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Bazzy_505

Alpha Tester
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Posts 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. On 5/7/2021 at 12:05 AM, Cheith said:

    We get to shoot rocks :) And let's be honest if the PvE is like EVE rats then it is not that much different than shooting rocks unless you are careless!!

     

    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 ?)

  3. 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

  4. 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.

     

     

     

  5. 7 minutes ago, Revelcro said:

    Is this like ducktales where they let the guy who regularly crashes the planes fly so that he can crash the broken plane since he has the most experience crashing planes?

    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.

     

     

  6. 5 hours ago, ManfredSideous said:

         I see you couped JC.  I would like to leverage an official warning too you. I see you are a ex finance guy.  Please I must warn you if you give into your base instincts and go for the money grab with pay 2 win elements.  We the community will bring this house of cards down on you very fast.  This is our world , welcome guest.

     

    Edit - Ok maybe I was a little too heated with my OP sorry for that.  We the community are invested in this game and are a pack of growling wolves guarding over it.

     

    dude, whatever you're smoking, please share some with the rest of us ?

  7. 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 ?

  8. 2 hours ago, sHuRuLuNi said:

    Really now ...

     

    UxFPWli.jpg

     

     

    Oh, and the Crash Reporter crashed as well    -.-

     

    And now after re-login my ship crashed into the ground of course (I was landing near Market 2 when the 2 crashes happened).

     

    Grand.

    hehe, you apparently haven't had the pleasure wrestling with cmake, or visual studio in general.  ?

  9. 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..

  10. 10 hours ago, ELX987 said:

    Disclaimer: THIS IS A: R U M O R E D Piece of insider information, there is no hard proof of any NQ reps saying this will happen, im just puting this info out. (DONT SHOOT AT ME FOR REPORTING, but feel free to criticize my views :D)

     

    for given obvious privacy and conspiracy prevention reasons, I cannot reveal my source, with that out of the way:

     

    This wipe is supposedly planned to take place when (NQ) implement the new PVP system that they have been working on, apparently some mechanics/additions are requiring this wipe to be put on the table.

     

    Another contributing factor is that NQ has repeatedly felt like the game advanced for players too quickly and they didn't get some of their mid-game features in as everyone was focused on endgame.

     

    My views on this are plain and simple, i care about this game and will stick with it as long as i can, NQ has said they will avoid a wipe, but if it needs to happen for the good of the game, just carry over Blueprints and talent points, that's all i ask. Otherwise keep the game as is and don't wipe if you can avoid it.

     

    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.  

     

  11. 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

  12. On 1/11/2021 at 7:21 AM, GraXXoR said:

    It’s the cause of their lack for progress that is worrying: Ihonestly don’t think NQ has a real, solid roadmap. 

     

    the stuff on display is super vague and lacks definition. 


    every sentence by JC in any video is framed in terms of maybe, should, thinking about, considering, looking into. 
     

    for a “beta”, that’s a disastrous place to be.  no clear plan makes progress a hit or miss endeavor especially as the technology deepens and becomes more interdependent.  

    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.

  13. 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.

     

  14. 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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