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joaocordeiro

Alpha Tester
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Everything posted by joaocordeiro

  1. @Shaman We all know JCs "vision" and current site is still formatted to that vision. What we want to know is if this new management, will change it.
  2. The thing is, NQ came up to the conclusion no one will play the game to experience that "effort" every day. Therefore, the effort is shift from manual grinding to acquiring, setting up and defending the autominers. Managing the autominers can also be an effort, depending on how this is implemented. But a much less painful one then manual mining every day.
  3. It's not this simple. If the ore offering is lower than the amount removed from game (via some destruction mechanism) then the prices will go up. The system itself is not negative, not more than manual ore mining. It just needs good balance.
  4. I would also like an up to date answer from this Current new management about this.
  5. And that's why they are investors, and you are a forum comment writer Investors are not ppl used to calculate the paycheck of 10 or 20 ppl. They are used to calculate the paycheck of entire companies. For them 10-100K is pocket money. They know who to call to sell technology if things go wrong. They know how to dodge any bank debts. They know the chance of success is probably less than 20%. But the investment return if those 20% kick in is huge.
  6. You are mixing stuff. Everyone has the right to give their opinion, informed or uninformed, in this forum. Even if they haven't played a single second of the game yet. It's up to the readers to READ and THINK about what they are reading. It's up to us, to counterargument if we have a different opinion. That's how free speech works. How would you feel if i said that non alpha players should not give their opinion? Or someone even older (in the project) than me said that only pre-alpha ppl should have an opinion? But more importantly, the new player's opinion is very valuable. It gives a 1st hand view about how the game is "currently" to a newcomer. It gives us a good record of the misconceptions that new players have.. And even more importantly, Any new player can go and make a trash YouTube video to give their opinion, undisputed and unmoderated..... Don't we prefer that he gives his opinion here? Where we can counterargument?
  7. Sure those things happened. As expected on a Beta(disguised Alpha) release. But what im asking is about "were never banned". I Wanna know from Cain what bug exploit was worthy of getting a ban. You can also give your opinion Ofc. I'm just wondering if there are still ppl in this game thinking that mining and selling to NPCs on 1st week was a bannable exploit. We were all informed about the rule set at that 1st week. No one knew more than any other player. There was no bug involved. And no player triggered a bug mining. The same had happened en previous resets and was so expected that players talked about ,on discord and forums, about what planets they would be moving in on the very 1st day. So why should anyone be banned for following the rule set implemented by NQ and publicly available on that time? If NQ remove the pvp-free zone on sanctuary moon, and ANNOUNCE that everyone can shoot who ever they find in the sanctuary moon. Then one week later they go back on their rule set and reimplement the protection. Should everyone that killed someone that week be banned? PPl played the game by the rules available on that time. With zero exploits. And anyone saying they did not can GFTS. PS, I'm not saying it was fair, specially for non alpha players that arrived 1 week later. But it was the rule set defined by NQ. PS2, I agree 100% with a full reset at release date.
  8. 1 account per email. Yes, you can create several accounts with several emails. Anticheat program does not support multiple DU game instances running at the same time. Because of this, NQ does not allow you to login several accounts from the same computer. But you can run several games as long as each runs on its own machine. So this is within the rules: 2 pcs, running 1 game each. Each game logged in with 1 account. This is also within the rules: 1 pc, running 1 game. You have 2 accounts, but you logout from accountA and login into accountB. Also keep in mind that any kind of intelligent automation, is forbidden. You can run simple macros on keyboard and mouse. But you cannot run scripts that make decisions.
  9. There is already passive income: 100k for logging in. I have multiple points of view into this. For a solo player, this is a great thing. Gives him a stable platform to fall back in case his ships gets blown up by some pirates. But there needs to be a limit, per player, of how many territories that player can farm. If not, we will see some orgs with 10000 territories completely dumping ore in the market at near negative prices. So for me this system can work if its set like this: Limited number of automining territories, per player, expanded with some talent. Ammount given is calculated by Quality of the terrain multiplied by some global value controled NQ, multiplied by talents. Non-pvp territories will have very low quality (1% to 10%) compared to pvp territories. Keep orgs out of this. Or this will become the end game for orgs owning every pve land available and also dominating pvp land. Sure everyplayer can use their autominers in favor of the org, even RDMS those to the org. But no org owning autominers and no org talents for automining. Edit: with autominers limited to small numbers by player, players will focus on high quality territories for their limited autominers. Increasing profitable conflict in pvp areas.
  10. Give me a LUA API to control weapons and get radar locations and a few hardcore DU lua programmers will make a basic AI capable of killing most of you.
  11. What a bunch of BS 1 single guy coding (in a productive manner) for 1 month can come up with a POC NPC. It won't be any smart AI by any AI measurement. It can be exploited fairly easily, yes. But it would be something new to the game. Something for us to have a talk subject, for us to shoot, for us to complain, for us to have some "lols". It would be something batter then this we have now. All good projects start form POCs. All big failures start with big teams.
  12. Defending those priorities you show how you place a minor detail of game play in the same level of redefining the pillars to make the game viable. In fact, you are so disconnected from reality that you dont even see that if the game fails, investment ends, servers close, you wont be able to kill those helpless and undefended freighters and noobs anymore.
  13. The game is nearly failing because of lack of fun. Players are too bored and fustrated to play. Nq is talking about radical changes needed to revive the game. Do you feel that your "warp problem" has any relevant part to play? Im not saying that there aren't 100 game mechanic that need balancing or redoing. But is this "warp problem" of any significance compared to the tortured players experience in grinding? Do you feel like you "warp problem" should be put in N1 priority of any development action?
  14. A game play solution would be a right click option saying "apply my talents to this element" And a RDMS permission saying "apply talents" This is like 10 to 50 lines of code.
  15. It's the kind of person he is. And not in the bad way. Some ppl, like blaze will focus on what's the "problem". The "solved part" is not worth pointing out because it is solved, This is not evil, miserable or even 100% wrong. It's just his way of trying to be efficient on his comments. I'm kind of like him. But players, devs and management are humans. And when humans do a positive thing, it is quite efficient to give them a "carrot" instead of the "stick". Sometimes he seams to forget that.
  16. For starters, Congrats NQ for trying to communicate and doing it. Right now you(NQ) have got yourselves some room to move. Most of us will wait for a while before falling hard on you again. And, It is quite important that we see some problems of the game being pointed out as "problems" by you. The main change yet to see in communication is: When S hits the fan next time, and it will (bug, patch, priority, ban, exploit), will you remain communicative as we see right now? Or will we see more of that silence that we know so much? About this part 3, some ppl have said it already and i agree: Reducing pain is part of the task, but its not worth much if there is no fun at all. NQ, ask yourselves as players, not as devs. Where is the fun part of the game? Is that "fun" durable or repeatable? Or restricted to the weeks 1 and 2? Or only for late game? Is this "fun" available to everyone? Or just big org members? Or just pirates? Is this "fun" enjoyable by most kinds of players? Or only grinders, builders or PVPes? Is this "fun" paid with a heavy sadness from other players? To me the game is not fun at this point. And I have all the quanta and resources I will ever need. Sure its fun to build a XS core. But above that, either I'm just joking around or it becomes complicated and not that fun. This building fun will not keep me in a joy state for the next years to come. Same as mining. 1st week of mining its actually not that bad. I found my self learning about how tools work and took pride of finding nodes faster than other ppl. It was also a joy to receive my 1st paycheck from selling my ore. Knowing I could build something out of my earnings. But can this joy fulfill me for years? Of course not. How will automining increase my joy? 100% better than grinding all day, But by it self, brings no joy, just reduces pain. How about the economy? Well, wining in the economy can bring some joy, sure. But at the expense of several others losing. While it brings diversity and an alternative way of playing the game. it is quite neutral in joy creation. And with few big orgs doing most of the profit, joy is very limited... Those big org members are working hard to be perfect. This is not that enjoyable. And competition is being squashed. PVP is much like economy, quite neutral, or even negative for joy. For any winner there is a loser. For every loot gained, there is a huge frustration generated by loosing allot. Again, cutting down on pain is Very Positive, and thank you. But you still need to generate fun. So here are some "easy" to implement suggestions for fun creation: PVP duels/arena. Some place where ppl can go and shoot each other, with (informed) consent and with little to no consequence. With both players being able to bring back their ships after the fight Directional voice chat. RP is very important for sustainable fun. Being able to say some words to the surrounding ppl, or to your ship, is quite important, NPCs and NPC loot is a must. No way around this. The only way to have a "positive joy balance" is to transport most of the sadness to NPCs. I know this is hard to program. But start with dummy stuff. With little or zero AI, Like: A Static station with just auto-firing turrets that will shoot at anyone in range. With a loot box inside. Or a Non Voxel ship, simply a custom-made 3d model that will have an HP bar and will shoot at ships. When it blows up, a container with loot is spawned. Or simply spawn loot boxes and clues to those around the map. Make it easier for ppl to move around. A good amount of joy comes from social interaction and team gameplay. But its quite hard to have team gameplay when someone needs 3 hours of millions of quanta in warp cells to come joy the team. Fast travel is needed. In a way that it can only be used for avatars and never for cargo. One idea is to UnNerf the surrogate. You said: "There’s a delicate balance to strike between staying as true as we can to the original vision, making smart design and production choices, taking players’ feedback into consideration, and creating more opportunities for community engagement. The game needs to be challenging but, most of all, fun. It can be a tall order sometimes, but not an impossible goal" I say: Screw the original vision. Most has been proven to be a sad failure: Players don't give a damn about building any kind of civilization, they just want to fulfill their joy or close DU and run another game. Player exclusive economy is making every little guy being squashed by big orgs. Player made content made players quit because of lack of content. Instead, do what you must to make this work. To make us feel joy. Good luck.
  17. True. But is there a point here? Dont we all know the game is not currently viable? It is assumed the project is rebooting with this new managment and reboots take time. From the player perspective, was there a choice? Do we want to play a non viable game? The only thing worth asking is: What about the investors and funds? Havr the investors agreed with a new round of funding and the extended time needed to fix this game? If yes. Then im quite happy with it.
  18. From the technical point of view, the API documentation is available in F1 From the Rules point of view. Everything that does not forbidden content (general rules) that is not aimed in griefing players in PVP-free zones is allowed and that does not go against anticheat measures (using external C APIs). Basically if the aim of your script is to "harm" in some way or another any other player" it is only allowed if used in PVP zones. I understand that the rules could have more details. And include more examples. But then we would end up with 99 pages of rules.... If you think something is possibly against the rules: 1 - Don't do it. Problem solved..... 2 - If you are really going the other way, ask NQ about it on a support ticket. Those are private, no one except the team will read. 3 - Don't ask anything, break the rules without knowing, get banned.
  19. But in general ppl should opt in on communication. Specialy "sensitive" ppl
  20. Tell you the truth, this subject has very little importance. As long as there is a way for the player to change behavior all work is done. Default is just a matter of taste.
  21. I could have some kind of comment about this part 2 but, the real future of DU is on part 3. The future of DU has little to do with 10% performance or 10% cost. The future of DU is all about having some kind of fun and social reward while playing the game instead of pain and frustration.
  22. This type of MMO games have a infrastructure operating cost. Unless this evolves into a pay to win game, it is impossible to not pay a sub. Sure some one can make a DU copy and sell it for 40€. But that game will at most connect to a server with 50 ppl inside. It will not be a MMO. From the gamer's prespective. A subscription price has to be calculated regarding the time enjoyed playing the game. Someone playing 2 hours a day will be spending 1/200 of their paycheck for something that fills their joy for 1/12 of their life time. It is cheaper than buying a new SP game every 3 months. Cheeper than going to the cinema 2 times a month. Cheeper than going to McDonald's 2 times a month. Cheeper than Netflix.
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