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VarietyMMOs

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  1. 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!
     
  2. 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!
     
  3. 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!
     
  4. 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!
     
  5. 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!
     
  6. Like
    VarietyMMOs reacted to Omukuumi in Alien core and PVP bugs don't match   
    @NQ-Admin Hi, it's important.

    Can you put all the alien core in pause (production/lockdown) until PVP was fix? (Radar + Transponder + Anynewbug)

    We can't fight in good conditions, we can't have fun or enjoy this content (and it's the only PVP available atm) and with the wipe no decision + all those PVP bugs, we just lost all our motivation.

    Do something, don't be passiv, thx.
  7. Like
    VarietyMMOs got a reaction from Belorion in A badly developed "good idea" becomes a bad idea.   
    We do not need a full time job. A game is suppose to be fun, not a non stop cycle of blue balling enemies in an attempt to bore them so much they quit.
     
    Alien cores must be much harder to lock down, you should either bring an army big enough you'd actually be able to fight for the core or some really significant cost.
     
    Alien cores are suppose to be end game org/alliance wide conflict battles, not an every day blue balling exercise in futility. We've given a lot of feedback to nq through various locations so there are zero excuses.
     
    If the dev time for changes isn't available simply change the time an alien core is safe after a successful defence to prevent people from having to defend nothing daily.
     
    As it stands this is not fun gam play for anyone, The current system will only lead to people quitting both pvp and the game all together. Not acceptable.
  8. Like
    VarietyMMOs got a reaction from Akroma in A badly developed "good idea" becomes a bad idea.   
    We do not need a full time job. A game is suppose to be fun, not a non stop cycle of blue balling enemies in an attempt to bore them so much they quit.
     
    Alien cores must be much harder to lock down, you should either bring an army big enough you'd actually be able to fight for the core or some really significant cost.
     
    Alien cores are suppose to be end game org/alliance wide conflict battles, not an every day blue balling exercise in futility. We've given a lot of feedback to nq through various locations so there are zero excuses.
     
    If the dev time for changes isn't available simply change the time an alien core is safe after a successful defence to prevent people from having to defend nothing daily.
     
    As it stands this is not fun gam play for anyone, The current system will only lead to people quitting both pvp and the game all together. Not acceptable.
  9. Like
    VarietyMMOs got a reaction from Stormis in A badly developed "good idea" becomes a bad idea.   
    We do not need a full time job. A game is suppose to be fun, not a non stop cycle of blue balling enemies in an attempt to bore them so much they quit.
     
    Alien cores must be much harder to lock down, you should either bring an army big enough you'd actually be able to fight for the core or some really significant cost.
     
    Alien cores are suppose to be end game org/alliance wide conflict battles, not an every day blue balling exercise in futility. We've given a lot of feedback to nq through various locations so there are zero excuses.
     
    If the dev time for changes isn't available simply change the time an alien core is safe after a successful defence to prevent people from having to defend nothing daily.
     
    As it stands this is not fun gam play for anyone, The current system will only lead to people quitting both pvp and the game all together. Not acceptable.
  10. Like
    VarietyMMOs reacted to Waffle Boy in A badly developed "good idea" becomes a bad idea.   
    It costs basically nothing to attack the alien core and it can be put into lockdown within minutes is a bad design choice.  Make the stakes higher, otherwise people will just continue to troll alien cores without having to put up a fight.
  11. Like
    VarietyMMOs reacted to Omukuumi in A badly developed "good idea" becomes a bad idea.   
    Alien core can be a good feature... If only players really need to fight for them, let me show you what we will really have 99% of the time:

    https://www.twitch.tv/videos/1480246940
    (No sound because of comms, sorry)

    Why defend a station is a waste of ressources and time?
    - Shields are too low, we can't wait for our ennemies before moving
    - So we will need to travel 300SU+ or warp our entire fleet each time we have to defend, even for nothing
    - Ship aren't protected when dock on a station with a shield (??) - This can help ppl with lot of job/kids or else to setup their ship when they can
    - If we take at least 2 core we have to defend an alien core each day
    - If we want to attack, we add another timer where we need to be, again it can be each day
    - Why we don't have a combat free timer after we win a defense?

    With your wipe talk without ANY DECISION, with your patch against any PVP mechanic or method, a big nocare about some of the oldest bugs known in DU... We don't have any other content outside of alien core in PVP now.
    We send plenty of idea/feedback for a better PVP or more confortable, we tryhard each PTS for help, report each bug/exploit find even if that lead to another nerf of our content
    How can we keep our players hype for Dual Universe?
    Why NQ stay so quiet? (Entropy did a nice feedback but only around voxels and shields for PVP but some other part are missed)

    Our ennemies got the same problem, maybe more because we are really lucky to have so many ppl still active on DU. Don't kill your game, listen us, don't stay focus on your ideas if everyone say it's not the good way and talk with your community.
  12. Like
    VarietyMMOs got a reaction from Waffle Boy in A badly developed "good idea" becomes a bad idea.   
    We do not need a full time job. A game is suppose to be fun, not a non stop cycle of blue balling enemies in an attempt to bore them so much they quit.
     
    Alien cores must be much harder to lock down, you should either bring an army big enough you'd actually be able to fight for the core or some really significant cost.
     
    Alien cores are suppose to be end game org/alliance wide conflict battles, not an every day blue balling exercise in futility. We've given a lot of feedback to nq through various locations so there are zero excuses.
     
    If the dev time for changes isn't available simply change the time an alien core is safe after a successful defence to prevent people from having to defend nothing daily.
     
    As it stands this is not fun gam play for anyone, The current system will only lead to people quitting both pvp and the game all together. Not acceptable.
  13. Like
    VarietyMMOs got a reaction from KittyPong in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The community is only ever interested in getting more for doing less while having zero regard for the eco or game balance in the slightest. This is a devs job and its been failed yet again by nqs knee jerk reaction. 
     
    All this has done is make the same people run even more autominers pushing the ore prices down to the point people are going to complain 500k is to much due to the lowering price of the ore. 
     
    We don't need more ore in the universe, we need a sink for it so the prices go back up. 
    Not only has the ore prices forever been destroyed and put more buying power into the hands of mission runners whom are already getting way to much
    the asteroids have become completely pointless. 
     
    So in one update you make missions worse, asteroids worthless and destroy the pvp eco all at the same time. 
    Hurting pvp, the only thing in the game making elements leave the game further pushing the issue of over supply. 
    Stop just making things easier and actually create a balanced game damn it.
  14. Like
    VarietyMMOs got a reaction from Waffle Boy in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The community is only ever interested in getting more for doing less while having zero regard for the eco or game balance in the slightest. This is a devs job and its been failed yet again by nqs knee jerk reaction. 
     
    All this has done is make the same people run even more autominers pushing the ore prices down to the point people are going to complain 500k is to much due to the lowering price of the ore. 
     
    We don't need more ore in the universe, we need a sink for it so the prices go back up. 
    Not only has the ore prices forever been destroyed and put more buying power into the hands of mission runners whom are already getting way to much
    the asteroids have become completely pointless. 
     
    So in one update you make missions worse, asteroids worthless and destroy the pvp eco all at the same time. 
    Hurting pvp, the only thing in the game making elements leave the game further pushing the issue of over supply. 
    Stop just making things easier and actually create a balanced game damn it.
  15. Like
    VarietyMMOs got a reaction from Akroma in [ABUSE] PVP asteroid   
    High tier asteroids should not appear near the safe zone boarder. It completely removes all risk while giving you the best materials in the game,..6 months for nq to address this
  16. Like
    VarietyMMOs got a reaction from Aranol in [ABUSE] PVP asteroid   
    High tier asteroids should not appear near the safe zone boarder. It completely removes all risk while giving you the best materials in the game,..6 months for nq to address this
  17. Like
    VarietyMMOs got a reaction from Omukuumi in [ABUSE] PVP asteroid   
    High tier asteroids should not appear near the safe zone boarder. It completely removes all risk while giving you the best materials in the game,..6 months for nq to address this
  18. Like
    VarietyMMOs reacted to Aranol in [ABUSE] PVP asteroid   
    It's happen often that Alioth/Madis /Thades PVP asteroid spawn very close of the safe zone limit
    In that case you have tens of ships at the safe zone limit, and players flying with their nanopack to the PVP asteroid, and come back to their ship as soon as their nanopack is full.
    Is that really the gameplay NQ wants ? Those players completely avoid the risk/reward mechanics !
    Can we just have a limit so that PVP asteroid never spawn so close of the safe zone (something like 30su)
     
  19. Like
    VarietyMMOs got a reaction from Tional in Gathering your questions for the Q&A on Wednesday, December 1st   
    how exactly does this talent work?
  20. Like
    VarietyMMOs reacted to NQ-Nyzaltar in Revolutionary Idea for a More Balanced PVP   
    Hi Hirnsausen,
     
    Thank you for your feedback. However, it won’t be possible to go with your suggestion for the following reasons: 
     
    What you suggest can be abused in many ways. Just an example among many others: imagine that non-armed ships are used to transport stolen assets (either from wrecks destroyed in PvP or anything stolen due to a betrayal from an infiltrated spy in an organization). We would remove the ability for justified retaliation, and that’s absolutely not our intention. Players should face the consequences of their actions, for the best and for the worst. It’s part of the Sandbox concept (even if we had to limit it in a reasonable way to give some room for both types of players, PvP and non-PvP).
      PvP must keep some unique incentives. Harvesting the rarest materials is one of those incentives. The concept of “risk versus rewards” has been part of Dual Universe, from the very beginning. Please keep in mind that even the current in-game situation is way softer than the initial vision, where safe zones were only small areas on some planets. Today, there are whole planets as safe zones, giving all the necessary space for those who do not want to be involved in PvP. You don’t need the rarest materials for creativity, and even in the rare cases you need some, you can always rely on the markets for resources that would be normally available in PvP areas. Some more adventurous players ready to risk their ships in PvP will find an interesting trade in the situation.
      You can’t speak of non-consensual PvP in Dual Universe. Non-consensual PvP is when there is no way for a player to avoid being caught in PvP in a game. In Dual Universe, you CAN avoid being caught in PvP by staying in the safe zones and have access to pretty much any gameplay available in-game (except PvP of course). If a player ventures outside of a safe zone, it’s his choice and it means he/she has implicitly accepted the risks tied to this choice.
      As mentioned before, unsafe space has always been part of Dual Universe vision. So you can’t talk about lobbying when it is about something that was there from the very beginning. If there is some lobbying, it’s when some players put the pressure to change something that was already well established at the beginning.
    While some ideas may be seen as good on paper, it will generate more problems than it will solve, not to mention that it would radically change Dual Universe’s original vision. The game is already more than reasonably friendly toward those who don’t want to participate in PvP and there is no plan to give access to the whole space in-game without any PvP risk. That was never the deal and will never be. 
     
    We (as a team) do, however, acknowledge that the current situation in PvP is unbalanced and that some players may resort to some loopholes or gray areas to win a battle. The Novaquark team goal is to fix those loopholes and find the right balance in the long term. Balancing PvP is a delicate endeavor and can take some time. This is why we are still in Beta and that Beta may still last quite a while.
     
    On another topic, please refrain to compare non-consensual PvP to awful real life things like rape and such. Try to picture yourself explaining to someone who has been raped that what he/she has experienced is the same thing as being frustrated by a situation in a video game. You will (hopefully) see how unreasonable the comparison is. If you’re not convinced, do try to discuss with some rape victims. It won’t be a surprise if none will agree with you.
     
    Last but not the least: some elementary rules are in effect on the forum.
     
    - Wishing harm to other players in real life for ANY reason is NOT ok. 
    For that reason, @Hirnsausen you get a warning point.
    - Direct insults and personal attacks toward a player is not okay either. 
    For that reason, @Lethys you get a warning point as well.
     
    We hope you will continue to participate on the forum in a more civilized manner in the future.
    In the meantime, this topic will be closed to avoid further aggressive/provocative replies.
     
    Best Regards,
    Nyzaltar.

     
  21. Like
    VarietyMMOs got a reaction from Zeddrick in A complete guide to the upcoming future discussion of DU. An eminent wipe is up in the air.   
    PRAISE THE ALL FATHER....THE ALL FATHER SEES ALL YOUR SINS!
  22. Like
    VarietyMMOs got a reaction from Walter in A complete guide to the upcoming future discussion of DU. An eminent wipe is up in the air.   
    PRAISE THE ALL FATHER....THE ALL FATHER SEES ALL YOUR SINS!
  23. Like
    VarietyMMOs got a reaction from Elusive_Voltis in Live Support Initiative Feedback   
    Very welcome, It's promising to see the things players value returned back to the way they're needed. I believe if someone is found to be misusing such help they should be banned and that should be made very clear from NQ. Examples of this would be having a ship teleported outside the pvp zone and things like that. 
     
    As we learned at the start of beta if people are able to abuse without fear of punishment they will do it and it was very bad. I know staff started looking into situations towards the end and I strongly encourage this approach to helping once again. 
  24. Like
    VarietyMMOs reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 1   
    PART ONE: REFINING OUR PROCESSES 
    As promised last week, we would like to give you a glimpse at the changes, improvements, and additions we have in store for Dual Universe. 
    We’ve learned many lessons since our beta began seven months ago.  Going from a backer-focused game in alpha, under NDA, to a public, wide-open beta with many new players gave us a lot of insight in several areas: processes, economics, and gameplay. In this blog, we’ll focus on processes with the latter two being the topics of subsequent blogs. 

    THE LONG HARD LOOK
    At Novaquark, we’re still a fairly small team. Given the ambition and complexity of this game, it can be quite a challenge to make the right decisions on how to make the most of our resources. To date, we’ve been focused on bug fixing, stabilization, balancing, scaling, and improving our server and database infrastructure - plus firefighting when necessary - to make the game work better. 
     
    Not to say that this is all behind us; it never will be (such is the way of MMOs), and we know some bugs and exploits still need to be addressed - this is a beta after all. Still, we paused earlier this year to ponder what the next phase of development of DU should be, to stay the course of the original plan or adapt to how things have evolved since beta began. After taking a  long hard look at everything we’ve learned from the beta, we decided where we need to focus next, based on what we think will be best for Dual Universe and its community. 

    “IF IT’S BROKE, FIX IT”
    Maintaining a live game while we continue to develop it ended up being quite the leap from our tightly-controlled alpha environment. As much as we prepared for it, actually doing it was a whole different beast. That’s probably one of the areas where the reality check was the most brutal for us. The world of Dual Universe is a persistent one, and every time we introduce something, it impacts the player and the delicate balance of its economy. There’s no safety net, and player feedback often came once bugs or balancing issues had already impacted the game’s common universe. 

    Let’s start with how we plan to improve our processes and quality control, because this is an area where doing something wrong can have a major impact on players. We have three goals in this area: 
     
     
    Gather feedback from players earlier in the process, so that when new features and changes are introduced in the game, their impact on the persistent universe is properly measured.  Have a more flexible and collaborative development approach that will allow us  to take player feedback into consideration, modifying plans when we’re able.   Overall, improve the quality of our releases, which means fewer bugs and exploits, and less hot-fixing.
      When it comes to gathering feedback from players earlier, we are evaluating some options on how we might get feedback on game design ideas from players at an earlier stage before they have actually entered the production pipeline. We are already seeing significant improvements in this area since the launch of the public test server (PTS), which lets us test prospective new features, improvements and bug fixes in a non-persistent environment where it won’t impact players’ progress on the Live server. If enough players test features on the PTS, we’ll be able to prevent bugs and balancing problems from making their way to the persistent universe. 
     
    When we deployed 0.24 on the PTS first, players gave us invaluable feedback, helping us to identify several issues that we were able to address before they reached the production server. Although  our PTS-to-production process isn’t perfect yet, we are still working to improve it and think it’s getting significantly better with each iteration.  In the future, we will expand the use of the PTS to testing prototypes of features, outside of regular releases, so that all players can give their feedback as early in the development process as possible. 
     
    Another major improvement to our processes that we are addressing is flexibility. On our way to beta, we had a fairly rigid roadmap that was dictated by the necessity to lay the foundations for all of the gameplay pillars for beta as well as fulfilling our promises to our backers. While the overall plan and long-term goals for DU haven’t changed, we need to be able to adapt to the feedback of players along the way whenever it’s feasible. For example, if we decide to make a major overhaul of our mining mechanics, we need the flexibility to iterate as much as necessary until we find the right formula before we move on to something else. 
     
    Although they may not be visible to players, there are many other things happening internally  that have already proven to improve our releases. First and foremost, our internal release process is undergoing a revamp, based on the learnings from our past launches. We’ve allotted more time for QA than we used to, and we will postpone a release if we think it’s not ready (as we did  with the 0.24 update.) These new processes are still being refined, but we’re seeing improvements already.
     
    We remain steadfast in our promise to deliver the best game possible. We feel confident that the changes we’re making now to our processes are a big step toward making that an attainable goal. 

    Ready to discuss part 1? Click here.
     
  25. Like
    VarietyMMOs got a reaction from Eviltek2099 in Live Support Initiative Feedback   
    Very welcome, It's promising to see the things players value returned back to the way they're needed. I believe if someone is found to be misusing such help they should be banned and that should be made very clear from NQ. Examples of this would be having a ship teleported outside the pvp zone and things like that. 
     
    As we learned at the start of beta if people are able to abuse without fear of punishment they will do it and it was very bad. I know staff started looking into situations towards the end and I strongly encourage this approach to helping once again. 
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