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Izon2887

Alpha Tester
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  1. Like
    Izon2887 got a reaction from Zireaa in Add More Challenges- PVE/P   
    Currently we only have the two hauling challenges but it would be nice to introduce a PVE type of challenge to provide a practice arena for PVP in the live universe. It should be similar to the hauling challenge that there are many different types of ships to choose from. 
     
    The objective should randomize each time you enter the challenge. One would be attack the enemy and steal their cargo. Attack the leader of a group of ships. Protect a convoy traveling from one station to another. And protect the station from enemy attack. 
     
    At a later time when flotillas are introduced, could add a challenge that requires teamwork to complete. 
     
    I think allowing players to learn and test their combat skills in a safe environment would get more people to risk PVP zones. 
  2. Like
    Izon2887 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.
  3. Like
    Izon2887 got a reaction from CoyoteNZ in Let’s solve the wipe issue for NQ   
    Tile Ownership
     
    I think one way to handle tile ownership is to introduce a decay mechanic to territory units. Nothing extreme that would require much time or thought, but something that requires upkeep. Such as the owner of the tile, org or player, needs to physically visit the territory unit to “recharge” the timer on it. This could be a monthly visit or longer. Maybe add a skill that would increase the timer by a %. 
     
    If the player or legate from that org doesn’t visit the unit, it runs out and the territory unit becomes disabled. The tile color would change to let everyone know it’s disabled. This would mean anyone could come in and “recharge” it to claim it. Constructs on the tile become salvageable during this time. When someone else claims your disabled tile then your constructs remain salvageable by all. 
     
    If no one comes to recharge it after a week of being disabled it is destroyed and tile becomes completely unclaimed. 
     
    As for what would be required to “recharge” the unit, that could be a battery unit, quanta, or  possibly create a token that could be given to another player as a mission to go upkeep tiles.  
  4. Like
    Izon2887 got a reaction from Shaman in Static Cube Placement Broken After Patch   
    If the build area overlaps into the next hex and you don’t own it or have permissions to place cores on it, it won’t let you place it. I would check to make sure which territory you’re placing it on. 
  5. Like
    Izon2887 got a reaction from CoyoteNZ in Break the mega factory meta   
    I built a mega factory before .23 and currently have a mini factory for what I use to build with. It doesn’t take much effort once you map out the flow. Basic excel, bunch of transfer units, know your 10 link limit and naming your boxes is all it truly takes to setup a factory.  
     
    I thoroughly enjoyed setting up my factory the first time, exploring how to setup the machines and understanding the limiting factors. Though once that’s understood there isn’t anything more to it. There wasn’t a reason for me to think more about it after it’s running other than maybe completed industry skills or occasional server error. 
  6. Like
    Izon2887 got a reaction from realMod in Break the mega factory meta   
    To reduce the mega factories I think there needs to be a progression system built into the crafting, this is an mmo after all. Have machines produce a part, but only have partial success unless you use a schematic.
     
    In order to progress to the next level (basic screw to uncommon screw) you'd have to produce X amount of basic screws without the aid of schematics. As you get closer to the required amount, your success goes up. When the machine fails to make the part it will consume material and produce a failed part that can be recycled in a recycler for fraction of material lost. 
     
    The schematics would only be necessary if you wanted to guarantee your success. Success with a schematic would also only be 100% if you're level is basic and you're trying to make another basic, if you try to make an uncommon part you're only 50% success rate, advanced would be 5%.  Using a schematic when you have not reached 100% success without it will consume more material per part and will not count towards required amount to level up. 
     
    As you get into the higher tiers when you complete the required amount to have 100% crafting success you get a schematic as a reward.  You can repeat the process (produce without schematics) and make more schematics but the number required will increase (2nd schematic would be 1.5X amount required, next 2X amount, etc). Higher tier levels will also require considerably more successes to reach 100%. 1,000 batches of basic screws, 10,000 uncommon screws, 1,000,000 advanced screws or some other values as you go up.
     
    For items that use multiple components to make (engines, etc), the success rate is based on your level for each item. If you're not leveled on one of the items it will reduce success of producing the item. When you succeed on making that part, it'll count towards both the engine and lower component requirements. So there would be a gamble in rapid skilling up by mass producing multi part items. 
     
     
  7. Like
    Izon2887 reacted to blazemonger in pay to win   
    Let me get the popcorn.. this is too good so far..
     
     
      
    Which memory macros in PVP?
    If you have any proof of these being used, report the player as it is a violation of TOS
     
    Multiboxing in the generally accepted definition is not a thing in DU as it is not possible to run multiple clients on the same machine. Having several character and logging them in when you want to play in their specialization is not multi boxing
     
    In the few cases where players will have several computers running different characters working together, a group of players working together will always beat them. And frankly, I would not worry about single players using multiple characters in these cases, I would feel sorry for them not having friends to play with instead.
     
    Lastly, many of these instances are backers who used their beta keys for alts. Once the game goes to release and beta ends, so do these alts.
     
     
    Have you checked the percentages on occupied tiles in game? Care to share specific examples of this happening?
     
     
    You can't "fast track" several characters and use the accrued point across all of them. WHat you are saying here it's unfair to solo players when others decided to join an org and have org members apply their specialized training across the org which is _far_ more effective that jumping between alts.
     
    Also, you seem to not have a basic understanding of the DU talent system at all
     
     
    Getting 150K/day is peanuts once you get going. It is easy enough to make millions very quickly with minimal effort. The argument really has no merit at all.
     
     
    Why is it bad when some choose to have several characters to enjoy different playstyles?
     
     
    In general, sure, there are and will always be some outliers who will minmax using multiple characters. Frankly, I am way more concerned about how some will use untrained alts in PVP as beacons. That is something NQ should address
     
     
    Overall, I'd say  your "friends" really have no clue about any of this and you and the game would probably better of without them in regards to the game. There's several here who seem to agree with you, at least to a degree. Why do you guys not team up, get into an org and start working/playing together to show how that is the optimal way to do things instead of complaining over non issues.
     
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