Jump to content

Cybob19

Alpha Tester
  • Posts

    290
  • Joined

  • Last visited

Everything posted by Cybob19

  1. Tens of thousands of players in the starting holes, well enough informed to care about beta incidents, yet not deterred by the constant "bad reviews" and doomsaying the likes of you keep painting all across all exchange platforms. Just too plausible for my tiny brain.
  2. It's the same game with the same market dynamics. But next time everything will bz different I swear you just don't get it. Explain it instead of doing condescending conjecture. We get the money point, I'm happy to pay subscriptions but they can't release something so unfinished.
  3. Because tabula rasa will help the game to "grow", not an inherent ability to self regulate... No narrative here sure. Can you please explain us with your hard-nosed obejctivity and deep insight into NQ's heart and minds, how the wipe will prevent the game from facing the same issues one year after the wipe? How it will do anything but satisfy the subjective perception of potential customers? How likely are these same fair-weather friends to stay? It's the same people that haven't gotten over their schematics tantrum, it's the same people that keep badmouthing the game. Oh no but you are gonna attract totally new players after badmouthing the game for every pedantic detail. Because next time everything is going to be totally different I swear. Amathia con artist.
  4. I'd totally half-äss it, would probably not even bother putting a roof over my head... Just a few containers, 3 tiles with MU + sanctuary(no concern for profitability, just the closest possible that takes the least time to manage), let charges go to waste for a good 15 months or so probably longer before somebody or something pulls me in, so maybe I just fizzle out instead... Stopped playing after schematics too but since a friend wanted to try the game about a year back (he stopped allready) I have at least gotten the daily quanta, used the charges etc. If the game launches without wipe, I can see myself lowkey headhunting: if I like a noob and if he looks like he is sticking with the game I'll get them on their feet... Hopefully meet likeminded people who have a somewhat serious commitment to the game. It's true that right now everything is in limbo... I don't let the opportunities go to waste, but I'm hardly playing the game, just managing my various timers on various accounts. If they wipe I pay 1 subscription and let 3 accounts go to waste, if I keep my stuff I'll probably stick to two accounts, possibly substitute the 2 others with DAC if I have a use case and the rightful owners don't return.
  5. I don't see the issue in adding a second sanctuary be it around alioth, somewhere else in the safezone, or in a new solar system. They'll have to anyway if the game ever passes 40k users. If it does they can afford to. Beta keys expiring will bring a second requisition rush. I'd laugh so harf if they wipe someones steps in, crushes that fragile shortlived ecosystem of sacrosanct purity, with a good exploit, before going meh I'm bored anyway. I have a job now so I'd get the short end of the stick anyway, might as well lol as the inevitable whining restarts. edit: its a 111 632 users i did it from memory at work turns out 42 800 is the number allready claimed
  6. Seems to extrapolate on the rythm of progress we have seen in what I'd call the "JC era". Not so much in line with what has happened the last half year, I'd argue athena implies they are hellbent on pushing something they can brand as a milestone every 2-3 months. Do of that what you will. The thing that bothers me about wipe: if a level playing field is a necessity, a persistant world becomes futile. It implies just as much that you shouldn't bother joining the game 15 months after the wipe/launch. If your fun in this game is that reliant on starting the first second the server launches, if the game can not adopt over time to provide beginners a decent and engaging baseline, then the whole concept of DU is pointless. The persistent world is the "alleinstellungsmerkmal" (unique proposition) of the game. I think instinct for wiping stems from what we observe with comparable games (crafting/sandbox/survival), the dedicated server gets stale you start anew. It is seducingly simple yet in this case fallacious because it does not take into account dual universe's unique feature proposition. The whole game is designed around this. Freaking recipes that take 18h and stuff. Yes they want us to subscribe over long periods of time, it's the whole business model, good morning sunshine. Remember when terrain bugged during mining and became uneditable... If NQ said, well sorry folks, this thing sits too deep, we need to wipe EVERYTHING (unplausible i know know, but can i do this example in less than 800 words?). I'd say, well shit ok. If it's about wealth inequality find another solution, because ultimatively us keeping our talents wouldn't be "fair" either... But fififiltered I paid those skills with like 2 years of my life, get over yourself the game was here waiting for you.
  7. It's not even an opinion, it's a principle, a principle that rules out that he's coming back so no I'm not concerned about antogonising him.
  8. So you asked for news just for show to slip in a patently bad idea.
  9. -.- can we please wipe so the guy who hasnt read a devblog for 16 months blesses us with his presence for two and a half weeks what was it can't turn a profit turning ore into intermediaries or some other thing nobody needs help for, or are you convinced all juicy spots are allready sucked dry...? Sorry for the salt but I'd be surprised if it wasn't one of these reoccurring easily debunked memes.
  10. Yes I think if you aim to boost performance of DU specifically it's all in the cpu, ram, ssd. As long as you got something on the level of a 1080ti/2060 you should be good GPU wise. Don't expect any miracles though, throwing more performance at the game might just be a way to heat your room better ? . Sounds like a mighty battle station though.
  11. You want a list of coordinates with malachite? I copy-pasted calibration coordinates for a while into a text document. If you want them I'll give you the right to collect ground rocks and send you the list. I know it's not the old mining system, but it's better than 20L rocks, and it's on alioth. (it's about 250 coordinates, most of them juicy I tried to get 100% in the minigame and had moderate success)
  12. I guess from the perspective of "gonna pay one month once" and play the sheet out of it then be done, one is completly föcked. I understand you better now.
  13. 4 accounts, a "mere" 19 tiles But one account can manage a 7 tiles flower, it's a bit tight but definitly feasible. That's like 600kl a week (lowballing), so yes even on 1 account, one could easily have made millions of liters, it has been like two months. At the rythm I am calibrating I am passively gaining charges. I'll have to do temporary mining operations once my accounts all approach 50 charges. At the moment I calibrate wednesday evenings, and sunday mornings, never going below 90% calibration in the process. I'm pretty sure that if you calibrate every 4-5 days on more MU, you could make more ore than I am making.
  14. I'm stockpiling all the ore and I keep having to build new containers. We're talking litteral millions of liters since MU dropped. When I didn't have a job it would have taken A LOT of effort to keep up with the production rates by hand. With how little freetime I have at the moment it would have been plain impossible to mine as much. I'm dilligent and what I'll have stockpiled by the end of the year will utterly dwarf what I mined by hand, starting at launch on pristine planets. Sometimes I have the instinct to just give namcigam something, then I remind myself if he truely struggles like this, whatever I could give him would evaporate like a drop on a hot stove. I had a cooplayer once like that, terribly difficult to help somebody who can't / won't adjust their expectations and think reality should bend to their plans, instead of having a quick calculus on ROI.
  15. Yeah I threw everybody out, rushed home, and still got only a ship with 6 basic atmo l and 2 l containers or something like that. Felt like an idiot for not respecting speed limits. I am pretty sceptic though, when they announced the community seemed to like it quite unanimously... Except for a handful being worried about inactive players badmouthing the game. Now that the cards have been dealt there is a lot more salt. Magic blueprints are not the solution, put the timer too low it's trivially easy to magic BP your ships, put it too high and everything is still littered. The solution would have been to unspawn the ships with a little video, like the sanctuary shuttle has, but that suggestion went entirely moot, not sure anybody reacted at. I know it's cheap and anti persistence/immersion. But also it bridged the gap between different interest groups perfectly. Now that the asset flipped hands, we can leave it as it is anyway. In the same vein I'm pretty confident somebody posted the best solution for the speed limits: make the highest speeds require constant fuel burning. He was promptly "debunked" with "cant got past 30.000kmh... (so same principle but downwards from 30k then wtf stop hyperfocusing on winning arguments rhetorically). Many lines of text were wasted to write down a whole balancing scheme.... I bet we are going to get core speed limits, and I bet people are gonna give NQ shit for it. We don't need to write their game for them, we need to inspire simple and feasible things à la "damn why didn't I think of this". And in my experience those get hardly any visibility, I feel like the forum is more like complaining for sport.
  16. I feel like radar activities should get sort of a complete rework, but since I have not used these system a lot or at all, I never dared to make suggestions: I think the current 2 SU can be okay, but only for a radar that scans spherically. There should be other scanners that are far more involved like scanning cones or planes, they could reach much further... The narrower the search angle the wider the reach, the more volume scanned the longer delay between two scans. But also, importantly, scans don't cross planets or atmospheres (for the really far reaching ones). It's a very rough draft, but what if we made it more like guns, a certain number of different radars can be plugged into a seat. And the act of scanning more involved, cones need to be pointed, spheres can be enlarged at the cost of less frequent updates, planes can be rotated (scanning vertically, horizontally and everything in between). The radar user would sort of have an overlay ingame, with sliders for each radar for finetuning (reach, angle, width, refresh rate etc), and their camera position would factor in as well. Possibly the main radar guy could also relegate his data to gunner seats but that's less important. And the DSAT you'd sorta make it like a territory scanner, after like 10-15minutes it tells you how many asteroids, mobile and imobile structures are in a sector (something like 30x30x30 SU). Sry I'll stop now, I obviously don't know enough about this to make really good suggestions but maybe I gave somebody else a better idea.
  17. I dont know why 39k kmh specifically, seems a bit much, but other than that... Damn, THAT IS BRILLIANT. (you can even spin this slight irrealism as: the nebula is not a perfect void, the parts were designed to withstand 30,000kmh, but the engines can do more)
  18. It's is explicitly not about scale, but since we're at it: 300 tiles and you're talking something roughly the size of malta There in 9 nations in the world with 5000 or less inhabitants. What I am trying to say, and you seem to hellbent on interpreting differently: If there is only player-player interractions, the endgame will necessarily and 100% revolve around PVP or rather org vs org. Given the slow pace of progress and how you can not protect your assets 24-7, it makes players dependant on an org that can impose some sense of lawfulness, basically assuming many functions of the nationstate. If there are only player-player interractions the game NEEDS to be that hardcore, but you are setting yourself up for dissapointment. Much better to give the players things to do that do not necessarily revolve around other players, on top of all the things we were getting for a "player-driven universe". That way 99% of players don't feel compelled to cannibalise on eachother as sole source of entertainment. Progress is way too slow and labor intensive in this game for that to be fun. Honestly how did we wind up arguing you seem to agree about the need for PVE.
  19. You can have all the money and the programmers in the world, I still wouldn't bet on players engaging in actual nation founding. Rarely have I ever seen a better setup for dissappointment.
  20. It's not question of it being out of reach of smaller budgets. If the only thing players can interract with is others players, it breeds cannibalism. You have to either design a game that is hardcore PVP, such as rust, or unite the players against the evironment (though technically all games that do that have far more gameloops than only player-player interractions). What we have here is a game that is made on purpose so that things takes days, weeks or months. So NQ can cash in subscriptions, but also so ghat achievements feel meaningful, call it a cheap trick if you will, so are infinite ressources in creative mode... On that scale DU far further on the grindey side and that's ok. But nobody would want to play rust in such an environment unless they are pure masochist. I have to wonder if JC truely imagined 9/10 players would coalesce into orgs that can maintain 24-7 allways active schedules and organize on the scale of tiny nations. Because TBH that sounds like a stupid pipedream to me, players are chaotic.
  21. Many good points have been made. I hadn't even considered moving ships on invisible rails, now I definitly think NPC ships are within reach. Do a few of these with different purposes... Such as haulers that fly through pipes, and pirates that orbit around planets, space stations, fortresses hidden in deep space. Then you add a few plants that can be picked up, and turned into temporary buffs. Then you add a few animals that can be fought in AvA, either for bounties or other buffing ingredients. You don't need to simulate whole populations, you just need a gameplay loop/minigame that credibly spawns them in. Why not fishing, all the other mmo have fishing... It would still be a player driven game, we litterally shape the map, but it wouldn't be an empty game anymore, even if the encounters stay incredibly rare, at least you know there is something out there.
  22. IDK right now I'll fly a mission if I am going look after my MU, in which case I don't care if I can make some more money going somewhere else, I don't need to go there. Could I warp, the economical choice would be warp most lucrative mission, then do whatever I was going to do after.
  23. Also it would render all missions obsolote except the most lucrative in each weight class (package size)
  24. Sure but then you're basically turning it in a chore again. "You should do your daily quota of missions to minmax" It would be somewhat similar to able to only store 10 calibration charges... If someone likes to focus their playtime on the weekend, they just lost a bunch of opportunity.
×
×
  • Create New...