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IvanGrozniy

Alpha Tester
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Posts posted by IvanGrozniy

  1. On 3/30/2021 at 8:44 AM, ShippyLongstalking said:

    Their statement was basically "look, we know most people hate it...but here's why you're all wrong"

    Imagine making a game and saying that... it's baffling considering the reason people play games in the first place.

  2. 1 minute ago, carijay766 said:

    This will allow for easy ban bait when I offer free taxi and log out 500m before the safe zone with passengers on board and they "transport" my ship by regular game mechanics outside of the safezone and they or someone else captures it. Yes safe zone is supposed to be safe but as there is a perfect counter for any kind of theft (docking to space cores) other game mechanics which allow transition between safe zone and PVP space to prevent vague or unclear situation and exactly that kind of theft. Does that also mean any kind of roleplay/ingame scamming is forbidden in the safe zone? Any kind of miner slavery? Any kind of luring people into the pvp zone? etc. etc. This opens a lot of questions for me here.

    yup.... ez ban bait.

    Generally speaking, fix the game mechanics. Written rules are going to be broken, there will never be enough case-by-case manpower in order to judge these things. Game mechanics should dictate what is feasible and what is not. Otherwise the devs are fighting their own sanbox because of broken mechanics to the point where the sandbox is not a sandbox anymore.

  3. 21 hours ago, blazemonger said:

    I have always had the feeling JC was in the wrong place (an din over his head) being both the visionary and the creative director/project manager. If this all means that he will remain the visionary and in that "role" consult and advise on the game's progress and development while overall leadership is in the hands of someone who actually has proven experience in business and finance then I think this change is very good. If NQ now also hires a proper project manager to structure and manage the development process and progress, even better.

     

    At the same time I also know that the bottom of the money pit is very much visible for NQ and they probably have 2-3 months left before someone needs to put in a good chunk of cash. This change can also mean that will happen as it is not unreasonable to assume that this change in leadership is part of a financing deal struck with the VC investor group.

     

    [speculative mode on]

    So far VC investment has been on par with a seed and Round A level which normally does come out at around 20-25 Million. My speculation here would be that this change may be part of a round B investment which would inject a considerable amount of capital in the order of 50-70 Million (or more). Seeing how we are coming up on the 2 year mark since the Round A investment back in June 2019 it is possible this is the endpoint for the investors to take the option to move to Round B for which they have demanded the CEO position to oversee their investment.

    [speculative mode off]

     

    As I've said many times, I do believe in the potential and promise of DU but have my doubts whether NQ, under the then current leadership, would be able to deliver on that. To be honest I choose to be on the positive side of this change as the other option was pretty much where NQ was heading anyway.. So here's to hope for change.


    Based on the numbers some of us can pull, it's projected that June/July is the bottom of the money pot. 

  4. That isn't the problem for DU. The problem was bad management, bloated growth for no reason, and well... again.. .super bad management, including the ones who were closest to JC.

     

    Duh, programmers are programmers and they will make the game per the design given to them. The problem is that whatever happens higher up screws up development. You need a game designer to design a game, not psychologists. Good game designers implement plenty of psychology knowledge into games, but fundamentally, a skilled game designer does not try to change the gamer so that they play the game the "proper" way (JC already proved that this doesn't work), rather a good game designer understands human nature and designs the game so that it has optimal risk / task / reward systems and utilizes the strengths of human nature in the design. These two approaches are fundamentally different. We have been experiencing the former approach through alpha and beta where the gamers were forced into certain play styles to accommodate JC's "vision". Nothing wrong with the vision, everything wrong with what the vision actually means and the way to get there. 

  5. 3 hours ago, Zeddrick said:

    Eve is a good example of what I'm talking about here.  In eve every (properly fit) ship is a min/max optimised setup for doing one particular thing.  So if you want to PvP you need a PvP optimised setup and if you don't have that you basically want to avoid getting into PvP at all costs.  It's one of the things people learn early when playing.  The imbalance between being PvP and non-PvP fit is so big that on several occasions I've solo'ed non-PvP battleships with PvP fitted frigates.

     

    But because everyone is either PvP fit or wants to avoid PvP at all costs, PvP becomes either arranged fights, stratiegic battles or cat+mouse hunts of non-PvP ships which bolt and run at the first sign of trouble.  Nobody wants to be an easy target so the vast majority of non-PvP ships stay in places where they are safe -- 85% of players stay in hisec and most of the ones which venture outside join the huge nullsec blocks where they have lots of warning about incoming threats.  The usual response when presented with PvP is to dock up and wait it out.  When people can't stay safe they literally stop playing the game -- try doing hisec wardecs and you'll see that most hisec players just log off for a week until you're gone.  The way the numbers dropped during the blackout (where the devs took away the safety people had and made them risk being an easy target in order to do non-PvP things) shows it's not just the hisec players who are like this.

     

    I think DU will be just the same -- if you force people to either fly PvP only ships or become easy targets then everyone who is an easy target will avoid any area where PvP might happen unless they have a fairly reliable way to run and avoid the PvP.  Because nobody wants to make themselves an easy target.  Change the game so some activity makes people take risks and most of them will change their activities or just log off if they can't have fun without becoming a target.

     

    I just think it would be cool if DU went a different way from eve and tried to make a game where there isn't such a hard 'PvPer / target' distinction and people might actually fight you when you interrupt them mining an asteroid ...

     

    In DU context, miners need L weapons regardless of their core size. At least someone would think twice before trying to blow them up. Either that or more meta restrictions. 

  6. 3 hours ago, Zeddrick said:

    Not really.  I like PvP and have actually tried to solo in DU but the game doesn't really support that game style yet and the culture in the game is such that just blowing people up for a laugh is frowned upon.  But if I'm not doing PvP I don't want to put myself in a situation where PvP might interrupt what I'm doing if I will have 0% chance to inflict any meaningful damage in return.  And so will other people.  But if I can have a chance to actually win (or just cause a lot of damage) in the process that's fun.

     

    I'm not talking about idiot designs with no armor here, they're just target practice.  But I should be able to make a ship which is good at, say, hauling a lot of stuff but which can still be competitive at PvP.  Or build a ship I can fly solo which can be competitive against a gang of players if I play the fight cleverly.   It doesn't seem like that's possible at the moment because of the very severe restrictions on what you can do while flying the ship.

     

    And yes, you can play in a group, but there won't always be a group around and a game which is only good when there's a group is one which is not going to be easy to play at offpeak times, etc...

    Well I actually agree with you in a lot of respects here. But I don't think we need more mechanics to solve the solo non-viability issue, we need less restrictions. I mean, better mechanics would be nice, but if we were lazily working with only what we have:
     

    1. Why can't a solo pilot operate any guns larger than xs? What is the reasoning behind this? To encourage teamwork? Seems silly to me, in pvp big battles multicrew ships would still have a lot more advantages over solo ships anyway because engineers could repair ships and restock ammo containers while solo players have much more limited abilities, although if they had L weapons they could still pack a punch. But limiting solo players to only xs guns exasperates gameplay issues rather than solving them.
    2. Why are there restrictions on sizes on cores? One of the arguments for this was to make other ship designs besides borg cubes viable. This is false. The Boo L core gold ships were made prior to that limitation and they kicked ass. But the result of the demands for limiting weapons sizes to core sizes was this: XS, S, and almost all M ships are non-viable against the meta L ships. Consequently, you might as well delete XS, S, and M weapons from the game because they are rubbish compared to L weapon stats.

    But now for a bird's eye perspective: 

     

    When a company sets out to make a sandbox where "you can do anything", and creates mechanics and building modes that offer various customizations and changes, what inevitably happens is the emergence of meta, and best case scenario, 2 or 3 metas. But it's usually one. And that makes all of the customization and cool designs and doodads irrelevant and useless. Customization and freebuilding is cool and all but utterly useless when you ty to accomplish anything, especially in PVP, when you are not building around the meta. Mortal Online 2 will suffer from this, Starbase will suffer from this, Space Engineers suffers from this, Elite Dangerous, Star Citizen,  countless games suffer from this phenomenon. The net effect of this phenomenon is that the devs are then forced to counter the emergent meta builds with more restrictions and limiting mechanics to the point where the restrictions become absolutely absurd. Imagine creating a sandbox where you can do anything and then proceed to fight your own sandbox that you created in order to govern fairness while the kids in the sandbox refuse to learn the meta. It's a losing battle, by default it's a sunk cost with diminishing returns. DU suffers from this to a great extent and will never achieve balance. If it does, it will either be the balance of Eve or it will not be a sanbox.

  7. 3 hours ago, Zychov said:

    Just my 4 cents of a regular player:

    1. I stoped playing at the end of 2020.
    2. I still have 2 active account because I want to support Dual Universe.
    3. Now i just reguraly check Youtube to see if the pvp is there yet.
    4. I will get back to the game when some PVP drive will be delivered.

    Thank you for your attention :)

    look man, AvA is not going to happen, pvp doesn't matter man, all that matters is twitter posts of hardworking builders creating creations manimage.png.3fdcad83bc57064b8ebbe438d277f67c.png
     

  8. 13 hours ago, Zeddrick said:

    Want people to PvP more you need to give them more of a chance to win (or perhaps just to avoid loss while costing the attacker money).

    It is beyond all logic and reason how some "ship builders" (I'm being so.... so.... generous right now) have no clue what a pvp ship is in this game, or at least what armor is. What exactly do you mean by giving them more of a chance? No... if people actually learn to read they'd realize that you don't make haulers with no armor.. you don't want to use fancy voxelmamcy that does nothing to protect against bullets...  you don't fly in the pipe. I mean... just this last bit, in all my flying with naked haulers I never once encountered anyone simply because I never fly in the pipe. I know, just a personal example but... there are builders who have been in this game for way longer than me and they still have no clue. I don't get it.

     

    Also not saying this system is perfect. Frankly it's a shit show. But... nah... giving them more chances is like trying to improve on stupidity.

  9. 13 minutes ago, U114145 said:

    But.. If I'm able to decide who can, and who cannot use a jetpack on my ship, then that sounds like boarding will never be a viable option. That was one emergent gameplay aspect that I was looking forward to. Maybe I'm projecting my own vision too much, but I was hoping this game would one day be similar to Space Engineers. Maybe NQ envisions something closer to Second Life.

    2nd Eve, Son of Cain, but it's minecraft.

  10. Well.. If I use my tinfoil hat...

     

    1) NQ won't remove safezones because of carebears.  And I don't mean builders or industry players or haulers... I mean carebears. It's a state of mind.

     

     

    2) NQ won't remove safezones because they can't. We have never seen pvp on planets. Not in any video ever. Why is that? Considering they don't even have raycasting obstruction, pvp would be asanine on planets. I reiterate. We have not ever seen even a dev screenshot of atmo pvp. At all. Space pvp Is a shitfest. Because it was cobbled together half hazardly to tick the roadmap pvp box. It's not even designed for atmo pvp. It's an engineering abomination at its current state. The reason we have such large no pvp zones around planets is likely to do with performance reasons first. The reason every planet is a safezone is because the current pvp system only sorta kinda works in open space. Safezones are a way to restrict the lackluster unperformant  pvp mechanics to only open space.

  11. 26 minutes ago, JohnnyTazer said:

    You mean a city with a function and a purpose?  One that is dynamic and player driven? One that can also change over time, or be

    Cease this heresy! No good ideas are allowed.

     

    56 minutes ago, SpiceRub said:

    On the topic of camping markets, of course if they’re just a 1 tile safezone. Considering they should be abolished, and markets become player made owned and run, legitimate markets would often find themselves nested in larger player made safe zones.

    Too much.... Stop! This is not an mmo! This is a single player mining sim in a single shard!

  12. 2 hours ago, GraXXoR said:

    But far more pertinently, a restart would not reboot JC.

    For sure... for one, a complete wipe has too much cost for existing player base partly because everything just takes too long. And then... it's not like anything will change given 2 months..  :) 

  13. I like how people defend their "there's plenty to do in the game right now" with market stuff and building. I see that only as settling for less and just a workaround around the current lack of game content. "I mined only once and never again"... sure you can do that but your gameplay then revolves around min-maxing market tables. There are way too many niche justifications for the current "game loop". And they all suck.
     

    "Just build something and sell it", "Just start an org that does x or y", etc etc... that's it... that's the whole game. Meanwhile someone has to mine the mats for the ships and buildings... What is happening here is what happens in the real world... not everyone is a business man who doesn't have to mine for money. The people who "don't mine" in DU are riding the pareto distribution wave  on the top end and fail to see the actual boring grind of the game... all they say is "there's plenty to do, you don't have to mine if you don't want to, markets are easy". Mmmkay. This is it.. this is the whole game.

  14. On 3/15/2021 at 10:45 AM, Yamamoto said:

    Honestly, this community was great in alpha, a lot of people with good and constructive criticism. After beta, it became too toxic, unfortunately due to 10 people spamming all the threads in the forums and crying about how DU sucks in their opinion and repeating the same thing over and over. Like you said, this is extremely bad for new players who are interested in the game. 

     

    All the people spamming the forums just get their dose of dopamine when someone likes their post/comment, since they don't have anything better to do in their life. It's saddening to see an awesome game fail due to the toxicity of a small number of nolifers, but at the end of the day, it is what it is. If you really support the game and want it to succeed, play it, bring some friends with you, have a nice time, don't spam the forums with unnecessary negativity, like 80% of the people here.

     

    I will keep playing the game and pay my 2 subs every month to support the development as much as I can. At this point, this is all we can do if we want a good future for DU.

     

    Also, to all the people crying in this forum how the game sucks, I feel sorry that you need to have some random dude agree with you on a forum to have meaning in your life.

    You're saying the community magically changed when beta hit? How is that possible? After beta, it became too toxic... well... I do eat seeds as a pastime activity but... what actually changed is NQ communication, not the community. Alpha had at least a modicum amount of feedback and communication between NQ and community. That disappeared after beta dropped. Someone at NQ, likely at the tippity-top, decided it was a brilliant idea to push out patch .23 despite pages and pages of ATV feedback saying this is the wrong move. NQ goes silent. Tidbits of communication are vague. For some weird reason they decide to create public testing server and scarp ATV completely.. Imagine a game that is a beta which is actually an alpha with a test server and a live server... there are more ironies there than in a wet paper bag I'm sure. The community hasn't changed. NQ has. Naunet left. Game designer left. Stephane D'Astous left... there's actually quite a list of people who have left... all within the last few months, latter end of 2020. NQ never talks about what's actually going on in the company, they only make vague statements and brace for impact when they could just be clear as to wtf is actually going on. But no... "everything's fine". Game is heading in the "right direction". Meanwhile the community gets screwed over again and again. Yeah.. it's the community that has changed. Clearly.

  15. 16 hours ago, joaocordeiro said:

    One thing i dont see Empyrion do is allowing players to walk on constructs during flight. Or being  MMO. 

    But yea it does a lot of things better like game balance. 

    are you advertising a different game on Du forums? Please be careful and don't advertise if that's what you're doing. Just keep this in mind.

  16. 6 hours ago, blunted said:

    sweet talk it was much as you guys want, but all atv folks are jointly responsible to the state as it is.

    There were literally pages and pages written by ATV to NovaQuark not to push the .23 patch. There were pages and pages and forum posts galore by ATV folks about game mechanics and things not to avoid. Not to say ATV didn't have problems. But it seems like JC and / or the other people in charge don't give a damn. Literally every stupid thing that happened at beta launch (market bot orders being one) people warned NQ against. The whole thing can be summarized like this:

    ATV and community - here's a nail, don't step on it!
    NQ - ow look, a nail, I wonder what happens if we step on it!

  17. 21 minutes ago, Hexonymous said:

    DU is based off a completely new technology, and thus, a new engine. So it's going to take quite a lot longer to produce something. I'm actually impressed at how far they actually have come with the creation of this engine from scratch.

     

    It isn't based on any new technology. Literally everything in DU is unoriginal. Down to the voxel system, which was a 2002 paper by a couple university students... see here: https://onedrive.live.com/?authkey=!AEvwC4fqcCK0Lug&cid=279C0413866AC417&id=279C0413866AC417!867593&parId=279C0413866AC417!2514&o=OneUp. Another game used this very paper in their game, and that game collapsed do to a host of reasons, lack of pvp being a huge part of it... and a lot of those players then came to DU. Rinse and repeat.

     

    Arguably the only thing that could be said to be unique is the spaghetti json that servers and clients exchange with each other known as the "single shard" universe. Which again, isn't unique either. And it's already proven NOT to be scalable at all. Plus source code is leaked, so... yeah...  nice words, nice marketing, but nah fam, that's not the reality.

     

    For this to truly be an mmo,  A LOT of work needs to be done on the low level... the more top-end systems they add the worse the underground gets.

  18. On 3/17/2021 at 5:34 PM, Jizzlobber said:

    Given how absolutely toxic you lot are, good and good riddance.  I backed this game very early on, forgot about it until after .23 dropped, and just now getting into it and you vets are CANCER.  Most toxic community I have ever seen, and as a life-long gamer, that's saying something.   I would say you lot are driving more people away than lack of features, support, or any other thing you want to whine and cry about.  Every time I come here looking for info, I want to uninstall.   First post btw, because all you vets cry and whine so much, people like me don't even want to participate ffs.

    you'll change your tune when you get all game mechanics figured out and start peaking under the curtain.

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