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Physics

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Posts posted by Physics

  1. 5 hours ago, Daphne Jones said:

    Hauling a load of ammo, I noticed that it's gone back to being weightless... well nearly massless. Specifically, DU ammo specific gravity is 0.11 (water's specific gravity is 1.0). Sorry couldn't resist that once I started the sentence with "specifically". That translates to 0.11 kg/L, making it about the lightest thing in DU.

     

    NQ, have you ever held a bullet - or a box of bullets - in your hand? Ammo is heavy. The lightest smokeless powders come in at about the density of water - 1 kg/L. The rest of the round is made of lead, steel, and copper. I bet you know the densities of steel and copper since they're in game an you got them about right. Steel is 8 kg/L. I don't remember copper, but it's denser than steel iirc. You can't take a bunch of stuff heavier than water and put it together so it's lighter than water. (That's the Theorem of the Mean for those of you who didn't pay attention in math class.)

     

    There's a good reason that ammo is heavy... a slug of metal does a lot more damage when it hits than does, say, water. That's why we let kids shoot water guns at each other. And these bullets are 1/9 the mass of the same volume of water. You probably wouldn't notice getting hit by this.

     

    I hope this was an accident and not another concession to whiny PVP carebears. Please make the ammo a little more realistic.

    Agreed that ammo does need to be heavy but please make sure it’s balanced when weight is applied. (Rails should be more heavy per round compared to Cannon round for example). 

  2. 2 hours ago, CptLoRes said:

    As a vanguard you should know that every year there is a new roadmap. And that every year that roadmap is only loosely followed at best.

     

    Edit: And yes I agree this thread is maybe the wrong place for this discussion. And Mega leaving will indeed be a great loss for the game.

    Apologies if I come across harsh but sometimes I get annoyed also. 
     

    Yes NQ makes an Annual roadmap but throughout the year stuff happens, QA blows devs timelines out the window, feedback comes in and plans change. It will be an extreme rarity a plan follows through so such is life. 
     

    People are crying about NQ listening to feedback etc.
     

    I hate to break it down to facts but this topic is based on NQ making a change after listening to feedback from players defending people who are on their breaks away from the game not mattering if their reason for the break is anything from being burned out to IRL circumstances such as military deployment. These players maybe out the communication loop and unable to secure their own time and efforts they had put in to the game for the day they decide to return. 
     

    Now the OP disagrees with this change maybe because of a personal grudge with a structure near his base on Alioth what is absolutely fine and more than welcome to his views and opinions.
     

    However sadly rather than trying to give feedback and make his case on why NQ is making a wrong decision in attempting to save some of the inactive player personal assets he decided to go down the protest route. Making a post firstly stating all his in-game work in an attempt to make his departure look as impactful as possible and then saying he’s leaving and spinning up some trust speech to greater the impact of a smaller base issue. He disagreed with a decision and is throwing his toys out. 

  3. 1 hour ago, Atmosph3rik said:

    I've been a bit busy the last few days, but am i understanding correctly that all of my HQ territories were randomly assigned for me?

     

    I haven't checked yet but i sure hope it's easy to figure out which ones are HQ now, and that i can untag them from the Map.

     

    I'd be a bit grumpy if i have to travel to each TU separately to undo that.

     

     

    It’s not random. It’s a priority script taking in the number of personally owned static constructs on the tiles you also own. (Statics owned by orgs/others have no effect). 
     

    I don’t agree with tiles with 0 assets on them being auto assigned but currently it will do that also. So if you have no statics for the script to count I suppose it could be random. 

  4. On the subject of the HQ tiles being auto assigned. After listening to others I am on the fence on this change also.
     

    On the one hand this was a good move by NQ in securing players assets who are on a break and have no knowledge that their work and time is at risk of being raided and taken away so this supports that group of people. 

     

    On the other hand I would 100% agree that tiles with no cores should not be subject to auto assign. At the same time I am unsure that all 5 are really needed to be assigned. Maybe a compromise of Max 1 or 2 tiles only get the auto assign feature.
     

    Finally this will also add to the argument later on the HQ tiles may not be permanent safe once a subscription has been inactive for X amount of time. Maybe a 6-month inactive window could be a future option? 

  5. 21 hours ago, bleakcon said:

    So some of you may (MAY LOL)  know me as someone who played pretty religiously pre 0.23 and up to just before the asteroid update.

    Well I left for reasons and recently I thought "hmmm I really liked flying ships and DU really scratched an itch in that department".

    So I gave some thought to coming back, I looked at the updates and imagine my surprise.

    What the actual [filtered] has happened to this game ?

    The asteroids seem fine I guess from what I have read so I will leave that.

    But it seems like you have upped the price of a subscription to $9.99 or about £7.55, you are now 14 pence cheaper than Final fantasy 14 which is currently the most popular MMO out there.

    I can see how people would say "doesn't matter I hate fantasy games" but this brings it into perspective, a BETA (even this title is arguably optimistic) is charging pretty much the same for a game which is fully released, stable and has more features in terms of mini-games than DU has in its entirety.

    I would not care about the price update if I had not looked at the latest update....... "oh.....my....[filtered]ing......god, I'll have whatever NQ is smoking" I thought.

    1. removed land mining (actually like this personally because it gave me the worst headache and was simply boring)

    2. replaced with mining units, with some kind of calibration mechanism that diminshes if you don't do it daily, by all accounts this is not a fun mini game either.
    3. added taxes (seems sensible on the face of it) but what the hell, the mining units will barely cover the cost of taxes in some cases unless you have skills and calibrate daily, this sounds awfully like a job to me NQ!

    Then it hit me, I remember when the devs were talking about their data costs and how terraforming was a real costly thing for them and then it hit me: none of this was done for gameplay purposes, it was done as a massive cost-saving mechanism.

    Now, all of this in isolation isn't necessarily a problem but when you raise the price of a game whilst at the same time removing a part of the game that was costing you money AND replacing it with a piss-poor implementation of a 'game' (READ: job) loop then you really are starting to take the piss.

    If that wasn't enough I just read that your intention for surface mining (the little rocks you can get 20l at a time for) was that they don't respawn?????????? Are you REALLY expecting new players to jump into the game, take a hex in sanc, mine for maybe 10-12 hours until they have eaten all the rocks and then simply log in each day for daily allowance until they can get a few structures only to.....login once a day to calibrate. Is this another low-key cost saving exercise? [filtered] me, it is beyond belief.

    New players are going to join and quickly leave after realising they probably have to wait a number of days just to be able to do the most basic thing, which is put down a autominer, then they will somehow (with crap skills) have to turn a small profit, after a few weeks they might be able to get up into space and do some asteroid mining and then they MIGHT have a shot at actually being creative.

    I don't even want to think what it would take for a new player to get into even basic industry!

    I am not being selfless here, I have billions in assets and liquid quanta, it is all meaningless if new players come into the game and just go '[filtered] this, this is boring' or 'no one has time for this' which I think 90% of people are going to do given they won't be able to start building for weeks on end unless they get lucky and join a good organisation.

    Let's be clear here, a good organisation is no excuse for lazy, bland 'game' loops being introduced at a snails pace for what I can only see as being done for business reasons.

    If that wasn't enough all I read is "They are laying the groundwork for a wipe", tbh I believe these posts, it is crazy to think I can benefit from pre 0.23 free for all industry and have all of that carry over to release, I will be running a sweat shop consisting of newbies if this game goes live without one......


    So what you have is a game that is more expensive, where a whole release has been about business cost management rather than player enjoyment, where a good proportion of the game is now about scraping money together before you can get to anything fun.

    Let's talk about the fun, I haven't seen anything, not a single thing in the last two updates related to making voxel building better, no snap feature for cores, no additional tools to help make voxel building less tedious.......nothing, even the best bit of this game is still a tedious slugfest.

    Can I afford to play this game: Yes,
    Can I justify paying for this game: If I play a lot of mental gymnastics maybe
    Can I justify sinking time into this game: No, the developers don't value their players time, simple as that.

    So I will continue to check in on the game and hope to god that somehow NQ turn it around but for now it's beyond a joke.




     

    Tbh I get why NQ went will the sub price increase (was ambitious and too low to begin with). You reference FF14 as a comparison but won’t that type of game have a much lower server cost? 
     

    One point you highlighted is the radio active jelly baby rocks being all the same size and only giving 20L a pop. I am completely with you on this one. NQ could do much better by adding a rock size variety in to the game so experienced and new players can explore the land scape looking for more bountiful rocks / areas for bigger harvest pay outs. 

  6. 11 hours ago, sHuRuLuNi said:

     

    Sure, but what he is saying is that they actually are an organized lobby who DOESN'T CARE about the game. They only want to destroy stuff - so they bombard the Developers and push them to add more and more PVP features, but once the developer does this - they leave and go to the next game.
    So, the point is: they do not care about any other feature of the game and they do not care that by pushing their agenda they are actually destroying the game for everyone else.

     

    Really good video but posting stuff like this is killing your credibility to me. The DU PVP community has made a huge investment into this game and cares about its success just as much as the PVE community. 
     

    In the end even if we have contradicting views we all want DU to succeed.

  7. I really like the building side of DU and with the voxel editor getting put in I really feel this part of the game is a job well done. 
     

    I actually enjoy the industry side of the game in a casual sense (not rebuilding a full factory for the 5th time ?). I just really wish that some schematics was found in other places rather than market. Big game play driver being missed here. 
     

    Im a pvp focused player but won’t comment on pvp right now because there is much more coming and needs to be done ?

     

    exploration can be fun seeing what everyone has created but a tad more incentive work is needed I feel. 

  8. 9 minutes ago, Warlander said:

    Ive made prolly 20+ suggestion threads. Its not my fault they dont have a budget or a team who actually takes them...

     

    Its their game they can keep running it into the ground I guess. Its not my livelyhood they are deadset on ruining.

    Fair enough, had a read of one of your topics. Did NQ not state they are doing something similar with the HQ tile idea? That system would mean builders having land that would never enter abandon state and would only have to pay tax to mine on it etc. 
     

    As for the scan data. There is still time and the video was made last week. That decision can be overturned with correct pressure / feedback. 

  9. 57 minutes ago, Underhook said:

    Just wondering, wont all their quanta be gone as well.  Since their territory units will be deducting the funds until all their funds run out.  So, the quanta is the 1st thing to go, when that runs out, all the rest goes.  Is that right or am I missing something?

    No if you don’t log in to put quanta in the “territory wallet” you character wallet will remain untouched however your territories will start the process of abandonment straight away. 

  10. 21 minutes ago, Jake Arver said:

     

    There has never been an assurance or commitment of "no wipe" by NQ though.

    Exactly. As much as people want to try and ignore it or even the idea of it The Full Wipe for release is definitely a possibility and is up for debate not only between the community but NQ internally also.
     

    However currently nothing is set in stone. Myself does not want a full wipe on release because of the amount of work and effort put in by players over the beta period. With that said Beta has had its fair share of balance issues making it almost necessary to make the wipe happen. Imo in order to curb the need for a complete full wipe next year some actions from NQ needs to happen now to stop the Beta advantages.
     

    A scan data wipe on Demeter release is an obvious must and also something needs to be done to curb the mass mission runners from gaining such large sums of quanta in single mission flights. 100’s millions in quanta of rewards should only be achieved by a convoy of ships not a single afk pilot. Taking action sooner than later means less chance of an economic wipe being needed. 

  11. 1 hour ago, Hirnsausen said:

    The video was nice to watch, and also was informative.

    There are 3 points where I need to give or get input:

    1 - Dawn of Demeter / Nvidia "Geforce Now" Client Unavailability

    I am a little bitt concerned about not having enough time o harvest some mega nodes on some of my territories because DU is sill unavailable for login inside tha Nvidia Geforce Now game client.

    I am also concerned of not being able to place constructs inside the huge cavity I am working on since over a year for my future underground base. If I have not ime enough o place sructures there to get the NQ team to excavate, I will lose all the dug-out cavity I did during the last year.

    Therefore, my question is, when DU will become available again inside the Nvidia Geforce Now game client. Many players are using this client. Can we get some estimations when we can play DU again and prepare for Demeter?

    2 - Demeter - Territory Tax - Suggestion
    Why would the territory tax amount not be depending on the yield amount of that territory? This way, tax-free no-value territories would mostly be used for HQs, while yieldful territories would predominantly be used for mining. Also, tax-free terriories should not allow mining drones at all.

    Low-yield territories would be cheaper to own as the earning is lower, while high-yield territories would have that announced sky-high tax of 1 million of hard-to-come-by quantas. This way, a player who couldn't claim any high-yield territory, would not be in financial tax disadvantage to those orgs that hold many high-yield territories. Like in real life, property tax depends on property value (in our case: ore yield amount).

    3 - DSAT & T3 Ore
    I do not see the problem here. Is T3 ore not available on many planets? I believe, it is possible o acquire T3 ore on several planets and then becoming able to build DSATs. T3 ore does not exist on asteroids alone...
    But that is just my opinion...

    Right now 3 is not a problem at all. However if NQ did a full wipe and all T3 reserves are gone there is only 2 ways to acquire T3 ore.
     

    Making advanced mining units since T2 units cannot extract T3 (requires T3) or making a DSAT to find asteroids (also requires T3 ore). So after a full wipe the way it currently is in order to break this cycle player/player’s would need to run in to an asteroid by complete chance without a DSAT to guide them. This is not easy to do at all. 

  12. Have to say the quality of the feedback in this topic so far is golden and good reads even when I personally disagree on some points such as Scan data wipe. 
     

    I strongly feel a Scan data wipe on Demeter drop is important for the very simple reason that the tiles are infinite.
     

    Scooping / land grabbing all the best tiles from scans players have already benefitted from is not a good outcome and may lead to a situation that tips the scales in the pro-wipe campaign’s favour next year.
     

    This I definitely do not want to see so please wipe these things now so more does not get tempted to be wiped later. Also I say this while holding a very large library of old scan data myself since I have always been to lazy to delete them when mass scanning. 

  13. 23 minutes ago, Nasaman_Warrior said:

    I dont understand why we have this forced pvp other then a way to add pvp content.  If a player doesnt want pvp its still required of them to leave the protection of pve to mine the T5 ore. There is really no reason we dont have a pvp/pve toggle so that both kinds of players can enjoy all the content on all the planets. Simply toggle pve/pvp choice and cant change it for a set amount of time. Its really that simple. Other games do this and it works well.

    That argument is almost as dead as this thread.

  14. 32 minutes ago, blundertwink said:

    Rule number 1 of the DU forum: every thread that exceeds 4 pages eventually becomes a discussion about the merits of PvP. It's been that way for years and years. ?‍♂️

     

    Does anyone think NQ will actually answer questions here...?

     

    They spent more time scolding us for polluting this thread with "non-questions" than they have engaging. It's just bad PR to claim that this thread being too busy is the reason they can't "process our feedback" and reply. 

     

    NQ has a long history of poor communication, which isn't the worst issue tbh, but trying to deflect it onto players is a weird choice. 

     

    It's a familiar pattern for them, they had a similar reaction to backlash against 0.23 -- they probably think "these players can't be pleased, they just whine about every change no matter how awesome (we think it is)". 

     

    Good luck getting this monster to release! 

    Come back tomorrow mate.

  15. 1 hour ago, Zarcata said:

    Fortunately, the majority of players voted for a larger safe zone and NQ has implemented this for the players. From a purely lore point of view, we are settlers who -together- want to build a new beginning. There is no reference to PvP as such, except that in a PvP zone (which is not a PvP zone, but simply a zone without rules) there could be warlike actions.
    So the overall concept is everything but comparable to Eve. If you want to play Eve, you should play Eve and not DualUniverse to be happy, because they are two different games. (Apples and pears)

     

    Eh? When did this vote happen? Only historic polls i can see from the past had a large majority swing in favour of pvp.

  16. 1 hour ago, Zarcata said:

    The idea of building large cities in the game already fails because it makes no sense to build a large city. What do you want with it? Some dream of building big office complexes (for what?) others really think they can rent out housing to other players. (Why? When each player has their own land anyway and can build there themselves?)

    I see several cities under construction, but they are all empty and without function. Somewhat reminiscent of the Chinese metropolises without inhabitants that were built to compensate for population growth. Here again the thinking error, DualUniverse is not real life: in the game every player has property and can build without problems.

    There are then still some attempts in the game to build free markets, mostly by single players like Gottchar or even smaller groups. Many of them are now simply inactive. What is the point of flying for hours through the worlds if the regular markets also offer everything? (Well, in the meantime, many products are no longer offered thanks to declining player numbers and a correspondingly declining supply...)

    Back to the topic: a city has no use. Moreover, it is hardly possible to divide up a city sensibly with the rights system. On the one hand, the land ownership of the areas is a problem, on the other hand, the constructs there and distances to other constructs, as well as offline players who prevent further building by blocking.

    I think there are at least two problems: firstly, that the system could not handle a metropolis (whether with or without players in it) in terms of performance, and secondly, that such a city has no use and could not be built at all due to a lack of rights.

     

    Idea I just posted would be a basis to a viable solution to social cities. To expand on it further yeh we need the D from RDMS.

     

    City management mechanics could work similar to organisations with residents instead of members and mayor instead of super-legate so NQ has a head start on development. Will you join a city of democracy or dictatorship? 

     

    Remember if established cities offered bonuses to industry or even put down skills this means if you wanted a game capped ship it would need the finished touch of a city bonus. 
     

    As for FPS/Performance this is a game wide problem effecting everything. Something NQ will be constantly working on and for city planners to design in mind. Again Duties will help with this planning and management.

     


     

     

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