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Physics

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Everything posted by Physics

  1. I’m very disappointed by this choice. There should of been a scan data wipe to slow down the horde of land grabbing and getting people to actually explore again. Now it’s a race of who can tab through their scan container first.
  2. Any design that “restrains avatars” will not go down well with people. Also must be careful and keep in mind griefing opportunities from bounty hunting mechanics. BH imo will need to be more or less AVA based. Bounties should only be placed after unique circumstances such as being able to place a bounty on the person who just killed you in combat. Going 1 step further you could make bounties only count for honourable AVA kills and give CVC a way to slow / stop ships so we can get some boarding mechanics going. going 1 step further bounty hunting will ignore safe zone boarders (has too) so there will need to be some strong thought out mechanics on dealing with targets within safe zone. (So many variables such is mark being a passenger on someone else’s ship in SZ). Finally there should be a negative for the mark being caught by the BH. Such as 5% of marks wallet being taken by the BH on successful kill.
  3. If you are an ex SWG player may want to remember most BH mechanics would require AVA. But would still like to hear what ideas you have.
  4. So in terms of actual building development time we need to put it back up the list so we have can have more beds, cupboards and a kettle? Yeh building can wait. PVP is by far in most need of attention, followed by economy > Exploration > social > RPG > building.
  5. I’m actually curious, apart from what is already quoted and bugs what is desperately needed for building before release? Anything game breaking missing? Maybe an empty construct option for that last ghost voxel when dismantling?
  6. Seriously? You feel like building is side lined? ?? PvP is still the part of the game that needs most attention due to being side-lined for so long so enough of these bad comments. Building is in a very good place. Vertex Editor and Blueprint alignment with overlap fixed and job done on that front imo. As for no need for cities, this is a social mechanic that needs addressing. I gave NQ a design idea a while ago that would solve this issue. Without diving too far in to it, it involves giving every character 2 possible residency declarations. You would be able to declare residency at a static or space core. Have enough residents at a territory and you can declare it a village what you can name with unique bonuses for residence while within the tiles influence and maybe some for visitors. Bonuses get bigger as more residents come and village evolves in to town / city / metropolis. Also once at city size all neighbouring tiles with shared ownership would have the residency number / bonuses shared and city will have icon on the game map for everyone too see.
  7. You know forums have DM’s if you must have this conversation…. Idea box forums is not the place for this
  8. Contested planets currently have a 2 SU safezone bubble on them so no PVP on arrival yet. This will change when NQ releases Atmos combat patch (next year?). As for travelling there if you fly direct from one planet to another (termed as flying in the pipe) there is a good chance a pvp ship will drop out of warp on top of you and engage. If you fly indirect to the planet the chance of being seen is very very very small. Space is big, very big.
  9. 6. In Alpha I would completely agree with this. However since the decision to not wipe if possible at release was made NQ is no longer in the position to be lenient to bug abusers. They have tied their own hands since any ill gotten gains from exploits / bugs on the production server will now transfer to the live release. 7. Any talk about bug / exploits found on production server is obviously a big no no since gossip will always hit the ears of people that will gain malicious intent from obtaining the knowledge of them. Talking about bugs / exploits on PTS and is confirmed not to work on production server build would be a personal moral minefield as you would be taking a chance that the info definitely does not lead to loop hole abuse on the production server. It is always best to contact NQ directly if a bug/exploit is found and the most important part when doing so is to clearly lay out the step by step process to reproduce the bug/exploit found so it can be identified quickly and squashed before any damage is done.
  10. I completely respect your pacifism and agree with many of your views. However many if not the majority of people enjoy combat in the gaming industry. Not because they enjoy griefing other people but because there is a certain disconnect from seeing it as violence but rather a set of challenges, strategic thinking and battle of skills and will’s. When people have expensive ships or even reputations at risk a certain adrenaline rush can kick in while playing combat making some of the most exciting moments in the game. To limit this would be like putting a 5mph speed limit on a roller coaster. Dual Universe simply needs healthy and most of all competitive / fun combat systems if the game can even hope to be successful enough to keep the lights on and the servers open.
  11. Agreed, If there is a way people can essentially buy skill points it may well create a pay to win hole later on. May want to think carefully before this rocky road.
  12. The whole repel mechanic Must be disabled when entered in to contested territory. Anything less would be an insult. Now if that is not the case already it should not take much effort to write it in. Also when we getting harpoons?
  13. 1: Is there a back end reason asteroids are only on a Saturday spawn time? Why not passive spawning and removal of asteroids as they are disturbed? 2. CSS and shields has lead to a new Meta of only low profile voxel or literally no voxel at all L core ships, this is very disappointing to see. Can we expect further work on balancing? 3. Does NQ have any plans to make XS-M cores viable for pvp and a purpose for fully built out L cores? 4. Aside from Planet warfare will we see any kind of environmental factors in space? Nebula’s? Singularities? Asteroid fields? Planet rings? Other possible ideas? 5. Can we get an option to show the Obstruction zones from elements during build mode? 6. Line of sight when!? Would be fun trying to play a slower pace game of cat and mouse around an asteroid etc and more stuff in the future. 7. Could asteroids be revisited in the future? Sorry but the current DSAT system is just unpopular and not the greatest idea.
  14. Are you seriously complaining that your exploit ships are no longer allowed? NQ said even in the early communication that these ships will be “fixed” so I’m sorry but any Janko element ships out there owned by you is on you, not NQ. All NQ is doing is fulfilling the part where they said a fix was coming, it has come now deal with it.
  15. Am I wrong in thinking the system that detects that there is an element overlap has been in a place for a long time? Thats why Janko was done use methods like backspace to loop hole it. Just make the overlap trigger elements to blow up and lose life point ?‍♂️
  16. +1 this would be very nice
  17. One of the biggest problems with Combat is how basic it is. If you have looked at combat screen you know what I mean. NQ has only just implemented 1 feature that makes you make 1 decision during combat, when to vent shield. We need many many more choices / options and more immersive systems in combat before NQ can even think about slapping a bunch of server generated ships around with an AI bolted on since the PvP combat system will be the foundation of any hope of a PVE combat system. Get one right before you do the other.
  18. Way off the mark on the idea here. Your suggestion would literally be the end of the game / final nail in the coffin. A suggestion would be rather than trying to come up with a hard barrier to pvp, think of ways NQ could add some more cat and mouse gameplay in too it. How can people who want to avoid combat in contested territory keep themselves undetected from putting in effort to do so?
  19. PvP combat has to come before PVE combat mate. PVE combat is PVP with an AI bolted on.
  20. Hmm this is actually an interesting point to me. In nearly all games I don’t care at all about loosing ships / characters / assets in PvP because I gained my experience from fighting that makes me better for the next fight and so on after that. However in DU there really is next to no experience to gain because there is next to nothing to learn in pvp. It’s way way way to vanilla and requires no skill to do. This is a major part on where DU fails it’s player base because there is next to no skill progression from experience in combat its self.
  21. Did I actually read this correct? ?? Some people’s logic is beyond me. Maybe as a community we should change the terminology so people get the basics of the game. These higher tier asteroids are in contested territory. If you go in to contested territory where people fight for what is there by design of the game that’s on you and your own choices. The only person you have any right to complain too if you suffer a loss is yourself.
  22. Yes a long time ago by saying if it looks and feels like an exploit, it’s an exploit. People trying to play the grey area game should just be banned imo.
  23. Slightly Based on OP idea this is where a reverse engineering aspect could be injected. Putting the time and resources to reverse engineer elements with a chance of getting a higher quality one (more filled boxes) schematic. Getting a game capped element should take a fair bit of time and element destruction to get there tho… craft quality progression ?
  24. Another Ex-SWG player I see. The crafting system from that game is still unrivalled so taking some good points from it may work here. I do strongly agree this game is in need of a crafting quality system of some kind and maybe down the road element augmentations.
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