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w1r3dh4ck3r

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Posts posted by w1r3dh4ck3r

  1. This game has too many care bear builder types to have any hardcore aspect, I only imagine the amount of crying NQ had to tolerate from idiots who crashed and thought they should be safe from their own stupidity even on Sanctuary... sometimes I have the urge to start a game dev company and just say "fuck you guys, I am building a hardcore game that I would like to play" and just do it, NQ is just not cut out for it.

  2. 19 hours ago, Guest Rimezx said:

    I'd love it if i could apply a blueprint to an already existing ship. For example i could have two ship configurations and change them with a blueprint that calculates and applies only the differences between the blueprint and the ship (provided that i have the required elements/materials in my linked container). Rn to do that i either need to remove and then reattach the elements manually or have two separate ships and use two core slots. 

    This would be a great way of fixing damaged voxels too! got shot yesterday and it was a pain to repair the damage.

  3. This sounds a lot like our small community! I was playing SC and dealing with some dark thoughts, found that helping people stranded in the black of space was a good way to cope, it helped me see beyond my own depression, and I am doing great now! so I created an ORG in that game called Not Alone dedicated to medical and rescue gameplay (still WIP in that game) and to talk to people that are going through a hard time in RL, I would love to hear what your thoughts are on a similar work here in DU! I'll visit your discord in my next day of, and we can maybe talk about it.

  4. 13 minutes ago, Moosegun said:

    So you would be ok with them wiping and giving everything back to players?  I am cool with that.  They can do that as much work as they want on the game.  MMO's launches are a big thing for some people, this one was for me. When you have invested three years of your life into an alpha, thinking about your starting strat, you then manage to get a significant amount of time off work to ensure that plan is put in place, because you were told it was the launch, people have the right to be pissed if that changes.  As much as I love them, this is NQ's problem of there own making, not mine. I am not complaining about not receiving beta keys or something petty here.

    I would! Just give stuff in magic BPs or give nothing back and start from scratch! Game is in BETA I don't get attached to things in a BETA game and I've progressed quite a bit. Now if they PROMISED there would be no wipes then it's another story, then they should just stick to their guns.

  5. It's amazing to me that these MMO developers simply can't get this right, simple rules: Never underestimate the players, they will break, change, warp and find things, no your game secret hidden in a planet somewhere will not be hidden for long, if you allow players to leave shit everywhere that is what they will do! Please guys, we are kids we need limitations! I don't want to live in a trash heap and play with 2 FPS, please address the issue of litering markets.

  6. 6 minutes ago, michaelk said:

    I like how everyone else is stupid, but this explanation makes no sense... 

     

    Exactly how does a wipe solve this problem in production? If they didn't consider how to make updates to the gameplay without breaking content, a beta wipe won't save them. 

     

    They only plan beta for a year...it isn't a lot of time to make all these sweeping changes you might imagine that would require wipes.

     

    Some patches will 100% "break" structures, but wiping them all isn't a viable solution in production...so why would it be for beta which needs to test every aspect of production -- including how players respond to "breaking" changes...? The time for periodic wipes to do all these "upgrades" was Alpha...

    I am going to agree with you here, if they can do it without delay and without sacrificing quality (I know that is not possible, they already dropped some visual improvements on planets just to avoid destroying players buildings and diggings) them by all means don't wipe anything, what I mean is: I want this game to be the best it can be, and players always seem to plant themselves squarely in the way of this objective.

  7. 52 minutes ago, FryingDoom said:

    People have the right to do what ever they wish with their time and money. Should people decide to stop playing in the case of a wipe that is their right. Not sure why you need to insult people for choosing to stop doing something as it is no longer entertaining. 

    There in lays the problem, I've not insulted anyone that chose to stop playing the game if its no longer fun, I'm calling out bulshit on people that play a beta game and demand that all the progress they made be completely safe... that is by definition stupid.

  8. There is a lot of freaking crybabies in the gaming environment, the game is in BETA it's going to be a worse game at launch if we don't allow them to wipe, DEV time to upgrade and include all the systems and content they want to include while maintaining what people built functioning is going to ruin the game and that is the choice of stupid people who don't understand that joining a game in development means having to sometimes lose progress! I am completely OK with a universe WIPE (maybe they can keep skills but I'll be OK with a FULL WIPE too), the game is in beta let them finish it and then let us all start together in a better and more fleshed out universe.

  9. 16 hours ago, blazemonger said:

    And with it, NQ killed off some really cool and emergent ways of playing, like hauling containers for customers by maneuvering them on your ship and off again at the destination. All because they do not want to put effort into actually dealing with exploits. Once more those who abuse mechanics win and everyone else loses.

    That is why anyone that defends people that use exploits are even more stupid, they ruin the fun not only for themselves (after all if you can have everything in a game instantly you'll soon stop playing) but for the rest of us, imagine how fast game dev would be if there where not all those people capable of doing anything to "win"!

  10. 1 hour ago, Mordgier said:

    Please do not gatekeep how DU should be played. If someone wants to build a wall, they can, this is all part of the intended emergent gameplay.

    There is playing a game how you like and there is doing something with the express purpose of hurting someone else's gameplay just for the fun of it, not saying it should be wrong or it should be forbidden but it is an asshole move, don't get me wrong I'll kill you in a PVP game and take loot from you but killing you just for the fun of it don't know man it feels wrong to me but that is just me a normal person with barely any trace of psychotic behavior in me, EVE had its share of psychopaths its normal that some of you ended up here.

  11. The responses on this makes me want to be as far away as possible from you guys... cringy, unnecessarily belligerent and down right childish to say the least. What this guy is doing is a form of griefing but same as drugs people will do it no matter what so there is very little way of stopping it, just make it as much unfun for them as possible, think about it, he could be out there playing the game but no, he prefers to be there building an ugly wall just to piss you off, really just ignore him.

  12. 20 minutes ago, Stryker2185 said:

    What is the script for those ones on the bottom 2 monitors there?

    I second this, it looks so sexy! can you share it?

     

    Man I knew some extremely talented people would come out of the woodwork with the possibilities on this game but you guys go far beyond what I would imagine possible.

  13. On 4/11/2018 at 9:14 AM, vylqun said:

    To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off?

     

    Normally city planning depends on  a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering.

     

    There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city).

     

    In my mind there are three mechanics which would directly create the need for clustering buildings on a small area:

     

    1. Powergrid

    The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them.

    To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to  effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant.

     

    This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity.

     

    In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities.

     

    2. Resources

    We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again.

     

    3. Dependencies

    Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available.

     

    ########

     

    I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.

    I just gave up hope that any game ever will get Mining right! Its infuriating that they had this great opportunity to create incredible valuable ore veins that could last years and would foment conflict wars could be fought over these special places where resources are extracted and that would be awesome... but no, we get ore veins that deplete as quickly or we get big veins that deplete less quickly... fuck man I wish any games where really trying at all to get this one aspect right at least once, I had high hopes for this game and for SC and both got mining completely wrong, SC approach is kinda fun but too gamy for my taste and DUs approach just leaves a bad taste in the mouth for the missed opportunity.

  14. 21 minutes ago, Mordgier said:

    I am not sure how quanta will be injected into the economy without bots.

     

    The 100k a day per account isn't realistic as the only source of quanta.

    Yeah there is that issue, so you see bots not going away ever? that would suck but again it would be worse if there where other MMO mechanics like raids and missions to inject money in the economy.

  15. 1 minute ago, Ronin12b said:

    That’s the weird thing. I’m trying to connect an assembler to a medium container, the assembler has one connection in and no connections out. The container has no connections currently. 

    I would pick everything up and try again, it might be a bug! I would report it to NQ.

  16. On 9/20/2020 at 1:35 PM, Moosegun said:

    270,000 tiles on Alioth alone (a rough estimate less than 5% of them gone), + surface ore, + other planets, + market bots (+others sources in the future).  Are you basing this on anything more than a suspicion?  Any actually statistical evidence it will run out, or are you just sticking your finger in the air?  If it is the later, I will move along, there is nothing to see here.

    Oh and your ore on sanctuary moon - it is a crutch.....
     

    I do hope they get rid of bots in the near future, they kinda ruin the idea of no NPCs in the game.

  17. On 9/21/2020 at 9:53 AM, kleves said:

    in the real world that I live in 100 million people vote and about half go one way and the other half go the other way. so only half are happy with the outcome. I don't want half the gamers to join. i want them all. so a way to please both sides make more money for the game owners. just good business.

    That is by definition not possible, you can't please PVPers and PVErs in a shared single shard universe unless you allow some people to play by diferent rules.

  18. Machines and Containers have a hard cap of 10 connections in and 10 connections out so start there, about the build from a container you just have to check the button to make the container your primary container, the UI design in this game has much to improve so it is sometimes in the top left and sometimes in the top right.

  19. 20 hours ago, Thor Wotansen said:

    Okay, you need to get out there and actually get in fights before coming here and suggesting sweeping changes.  First off, large sized weapons have to be linked to large weapons seats, and they need large radars, which have some pretty long lock times.  If I fly a little XS core fighter right, I can completely avoid getting target locked by a L radar, while easily putting damage on whatever is trying to lock me with it.  Secondly, reducing damage on all weapons is going to make any armored target almost impossible to destroy.  Gold has absolutely ridiculous hitpoints, as well it should, and trying to dig through a few meters of gold with the kind of weapon damage you're suggesting will be impossible.  As for variation in design, there is incredible variation in what works, and the cubes are just one way of doing that.

    Man it sucks they went that way, really? GOLD as a viable building material? man every single time I think a DEV team found their heads some fucked up idea shows up.

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