Space Station and ships parked there are not displayed.

     

    So approaching the base one can hit own ships. Please give us a checkbox that all constructs in the range are displayed with its icon. It is also needed for PvP to be able to evaluate ships number present on a large fight. 

  12. - Combat/PVP is a joke as it is right now. Clicking buttons to "target" and "fire at" someone and praying to the almighty RNG/talents instead of relying on actual skills might have worked for some early MMO in the 2000s, but definitely not for such a "big and innovative" game such as DU and in 2022. The issue gets even worse when atmospheric/planetary combat gets mentioned.

     

    But some of us like it what it needs is a larger radar range for space and electronic warfare. The targeting part is not complex but if you add a remote to the gunner seat and have to stay on target you piloting and maneuvering you also don't want to aim manually that would ruin it.

  13. 1 hour ago, Kurosawa said:

     

    But it is the same, only difference is PVP players are there willingly :)

    suggestions from previous similar threat

    - do not fly what you cannot lose

    - be better prepared

    - bring more friends

     

    Oh, and Yes the radar change sounds stupid but, hey, it is DU

    - Do not fly what you cannot lose: Is not an issue we are always ready to replace PVP ship. 
    - Be better prepared: Its not about that it's about larger ships getting a shaft again
    - Bring more friends: There should be fewer Capital ships and more fighter-type ships but they nerf larger ships each time. So you say bring more Capitals?

    Again it's not about losing a ship or someone unwilling to lose a ship. it's about balance between core sizes this thread.

     

  14. 52 minutes ago, Kurosawa said:

    soooo PVP players do not like being loot pinatas?

     

    sry couldn't resist

    Its not about PVP players it is NQ forcing us to abandon large ships with voxels and ccs to fly an element only ship to be viable. Me always for a fight if you know me

  15. 14 minutes ago, Knight-Sevy said:


     

    I don't completely agree with you.
     

    Basically, it's a few interesting things for the gameplay that the radars are exposed.
    This can lead to having a repair team to repair this as a priority during a fight. So a possible argument for the multicrew.
     

    But on the form, well it's NQ what, it's always disastrous. They never try to sell / explain the slightest thing they do... It's quite desperate.
     

    Good story to be constructive for NQ and why this change is badly led / incomplete:
     

    1) You can still put your radar entirely in voxels. This completely avoids the principle of exposing your radar
     

    2) Item Pool HP is ridiculously low
    Voxel HP pools are ridiculously low
    Weapon damage is ridiculously high
     

    3) This still gives a significant advantage to the ship without voxel and playing only with a shield (their radar will never be in danger)
     

    4) The cross section system always destroys all interest in PvP the game. People only use 3 or 5% of the maximum cumulative usable area of a core. It is absurd. Bringing out the radars will not increase the size of the nano ships
     

    5) To really bring depth to PvP gameplay, such a change would need to be accompanied by real gameplay features.
    You expose the radars to enemy fire, so ok but make sure that for example XS ships can lock these radars during a fight rather than randomly spraying an entire building.

     

    In short, this could have been a coherent change with a real strategy for the future of the game.

    But right now, I don't feel like there's an future.

    1) I tried to do that enclose the radar gives you 100% obstruction well in my case did.

    2) I agree 

    3) Since we got shields element only ships is the only ships they favor

    4) Cross section advantage is too high

    5) As test run on PTS weapon fire goes straight to radars as favored target

     

    You can argue that repair crews are back the problem is that Weapon fire rng prioritizes radar as target so you repair them 3 times and they are destroyed. Because of this a larger ship will be left blind during a fight rather quick

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