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Physics

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Posts posted by Physics

  1. 9 hours ago, NQ-Sirg said:

     

    Let's say you had a scan for a given territory. After the update, the scan will still be there in your inventory. It will no longer show you the current underground ore information as this information will now be outdated. Instead it will show you the ore information for the new mining unit feature. So a scan item will still be valid and show relevant information.

    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. 13 minutes ago, CptLoRes said:

    PvP needs love for sure, and so does most other parts of the game. And while building is the one thing they do reasonably well, there is still a lot of frustration because of many, many, many long standing bugs and no progress.

     

    A simplified DU progression chart from the player perspective looking at new features, looks something like this. And I probably forgot to include some stuff here, but still..

    2017/2018                                                          jan 2020                                                                             aug 2021

    Pre-Alpha building ------- nothing ------ industry & pvp prototype ------  industry nerf ------ asteroid mining & pvp update

     

    So you see that for a pure builder player, this game is still very much unchanged from the early pre-alpha times.

    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?

  4. 5 hours ago, Megabosslord said:

    Dude, I hope you're still playing - despite the fact the game's core players (those who love building stuff, amirite?) are feeling a bit side-lined in the last few patches. DU needs players like you, or the building engine/interactive environment is pretty pointless. What are you doing to stay challenged now? The whole tile management sitch is a pain in the tuckus. See also ex-players keeping their tiles, forever even if they never play again: 

     

    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.

     

     

     

     
     

     

  5. 7 minutes ago, AlexBlack said:

    Hi. Can you please describe PvP activity in this game for a new player? What chances are to get ganked if I travel from planet to planet, or make a base at some PvP zone planet?

    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.

  6. On 9/22/2021 at 3:23 PM, NEWMidgetMAN said:


    6. Why ban over bugs in game created by the games DEVS during what is supposed to be a test period?

    7. Why ban over talking about the bug in general? How else are you going to find out how to fix during the test period? Very counter productive.
    Banning should only be done during release. 
     

    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.

  7. On 9/28/2021 at 9:00 PM, Hirnsausen said:

    DarkHorion, thanks for the long but interesting-to-read text.

    Yes, I follow international news closely, among them US news. I am well aware of the huge amount of "PVP" in the US society. I even run a Facebook group that (sarcastically) thanks the NRA for providing all these eciting headlines about mass killings ("PVP"). I think, we all(with exception of NRA and their lovers) agree, that there is way too much "PVP" in the US.

     

    Looking to Japan with its strict and almost 100% restriction on guns, it is a big news headline there if one single shooting crime has happened in a year. You simply don't have mass shootings if there are no guns avalable. A better society. Other wrong-doings still, of course. But not all these mass-killings, and not all these many many many gun crimes where low amounts of people are murdered. In  Japan, they have crime where knives are used, but not many, either.  here is no NRA in that country that lobbies, pays and controls politicians.


    The problem in our human society all over the world is, that there are too many people who love criome and violence and destruction and corruption. Those are the folks that are holding us back, mankind at a whole. I see those freaks as a kind of prehistoric pre-form of human, not ready yet to be part of a violence-free society. As ,long as those are mixed witth normal humans, any resulting society will have violence and desperation, sadness and hate. Those societies cannot develop as fast as they could do otherwise, and often don't develop into the right direction. China, Russia are great examples for that.

    As people love and enjoy violence in real life, so of course their minds enjoy and love violence and misreatment of normal people in games, too. I have serious heart problems, stress can easily kill me, so I even have a real reason not to ever be part of some war or PVP  or crime - it is stress and has the potential to kill me. But also my ideology is strictly against violence, I just don't believe in it, and don't give any rights to it to existt. Violence simply has no, absolutely no, legitimation to exist. It is holding back all of us. I  am a natural explorer, I like to discover new places, meeting people and exchanging knowledge with them (not killing them). My entire life I traveled to other places, lived in many different countries, because I enjoy life. Many people cannot do what I did, as they don't have these possibilities, thanks to societies that are sick and cannot perform well.

    In games, I also like to explore. But cannot thanks to those weirdos who control areas and keep them and those resources just for themselves. those acts are what keepp societies ingame and in real life back. We humans are divided in normal people and in "yesterday" people that are still driven and inspired by violence and all such, less developed like normal people. hey, too, are part of us humans, so we accept them among us, but they bring just suffering and pain. There is not much more I need to say about that.

    ------------

    My idea about the self-destruction device ingame is a nice way to bring more balance into the Unsafe Zone. Now, those violent PVP folks have to think twice to attack unarmed ships. hey still can have all the fun they need by attacking armed ships, even a nicer challenge for them. But we unarmed, violence-free people need a way to keep attackers at bay, witthout having to become PVP lovers (meaning, playing by the rules those PVP lovers like to put on us). 

    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.

  8. 6 hours ago, hdparm said:

    There shouldn't be any skillpoint or quanta reward for the player who sent an invitation. Otherwise it's the same as buying skillpoints or quanta with real money (with an extra step).

    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.

  9. 3 hours ago, yamamushi said:

    I'm not a fan whatsoever of removing nonconsensual boarding altogether, and I hope that is taken into consideration later if/when avatar combat becomes a thing.

     

    Not only because Boarding a ship to take it over was something featured in the Devblog way back in 2015:  
     

     

    But because boarding ships to take them over has been a thing since, well, ever. 

     

    Now a whole avenue of gameplay has been removed to address something that wasn't really a problem before. What we should have gotten instead is a way to see who is on our construct, and remove them if they are logged out. 
     

    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?

  10. 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.

     

     

     

     

     

  11. 38 minutes ago, Jake Arver said:

     

    and

     

     

    NQ declared it NOT an exploit by ALLOWING it. They did not say "We'll condone it while we work on a fix but will have any constructs using the exploiit once the fix is in place", they said it was ALLOWED which is not the same.. It's a prime example of how communicating badly sets expectations.

    NQ knew full well that many werebuiklding and selling ships using stacked elements. It was actively used to actually design nice looking ships. They _never_ even remotely hinted at the consequences they pretty much dumped on the few peopel they have left playeg the game. People who may have come in WELL after the initial announcement and who may not even be aware of it. 

     

    OP makes the correct point that NQ can't just flip the switch like they did (and have no reversed). They can't just go around and delete constructs now that they closed this loophole. 

    NQ tends to carpet bomb anything they can't go in for and fix specifically. 

    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.

  12. 21 minutes ago, Atmosph3rik said:

     

     

    Expecting people to follow the rules rather then designing rules that enforce themselves is never the best solution.

     

    But what if there is literally no way to automatically identify an exploited "stacked" element, from an element that just has another smaller element placed near it.

     

    If there is no way to accomplish this automatically, then NQ has two choices.  Do it automatically anyway, and piss off 99% of the player base, who have never used the exploit.  Or they can close the loophole, announce that it's against the rules,  and basically do nothing else, because there's nothing else they can do that won't break everyone's ships.

     

    The idea of dishonest players still flying stacked ships around until someone reports them is unsavory.  But it's better then having all my ships deleted when i've done nothing wrong.

     

    Everyone loves to evaluate all of NQ's decisions in a vacuum, as if NQ doesn't have to weigh the cost/benefit of everything they do.

     

    Sometimes you have to make a shitty decision, because all the other decisions are shittier.

     

     

     

     

     

    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 ?‍♂️ 

  13. 1 minute ago, joaocordeiro said:

     

    Does it? Cant NQ implement NPCs while fixing PVP issues?

    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.  

  14. 2 hours ago, Hirnsausen said:

    More PVP, because the battles will be more challenging for PVP persons, as their victims now start to shoot back and maybe even destroy the ship of the attacker. Which - in return - would be a good elsson for the attacker. As both sides (attacker and attacked one) can fire, more intensity and more material damage which could nicely fit to the model of increasing value of objects and balancing any over-production. If the attackers just go after unarmed or low-armed vessels, damage is only on one side. If damage is on both sides, more value increase and less over-production as the demand increased.

     

    I want to use the immense Unsave Zone not just for PVP alone, but that NQ adds many more different types of dangerous challenges there. That can only be if those new challenges are in balance with PVP so the Unsafe Zone won't become a 100% Fail Zone (where loss is certain and not just a possibility). Ttoo much challenge kills the spirit.

    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? 

  15. 25 minutes ago, joaocordeiro said:

    Once upon a time, back in alpha times, i tried to explain how this game was moving towards a model where 1 guy/group would rule over everyone. 

    I explained how this was unsustainable. 

    I explained how at the end, the dream of building a civilization would be reduced to 1 or 2 groups killing everyone not in agreement with them and heavly exploiting the rest. 

     

    At that time, i was called a pvp hater and a carebear. 

     

    Fortunately the pvp safezone was never removed, like those "pvpers" wanted. 

     

    Can you imagine how would the user experiance be if anywhere outside the sanctuary moon was like this? 

     

    The thing with pure, unrestricted pvp is that only 1 guy wins for 1000 that loses. 

    This is unsustainable. 

     

    The solution? PVE NPCs, ship wrecks, avandoned bases, "kill this NPC" missions. 

     

    And i know someone will say that the problem is because if some part of pvp being badly implemented. But thats not the real problem. 

     

    If we have an unstable system, any movement will make it go wrong. 

    If we have a stable system, it will have the resistance to sustain any movement. 

     

    DU's model of only player combat, only pvp is unstable and cannot provide a resilient sustainable joy and entertainment to its playerbase. 

     

    DU managers have to understand that they cant have 95% of the players suffering heavy losses and sadness while they focus on how good the game is if you are those 5% that are wining. 

     

    And its not about what can those 95% can do to improve their situation. Because if 5% of those 95% become the new alpha hunters, the other 90 will still continue to suffer. 

     

    Please NQ. Talk to a expert in gaming user experiance and ask him/her if you have a sustainable game. 

    Please. 

    PvP combat has to come before PVE combat mate. PVE combat is PVP with an AI bolted on.

  16. 1 hour ago, Hirnsausen said:

    Did you not enjoy building your ship(s)..?

    Every player I asked, does not enjoy to lose ship, cargo, past effort, and game character life. Do you enjoy losing your ship and game character life?

    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. 

  17. 14 hours ago, Hirnsausen said:

    It is not that we normal players would disturb you PVP guys. It is, that you PVP guys disturb us any time we venture out to harvest T3 to T5 ore. Our vessels are unarmed, Mr. Somali Pirate. Yet, you dare to disturb us, to attack us, to destroy our unarmed ships and kill us.

    YOU PVP guys are the disturbance. Your way of thinking and acrting is the problem. As I say, a real Somali Piratte by nature. Legion and other PVP orgs are just nothign better than ingame Somali Pirates. Thrash of the society, or here the digital society. I am just speaking out loudly what most normal humans think. We have many discussions about Legion and other PVP groups. here is just no "love" for you and your sort. Somali pirates are the bottom of the society.

    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. 
     

     

  18. 14 hours ago, Captain Hills said:

    rolling dice ...

    remember me to LotRO- looting for hours for crafting 5 rings - with a chance of 47% to get a crit using scrolls and whatnot- and getting ... NONE 

     

    while some lucky bastards made like 4 out of those 5 with the chance of 23% - spending not half of my time

     

    I personally don't like to roll the dice

    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 ?

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