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Bazzy_505

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  1. waste of development resoruces, it has been done in other MMOs and was universally panned by players each time, even back in days when voice comms like vent or TS cost actual money to run. Closer integration with discord may have benefits eventually, but there's so many essential aspects of game , that are either stubs or absent completely that reiventing this wheel is a fool's errand. To pick a low hanging fruit, fixing friendlists' "see me everywhere i go" , and absolute lack of any grouping features other than common chat and total absence of standard FoF indentification are more pressing matters. Heck you can't even form flight wing, much less fleet in DU.
  2. To put it bluntly, current VR adoption sits around 3% according to steam charts. Steam certaily isn't the whole PC games' industry, but it arguably largest chunk of it all, thus providing pretty decent sample of what the rest of it looks like. Even if actual DU sub numbers were sitting at 50.000, which would have been a major success for something as niche as DU is. (never mind it took years even for eve to surpass that number). You basically askin for feature relevant to 1500 people out of the enitre population. It's simply not worth the dev time, especially for du, which has gaping holes in just about every aspect of its core functionality. While there was quite a bit of excitement at beginning of this VR cycle ( it comes and goes about once in 10-15 years), that interest has already fizzled out. While VR is having some success in business application/visualization fields, consumer market has been stagnant at best in past 18 months. A number of AAA studios dove right into VR expecting customers to come later, but they never did, at least not in numbers where it would have matterd, and canned their future VR efforts on hold till there is actually seizable market for it. And on consumer end, there are notable games built from ground up for VR, but very of them are a must have, hence Index or Vive is are a hard sell. Interestingly a lot of people who bought Index for Alyx dumped it on secondary market after finishing the game
  3. quite frankly, i can't be bothered to watch yet another of those videos. It doesn't answer the most important question that sits above all other questions and unless that is taken off the checkerboard all other topics, to be blunt, are inconsequential. NQ should not have opened that can of worms until they had a clear idea what to do with it. But than again NQ has seldom had a clear idea about anything related to Dual Universe. Episode 9 was yet another clear example of a proverbial monkey throwing random items at the wall to see what sticks to it, i have no reason to consume more of those "community engagement [filtered]-bits" I have much better things to do with my time , and i'm well beyond any attempt to provide feedback back to NQ, they may hear everything, but they seldom, if ever truly understand the words being said.
  4. I personally don't care much for how many employees XSOLLA has fired under questionable circumstance, that's an issue Cali's LWDA to adress. No reason for me to picket about that, if there's some merit to to the rumors, former emloyees have surely filed a compaint with LWDA and there's nothing more you and I can do about it. What i do however question is choose a SINGLE payment processor for DU, while others in industry typically have multiple options to choose from, even EVE, which DU would love take part of the cake from has had at least 6 options at any given time throughout the history of service. And what makes it even more baffling is to choose a payment processor with such obsucre and often questionable business practices (double charging, no automated cancellation procedure, unathorized payment among the most common ones) towards its clients to be the exclusive subscription gateway. Hubris will be NQ's downfall. And our wallets are the jury to decide what behaviour we are willing to deem acceptable, not the other way around.
  5. adjacency to M6 is of little cosequence. Concentration of occupied tiles on alioth is more of question of practicality than question of uniqueness of resources. Most players build their first base on Alioth/Sanct, because that's where tutorial spits them out and ties them down with early positive endorphins from first ship/base. Alioth is really not that interesting mining wise. As the need for resources grows with players they venture out and create mining outposts, but very few choose to stay on outer planets because there's simply not enough players total to support both supply and a demand side of industrial base on more than one planet. At its playebase peak in the early beta besides alioth, madis and theoma has small but for the most part quite active local markets. As the playerbase dwidled those markets withered away. As for mining territories themselves, there's plenty good concentrated spots that remain unclaimed, if one bothers enough to fly around a bit with a triscanner or three. No need to put more limits beyond the hard cap we have with maxed out calibration charge regeneration rate. Flooring it all to 1 tile per celestial body would have been outright insane, and certaily do nothing for population distribution, simply because there wouldn't be a population left anywhere. You're trying to address something the root cause of which is someplace else. I personally do have a few tiles right next to M6, yet i never bothered to build or mine anything of consequence on them. All my mining territories are outside safezone, and i haven't sold any ore on M6 for at least 8 months. Yet i come to M6 daily to truck other peoples' junk in and out, while dropping off my factory produce and pickup whatever ores i might be running short on. Or at least i did till this whole wipe thing blew right back NQ's face. Broken radar not helping the matters either.
  6. I would, if there were any fun to be had. For flying and killing stuff, there are much better games out there, feel no desire to sodomize myself with DU's take on PVP
  7. Log in. Daily 1.) 15 minutes to check on running status of the factory machines through industry HUD. 2.) 10 minutes Scrape daily market data. Tha place/adjust market buy/sell orders 3.) 60-120 minutes daily to play around with voxels on my current build in progress 4.) Troll discord in between playing/working the rest of the day. Every 3-4 days. 5.) 120 minutes to collect all filled orders and collect ores and deliver cells in my usual 5 stops (troll discord while dropping down from orbit) Every 7 days 6.) about 2-3 hours to calibrate all mining units, collect ore from containers + bonus ore from tile and haul it back to the factory. 3 planet hops total ( troll discord in between calibrations) Every 21 days 7.) about 20 minutes to load up tiles with 3 weeks worth of tax quanta.
  8. While it's hard to say how much of that LinkedIN clutter is up to date, but at a glance it looks very much like another Turbine Games, which started out as very lean, almost flat org structure and about decade in turned into army of those who watch those who watch. Where 2/3 of staff was very good at keeping their job, and not good at much anything else; with the remaining 1/3 working on underfunded and understaffed projects.
  9. The only thing these two projects have in common is mismanagement. But unlike DU, SC is reasonably good at keeping it's balance sheets heathy. It is important to note the two games are not even in the same genre. SC for all fluff one may see in promotional videos is basically a rendition of Freelancer with online multiplayer. Depending on your expectations, this can equal parts exciting and dissapointing, but on the whole the project already achieved what it set out to do. Yes it basically 40 million game that cost in excess to 400 mil to make to date. It is certainly plenty buggy and probably we never reach "released" status, but what's on the table now is pretty much what all those Wingcommander boomers wanted all along. DU on the other hand is more akin EVE online with voxels. It certainly did not improve on EVE formula of spreadsheets on space in any measurable way, and whatever systems they might have borrowed from eve, had been implemented without deeper understanding of what makes them work or fail within eve's own ecosystem. The biggest strenght of DU is its voxel buiding tools. But at the end of the day, what matters most is how much of "game" du really is. After 8 years of development i must say, not really much of game at all. It's certainly pleases the Landmark crowd, which was never a large crowd (even before its cancellation by SOE Ladmark hardly ever crossed 1000 concurrent logins). DU is certainly not the PVP game backers ( with many eve expats among them) asked for, and at the same time it's not even PVE game the peace loving, mindless NPC murdering crowd could get behind. Reasons why the way things are is besides the point, the point is, based on it's ever dwindling population one must ask the question, what is the the actual "niche" DU tried to cater to ? With SC it's quite obvious what its niche is, with DU, after all these years, i cannot really say. So in response to OP question i gotta say, no there's no chance DU outliving SC, much less killing it. That would be like asking if DRDOS 6.0 could kill MaOS 7.0
  10. Yes the changes in the recent past were mostly limited to changing colormaps on the very same models they have had before, not even touching normal or specular. The shader changes on engine exhaust for both space and atmo engines are a complete disaster. Aestetics aside, the goal of science fiction is to interpolate future events/technologies based on contemporary knowledge. What we have now in Athena, must, to anyone with the slightest hint of understanding of physics, appear comical at best. But i guess it's only fitting, now that flight model itself has shed the last few shreds of its neetonian heritage it had left.
  11. That's the thing, NQ doesn't really have one, they're purchasing all their assets from external contractors. So any changes means $$ NQ doesn't have to spare, cause whatever they had left, they spent on pre-launch ad campaign. ( whatever good that'll do)
  12. the spirit of eve noob experience XD
  13. If there's anyone who understands time gated progress, it's EVE players. Unless the player hopped on the eve train in 2003, there's 10's of thosaunds of pilots that are millions upon millions skillpoints ahead of the newbs. Like Blaze mentioned, EVE is much stricter in time limited progress barriers. In DU you can have decent enough skill to operate any equipment within weeks. In EVE you become a very formidable frig/interceptor pilot in couple of weeks, But moving up to something like cruisers/heavy assault cruisers takes months and and to make full use of battleship doesn't happen before 6 months, and dreadnaught classes take year+ to fly and a lot more to fly well. And we're not even talking training needed utility skills to actually make use of those gun platforms. In MMO live service space, you're always behind someone and it's a gap you cannot erase, and that's perfectly fine, as long as there is a niche into which new players can squeeze. A good example of that in eve is small gangs. A well organized gang of 2-3 players ( with as little as 4 weeks worth of skillpoints) can easily blow up a 60mil sp BS pilot ( and they do|. There's always more than one way to skin a cat. If you can't win a fist fight, you bring a baseball next time When you're building a MMO game, cornerstone of which is persistence, you must reward players the payers with the most commitment most, and players with least commitment the least. Of course there are genres where this is not the case, lobby shooters being the prime example of that. But that a completely different design paradigm. As for the mythical EVE converts, i hate break it to you, but the lion's share of possible eve converts already tried DU in alpha/alph-beta and very few of them still actively play. I myself come for EVE background, and i was enamorated with pitch of EVEish dog eat dog world with creative side to it where i can become my own shipwright. Alas besides the shipwright part, rest of ( what little there is besides building) DU did not really knock my socks off. I've accepted that NQ decided to wipe (whatever form) . Few weeks prior to this whole drama i finally reached the point in my progression where i could support my piloting/building/shopping habits without having to grind for resources. However the journey there wasn't particulary entertaining. certainly not enough to be willing to repeat the experience of past 2 years. I'm convinced i'm not alone in this feeling, The biggest problem of DU is not the wipe itself, but the fact that such a large part of its playerbase did not enjoy the experience enough to be willing to repeat it. In a lot of other MMOs people like to start new avatars for the sole purpose of reliving the starting experience ( even in EVE). Don't see that in DU.
  14. Hehe not unless Mr. Andurand decides to burn thru few more of those fancy millions he earned by hustling russian hydrocarbons
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