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Walter

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  1. Like
    Walter reacted to ch3w8a in PVP feed back   
    Shield bleeding mean that a small portion of damage pass throught it

    we already have a mecanic for downgrading voxel to ensure they big L meta won't leave anymore
    the CCS ( to keep it simple : the more hp from voxel you add the less css is added to your construct)

    so to keep it simple for NQ to add a mec like this i think it's a good idea to play around things that already exist
    the shield should let some damage pass (just a very low amount maybe 2% for exemple)

    with that you won't play a no voxel ship!

    another mecanic which would be a real good addition to the game :
    let the css buff the shield
    the more ccs you have the more shield you have too
    it's a good way to allow a little bit of voxel design around the ship

    at last to equilibrate the meta
    the stasis weapon

    for now it's more effective to use a stasis with a small S core agaisnt ship bigger (s/m/l hauler or a bigger pvp)
    as we see in every show (series / film / games) the big ship can stasis smaller ones (star destroyer can stop the millenium falcon - uss discovery can stop the delta flyer)
    so we need that type of weapon

    to keep it simple too NQ can just invert the curves of efficiency for the stasis against mass and add a base value who depend on the mass of the attacker
    the more bigger the attacker is the more efficient stasis should be with a bonus from size of the weapon
    so a M core can keep an S core in his range and a L core can keep S and M core in range too

    with this 3 additions in the game the meta would change
    S core stay faster - cross sect advantage
    M core can tank a little and may be the equilibrate ship
    L core can really tank and with appropriate equipement can be efficient too
  2. Like
    Walter reacted to Taelessael in PvP Question (Voxel hp Buff)   
    Why was voxel hp buffed? Unless some manner of bleed-through is added to shields that causes a ship to suffer some ccs damage with shield-hits it isn't going to be a terribly relevant stat given the element-only nature of most pvp ships. Buffing voxel won't entice people to start using it, CCS and shields killed armor-tanks for most people, it was easier to just out-run the armor-users for a minute in an element-only ship and recharge your shield while your wing-man kept the armor-user from recharging theirs.
     
    Annoying and time-consuming as it is, pvp isn't going to be balanced without additional game-mechanics. To put it it simply, the pvp-design game is too simple, and the only way to fix that is going to be to do a lot of work and add some likely rather complex mechanics until things aren't simple anymore.

    -If you want voxel on ships, you'll probably need some portion of damage to bleed through a ship's shield and impact the ccs.
    -If you want those ships to not just be disjointed clusters of elements with gold bricks clipped inside their shield generators/engines, then you'll need some kind of reason to place the voxel on the outside of elements (such as making some amount of bleed-through affect the elements that would have been hit had a ship's shields been down if it would have hit elements instead of voxel).
    -And finally, if you don't want us pulling 20g with an x-mas tree of guns mounted to the front of an engine-wall wrapped around an L shield, then you're probably going to have to add in some kind of heat mechanic that makes running a all of that simultaneously on something too small to dissipate that kind of heat a dangerous thing to try and do.

    I know it isn't easy, and I'm certain that were all of this to be done then there'd still be some new meta to eventually emerge, but it would give additional ways to balance things, and with each added bit of complexity it takes ever more time for pvp players to discover what the best option is.
  3. Like
    Walter reacted to Zeddrick in plasma is only for the elite?   
    There are like 30-40 people showing up to defend the cores maximum.  There are hundreds still playing the game.  If you can't take it back even for a short time then you are all bad and we should get to keep it all! 

    Seriously though everyone is talking like there is no possible way to get plasma because one group is hoarding it.  I can think of at least two ways -- join one of the groups fighting over it or form a new group and try to take some plasma.  Yes, that's hard, but this is supposed to be endgame content and it's supposed to be hard.  Some people in here seem to just want some other way of doing it so they can just sit in the safezone and do a thing that will lead to them getting the endgame rewards without playing the endgame.  If you want the reward without playing the game just be patient and wait until you can buy it off the market.  It's bound to happen eventually.
     
    And yes, it's boring as ... to sit on the honeypot.  Come and shoot at it!
  4. Like
    Walter reacted to Novidian in [Suggestion] DU Needs Food   
    The game is tedious enough for me without adding survival elements to it.
     
    However, boosters and stims would be very useful and relevant if they add player HP for AvA. Consumables crafted by players that give avatar physical trait boosts, “focus” boosts that up hit % using weapons/weapon elements, first aid kits (duh), HP buffs, xp boosts, etc - pretty standard fare.
     
    Could even add a fallout like withdrawal system, with detox consumables. Or hell , make it to where it wears off after resting in a bed x amount of time.
  5. Like
    Walter reacted to Omukuumi in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  6. Like
    Walter reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  7. Like
    Walter reacted to Mulligan in The Battle of the New Year - Dual Universe PvP   
    The Battle of the New Year

    With the recent patch NQ added two space resource spots into the game. These resource spots can be mined for the most valuable resources in the game. The building blocks for powerful exotic elements, weapons, and even warp beacons. Each of these space resource spots is worth billions to the organization that owns them.

    In the current state of DU power struggle, there are only two real superpowers. Legion, a pvp alliance formed from the ashes of the beta alliance AC and Lodestar, a large coalition of multiple organizations bounded together to fight the threat that Legion poses.

    In the opening days of the patch there were some back-and-forth battles for control of the alien cores with Lodestar eventually claiming them and holding them for weeks. After constant harassment over the holiday season Legion was finally ready to make its move. Legion reinforced the alien cores which put the cores into invulnerability until a time chosen by the defending owner. The first of the cores coming out at 00:43 utc new years day. This Video is of this battle.

    The battle of the New year ended up being one of the best fleet fights I have ever been in. The back and forth and strategies both sides use were evolving and the skills of the pilots evolving even mid-battle led to an intense battle and one for the history books. Legion ended up retaking the alien cores for now. Good fight to Lodestar and I hope to have many more battles to come!
     
     
  8. Like
    Walter got a reaction from OrionSteed in Why DU's PVP isn't as fun as pre-shields.   
    I think we reached a new level of ship's ugliness in pvp if this is the new meta I refuse to fly any of these I prefer to be wrecked in my old-style ships designs.
    And I agree with OP on all points except that making one weapon class have a shield pen, all shields should let pass 20% of dmg as shield bleed-thru.

     
    And these Engines should be 100% obstructed where the logic in this, are we now in Looney Toons? 
  9. Like
    Walter reacted to Anderson Williams in PVP Changes, Hi NQ its me again :)   
    Shield leakage would be a good idea, despite shields as they get low more and more damage may flow through
     
  10. Like
    Walter reacted to Kezzle in PVP Changes, Hi NQ its me again :)   
    The size (as in "area presented to the shooter" of the target "ought" to have something to do with how hard it is to hit (along with its maneuverability, and loads of other factors).
     
    I have a suggestion, several, but let's start with one. I didn't originate it, but it seems reasonable: shield leakage. As it stands, ships don't need voxels, because they have shields. If shields didn't stop all the damage, you'd have to put some voxels in your design to give yourself at least some core combat strength, otherwise the first point of damage leaking past the shields would pop your core, leaving an eminently salvageable, hardly damaged wreck. It doesn't have to be much. One percent leakage would do. You could have larger shields have a "threshold" so that some (smaller) ammo doesn't cause leakage. Forcing combat design to have some voxel to have any durability in combat opens the door for design decisions: more voxel slows you down, but lets you stay under the guns for longer. So you can choose where on the spectrum you want your design to sit. You'd probably want to limit Shield size to core size in the same way as weapons are, too.
  11. Like
    Walter reacted to Anderson Williams in PVP Changes, Hi NQ its me again :)   
    So its launch, some of us have played since beta, since even Alpha and the Meta has changed extensively over time. However as the meta changes sometimes it gets better and it gets worse. So far the changes has gotten better and better but there are some glaring issues right now that kinda ruin any kind of variety. 

    1. Cannons are just beyond the best, there is almost no reason to use any other weapon in the game. We have tried Railguns, Lasers are meh and missiles have no point. With no ability to truely hold a ship in place, cannon boats can just orbit a target (with alittle help from a script :p) and kill you. 

    2. Cross Section tanking is not broken, but needs a counter. There is nothing currently that allows you to truly cross section tank, like just doesn't exist. Stasis is supposed to be the counter, but by stopping 'max speed' vs 'overall speed', you can just fly away. It doesn't effect the sig ships as much as it should. Its a good start, but it really needs to effect overall speed, not the max.

    3. How to fix?
     -  The Rock paper scissors concept, which like Eve, is awesome, but only if a counter can actually be utilized and presently it cant. Cannons and Cross section are basically the only viable pvp option, which is painful. There should be variation, Cannons don't need a nerf persay, but some way to level the playing field.
    a. Change stasis to impact either just overall movement, it can apply more and more overtime, and it needs longer range. 25km in a game where we can fight at almost 400km is absurd. So increase range, and allow the stasis to impact overall speed. 
    b. Add a Target Painter, taken right from eve its an element that would not use ammo, would have a cycle time and a cooldown. This element, limit 1 per ship, would inflate the cross section of a ship a percentage. Nothing crazy but enough to give a ship a chance to rock paper scissor... anyone can use this, even cannon boats obviously, but it would go on a seat just like stasis. Range should be limiting factor, so the farther from the ship the less it inflates the crossection as the painter 'fades' strength. This prevents it from being overpowered, but allows it to give other weapon systems a change. 


    Just some ideas, that NQ isn't going to read XD. Cause even if they did we would never know. <-- now slogan until one of you do read me dangit. 
     
  12. Like
    Walter reacted to W1zard in My thoughts on stasis weapons   
    Change my mind:
    Stasis effect should depend on yours ship mass, or the ratio between your ship mass and target mass, Not only on the target mass

    Currently the stasis weapons are basically useless, because their optimal range depends on target mass.
    It's useless against very light S-cores (current meta), because optimal range is only ~25km and it's basically impossible for heavier ship to maintain such close distance
    It's useless against a heavy ship, because it's max speed already very low, and you don't need stasis to catch it.
    So I can't find any real purpose for using stasis weapons with this mechanics.

    On the other hand, if stasis weapons worked based on your ship mass, that would allow for heavier ship to remove the ability of a smaller ship to run away.
    But as stasis weapons have zero effect on max angular speed, this would still allow for a smaller ship to orbit a big one and try outperform big ship's tracking and turning capabilities.
  13. Like
    Walter reacted to DealerSix in Get rid of schematics already.   
    Schematics are just stupid. Remove them already and fire the person that came up with that idea, thanks. 

    1. Way too expensive to be considered a "useful" game loop
    2. Only being craftable in inventory is beyond frustrating for your smaller/casual audience.

    It will kill your game in the long run. How is money distributed to players? By selling ores to bots? *Insert big brain .jpg here*
    So the entire goal of this game is to grind T1 ore to sell it to bots, to be able to afford schematics for their production. Buying stuff/parts from other players in the markets isnt worth it since they will put the schematic price on top.

    I quit during alpha/beta when schematics were introduced and came back to review this on release. This system is still beyond garbage, considering I have to manually look up all the schematics needed for a product. Should at least give people the option to "Que up all required schematics for this element" button.

    Cheers
  14. Like
    Walter reacted to merihim in RESET NEWS ANNOUNCEMENT - Discussion thread   
    THIS! So much. 
     
  15. Like
    Walter got a reaction from Haleksey in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  16. Like
    Walter reacted to VarietyMMOs in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  17. Like
    Walter got a reaction from Cabana in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  18. Like
    Walter got a reaction from Saammiii in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  19. Like
    Walter got a reaction from Izon2887 in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  20. Like
    Walter got a reaction from Belorion in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  21. Like
    Walter reacted to CptLoRes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I don't see why people expect that a small org should be able to compete with large ones. As long as a game use any resemblance of normal economic principles and risk/reward system, there is just no way to achieve that. So like in RL the only way for small to compete with big is to operate in niche segments, have better strategies and being more nimble and quicker to adapt.
  22. Like
    Walter reacted to CptLoRes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I am not going to repeat myself, since by now I have made countless posts where I argument against different aspects of wipe and try to make rational explanations why.
     
    And the entire reason why we now have this 40 page thread, is because the "internal discussion" blog from NQ was an obvious hit piece article were NQ try to sway players towards accepting a wipe using questionable logic and reasoning to try and justify it.
     
    The short and simple version for all this, is that NQ make a clear promise that there would be no more full wipes and that players would keep assets after the beta soft-start wipe. So for NQ to even mention the possibility of full wipe and players losing asset, is at best dishonest.
  23. Like
    Walter reacted to Gillimus in Questions on Blue Print and Schematics.   
    Does this mean that constructs will survive the reset?
  24. Like
    Walter got a reaction from Sabretooth in This game was fine as a sandbox building game   
    Whatever, then Abominus is the worst mech ever. No its not but you said I was trolling
  25. Like
    Walter got a reaction from Juventer in This game was fine as a sandbox building game   
    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. 
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