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Bazzy_505

Alpha Tester
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Everything posted by Bazzy_505

  1. In my view, fetch command is little more than cripple's walking cane to some of the more annoying issues DU has had for while. Its use should really be only to help get unstuck. Even at the range it works right now, it's quite exploity. I've known quite a few people who reagularly had used it to land their overloaded ship, instead of smashing to pieces like a good spacebug pilot should have. If someone is stuck 4km up, after a client crash, there are other ways get it resolved. I've personally ferried a few people for the "superman" ship to ship transfer :). I'm pretty sure asking in help channel would yeld a willing and reasonably bored taxi driver at most hours of the day
  2. i7 960 belongs to bloomfield family (Nehalem) AVX support wasn't implemented till a generation later with Sandy Bridge (AVX), and AVX2 support came 2 generations later with Haswell
  3. If consider belt rats in highsec than mostly yes. But the best faction modules come from low sec complexes that are about bit more than just F1,F2,F3.. same goes for some of the null sites Also to Eve's benefit there multiple shades of PvE as well as PvP. Same goes for Empire vs Nullsec gameplay. There's quite a bit of grading there too. And it is this diversity that makes Eve interesting even 20 years after initial release. PVP vs PVE isn't a zero sum game, nor it should be. And NQ, should strive for such diversity, if it ever gets out if that development hell rutt. For a full disclosure, among other specs i also have rorqual pilot on one of my accounts, but having mining as the main downtime activity is the quicked road to burning out, be it eve or DU. In it's current state PVP in DU is a joke, and need LOTS of work, but PVE is just as important. (gotta love scanning down a pilot in the last room of plex just to take his prize ?)
  4. I gotta say, the topic title is a little clickbait-ey, so i'll allow myself a little indulgent jab in a very general direction ? Spaghetti Code https://medium.com/swlh/stop-writing-spaghetti-code-a-brief-introduction-to-clean-code-part-1-81977f62e478
  5. At current state of affairs, the most sensible thing NQ can do with DU is what Square Enix did with FF XIV, which to this date is considered the biggest and probably only truly succesful comeback of a mmo in history. For those who are not familiar with the situation, the initial release in 2010 was an utter broken mess despite 5 years of development, In 2012 Square shut down all the servers. After complete redesign and another year in closed alpha testing they came back in 2013 with what had become as the most successful mmo besides wow (22 mil copies sold) If NQ is as commited to the DU project as they're declaring they are, and if NQ can secure sufficient funding, instead of patching a one hole to have two more sprout in its place, give the current iteration a closure in a grand world ending event and close this current technical alpha test. In followup to that, spend whatever time you need to parse and process all the feedback us, dedicated customers have been giving you for the past 2 years. There are some great ideas there, they really bad ones, and even some that are truly out there. That please take you time to research those that came before you such as Freespace, Elite, Earth and Beyond and Eve just to name a few. See what made them great as well as what made them fail in their respective ambitions. I believe you convinced most of us you can make the technology work. Now is the time to convince us all you can actually design and make a game. And please, please for the love of Spock, hire actual Producer, and a Creative lead that has shipped at least one game in the last 10 years. If you can credibly show us you can do that, i'm pretty sure most of us who stuck around would not hesitate to throw another 60 bucks your way at the right side of the tunel
  6. I've been playing EVE at varying levels of intensity since launch. Whined and cheered through CCP's numerous highs and lows but overal have had a great time. But EVE's been around for 17 years, and as time passed ships have steadily grown bigger and space smaller, i found myself sometimes wishing back for simpler times where battleships were big, hacs were scary and any +5 sec mach pilot was a poser that needed to be taught the right place at the earliest chokepoint. (frozen and tucked away in your collection). When i first noticed DU sometime in late 2018, the narrative was filled with all the right buzzwords that somehow clicked with my early memories of begginings of EVE when everything was new, mysterious and ready to be discovered. I was intrigued, resitered on forums and started reading passively to see what's what. I remember was drawn to all the buzz but slightly off-put by the lack detail on how all these wonderful bulletpoints would turn into my next space faring fix. I've put it on a backburner thinking NQ is probably still fleshing out the design and put it on a back burner and went back to EVE, just peeking back occasinally to see if anything changed. As i've noticed alpha tests frequency and duration increasing, i thought i'd wth i'll throw in the 60E to get into alpha. After all it was only bit more than what i would have spent on eve each month. After my initial shock how little there is to be seen after so many years of development, and few hours of bumping around speeder graveyard and was ready to write it off. But having spent 60E on DU already i was determined get at least a few good hours out of it. In the end i did, in spite of all DU deeply rooted flaws, i really enjoyed building and crashing my ships. For all its stumblings and development dead ends over the years (Dust514, Vanity items crap to name few), EVE has always had very strong fundamentals upon which all its systems have been designed. DU unfrortunatelly doesn't have that, and the lack of proper design shows in all aspects on the game.
  7. There's no harm in hoping, but given the circumstances it would have taken a miracle and probably another 20 mil to get it beyond the current prototype state. We'll be wiser in few weeks for sure.
  8. More like replacing the guy who has never flown a plane with a guy who can crash-land it with broken off landing gear, scraped off belly and mangled propellers somwhere reasonably close to the recycling center.
  9. dude, whatever you're smoking, please share some with the rest of us ?
  10. Well about 18months too late, most likely appointed by principal creditors prior to liquidation proceedings
  11. It's the old story: droid meets droid, droid becomes chameleon, droid loses chameleon, chameleon turns into blob, droid gets blob back again, blob meets blob, blob goes off with blob and droid loses blob, chameleon and droid. How many times have we heard that story?
  12. This is a VERY old problem, to which there is a very old answer which sounds very much like a static echoing through an old amaterur VF transmitter ?. There have been more threads started about the very issue than i care to count. At this point all you can do is sit back, grab a bowl of popcorn and treat it like an episode of Air Crash Investigation. As of now we're at the scene where you hear the 747-300 master alarm repeating "too low terrain, too low terrain... pull up, pull up, pull up". I thought i'd never see the day, but JC has somehow managed to trump both Derek Smart and Chris Roberts at their own game. That alone was worth the contributor package investment ?
  13. You take that back sir, i happen to live in of those ??. Nid is a hugry whale in a need of lot of plankton
  14. hehe, you apparently haven't had the pleasure wrestling with cmake, or visual studio in general. ?
  15. Variations of the very idea have been floating around literraly since first DU playtests started in earnest, but all these were met with silence on NQ's part. By the hot mess permission system is in right now, combined with how constructs work in DU, it's simply not possible. The concept itself is fairly straightforward, Second Life, which came out in 2003, with similar scope on technological side, has had this implemented along with very robust ( yet simple to control) permission system, group policies for landblocks, static/dynamic constructs,scripts, automatic returns, controlled spawns along with very powerful scripting backend from get go. To be fair, they have had their share of mishaps along the way ? but its systems were designed with this in mind from ground up. Problem we have here DU apparently wasn't designed with this in mind..
  16. Let me guess, your cousin's best friend's brother in law's wife who you used to date this IT nerd in highschool, whose dad works as ground's keeper at the building across the street where AWS datacenter is located overheard it by the watercooler as he was getting a snickers bar on his way to the car.
  17. it never properly worked. As for the question why ? Do you really need to ask ? ?
  18. Best one can hope, mission terminals with find shiny rock at A at planet X and bring it back to terminal. Alternativelly with tools tools they have on hand they Maybe could do mission block diagrams from which players could assemble and post missions of predetermined base types for others to complete. Which again isn't anything novel or exciting. I would not have been much different from EVE contracts, and like in eve it would never really work. Having said that, NQ maybe amateurs, but they're certainly NOT morons, they mostly likely see the problems just as clearly as we all do, but the lack of initial design and structure kinda boxes them into corner where they just jerry rig random concepts into semi hardcoded systems they have. They know non payer actors whould have bought them much needed time, if for nothing else to give something to shoot at, while they work on much neglected fundamentals. But again it's the lacking fundamentals that prevent them from doing so. As an example take the whole energy management fiasco. Had the systems come from few base classes upon which all succeeded, they could have avoided a lot of the problems and had an open base classes on which they have built their systems for years. for the sake of argument let's say energry systems (parents class) -> energy generation systems, energy emission systems, energy absorption (child classes) onto which they could have built all suceeding systems. OOP has been around for 50 years for a reason... instead we have 5 types of space fuel, which aparently have same performance, density yet they cannot be mixed we have fuel tanks that cannot be linked, we have engines that have dissproportiante sizes and performace and are hard to control. Other engines that apparently don't need anything to run. Atmo part of energy systems is kind of obsolete with antigrav and space elevators Shields don't exists so it's basically about building the ships of the heaviest materials you have on hand, gunnery that is a joke and again apart from ammo don't need anything and can be buried in voxels. No electronic warefare, radars that mostly a placeholder and uterrely broken warp mechanics that make much of other systems .. surprise, surprise obsolete again. And for that reason all we get is some textures, bit of BSP tree tuning and little bit text to play with
  19. JC comes from academia background, and the whole DU progress kinda resembles basic research project, which by its nature usually has very flexible time scale and focused primarily on gaining knowledge but not particularly on practical application ( for as long as grants are awarded) The trouble is, commerical products generally tend to resemble applied research, where time tables are tight, research goals are clearly defined and negotiated by its originators, and application is expected on particular budget.
  20. It's hard to say without any hard data, but from what i can tell from my perspective, all those i've played with at beginning of beta are gone. I myself haven't touched the DU in over a month and feel very little, if any urge to come back. Dual Universe, had a very effective catchphrase of being a civilization building MMO. Sadly after years of development, there's very little in game to back that mission statement. I did buy into closed alpha, and for the most part really enjoyed the ship building aspect of things. I've clocked, by my estimate, about 500 hours in game during alpha and public "beta" and for the buy-in price i feel i've got my moneys worth. Having said that i'm fairly certaini will not be spending any more time or money on NQ's vision, which in my eyes is nothing but a pipe dream. I was never too bothered by phletora of technical issue DU has had. I've always considered those a natural toll for playing an unfished product. What soured the milk for me was realization (sometime around bueprint introduction) that NQ has absolute zero understanding of game theory, nor solid game design to solder through. The whole vision seem to have devolved into "let's try to mix up random EVE elements, with space engineers online". For the time being i'm splitting my time between EVE and Elite. I'm still following the patch notes and read back discord from time to time, but unless NQ pulls a rabbit out of the hat, i don't see myself comming back.
  21. NPC enemies would have been quite beneficial from overal game health perspective. It's much more elegant way to pump currency into the system than giving out stipend on login every day. Additionally NPC enemies can serve as another avenue to to destroy player value ( system sink ) by damaging PC ships, combat consumables, et cetera. Another benefit would have been more varied gameplay, not everyone likes to do industry or pvp fulltime, and to this crowd DU at the moment provides very few avenues to do anything else. The most important question is the how random or frequent these encounters should be. Having said that, i doubt npc enemies are likely to show up in game anytime soon. DU at the moment simply doesn't have any real lore or support system to build such gameplay on the top of.
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