Jump to content

Physics

Community Helper
  • Posts

    394
  • Joined

  • Last visited

Posts posted by Physics

  1. 17 hours ago, NQ-Naerais said:

    It should appear when you're in PVP space in a gunner seat.  If not, then my friend - you are the proud new owner of a fresh bug report ;) Please let me know if it's missing though, I've asked the team to check as well. 

    I hope that does not mean it disappears when you are not under them circumstances as that kills half the point of the log. Also to make life more easy this log needs to be persistent after server disconnect / game crash so you can review.

  2. What I would like to see is an asteroid zone/zones. Maybe if they wanted to get creative they could put a half exploded planet in the middle of the zone. (Not showing on map until discovered). Make the zone bubble about 50 SU+. Warp is disabled while in the zone because of the asteroids messing with navigation.

  3. 7 minutes ago, joaocordeiro said:

    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? 

    Do I feel that warp should be looked at while NQ are finally addressing the lack of PVP content? Damn right I do. The Get out of pvp free card needs to end and replaced with counter measures. Warp needs to be more dangerous to use, not a free pass. 

  4. 5 hours ago, blunted said:

    sweet talk it was much as you guys want, but all atv folks are jointly responsible to the state as it is.

    you sir are mistaken! It’s president Porco’s fault for ignoring the protests of the poor citizens of Alioth and failing to take the fight to the overloads!

  5. I believe a 0.26 territory warfare update will involve claim territories having a immunity shield from pvp. You will only be able to attack a hex that has an open border or a border that neighbours a tile you own. 
     

    Because people would try and bury their TCU’s I think a capture mechanic where attackers would place a capture unit down and this starts a timer on the Tile sheild to drop. Once dropped attackers would also have to defend the capture unit. If the capture unit is destroyed the defender win and the tile anti pvp sheild returns. If the TCU is destroyed or the capture unit is till alive after say 1 hour of fighting. The attackers win and tile ownership is transferred to them also making all static cores on the tile grey. 
     

    I also believe the auto mining mechanics will be bundled in with the territory warfare patch.

  6. 32 minutes ago, joaocordeiro said:

    You think so? 

    How about we think about it properly:

     

    To defend it, a org has to mount a defence against the highest number of attackers they can think of. 

    This requires a fleet standing idle 24/7

     

    To attack a freight ship, any meta xs core can do it. 

    So any pirate, even if not affiliated with any pirate org can just scan the zone with the radar, if empty or with friendly forces he can just move there and stay as long as he wants, he can also retreat, with his meta design as quick as he wants. 

    He can organize with a org of pirates to have a shift rotation on the warp exit. 

     

    The pirate with his meta design take virtual zero risk. 

    The defender with their meta design needs to chose between risk and contract breach with freighter. 

    Freighter needs to pay a large ammount for a condicional protection. 

     

    Lone players and small orgs are 100% screwed in this scenario.

    Even large orgs will be at a big disavantage even compared to lone pirates. 

     

    Basically this is why territory mechanics need to exist. 

    But there are no territories in warp exit space. 

     

    For warp exit to be in a pvp zone, warp exit needs to either be random within a very large volume of space (bigger than radar scope). 

    Or allow players to define their exit zone while warping. 

    I don’t think I can agree on any point you just made here.

     

    Pirates are always at risk from not just military forces, but other pirates. Hauler gets taken out by an XS fighter? That’s a newbie hauler or one that is beyond unfit for purpose. 

     

    space is big, it’s actually fairly hard to find someone outside the pipe without prior tracking through alt or core. I would expect space stations to have some immunity shield just like TW tiles that need to prepped for attack prior to raid making the warp beacon idea a very good one

  7. 34 minutes ago, blazemonger said:

    I do not agree. If a warp point/station in PVP space is a benefit to several factions and groups it is not unlikely that these factions will combine forces to support and defend such a location. That in turn can create a fairly safe place "in the middle of nowhere" which could then evolve into a commercial or diplomatic hub. And so it actually is quite possible this grows into a place where many "problems" of many different natures are resolved.

     

    Would that be guaranteed to happen? No, but unless it's tried and an effort is made to make it happen/work it will not happen at all. And working to make such things happen, IMO, is actually what DU should eventually be about.

     

    +1 Well said Blaze.

  8. 32 minutes ago, LauriFB said:

    I really could have said that in a nicer tone, my sincere apologies!

     

    I tried to express that you guys actually discuss issues and mechanics in a way that it has really helped me to see where to steer Starbase. The pitfalls is a general statement of our genre, not solely aimed on DU. But there's no excuses, I really was a jerk there.

     

    I hope you guys keep on the good discussion despite all the annoying lurkers ?

    Nothing wrong with lurking and gaining insight from other companies within the industry in my opinion, everyone just wants to make the best game they can at the end of the day. Also nice of you to pop by Lauri ?

  9. 4 hours ago, blazemonger said:

     

    Without AvA combat, "land warfare" will be limping in a serious way and what NQ has so far said about how atmo combat for CvC will work leads me to expect that it will have little or no options for small gang/solo abilities to engage in that at all, it will mostly be medium/large orgs who can get into that. Besides that, it will all be timer driven I am pretty sure, much like citadel warfare in EVE.

    Thing I want to know is how will NQ tie together CVA. You gonna radar lock someone’s avatar and blap them 2 SU away with rails? ?

  10. 12 minutes ago, Atmosph3rik said:

    The thing about DU is that the building allows for so much more detail, that for me at least, there is no competition. 

     

    NQ started out at the very beginning setting the bar very high for a few aspects of the game.  Mainly the building, and the single shard universe.

     

    While other games are making sacrifices in those areas, and pushing forward into other aspects of the game, NQ seems to be getting bogged down in figuring out how to make it all work.

     

    If NQ had chosen to go with a building system like those other games, maybe they would be further ahead right now.  But the game wouldn't be half as interesting to me personally, so i'm glad they decided to go out on a limb.

     

    I think in frustration, sometimes people may be forgetting that NQ isn't trying to make just any game, this is all pretty ambitious.

     

    Maybe they don't know what they're doing.  Maybe if they did they wouldn't be trying to make such an ambitious game.

     

    But then what? I'd have to wait 10 more years for this game?  That sucks.

     

     

    I understand what you are saying but NQ to me has shown one very very big flaw. Making really, really bad decisions on what content is priority to push out. I hate to think how much money they have wasted and revenue they lost because of this flaw. How is the game loop still open with Release deadline creeping up closer and closer.

  11. 13 hours ago, Leniver said:

    Hello to everyone,

    I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
    The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.

    The blueprint system is separated in 2 different kind of blueprint:

    • "Core blueprint": it's a schema that will allow you to create "single time blueprint"
    • "Blueprint": it's a single time use blueprint


    How the handling works when placing down a blueprint?
    When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
    If the player that place the ship has higher skill, he will apply the player skills. 
    If the player that place the ship has lower skill, he will apply blueprint skills.

    How the handling works when creating a core blueprint?

    When you create a core blueprint the handling skills are not saved correctly.
    If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
    If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.

    The tips:
    To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
    To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.

    Example of setup:

    • 1 container
    • 1 Surrogate VR station
    • 1 Surrogate Pod Station


    Put down the container, surrogate station and the surrogate pod.
    Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
    Use the surrogate station and search for the name you have entered.
    Once you are in VR, go in build mod on your construct and create a core blueprint.
    Put the core blueprint in the container (so you don't loose it when exiting the VR)
    Exit the VR and you are done.

    I hope it will help you.

    Leniver#4309

    (To NQ, if you feel important to fix that bug .... DU it)

    10/10 post, thank you

  12. 1 hour ago, Shulace said:

    DU needs to take the first step and become a game before you can talk about taking ideas from other games, as is, DU has nothing game loop wise, its all just an attempt at simulation. NQ just wants to sit back and let their community do all the work for content creation because for some reason or the other, be it incompetence or lack of funding, they are unable to to create meaningful features for the project that could turn it into a game to retain players.

    This! There is no purpose to play and make pretty things apart from to make more pretty things! That’s literally all the game has atm.

×
×
  • Create New...