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Bazzy_505

Alpha Tester
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Everything posted by Bazzy_505

  1. the spirit of eve noob experience XD
  2. 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.
  3. Hehe not unless Mr. Andurand decides to burn thru few more of those fancy millions he earned by hustling russian hydrocarbons
  4. It's well scripted video mimicking the style, which we've been accostumed to seeing with each eve online expansion. I'm sure it has potential to get some new people excited enough to give Dual Universe a shot, however it's a gross misrepresentation of what the actual experience on live service is; both visually and gameplay wise. I would go as far as to say it's coasting dangerously close to what may, even legally, constitue false advertising; especially considering the closing statement declaring "ALL AVAILABLE NOW IN THE ATHENA UPDATE" ; by which beyond resonable doubt, NQ implies, what viewer sees, is what really happens in game. Despite all the hurdles and false starts we've seen in past 2 years, i still belive DU is unique, has a fair bit to offer, and may yet grow into something truly exciting. NQ certainly doesn't need to do themselves a diservice by reaching for this type of low hanging fruit. Sure you may get a few more subs initially, than your would have otherwise gotten with more honest presentation, but quite a few of those new recruits will end up being pretty steamed, once they get to experience DU pvp first hand, and those will be the people you don't get to monetize beyond the intial cost of entry. (not to mention "the" determiner before name "Athena" as name, is grammar error, unless Athena is, in this context an acronym) I'm but a simple forum troll, i can afford the sort of blunder, but for a serious company... not a great picture to present.
  5. yeah i still buy games at full price, if it's something i've had my eye on. I generally try to avoid all the seasonal sales. I used to end up with 40 discounted games i think i might play ( fat middle finger to steam sales lol ) eventually and never did. There's really no point, i barelly have time enough to finish 10-15 games per year these days.
  6. that's old short story, i've read that one way back when. Not particularly good or original either. There's not lore in it, no meaningfull world building. ๐Ÿ˜‚ This like one those shorts in OMNI. If anything, it only proves my point
  7. As the saying goes "To every problem, there's solution that is clear, simpl and is completely wrong" First of all, by NQ own admission a sizeable share of crashes, be it newbies or old timers, is still caused by syncing, element lag issues between client and server. Bringing environmental damage element life count back would have been conterproductive unless flight model implementation were solid enough to declare that sync/element lag crashes are as rare as diamond finds in a septic tank. While NQ has made some progress in this regard, it's still long ways from being optimal. Disregarding the backend issues, flying in DU, be it atmo or space, already has steep learning curve. To a new player, muddling through the first few weeks of learing the ins and out of building and flying a functional ship is punishing enough as it is. The existing new player conversion rate is good testament to that. Turning on element damage will only make the bad situation worse. Veterans don't crash as often as new players, at least i don't (and i carry heavy loads all the time and i'm no Chuck Yeager). Turning on element life decay outiside PVP will hardly result in inrush of sales. I can only judge by myself, but i imagine unless pilot is a total muppet, the annual PVE crash volume would have been well within single hand finger count. Core limits also put a damper of ship collector audience, which ultimately reduces demand for new parts. On its own, turning PVE element life counters back on would have been a net loss to NQ, from the perspective of subscription service operator. Naturally it removing elements from the system is absolutely necessary. But element destruction needs to have a rewarding game loop attached to it in order to be digestable, regardless of the age of playerbase that is subject to it. And that brings us a full circle back to a very old argument, that is NPC rats that can provide challenge and reward even outside PVP environment. A very few people would argue that EVE online isn't the most dog-eat-dog game out there and without NPC rats it would have never lasted this long. There were many attempts at no NPC, no quest hubs MMOs over the years and there's a good reason why none of them are around anymore. Limping back with from belt mining with 2 out of 3 engines busted with a good story to tell and interesting drop in the hold is sure as hell more interesting than "i burned off random bits while re-entering planet after 5 hours of slowboat" nothingness. Radom encounters along those slowboats would have been a lot more interesting way to remove elements from game.
  8. What lore? The whole "back story" of DU is a single A4 sheet, double space, times new roman 12pt summed in the vignette you watch after character creation. Alien cores won't save of break anything simply because there's nothing to break๐Ÿ˜.
  9. well for the most part the current system is a lazy way to counter lack complexity in game systems. Ideally, i would lean toward 3 layer health pool, shield with corresponinng healthpool and resist structure health pool (calculated by voxel volume and mass with structure resists being a mean value of resists of materials used) core stress ( as it works now, depending on core size) this would of course need a lot of tweaks to to hit rates based on cross section optimal range, angular velocity etc ..
  10. whales will be whales, most of those beta keys came from founder/contributor packages that cost more than the all the sub throughout beta. Those keys were never free, in fact in some cases they turned up more expensive than the corresponding sub throught beta. The whole notion that beta key accounts were freeloaders is despicable. For the most part these came from people who opened their wallet to a DU dream long before you could even log in for one of those short alpha weekend tests. Without them, there would no DU, regardless of how incomplete the game still is all these years later. Post realease alt account numbers will not be heavily affected by paying sub on them. DU has a very similar demgraphic as EVE. If the game scratches our itch and NQ treats us right most of the whales will happily solder on with their alt swarms, just like they did with EVE. (if don't have 4+accounts in eve, you're not taking the game seriously, and the sub is almost 2x what DU charges). For the record yes, i'm one those with multiple accounts. And no i don't run npc missions, because i don't feel like spending 5 hours slowboating from A to B while watching startrek is worth any amount of quanta to me. Player haul jobs are good enough for me. And i play mostly solo and i never got any free stuff fron anyone and never had issues with earning quanta.
  11. you need to link your discord account with your NQ account. You can do it under your account details on the DU main website.
  12. what you're describing is eve powergring stat, not capacitor stat. Capacitor implies energy storage. Other than that, it would have been the more sensible way to approach things. But i believe this has been discussed couple years ago, and apprently NQ never picked up on it. They could have added this stat either to core or command seat controller ( just like pvp capacity). But that would require them to work in this stat value to all elements which appears to be "too much work". Speed nerfs are just a lazy way out. Stasis weapons while good don't require a lot to implement with other systems already in game. Again these design decisions on NQ part are always driven by a simple paradigm, how to implement a change with touching as few other systems as possible.
  13. yeah it's quite ridiculous at this date and age, that NQ is incapable or unwilling to run and administer its wiki on its own subdomain. Especially when it comes a game like DU that sorely needs it. Sure ingame codex is there, but it's poor. lacks proper search features and is impractical to use esp when working on lua scripts. But i guess we're expecting too much, even the website for main game doesn't have consistent design language, doesn't even share logged state between different services etc... Guess we're barking at the wrong tree. If it weren't for the voulenteer zealots in the early days, i doubt we'd even have a discord server hehe.
  14. There a relatively simple solution to this problem which has worked for several other games with NPC delivery package rewards, Archeage and Silkroad to name a few from the top of my head. The way it works in these games, and i believe it would have worked for Dual Universe reward for package delivery is dynamic. The more packages get delivered in one location the lesser the reward becomes with each consecutive delivery. Consecutive delivery reward malus is not local, but global for all players (simulating reduced demand for the service in a given location) As an expample Thades to Ion destination may yield 8 mil on the first delivery, but each consecutive delivery knocks off 10% of the mission reward On the other hand random mission location on the other side of solar system will receive 5% boost on the top what the current yeld. Net result of this that it becomes more difficult to serialize mission system with alts, more dynamic world that can occasionally have gold nugget there for sigle account guy. And more fluid environment for the pipe campers to tackle. Boosts never cover the delivery decay so eventually alll missions are barely worth doing at some point in the cycle. The stat weights get reset once every 7 days. Idealy this should happen at weekends when most people can benefit from "fresh start" It has worked pretty well for other MMO's in one way or the other, no reason it would not have worked for DU
  15. I believe that wipe mention at the end of patch annoucement was a very clumsy way for NQ to gauge how much of upheaval can they expect if they had gone through with it. I've decided long ago, granted after years of broken promises and vaporware annoucements, that NQ is not getting any more of my money unless they show some cosistency in the way they operate their business. And that latest annoucement stunt is wonderful proof of them being exactly the joke we have suspected them to have become. They should really clarify this cliffhanger promptly, unless they want to loose whatever little left they have for potential playerbase for their so called "release". I for once, i'm done playing this guess what smells behind curtain number 2 game. Make your mind up, and grow a pair and than maybe, maybe you'll see a cent out of my wallet. Not a moment before than. Started from scratch in DU twice before, 3rd time will be in different game.
  16. Let's just say the hedge fund managers investing through Andurance are a colorful bunch. It's not a matter of public record. And i have yet see any other online service that offers exactly ONE payment option.
  17. Xsolla is one of the shadiest payment processors on the market, with well documented history of unauthorized charges and duplicate charges to customers' account. The only way you can really cancel xsolla subscriptions is by contacting them via email. This is not even specific to DU, this is their standard mode of operation. I could never really figure out if state of Xsolla services is a result of genuine malice or just sheer incompetence. I tend to lean toward the latter. Their Payment API is really a joke. Barely adequate to sell pre paid cards to boomers for World of Tanks. I guess they never bothered to grow beyond that API wise. As for why NQ went with Xsolla and only Xsolla, we all know the reason why.. and it's rather pathetic
  18. that would have been terrible idea, i would be first one to exploit it, i would blow myself up with an alt, get the parcel back + sweet monies from insurance on the top
  19. mule is a terrible ship to begin with, the way it's put together very much defines how it handles. It very possible to make ships that have plane like behavior all the way down to flaring on landing. I used to build ships like that, but most people in game prefer a different kind of experience
  20. if it's safe to safe warp haul, i typically take such at around 1.2x mean m6 warp cell price of the previous day (@gross weight of the ship). I consider those jobs be a different form of selling cells. If it's less than that might as well do something else while my cells sell away at m6 with no effort on my end. as for 200m ships, they are not made of bonsai and gold , but if you want 30kt+ "large hauls" enigne walls are still a thing, you're smart guy, figure out how much it cost to build rares' engine wall. as for safezone slowboats, it comes down to opportunity cost, if i can spend my time in more profitable/fun way i'll do that ( i seldom if ever do npc hauls, too much time for too little quanta... i'd rather play with my voxels) .
  21. you complain about mission system, yet i've never seen you post any missions up. Unless you cheapen up, any missions even with high collaterals go really fast. Probably only downside right now is the 3 active missions limit. But that would not have been hard for NQ to remedy. As for pay, don't expect to get a service if you pay 5 mil to truck 2 bil worth of goods. If you pay at around 10% of your cargo's worth you won't have trouble finding service. I believe i can speak for most of us space truckers out there, if we put our 200mil+ ships on a line we expect to compensated well for our time and the risk we're taking. Pay up or haul your junk by yourself
  22. getPermissionDebit() returns Bool getPermissions() returns array of object permissions on object giveMoney(float) vendingMode(bool) true == dispenser, false == item purchase agent so dispenser could work in both directions XD
  23. I wouldn't throw any more money in that direction. Threadriper 1950X along with X399 platform is pretty much obsolete already. What matter most when comes to Dual Universe: 1. AVX2 instruction set performance (Introduced with Hashwell and implemented in Bulldozer by AMD all the way back in 2011. However AMD's implementation didn't really get quite right performance wise till ZEN3 microarchitecture) Hence your choice should either be between 12 gen intel such as 12700K/12900K , or ZEN3 Based AMD like 5950X. Adler Lakes will slightly outperform 5950X , but not to the point of having to switch camps unless you want. I would however strongly advise against AM4 platform as it is already at end of its lifecycle (due to be replaced with AM5 this fall), while current LGA1700 has another generation ahead of itself (Raptor Lake) 2. HDD performance While storage is a dime a dozen these days, esp with SATA SSDs, i would strongly advise going for at least gen.3/4 nvme drive to avoid the joys of microstutter as you're moving into heavily congested areas. It not even as much about overal bandwidth. What matters most is command read/write command rate (IOPS). 3. Memory DU is a memory hog 32Gigs minimum to be a happy pip boy, ( unless NQ fixes those damn mem leaks ) 4. Graphics Cards Honestly anything RTX3060 or above will be plenty fine
  24. Actually DU flight model is newtonian to a fault. However Ailerons in DU are somwhat a misnomer. Turning on aircraft is initiated by stalling corresponding wing (roll) as it should be. Aileron in real world is a type of airfoil that changes lift vector (but provides lift on its own). In DU it works like a fixed lift surface with reduced stall angle profile. Now some here are mixing apples and oranges. Airfoil surface that stalls a wing by generating drag (but doesn't provide any lift) is actually called Spoileron. It is small distinction with a big difference. If BUFF had ailerons on its wings instead of spoilerons if would have twisted off its wings hehe. Atmospheric flight model here is somewhat simplistic, but in its basics true to form. Space flight models is however very much on "placeholder" side of things. If you really want realistic and true to form flight, it's time to dust off your HOTAS gear and fire up DCS world. I cannot say for the other planes, but the HOG simulation is as close to the real thing as it gets.
  25. serves you right for squating the landing pad. Thanks to people like you considerate people have had trouble finding a place to land near market terminals. It's all water under the brige. You ship along with other 40 (by me personally) or so were scrapped and its parts found a new home with people who know how to park. It wasn't about quanta, in case you were wondering. I considered it a community service, thanks to which markets aren't laggy and everyone has room enough to land be it L sized, klingon or even chinese ?
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