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IvanGrozniy

Alpha Tester
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Everything posted by IvanGrozniy

  1. As one redditor already said... adding mission systems won't add much.. I mean... think about it... what would the missions be? More mining? Yes. Only now for someone else. There is nothing in this game I would put a mission out for. Except maybe trapping The God of PVP in a borg cube.
  2. Isn't that how things were since beta launch?) I'd say the historical precedents are strong on this one... pretty soon the whole game will be a mistake and JC's initial vision of civilization will be a fairy tale we tell our grandkids.
  3. More like a fist in the face and a kick in the groin.. but the point is, despite that Rust has a bad rap about its rampant pvp and all that, they are doing fine. Very fine. For at least 7 years. That's the point I'm illustrating. Of course they are different games. But that game attracts even super casuals because everything is.... you know... accessible.
  4. Exactly.. that is all this patch is... "Uh... we don't have any new content for you, lets uh.. delay the hell out of the current content so you can have more content with less content in your content... "
  5. In all seriousness... even when shields and other new elements are introduced, this will not be fun. No casual will play this game. Which means you won't have 67,000 people playing this game. Imagine a new player coming in to the game in this patch. Holy Hell. Meanwhile, a game that released in 2013 is doing something really really well to keep those numbers.... such as low-grind for high reward... such as highly rewarding pvp... etc.... etc ... etc ....
  6. Not quite, when you exit warp your ship slows down to a full stop. There are reports of people crashing into constructs during that particular time. In other words there are two cases: 1) Player ends warp, spools up engines, not realizing there is a construct just ahead... or they just don't pay attention, planet gravity starts pulling them. and there is a net just ahead. 2) Player ends warp and crashes into a construct BEFORE reaching 0 velocity - when you arrive at a warp exit your ship is supposed to slow down all the way to 0.
  7. To be honest this would be a great opportunity to respond to the community and develop mechanics around this issue, several great solutions have been proposed already... another solution might be just to disable damage after end of warp for n number of seconds, that seems to be the easiest to implement and pretty fast but... how long did it take for NQ to finally say anything about docking other people's constructs on owned territories? ....
  8. Despite all of the suggestions so far this seems like a simpler solution
  9. In space this wouldn't make sense still... of course we're talking physics and that's hardly something that can be talked about in a game... warp speed, even sub-light, basically increases mass of an object, so even a stationary pole here would not be effective. In terms of randomization... how about remove that whole warping to planet mechanic completely and you're only allowed to warp to beacons? I don't like the idea of randomized warp exits. Or warp along vector to X distance. Gives some cool gameplay opportunities... like bumping people into pvp zone
  10. Due to numerous reports of this happening, including pictures, lets talk about end of warp obstacles and ramming in general. Here is an example of a net placed exactly in front of a warp exit. You have about 10-15 seconds to change direction right after end of warp, but most people won't pay attention and ram into whatever is in front of them. This has been a thing for a while now, but we now have some reports of ship destruction due to warp destination constructs being purposefully placed in the way. One way to get around it is of course to pay attention and maneuver the ship immediately after warp destination is reached. However, there is a lot of discussion to be had about warp obstruction and ramming in general. For example: 1) disabling collisions between cores: this has already been done with trees so I imagine it can be disabled for static / dynamic cores, probably will increase server performance too, but also an effective way of getting rid of warp traps. 2) disable damage on collision with constructs: an alternative of the above, except collision will cause velocity changes as expected between collisions. We don't have bumper car physics, could be a bit strange, but this also gets rid of warp traps. My personal favorite and very biased option: 3) reverse ramming logic (THE RIGHT LOGIC): it's really strange to consider that an L core going at 30,000km/h can be obliterated by a stationary xs core. It just doesn't make any sense from a logic perspective, although the reason for this implementation probably has roots in server performance considerations. I think collision damage should be shared between constructs and distributed according to mass and voxel logic. Added benefits are: COMPLETELY LAG FREE MARKETS... because naturally people will start ramming, hence a necessity for garages / safe parking facilities, opportunities for business, etc. I would go so far as to say that static cores should be rammable as well. This has huge ramifications for space stations... there will be a need for space mine fields or wreckage around stations to prevent people from completely destroying stations with ramming dynamic cores. Space stations will need engagement rules such as: if dynamic construct is going faster than X amount inside a certain radius around space station, fire all weapons at dynamic core. There are all sorts of interesting ramifications for this gameplay. There is something important here I think: it is not ok to simply add a rule to the EULA saying warp traps are illegal. This is a sandbox, emergent gameplay will always happen, and a bunch of players can give a hell of beans about what the rules are. It's in poor taste when a game cannot / will not implement systems to prevent certain actions from happening but simply adds a "RULE" of conduct. In some cases it is certainly appropriate (abuse, discrimination, etc) but in this case, this is emergent gameplay and adding a RULE will not solve this issue. In this situation NQ actually has an opportunity to capitalize on the situation and create game mechanics to either solve this issue or enable ramming AND add mechanics in order to counter ramming. On the other hand, warp traps such as these can be cancerous. This is a tactic used extensively in Eve, see here: Do you think warp traps are an acceptable emergent gameplay mechanic? What are your issues with it? What can be done to solve it? Again, to reiterate, simply adding a rule of conduct doesn't work here in my opinion. NQ should really capitalize on this opportunity... I think they failed in the district 15 drama, they could have done some epic stuff there... problems can be turned into opportunities, lets contribute to the discussion and find opportunities Edit: After writing this post, I have received confirmation that players are "netted" both when: 1) player finishes warp, comes to a complete stop, then accelerates/or planet gravity pulls the player, and they end up in a strategically placed net 2) player finishes warp and gets damaged in net BEFORE coming to a complete stop from the warp
  11. JC said something like it should take a month for people to get off the planet... as to the exact source, I specifically remember it was JC's first interview after beta launch. Sadly I can't find it now, maybe if you ask in du discussion discord channel someone might remember. A lot of what JC says is scattered all over the place, there is no compendium of what was said when unfortunately... yet another communication problem.
  12. As a backend / frontend developer myself for many years: 1) UI / UX for this game is... not made by designers but by engineers. In this regard it is horrible from a designer standpoint. Not to knock the work of the engineers but this is... not a game ui. I'm sorry. This is a product of a bygone era. Modular ui is generally cancer in a game. And when you're married to it, it spawns very very bad children. 2) LUA API is abysmally incomplete. Simple things like knowing what is in a container, or better yet, what is the actual capacity of a container WITH talents... is not a thing. Another example: for some odd reason getYaw() was removed from gyro api. And that was bloody useful... And the list here goes on and on and on. Features that are missing, features that disappeared, etc... Which leads to lots of arcane, frankly, bad code going around, some of which I myself wrote. 3) Market 15... was ... well.. that is a rather permanent face of NQ now. Not to mention poor communication. Not to mention grey rules that you twist in your own favor just to save face. 4) Game has no progression. Literally nothing to do. Players don't care, everyone is self sufficient. Markets are a joke, it's easy to get whatever you want pretty fast. Resources are uniform. All elements are the same regardless who made them, etc... everything becomes more of a chore rather than less, there is hardly any automation, and the stuff we do with LUA are just silly work-arounds that in the end are NOT automation. This game is the opposite of what MMOs generally are: the more time you spend in DU the more labor intensive and less automated things become. 5) Less Content, More Grind. NQ, especially JC keeps throwing around statements such as: "we expected people to get to space from starting planet in X days" (took me 15 minutes, took other players even less). "Mining is too fast for our liking", "brakes are too effective".... these are all statements that lead me to believe JC didn't mine for his castle, and has probably never built an M or L core all by himself with his own in-game resources. All of this in summation is rhetoric that I interpret this way: We can't provide content fast enough, lets slow the game waaaaaaay down and make it more grindy, more time consuming, because well... uh... we don't have content for you...sorry. It would have been a LOT MORE helpful to the community if NQ actually was transparent as to what is going on there. 6) PVP. Geez.. so much to say here... a lot of it has already been said better than I could ever say it. Seems like from the get-go casuals weren't clued in to how to make transport ships viable for slowboating... like for example... putting some voxels on the boat for a start. There was so much whining about one shot kills that I believe NQ was pushed into the direction of not removing planet safezones. We need atmo pvp, we need interdiction, we need material variability, we need to fight for something. Radars need to be fixed. Guns widgets need rework (ui / ux is so terrible and non-ergonomic I can't believe this is 2020). 7) Lots more... but I will stop.
  13. ETERNAL!!! YOU are my favorite Canadian. You have hit the nail on the head, killed the cockroach, kicked the cat, everything you say is true. Just to reiterate - voxelmancy at its current state is a joke.
  14. Lol so NQ screwed up on their own RDMS but players broke EULA... mkay... Move along...
  15. There were certain community helper(s) that did the same stuff but have since scrubbed their images from the gallery. But ok, nothing to see here, just sipping my tea.
  16. Here's a solution to the mulitbox issue.... Allow solo players to use the same kinds of guns that gunners would in multi-crew ships. Problem solved. Unless it's not a problem...
  17. Brah you can't trust these rules i have documented proof of several nq high ranking officers in service to Lord JC himself saying we can multibox. Stop spreading lies and deception.
  18. This is a brilliant shitpost and I commend you for it sir.
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