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Belorion

Alpha Tester
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  1. Like
    Belorion reacted to TobiwanKenobi in PvP mechanic idea: How to give L-cores more potential. (Shield stability)   
    @NQ-Entropy
    L-cores are weak in the current pvp meta. I have an idea about how to make them more powerful(but not too powerful) while also adding some neat complexity to ship design in DU, and without taking away from the viability of S and M cores.
    _____________________________________________________________

    PROBLEMS:
    1. Right now, having a light ship is valuable in pvp. Being light not only gives you good accel, it gives you a higher max speed. Having high accel and max speed allows you to withdraw and vent, run away, catch slower targets, dictate battlefield positioning, or just travel faster. L-cores are naturally much heavier, so they suffer here.
     
    2. Being small is also important. Having smaller cross section means less enemy hit chance, which makes you harder to kill. Tiny S-cores with a M-shield can tank just as well or better than big L-shield armored L-cores. So again L-cores are penalized for having naturally larger cross section.
    _____________________________________________________________

    SOLUTION:
    My idea is that NQ add a new mechanic that rewards having higher mass and cross section: Shield stability.

    Shield stability: Higher construct mass and volume would make your shield tougher - a separate damage modifier that reduces incoming damage like resistances do.
    _____________________________________________________________
     
    RULES:
    The mass and volume bonuses would be on separate curves, then added into one shield stability value, listed as a base value of 100% - a damage reduction multiplier of 1. High shield stability values might be 150% - a damage reduction multiplier of 0.666(33.33% damage reduction, which gives an effective hp bonus of +50%). Both curves would never allow shield stability to get anywhere near 200% (damage reduction multiplier of 0.5) so that a smaller shield could never achieve the same effective hp as a shield of one size larger. The mass and volume bonuses would be small at the low end of the curve. The mass and volume curves would have diminishing returns at the high end so that players can't just scale their shield stability to infinity. The floor of the mass bonus curve would start at the standard mass of a L-shield(125t). The floor of the volume bonus curve would start at the volume of a L-shield(646m³). The bonus scale would be the same for all shield sizes. L shields on heavy/voluminous ships would get good value, but standard-sized S and XS ships would get little to no value from this system, since they would have to achieve extreme masses (in the multi-kiloton range) and volumes to achieve high shield stability values. Shield stability would be calculated dynamically, so it would decrease throughout a fight as fuel is burned, ammo is used, and especially as voxel is destroyed. _____________________________________________________________
     
    EXAMPLE VALUES: (obviously NQ would have to decide the proper curves and bonuses)
    A ship with 5,000t mass and 3000m² x 500m² x 1500m² cross section values (a very big boi) gets a shield stability value of 147% - a shield damage reduction multiplier of 0.68. With this shield stability value, a Rare Active Shield Generator L now gets an effective hp increase from 10,000,000 to 14,700,000. So it has significantly stronger shields along with a large amount of CCS from voxel. It's now a tough nut to crack for S ships, but likely very slow and easier to hit for L and M guns.

    EXAMPLE GRAPH:

     
    _____________________________________________________________

    NOTES:
    This mechanic would add more choice and variety to pvp ship design. It would allow builders to make more stylized designs that normally would be too voluminous. L-cores would be good at killing other L-cores since their guns would actually do better dps to large targets than smaller guns would. They would target each other in fleet fights. The shield stability mechanic would also make haulers naturally tougher to kill, giving them a better chance to fend off pirates and survive. This would also indirectly add value to voxel, as the mass of additional voxel would simultaneously increase effective shield hp. Heavy voxels especially might become more attractive.  
    CONCLUSION:
    This shield stability mechanic isn't meant to make L-cores into invincible dreadnaughts, but to give them a solid bonus to survivability in the same way that small ships get bonuses - just reversed. My hope is that it would add potential to L-core multi-crew capital ships in stationary fleet fights. These tough, heavy, expensive ships would still be a liability in cost to build and operate, as they should be, but if properly supported and utilized they could measure up to the current light/fast S-core and M-core meta.

    I've tried to think through many scenarios with this mechanic to try to find problems, but I'm only one brain. Does anyone see any issues?
  2. Like
    Belorion reacted to Zychov in Taking Alien Core Tutorial - How it works?   
    @Belorion Nice shooting we had there today
  3. Like
    Belorion reacted to Zychov in Taking Alien Core Tutorial - How it works?   
    Thank you
  4. Like
    Belorion got a reaction from Zychov in Taking Alien Core Tutorial - How it works?   
    @Zychov: Nice try, but you need more then 1 ship. Your Shipdesign is well for attacking aliencores.
  5. Like
    Belorion got a reaction from Bachiir in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  6. Like
    Belorion got a reaction from KiyaStarcherry in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  7. Like
    Belorion got a reaction from Sync in What kind of in-game events would you like to see in Dual Universe?   
    In general, there must be more reasons for people to fly out into the PVP zone, simply so that there is more destruction in this game and the market is stimulated. So something like a spontaneous fight for an object in the PVP zone, which is worth fighting for(Ship with Schematics,Plasma,T5 as Cargo?). The important thing is that it spawns randomly, both with place and time. So a large group cannot prepare for that and gives smaller groups a chance to get something.
     
    edit: and an Ongoing Mechanic, a bit like capture the flag. hold the ship for 30 minutes-1h and its you.rs
     
     
  8. Like
    Belorion got a reaction from Akroma in Dual Universe Ore Balancing   
    i totaly agree with Variety. Without Risk & Reward and more destruction the market will never be healthy.
  9. Like
    Belorion reacted to VarietyMMOs 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!
     
  10. Like
    Belorion reacted to Walter in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  11. Like
    Belorion reacted to W1zard in Decorative Items: Non-Destructible   
    Other thing could be is reworking the repair unit.
    If repair unit was capable of repairing elements with scrap, not just replacing them, it would be much less tedious to repair all that decorative parts.
  12. Like
    Belorion reacted to Resource in Decorative Items: Non-Destructible   
    If NQ made decorative items non-destructible ship builders would be more likely to use them to decorate their ships and make them look great. Builders and players avoid decorations because they do not like having to repair dozens (or more) of items all over the ship. Removing destruction from decorative items would negate the need for dynamic properties to be stored on many of the elements considered decorative.
     
    I am proposing this because of the overwhelming support I have received from everyone I've talked to about this.
  13. Like
    Belorion reacted to Dimencia in Lua API Suggestions   
    Just spitballing a bunch of ideas for Ligo to consider with the new API changes.  Some are more viable than others, but my main thought was that there's all these new functions - but we can't use them because they require us to link to things.  Ship controllers can never reasonably link to all of any given element type, which is why the engine commands exist, so more things along those line would be great
     
    Take them as you will, if anything can't be done then no big deal, but just posting it in case Ligo might see something useful
     
    Element.getWorldPosition Core.getElementWorldPositionById Construct.getMaxSpaceBrakes, Construct.getMaxAtmoBrakes Modify System.lockView - Previously it didn't work if not sitting in a seat; but a frozen player should also be able to have their view locked - if it doesn't already work that way with the new API.  This is important for custom UIs to work with the new click controls, when not in a seat Construct.getMinimumStallAngles - Returns a vec3 of the smallest of all stall angles for the construct's airfoils along each of its local axes; for example, if someone is using both airfoils and ailerons for pitch, it would show the stall angle of the ailerons along that axis Construct.getMaximumStallAngles Construct.getLiftEfficiency(vec3 axis) - Returns a 0..1 value indicating the average efficiency of all airfoils along that axis, determined by currentLift/maxLift.  Can be used to optimize turns toward the highest efficiency, which implies the maximum speed/angle at which it can turn along that axis in the current conditions Might be better as Construct.getEngineEfficiency(taglist, vec3 axis), which could also work on airfoils Construct.getSustenationSpeed Modify Library.getPointOnScreen - take a local position Library.getWorldPointOnScreen Improve efficiency of getPointOnScreen - apparently it is less efficient than our current methods, regarding overloads Construct.getObstructionFactor(engineTagList) - returns the average(or total?) obstruction factor of all engines in the taglist Modify Construct.getCurrentBrake - Ensure it includes obstruction (if it doesn't already, I haven't been able to check).  So should any other 'current' engine readings, again, if they don't already Construct.getCurrentThrustAlongAxis Construct.getPitch, getYaw, getRoll - In degs or rads, and possibly return these values relative to the velocity vector when not near a gravity source, since at that point they have no meaning - or relative to galaxy center would work.  It would be nice to have a consistent value across all ships, instead of each AP possibly choosing a different way to calculate it Core.getWorldNorth - Returns a vector pointing north from the core for the current planet, normal to gravity, in world coordinates.  Currently we can sort of guess this by assuming the north pole is the point on the planet at the highest global Y (or is it Z?), but a tilted planet would mess that up, if there ever were one.  0 when not in planet influence Player.getRaycastObject - Gets some sort of info about what the player is currently looking at.  Particularly I'd like it to be able to detect whether or not the player is 'aiming' at another player, for VR shooting games, but construct info (looking at a ship in space), itemIds, and/or local element IDs could all be useful The main goal of detecting player 'hit' is so that these games could involve complex (real) arenas and rely on line of sight, rather than always being able to 'shoot' through walls
     
  14. Like
    Belorion reacted to blazemonger in What Social Features Are Missing in DU?   
    VoIP, Character creation and customisation and Mail are probably the big ones for me.
     
    For a game pitched and intended to be all about community and collaboration, the tools to achiev that in game are at best underdeveloped and mostly not there.
  15. Like
    Belorion reacted to Nosomu in What Social Features Are Missing in DU?   
    Speaking to the “better chat system:”
    A unified chat window with different colour codes for each sub-chat would be nice. For example, green for org chat(with org name in brackets), white for general, blue for admins, and orange for help. The only chats that may need a separate tab are LUA and combat. These two chats could be pop-out windows so the unified chat is still visible.
     
    Other social systems I’d like to see implemented:
    -Planetary governance
    -Regional governance
    -Hailing systems with VOIP
    -Regional VOIP with the option to turn it off
    -Fleet VOIP
    -Org headquarters location in the org UI
    -Player markets that are integrated into the market search
    -In-game LUA repositories accessible through a UI. 
    -A LUA market in-game that functions similarly to the current market system.
    -Activity indicators when searching to join an org. If all members of an org are inactive for weeks then it should be hidden in the org application interface.
    -An official alliance system which orgs can join.
  16. Like
    Belorion reacted to NQ-Wanderer in DEVBLOG: MERCURY LUA API REVAMP - discussion thread   
    Dear Noveans, we hope you're as excited as we are about the Lua changes coming in the next update, Mercury.
     
    Let us know your thoughts below!
  17. Like
    Belorion reacted to CptLoRes in Ongoing Discussions   
    No one know for sure and NQ is not saying. And the worst part is that they even put the possibility of asset wipe on the table, after having made specific promises that player assets and specifically constructs (magic BP) would be retained if there ever was a wipe after beta.
     
    So the short of it is how can we trust NQ in the future, when they seem willing to break most promises they have made so far.
  18. Like
    Belorion reacted to Catarix in Change of Course   
    I think this game should provide more PvP using the same mechanics. just turn on planetary PvP according space rules. because now no PvP-> no elements loss -> no economics -> no competition -> no interest in game. 
  19. Like
    Belorion reacted to Nayropux in Alien core and PVP bugs don't match   
    This needs addressed immediately. The game is actually unplayable right now.
  20. Like
    Belorion 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.
  21. Like
    Belorion reacted to Omukuumi in The siege of Gamma   
    To explain again:
    Plasma is not in definitive Legion territory, we can be challenged as seen this weekend.
    Legion has decided by mutual agreement to prioritize its members before any sale, and this for a period that concerns only us.
    If one day plasma arrives on the markets, what is the point of coming to challenge us? Will the risk always be worth it? Or are we going to give our enemies a reason to not come and therefore end our own reason to play/gameplay?

    Stop thinking only about you when you blame other players, they maybe got their reasons.

    Roll up your sleeves, motivate friends/allies and join those who fight us!
  22. Like
    Belorion reacted to Omukuumi in The siege of Gamma   
    The main thing is the fight itself and all that it required in logistics on both sides, the final count doesn't matter as long as everyone had fun and people learned about PVP.
     
     
  23. Like
    Belorion reacted to Omukuumi in The siege of Gamma   
    Yep, major problems during this encounter was: Transponder didn’t works, radar sometimes shutdown, desync in close/mid range and that’s all, from my side
     
    I still hope they add colored icons and make the icons/range of our target more visible when there are 20+ grouped in the same place in 3rd person
  24. Like
    Belorion reacted to Koffye in The siege of Gamma   
    I hope they will adjust the Base Shield Generator behaviour, that not again the Combat timer of the Alien core will unnecassery get extended for multiple hours.
  25. Like
    Belorion reacted to Mulligan in The siege of Gamma   
    Some of the most fun I have ever had in DU. Been waiting for something like that for years. GF to everybody involved hope we get a lot more like that 
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