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Modgud

Alpha Tester
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Everything posted by Modgud

  1. Maybe you testing more. My first hit with a T4 L laser, mixed talents, on a noibium (T5) wall destroys 9,7 m^3 voxel. If you want to protect your elements or find time for venting that's a big hole. We doesn't need more realisim, we need a playable game which is easy to understand and fun to play. For smaller weapons the stats are ok, but for L weapons they seem not different enough. A modification with talents could be a way but it makes the system more confusing.
  2. I already have used quots. NQ used 100kg/m3 and 100kg/l in the same context. Only one can correct, maybe a typo. You are right by the calculation. But the numbers get not better, if we expect kg/m3. Let's take the 150k hit of an ordinary L weapon. 150.000 * 0.35 (average resi) = 52.500 dmg 52.500 / 4500 hp/m3 = 11.6 broken m3 of voxel That seems a lot. 11.6 * 64 voxel (4x4x4 for a m3) = 742 destroyed voxel. That's nearly a cube of 9x9x9 voxel. A single hit. Yes smaller weapons couldn't do very low dmg vs. a L "bulkhead", but L vs. L it seems you didn't find the time to vent your shield one time. The numbers must on the live or pts, so we can test them. There are to many scenarios to predict. For example your S cannon ship vs. niobium or a lower tier ultra heavy.
  3. Back to the numbers. Your numbers and examples are contradictory. What is your unit mass for the calculation? Liter or m3 ? At one point you wrote: "our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3" and in the next paragraph : " For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP." Both units have a large inpact on the gameplay. unit mass = m3 Niobium has 4500 hp/m3 * average resistance 65 (1.65) = 7425 effective hp/m3 an average 150k hit of a large weapon (talents, heavy ammo) means you lose round 20 m3 of the heaviest voxel in the game unit mass = l same material and numbers for liter = 7425 effective hp/l Liter implies it's the base material for the crafting of voxels. Formula 1:10 (" the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L)") So a m3 will have 74250 effective hp/m3. This means you lose only 2 m3 of voxel by the same 150k hit. Divided in the sphere of the hit, it has a realy low impact on the voxel. Also what is a unit mass? What are the hp of one m3 ( 4x4x4 voxel) ?
  4. To be honest ... the whole idea is a total mess and goes in the wrong direction. NQ is right that the players need more conncetion and communication to other ideas, projects and player groups, but the solution couldn't be a static construct on a static place. You deliver an idea which doesn't scale with the active number of players, could be build by players and needs regulary work from NQ to change the exposition. The rules are vage and the time frame for the exposition change is not even called. Will you do it, if someone by NQ find time for it ? If you want a place for ideas and goods/ services who doesn't fit in the market, look like the players do it so far. 1. Discord - not the best solution. Not every player is in Discord or active on a special server. For some players it's a barrier. 2. extern websites - like https://du-creators.org/ . A barrier to, because it's extern, but widely known and used. Why ? We need something like this. What we realy need is not a static, NQ managed, construct. We need more ways to communicate ingame. 1. A virtual ingame blackbord as part of the interface and menus. A place where every player can announce for a fixed time frame and and maybe some Quanta a message, commercial, call to the arms and so on. Nothing complicated a small menu to upload an image and some lines. A catalog which can see every player with pressing one button, without any barrier in DU. 2. An ingame calendar. In the past we had player driven events but no way to apply for it. Yes there is the discord-channel for events, but see Discord barriers. Same as point one, a way to announce my event for a limited time and for a price. The goal of this is that a new player without knowing all websites or discord servers or a large org can log in, press one button and can see all the crazy staff other players do in DU and want to share. A static construct can not do this.
  5. Some ideas after reading all long posts. hit chance The calculations from Kinght-Sevy are right. Max speed is unimportant all what's matter is cross section. In the actual way the hit chance is calculated it's constricts the ship building a lot. For this reason + static shild hp are ships getting smaller and smaller. Why not brake this chain and use a newer solution. The hit chance depends not on the cross section but on the target construct max speed. In this way you can build a light nimble fighter with high max speed and low chance to be hitted, which can use light voxel for design purposes. A bulky heavy ship with a lot of voxel has a lower max speed and gets hit more. The work for the dev team is manageable because it's only need the change one "formula". But it has an big impact on the way to build ships. It will make it possible to build better looking ships in pvp. Like to old gold skull from BOO. voxel hp In the actual build voxel are a lot to squishy for pvp. A L or M weapon do holes in m^3. If you want enough "armor" of a higher tier voxel (for venting time) you need meters wide walls of voxel. Thats ugly, push your cross section to much and lowers your max speed. Additionally it's creates a lot server load for voxel deformation. On the other hand there is a need on light pretty voxel for buildings and pve ships. Why not divide Voxel in pve and pvp voxel ? New armor voxel could be exterm stabile (high hp and ressi) so that there is no need for big walls. On the downside they are high expensive and have a very high mass. Think of a m^3 in one voxel. This should avoid meter wide walls of armor and lowers the server load, because of less deformation. It fits with the new max speed. Armored ships with a high mass are slower. All what is needed are new voxel or the change of the stats of some existing voxel. A manageable task for the dev team. Some numbers in the data base fix this problem. Edit: Coupling the hit chance on the target max speed buffs the slow weapons. They lower the max speed and rise the chance to hit the target.
  6. The only way to reset an accout is with the help of a gm. If you look for a way to recap the tutorials use a vr-station and switch on the tutorial tab. Keep this in mind, if you wan't to restart:
  7. I didn't see that the obstruction is the problem. Obstruction of radars follows the logic of all other elements of the game. The problem is the need of radars in pvp and the size of the L radar. pvp Radars are an essential part of the pvp mechanic, without a radar you can't shoot. Radars on the outside the hull seems a big target for shoots if the shield is down. Follow the logic of voxel hull and shield venting the radar is down until the shield is replenished. So you have an lightly damaged voxel hull, replenished shield ship which is not able to shoot because the radar element is destroyed. This seems fair if we are able to build/use radars redundant. Make it possible to link more than one space radar per command/gunner seat. L radar The L radar only purpose is pvp. For this objective it's to large on the outside of the hull. Make the base smaller so we can at least lay it on the ship hull. The actual base is to large,
  8. The LUA functions to determine the camera direction of the player, like getMasterPlayerForward() doesn't work in a command/ hover seat.
  9. The longer the post the flatter the level. Most of the last sides are only "announcements" to chancel the subscription. Thats not feedback or a discussion. It's simpel a try to blackmail NQ. If NQ ever change something on the game, i'm done. There is no try to see other perspectives or the task of NQ. The monthly costs for a 80 man team and the server costs are enormous. From where comes the money ? Our few thousand players don't cover the costs. We and NQ needs a lot more new player and it's NQs task to reach this only goal. They enable us to be part of the way, but the last word must lie by NQ and not CHEESEWHINERXXX3. It's not a discussion about every single player history, it's a post about the big whole of DU. On the other hand are half of the posts assumptions, because we are missing details for the different scenarios. Better planets are a must have. If the attention for DU rises we see more streaming on Youttube and Twtich. The better the game looks, especially for a voxel game, the more positv reactions will there be. Means more chances for new customers. Schematics were an all time hot topic. Dividing the player base. Maybe they can work like intended with the new missionsystem and a wipe of all economics. If you raise the prices explicit player are forced to work together and have a real succes of progress for every new shematic. But this is only a assumption. If NQ want skip shematics, it's ok. But it is essential to say what replace them ? Will we return in a pre schematic industry without limitations? If so we can delete all markets, because no one will need them. We will see blueprinted industry cores which build all items in the game on every tile. There will be no specialization and no cooperative/competive player interaction. Talent points. I repeat the question. Hotter question than the schematics. What are the plans here ? Since beta start we collect about 80 million talent points. Are these lost or save ? Roadmap/Outlook ? Some of the assumptions are only panic because nobody has a plan for the next time. Last year we had a roadmap. This year we have nothing. We know that Athena is the last content patch before 1.0 and we will see a release in the next time. But nothing else. About which time frame we discuss? If you go for wipe, when will this be ? With 1.0 or earlier ? Will we see e release more in summer or winter? What will the financing model ? Will the subscription prices remain ? In the past NQ talks of an item shop for cosmetic skins/items. How is here the stand ? You see there are a lot open questions. But if NQ thinks it's good for the greater good of the game to go for a full wipe, which i support, do it. Don't let you blackmail from single players. like NQ did with the core limitations. Some times it's need drastic changes for the bigger/better whole thing, also if not every single player is happy with this.
  10. Some basic lua for the d-sat could help. Nothing fenzy, only the data you can earn per hand. The position of the targeted mark, maybe an event to scan the position. D-sats are large elements and doesn't fit in a cockpit most of the time. It should possible to operate them from the command seat.
  11. Especially an event "transaction made". This alone can push the potential of dispensern.
  12. The big problem are not the grind or exploits of the past. The real problem is how players used new features, like it never was intended. NQ has changed a lot in the last year. Every time a new thing was annouced the players have looked for a way to exploit it. That's okay in the sense of testing. But it hurts the game intention in a finished version. Why ? The "exploit" way is a cascade. Every advantage you gain from one patch rise the advantage on the next. And yes, same features are never was intended to be finished. There was/ is a first version to give NQ feedback to this topic. To remember: The game is in a beta. We are tester, not gamer. So it's ok to test and exploit something. Grind like hell to test the balancing of the game is ok too. But after this the developer must have the possibility to draw conclisions and fix the mess. In this sense: Full wipe pls. Your complain is not the wipe, it's missing pvp activity. For this we need more players. A lot more new players. With this the rare t4/t5 MU spots on planets are not enough and you will see more activities at the asteroids and in space.
  13. There ist an other post for this topic. Start the discussion there. Thanks. Back tp topic. The new map is a big progress. The performance issue with large lists of territories and cores is done. Most features of other 3d DU-Maps are in the game now. But there is a thing that can help larger Orgs a lot. Could we have a possibility to "collect" static or space staton cores to one virtuell entry in the construc list ? For example: A larger space station with 15 - 20 cores has the same number of entries in the constructlist, like NAME 1, Name 2, .... . A better way are one entry "NAME" station. For most tasks that ist enough and the clarity rise. If you need to target a specific core, you can open the "folder". Like a drop down menu with folders to open. Something in this way.
  14. Full Wipe yes. Like NQ i see a lot of faultings in the actual game, which are consequences of unpolished features of the past. A clean start can fix this. The game can grow like intended. Better planets are big bonus too. But some questions are open. If NQ skip the shematics, what replaced them ? There is not much time left for a new solution. Will we return to pre 0.23 ? Quanta ? Hopefully part of the wipe. Without it's useless. Talent points ? A very hot topic. Will we see a reset here too ?
  15. After reading the dev-blog and most of the posts, only one question has remained. Has NQ a development goal ? What is your Vision for DU 1.0 and in which way the last decision helps to accomplish the target ? First your decision to limit the number per player is right and needed. You discribe the problem correct and deliver a solution. It's a hard decision but one which is needed. DU cannot be a successful game even if it isn't a succesful technolgy or business. So in which way helps your second descision to reach the goal ? The game has a problem. You have a fix. But you doesn't use it, because some of your customers never have enough cake. And you know that this more cake is bad for your buisness. The new "fix" with 100/100 cores is far to much. Your first attempt was maybe a bit low and we had discuss a increase by 10-20 cores. But this didsn't happend. You use the bazooka. DU want to be a MMO-Game ? In a MMO it's totaly normal that a single player couldn't play all content alone. There should be content for single player, some things for a small team and the *holy shit* endgame content for a large group. It shouldn't possible that one player build a town or station with hundreds of cores. Thats a task for a team. DU needs limitations to function better as a MMO. Shrink the player in the right way and they must specialize and cooperate. This will help DU a lot and binds players for a longer time. Stop beeing afraid of your own customers. Every decision NQ does will have advocates and opponents. That's normal. Follow your own vision (and buisness plan) for the game. Not every player want to see the greater good or the need to earn money.
  16. Only NQ can say "that is an exploit". Did they? No. All we can see here is your propaganda. If you have any evidence for an exploit ? Then show it and end the discussion. We wait for it for days.
  17. That's an interessting question. I was the pilot of this ship and my shield never drops below 60%. There were are no "venting". Maybe the combat timer expired. It was a long night. Is there any evidence i would realy like to see it, The performance this night was really not the best. Seems asynchron clients to me. But is this here the future ? Every time a player lose a pvp fight he runs to nq to decide the fight ? Like a teacher at the schoolyard.
  18. At the start of this system it was C. A square which fits the cross section. Now it's B.
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