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Facial_Fracture

Alpha Tester
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Posts posted by Facial_Fracture

  1. 1 hour ago, Jake Arver said:

     

     

     

    NQ want DU to have a more EVE style industry gameplay. The idea here is not to be able to do it all, but to create an interaction between industry and markets and with it drive the economy.

     

     

     

     

    The problem with NQ is they dont understand the things that go along with EvE.  For one, there are MANY pve and things for players to do.  So a new player can jump, get some money running missions, buy what they need, and get going.  The other thing is that the amount of destruction EvE has.  It means the markets always moving.  Even PVE players lose their ships to NPCs or other players.  Oh well, its gonna be fun watching release and the immediate drop in player base right after just like "beta" release.

  2. 10 minutes ago, Knight-Sevy said:

     

    A long time ago with my friends on Discord, more or less moaning about the progress of the game, we finally realized that the majority of the effort of NQ was focused on cost reduction.
     

    Here is the list of things that have or will change:
    - Overhaul of planetary mining to remove all people's galleries and limit "pending operations"
    - Revamp of the planets to remove the voxels present and modifiable "in depth"
    - Nerve of organizations with drawers to avoid being able to have an infinity of core units (limitation of a number X of cores per player).
    - Limitation of the number of industries that can rotate compared to a number of players X present on the game.
    - Added a destruction timer so that people who no longer pay for the game no longer impact the company financially
    - Added a timer to remove destroyed buildings from the server
    - Increased weapon damage and increased rate of fire. Massive nerf to voxel hp and added CSS, to reduce the number of calculations in PvP.
    -Removal of the build mode in PvP to avoid doing the state calculations of the ships too regularly
     

    Here's what should happen again (speculation):
     

    - Energy or core capacity system to limit to X elements possible on a size X.
    => next patch they will make the distinction between the useful elements (those with a schematic) and those useless (without schematic), the first will count in the energy / the capacity cost
    - Removal of Sanctuary to leave only Haven, Revamp of other planets as well?
    - Added a recycling system to destroy assets and help clear chests

    =>
    All these things are beneficial in the end for the game and allow either to make it possible in the long term (without that NQ will ALREADY be closed) and the gain of resources also makes it possible to improve a lot of things, even if efforts are still always to do. But damn what, overall their servers hold up pretty well! And the voxel tech is really good, whether it's the build mechanic itself or the draw distance of player constructs.

     


    Totaly agree, 

    I've said it dozens of times, before slapping the players, tried to give them a lollipop before and a candy after.

    Each mechanic should come with a new equivalent or new real gameplay. (Lua is only enough for the community of Nerds who will ever make the game live on their own. That doesn't count).
     



     

     

    Its almost as if this game is still in an early state of development, where new features are being put in, and old features are being tweaked for longevity.  If only there was a word to describe this stage of development......oh well.  ON TO RELEASE! 

  3. 21 minutes ago, blundertwink said:

    Good thing they learned from how bad public beta's launch went and are taking steps to make this an even more "dramatic" release, eh? 

     

    I remember maybe like 2 months after beta launch.  And someone was like "the performance seems to be getting better".  I said "well id hope so because they lost well over 50% of people from launch.  first week of launch had lots of twitch people and was often around 1500 viewers on peak.  2 months later about 80 was average.  

  4. 2 minutes ago, blundertwink said:

     

    Well...I agree with all of this. Hindsight is always flawless, but having shared community servers would solve soooo many problems.

     

    Scaling for an MMO isn't easy at all...like it wouldn't be a stretch to say that every feature in DU becomes triple the complexity just because of the scale required to make it work in an online persistent setting.

     

    It isn't unrealistic to suggest that 75% of the struggles NQ has faced technically are simply due to the demands of an MMO setting.

     

    It's easy to imagine how much "more" the game would be if all that time went into feature depth and gameplay instead of struggling with scale -- not that all this complexity goes away on community servers, but it is orders of magnitude easier (and cheaper)...and obviously all this chatter about PvP or not PvP would go away with a few server settings. 

     

    And wasnt that the reason Space Engineers didnt become an MMO?  I heard in very early concept they thought about it, but decided against it.  And seemed to be the right move for Space Engineers.

  5. 16 minutes ago, Azraeil said:

    how/when are you going to answer any of the questions and concerns that have been raised here? There is a heap of commentary and questions that haven't been responded to and the answers to those questions already asked really are needed to inform further questions.

     

    Summary of questions so far:
    What happens when running industry use up their stored schematics?

    How many schematics will be able to be stacked into each industry unit?

    With the examples shown in the video it would take approximately 700 schematic hours to produce enough warp cells to transport enough ore to build the required warp cells, similarly, assuming production time for schematics scales by tier,  it would take approximately 100h of schematic hours to produce enough fuel for a 9600L fuel tank. How is hundreds of hours of AFK activity to support an hour of active gameplay considered reasonable by your development team?

    With the primary complaints for the game currently being time and resource gating access to the limited gameplay how do you see more time gating and gatekeeping as the solution?

    Do you want people to just find the game unplayable?

    If the schematics will cost money to copy and will be consumed on creation, and this is about making industry more accessible to players, why time gate copies instead of just letting people buy however many copies they want?

    Is this really just to try and further incentivise alt accounts for the few people still playing to try and increase your revenue? because this just seems to be further damaging to the game itself.

    I thought the idea of this was to "fix" the broken mechanics of the schematic system but instead you are doubling down on the worst most restrictive mechanics to further gate production, what is the point of this?
     

    So the band aid holding the entire game's economy together will be a highly limited resource that can be gained in an infinitely increasing scale depending on how many accounts you're willing to pay for?

     

    They aren't answering questions like that.  Right now they are just deleting anything that is too negative. 

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