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VarietyMMOs

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  1. Like
    VarietyMMOs got a reaction from Leniver in Congratulations on Successfully Completing the Astrophage Campaign!   
    Pve BOSS feedback (event)
    1) Announcement. Every player should know an event is happening. Notified Monday while event is on Saturday is minimal notice we should get. In game notices + social + discord
    2) Boss needs to do voxel damage, event loses all the difficulty without it. Can be discussed. At min all ships MUST take element damage to encourage repair/loss.
    3) Time zones : Lock down mechanics or multiple spawns (Sat/Sun) in different time zones to get all involved. More info at bottom of post
    4) Rewards. I believe a community discussion should be involved as to exactly how/why but each person should feel rewarded. Not only time but for assets used
    5) If rewards are quanta/physical objects an x amount of damage should be involved to get rewards to prevent people cycling through alts on a ship
    6) Mega laser should swap between it ALL ammo types. This prevents people from pushing resists against the aliens main weapon.
    7) PVE vs pvepvp. If the boss is spawned in pve area the difficulty needs to be higher (higher damage/health) to make it challenging. Pvp = more rewards (not exclusive rewards)
    8 ) Boss shield resist should auto adjust to damage its taking to prevent the community from bringing highest dps weapon to overwhelm it 
    9) If Pve enemies (like ones in instance fights) were spawned around the boss attacking ppl the battle would be A LOT more fun

    Time zones are always a pain in global games, du being a very global game it's important to strike a balance. I have 2 main suggestions

    1) Lock down. Example being boss spawns EU timezone Sat, this will encourage EU time zone players to go lock the core down (damage = reward so it's saved)
    The next day in middle of NA time zone the lock down ends which allows NA players to come finish the boss. Both phases should offer same rewards (same mechanic as alien cores so not hard to develop?)
     
    2) Multiple spawns. 1 on sat, 1 on sun, in different time zones to encourage participation without the lock down mechanic.
     
    Even if the event boss was a one time thing for the event I do believe any type of pve boss enemy can easily be translated to a game loop without many steps from what we recently saw. 
  2. Like
    VarietyMMOs got a reaction from Barbecue95 in Congratulations on Successfully Completing the Astrophage Campaign!   
    Pve BOSS feedback (event)
    1) Announcement. Every player should know an event is happening. Notified Monday while event is on Saturday is minimal notice we should get. In game notices + social + discord
    2) Boss needs to do voxel damage, event loses all the difficulty without it. Can be discussed. At min all ships MUST take element damage to encourage repair/loss.
    3) Time zones : Lock down mechanics or multiple spawns (Sat/Sun) in different time zones to get all involved. More info at bottom of post
    4) Rewards. I believe a community discussion should be involved as to exactly how/why but each person should feel rewarded. Not only time but for assets used
    5) If rewards are quanta/physical objects an x amount of damage should be involved to get rewards to prevent people cycling through alts on a ship
    6) Mega laser should swap between it ALL ammo types. This prevents people from pushing resists against the aliens main weapon.
    7) PVE vs pvepvp. If the boss is spawned in pve area the difficulty needs to be higher (higher damage/health) to make it challenging. Pvp = more rewards (not exclusive rewards)
    8 ) Boss shield resist should auto adjust to damage its taking to prevent the community from bringing highest dps weapon to overwhelm it 
    9) If Pve enemies (like ones in instance fights) were spawned around the boss attacking ppl the battle would be A LOT more fun

    Time zones are always a pain in global games, du being a very global game it's important to strike a balance. I have 2 main suggestions

    1) Lock down. Example being boss spawns EU timezone Sat, this will encourage EU time zone players to go lock the core down (damage = reward so it's saved)
    The next day in middle of NA time zone the lock down ends which allows NA players to come finish the boss. Both phases should offer same rewards (same mechanic as alien cores so not hard to develop?)
     
    2) Multiple spawns. 1 on sat, 1 on sun, in different time zones to encourage participation without the lock down mechanic.
     
    Even if the event boss was a one time thing for the event I do believe any type of pve boss enemy can easily be translated to a game loop without many steps from what we recently saw. 
  3. Like
    VarietyMMOs got a reaction from Omukuumi in Congratulations on Successfully Completing the Astrophage Campaign!   
    Pve BOSS feedback (event)
    1) Announcement. Every player should know an event is happening. Notified Monday while event is on Saturday is minimal notice we should get. In game notices + social + discord
    2) Boss needs to do voxel damage, event loses all the difficulty without it. Can be discussed. At min all ships MUST take element damage to encourage repair/loss.
    3) Time zones : Lock down mechanics or multiple spawns (Sat/Sun) in different time zones to get all involved. More info at bottom of post
    4) Rewards. I believe a community discussion should be involved as to exactly how/why but each person should feel rewarded. Not only time but for assets used
    5) If rewards are quanta/physical objects an x amount of damage should be involved to get rewards to prevent people cycling through alts on a ship
    6) Mega laser should swap between it ALL ammo types. This prevents people from pushing resists against the aliens main weapon.
    7) PVE vs pvepvp. If the boss is spawned in pve area the difficulty needs to be higher (higher damage/health) to make it challenging. Pvp = more rewards (not exclusive rewards)
    8 ) Boss shield resist should auto adjust to damage its taking to prevent the community from bringing highest dps weapon to overwhelm it 
    9) If Pve enemies (like ones in instance fights) were spawned around the boss attacking ppl the battle would be A LOT more fun

    Time zones are always a pain in global games, du being a very global game it's important to strike a balance. I have 2 main suggestions

    1) Lock down. Example being boss spawns EU timezone Sat, this will encourage EU time zone players to go lock the core down (damage = reward so it's saved)
    The next day in middle of NA time zone the lock down ends which allows NA players to come finish the boss. Both phases should offer same rewards (same mechanic as alien cores so not hard to develop?)
     
    2) Multiple spawns. 1 on sat, 1 on sun, in different time zones to encourage participation without the lock down mechanic.
     
    Even if the event boss was a one time thing for the event I do believe any type of pve boss enemy can easily be translated to a game loop without many steps from what we recently saw. 
  4. Like
    VarietyMMOs reacted to NQ-Nyota in PvE Missions: We've Got Numbers!   
    Greetings Noveans!

    We've got some numbers/data to share with you today, all about PvE Missions and what Noveans have been up to in them for the first 15 days after 1.4 was released. The data you see below is from June 20th, 2023 to July 4th, 2023 inclusively. We asked NQ-Lasius to dig deep to find us some numbers to share with all of you. One thing is for sure, you've been pretty busy out there! 🎆

    PVE Mission Statistics From June 20th to July 4th (2023)
     
    Total number of missions attempted (taken, failed or successful): 1,470
     
    Overall Failure vs. Success Rate: 
    Failure: 51%
    Success: 49%

    Mission Success & Failure Rates per Difficulty Level:


     
    Very Easy: 57% Failure Rate / 43% Success Rate
    Easy: 43% Failure Rate/ 57% Success Rate
    Medium: 58% Failure Rate/  42% Success Rate
    Hard: 71% Failure Rate / 29% Success Rate
    Very Hard: 90% Failure Rate / 10% Success Rate
     
    Most popular planets to start missions from:
     

     
    Alioth: 88.4%
    Thades: 4.3%
    Madis: 4%
    Talemai: 3.3%
     
    Total quanta earned (all successful missions):  933 095 000
     

     
    Average time to complete a mission: 26.03 Minutes
     

     
    Average time to successfully complete a mission by difficulty level (minutes):
    Very Easy: 19.04
    Easy: 26.08
    Medium: 27:02
    Hard: 34.07
    Very Hard: 34:00
     
    Shield Types Used:
    Extra Small: 31%
    Small: 48%
    Medium: 17%
    Large : 4%
     
    Weapon Types Used:
    Cannon XS: 36%
    Cannon S: 46%
    Missile XS: 15%
    Laser S: 5%
     
    We hope that you've been enjoying PvE Missions and that you will continue to fight the good fight! 
  5. Like
    VarietyMMOs got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    I feel like this can be dealt with fairy using the difficulty scale.
    For example
    Level 1 - No punishment - Ship is returned with max lives and no quanta punishment but the down side is you get less quanta for doing so (preventing vets from spamming it)
    Level 2 - Ship returned with no damage, You pay a quanta loss for losing
    Level 3 - Ship returned in a damaged state forcing the player to repair it and take element lives lost - At this point you're considered a vet so rewards/punishments really come into play
    Level 4 - (vets) Must repair own ship + quanta loss. - Highest possible quanta reward but also difficult. Punishment should go up as rewards do.
     
    Its important that element loss (aside from fuel/ammo) is used here. If items are damaged a fair way this could go a long way to keep the markets moving for both quanta and elements. 
  6. Like
    VarietyMMOs got a reaction from Lex Luthor in GETTING READY FOR 1.4? Dev Q&A Summary   
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    I feel like this can be dealt with fairy using the difficulty scale.
    For example
    Level 1 - No punishment - Ship is returned with max lives and no quanta punishment but the down side is you get less quanta for doing so (preventing vets from spamming it)
    Level 2 - Ship returned with no damage, You pay a quanta loss for losing
    Level 3 - Ship returned in a damaged state forcing the player to repair it and take element lives lost - At this point you're considered a vet so rewards/punishments really come into play
    Level 4 - (vets) Must repair own ship + quanta loss. - Highest possible quanta reward but also difficult. Punishment should go up as rewards do.
     
    Its important that element loss (aside from fuel/ammo) is used here. If items are damaged a fair way this could go a long way to keep the markets moving for both quanta and elements. 
  7. Like
    VarietyMMOs got a reaction from Shaman in GETTING READY FOR 1.4? Dev Q&A Summary   
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    I feel like this can be dealt with fairy using the difficulty scale.
    For example
    Level 1 - No punishment - Ship is returned with max lives and no quanta punishment but the down side is you get less quanta for doing so (preventing vets from spamming it)
    Level 2 - Ship returned with no damage, You pay a quanta loss for losing
    Level 3 - Ship returned in a damaged state forcing the player to repair it and take element lives lost - At this point you're considered a vet so rewards/punishments really come into play
    Level 4 - (vets) Must repair own ship + quanta loss. - Highest possible quanta reward but also difficult. Punishment should go up as rewards do.
     
    Its important that element loss (aside from fuel/ammo) is used here. If items are damaged a fair way this could go a long way to keep the markets moving for both quanta and elements. 
  8. Like
    VarietyMMOs reacted to NQ-Nyota in GETTING READY FOR 1.4? Dev Q&A Summary   
    Hello, Noveans!
     
    During our most recent livestream, NQ-Deckard and NQ-Entropy joined us and answered questions about upcoming features in update 1.4, which will be coming soon to Dual Universe. We know you have many questions, and to make it easier for you to stay informed, we wanted to summarize what was shared.
     
    PvE Missions
     
    We are excited to add PvE Combat missions in update 1.4, where players participate in missions against NPCs using familiar PvP mechanics. Here's an overview of what to expect in PvE Missions:
     
    Difficulty Levels: Missions will have various difficulty levels, from very easy to very hard. Players can solo the lower tiers, but as the difficulty increases, players will need to team up to complete the missions using ships with a crew equipped with multiple sets of guns.
     
    Challenging Gameplay: Even for experienced players, the higher-difficulty missions will be tough. Players will need to strategize and optimize their ships to achieve victory.
     
    Customizable Mission Ships: Players must build their own mission ships within the parameters set by each mission. Restrictions may apply, such as not allowing large battleships in easy missions. Players can choose their preferred weapons, shields, and variants for their ships.
     
    Instanced Battles: Missions will be instanced, using similar technology as VR challenges. However, players can now bring their own ships and enter the same instance alongside multiple other players. You must also supply your own ammunition, scrap, and fuel; any lost elements during the mission will be your loss.
     
    Rewards: Completing missions will earn players quanta, addressing feedback requesting more ways to make in-game currency. PvE Combat provides an alternative method for players to fund their gameplay, similar to hauling missions.
     
    Scaling Difficulty: The intention is for very easy missions to be accessible to new players with a few days of talents without requiring perfect equipment. As players progress to higher difficulties, missions become more demanding and require precise strategies.
     
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    Mission Retreat: If players find a mission too difficult, they can retreat to the entry point to save their ship and resources. Completing the mission isn’t needed to escape.
     
    More information about PvE Missions, including specifics on the consequences of losing a mission, will be provided as we develop and refine the feature.
     
    PvP Changes
     
    We are implementing significant changes to our PvP mechanics, including:
     
    We’re changing the tracking formula that runs hit or miss calculations, especially the impact of ship cross-sections on the formula. We expect this to shift the meta away from lighter ships with small cross-sections by removing the protection they currently enjoy from the low probability of being hit by medium and large guns.
     
    We’re also adjusting most parts of PvP, with changes to systems such as base weapon stats and removing debuffs from weapon variants.
     
    Shield venting is also being changed, and stasis weapons are being buffed to make them more powerful and relevant to their role, for instance, in tackling small ships that get caught.
     
    We are also investigating server issues and lag in PvP. To help us address these problems, please submit detailed reports with player names, ship names, times, and any other relevant information when lag occurs. These issues are difficult for us to replicate on our end, and being specific in your reports will enable us to analyze our logs better.
     
    Planets
     
    In Update 1.4, we aim to reintroduce two planets, each with exciting new features and locations:
     
    Sicari: Retaining its original feel but visually enhanced with more interesting elements and a new location.
     
    Sinnen: Completely reworked from the ground up and placed in a new location.
     
    Following player feedback, we are experimenting with closer positioning for the new planets. Stay tuned for upcoming images showcasing these planets in the coming weeks.
     
    Additionally, Update 1.4 will introduce three new Alien Core Units, enabling access to all types of plasma in the game.
     
    LUA Changes
     
    We are implementing several updates to the Lua system, which may cause temporary disruptions but are essential for long-term improvements. Some changes include:
     
    Update Lua version to 5.4.4 Slightly improve the syntax highlighting Fixed the boolean type to return 'true' or 'false' instead of 1 or 0. Seeking faster solutions for JSON encoding and decoding.  
    We've taken the opportunity to introduce some minor changes to radar to help filter signals.
     
    We will have more detailed information coming on the Lua changes soon.

     
    Joystick Support
     
    This feature has taken significantly more resources than we had anticipated, but it does look like we’ll have full joystick support in update 1.4.

     
    Thanks for reading, Noveans. If you have any questions about the PVE Mission System, you can submit them to our upcoming PvE special episode of Ask Aphelia using this form and we’ll do our best to answer them.
     
    The Novaquark Team
  9. Like
    VarietyMMOs got a reaction from Porkchop in plasma is only for the elite?   
    Delusions and nonsense.
    It's held by an alliance. If you don't understand what alliance means I suggest googling it.
    It is currently held by 5 orgs, all of whom clearly have super active members if they've been able to hold it.
    So here you have 5 super active orgs with members who all want the plasma that only comes into the game at 2/day. 
    No one in any game would willingly give up not only a monopoly but resources they are currently still giving to their own members who earn it. Let me repeat this. THE RESOURCE IS BEING USED, WHY WOULD WE GIVE IT OUT TO OTHER PEOPLE?????????
     
     
    As with beta, when the WINNERS have enough they're satisfied with their EARNED resources it is likely it will become available just like it did in beta. At set prices set by the WINNERS. You see how this works? If you control the point you get just that...control.
     
    I'd also like to mention. A second ALLIANCE, one that basically mass recruited everyone in the universe did successfully take and hold the core, they have plasma. Plasma exists outside legions control. Go and ask them for plasma/access to their beacon. When they tell you no chance, go earn it your self you'll realise its not just "one group" nonsense.
     
    Edit : If this other "alliance" actually gave their plasma to the community maybe their members would be more likely to come contest it but we all know where that plasma is going
  10. Like
    VarietyMMOs got a reaction from Moulinex in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    1.2 and 1.3 updates seem to be aimed at what the players want the game to be instead of whatever plan was being worked on previously and it shows. 
     
    Keep up the communication and creating a fun game to play.
    Looking forward to PVE teaser photos!
  11. Like
    VarietyMMOs got a reaction from Virtualburn in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Asteroid changes are underwhelming but understandable. Asteroids needed to be addressed very quickly so I'm not going to throw a lot of shade on it. Its very disappointing we did not get public broadcasted mega roids everyone can see so orgs have something to fight over. There are easy wins for both sides here. 
     
    Tactical map memes are on point and well deserved. Tactical map is completely pointless unless we can see further then 2su. If it can see further (4su for example) this would be an extremely welcome update and welcomed by all pvpers. 2su radar with ships flying at 47k is just silly.
     
    Smaller updates focusing on improving game play exp is a good step in the right direction short term. I do hope more stuff is added for new players like better tutorial rewards, better achievement rewards and t1 space fuel. All rather easy things to achieve and will greatly improve the playability for the game for many.
     
    Like/dislike what nq has to say regarding updates, the communication has been improving. 
    Deckard and nyota taking meaningful feedback and forum posts explaining why a decision has been made is a step in the right direction.
     
    One of the things I liked about this forum post was right at the end that says we will get 1.3 info soon. This is very important. Players should always have something to look forward to (even if they're smaller, short term updates)
  12. Like
    VarietyMMOs got a reaction from De Overheid in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Asteroid changes are underwhelming but understandable. Asteroids needed to be addressed very quickly so I'm not going to throw a lot of shade on it. Its very disappointing we did not get public broadcasted mega roids everyone can see so orgs have something to fight over. There are easy wins for both sides here. 
     
    Tactical map memes are on point and well deserved. Tactical map is completely pointless unless we can see further then 2su. If it can see further (4su for example) this would be an extremely welcome update and welcomed by all pvpers. 2su radar with ships flying at 47k is just silly.
     
    Smaller updates focusing on improving game play exp is a good step in the right direction short term. I do hope more stuff is added for new players like better tutorial rewards, better achievement rewards and t1 space fuel. All rather easy things to achieve and will greatly improve the playability for the game for many.
     
    Like/dislike what nq has to say regarding updates, the communication has been improving. 
    Deckard and nyota taking meaningful feedback and forum posts explaining why a decision has been made is a step in the right direction.
     
    One of the things I liked about this forum post was right at the end that says we will get 1.3 info soon. This is very important. Players should always have something to look forward to (even if they're smaller, short term updates)
  13. Like
    VarietyMMOs got a reaction from Omukuumi in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  14. Like
    VarietyMMOs got a reaction from StarWuz in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  15. Like
    VarietyMMOs got a reaction from Maliciouss1 in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  16. Like
    VarietyMMOs got a reaction from Maliciouss1 in Chat rules & restrictions.   
    With the upcoming launch the general chat in game is going to be flooded with gold sellers, account sellers and general spammers. Please don't say sub fee prevents this because as know from plenty of other games it does not.
     
    My suggestion is to make some changes before launch while we have time to test it.
    I believe the ability to use general chat should be based on character age. For example you need to have existed for a week before you can use it. While not perfect it's a lot easier to manage the crazy amount of spam.
     
    Org promos like "join my org x" and adverts like "join my twitch/youtube channel" should be completely against the rules with bans being handed out for doing it.. We don't need the global chat spammed. 
     
    While the entire chat interface needs to be overhauled I believe a few simple rule changes and a few extra channels such as anyone on your planet/within x distance (long range shout) will go a long way to helping the transition to launch. 
  17. Like
    VarietyMMOs got a reaction from Akroma in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  18. Like
    VarietyMMOs got a reaction from Yoarii in Chat rules & restrictions.   
    With the upcoming launch the general chat in game is going to be flooded with gold sellers, account sellers and general spammers. Please don't say sub fee prevents this because as know from plenty of other games it does not.
     
    My suggestion is to make some changes before launch while we have time to test it.
    I believe the ability to use general chat should be based on character age. For example you need to have existed for a week before you can use it. While not perfect it's a lot easier to manage the crazy amount of spam.
     
    Org promos like "join my org x" and adverts like "join my twitch/youtube channel" should be completely against the rules with bans being handed out for doing it.. We don't need the global chat spammed. 
     
    While the entire chat interface needs to be overhauled I believe a few simple rule changes and a few extra channels such as anyone on your planet/within x distance (long range shout) will go a long way to helping the transition to launch. 
  19. Like
    VarietyMMOs reacted to W1zard in Element Replace Tool   
    It would be nice to have an Element Replace Tool which would allow us to replace elements with same elements different tier/modification.
    Some elements on ships are placed on wierd positions/angles or in very tight, precision spots, and it's very hard to replace them with higher tier analogs by removing and placing new one.
    This tool would allow very simple tier progression for ship, so you can upgrade it easily when have access to more powerfull elements.
  20. Like
    VarietyMMOs reacted to W1zard in DMR-protected Floppy drives   
    We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer.

    I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it.

    Blueprint creation mechanic can be reused to create copies of a script.
    And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units.
    Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  21. Like
    VarietyMMOs got a reaction from Turing in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  22. Like
    VarietyMMOs got a reaction from Darwin in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  23. Like
    VarietyMMOs got a reaction from Gravedigger1 in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  24. Like
    VarietyMMOs got a reaction from Newton5969 in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  25. Like
    VarietyMMOs got a reaction from Davian_Thadd in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
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