Jump to content

kulkija

Alpha Tester
  • Posts

    477
  • Joined

  • Last visited

Posts posted by kulkija

  1. 6 minutes ago, SomeOtherIdiot (SOI) said:

    I would also like to state a sad fact, that only 435 tiles were claimed on PTS Haven. So that means there was only 435 attempts at the FTUE. With so little turn out, why would they not wipe to get new players.

     

    It means that over 400 players contributed their time to test new features. It does not indicate size of paying player-base.

     

    If wipe is a way to get new players game is already dead.

  2. 12 minutes ago, Nidhugg said:

    Yea but you are going to need stuff..like the MU, or you get when you log in? But I still do not see why a wipe is a good idea.

     

     

    When you start (after wipe) You have small ready configured base in your nano-pack. It has one MU ready configured and ready for use.

    As you have played before you'll know how to deploy your free base and how to use MU.
    You also get one free hover in you nano ready to be deployed and some gas.
    Your tile is also ready.
    Then you have probably 200k quanta. So you are ready to go rigth out of the package.
    Just enjoy your game.

    If you had participated last weekend PTU test you already know all this.

     

    ps. Wipe is wery wery bad idea, but if NQ decides to do it then there in nothing we can do about it.
     

  3. 13 minutes ago, Nidhugg said:

    I get FTUE it's a good idea for the new players. But for me that has played the game since a week after beta were realesed, it's a waste of time.

    I mean that everything  a new player will do, I have already done. So why do I need to do it again? And like some of you said obout the mining farming. I think i speak for alot of gamers that are parents, as im a father of 2, that I do not have the time I would like to start over again after a wipe.

     

    And if you look at the machanics that were put in to the game right now, unsub players and abandond structures the game remove them self with in a couple of weeks. 

    I love those mechanics,becuase the game cleans it selfs. And at the same time I love it, I also love when I find structures that no one Been using for a long time And find it buried under mountins of dirt  i feel like indiana Jones becuase you never know what to find. So I really hope a wipe will not to be in the future./Nidhugg

     

    You don't. You can completely ignore FTUE.

    Even if they do complete wipe, all tutorials and other FTUE stuff can be ignored and bypassed.

     

  4. 1 hour ago, Bazzy_505 said:

    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 break😝.

     

    Dual Universe backstory written by Alain Damasio  was released 2015.

    It is 7 pages long.

    I have it as pdf.

    But it may be under Alpha NDA.

    image.png.94f4d9047b37a822be1223acdb160fb8.png

  5. On 3/29/2022 at 3:05 AM, RojaxusTal said:

    It is like a bucking bronco, won't hold still unless I hold C completely, and as soon as I let go, it levitates and goes wild again.

    I think it is that hover is jumping (sometimes wildly) after entering seat.

    It happens when ship is light. Looks like hover engines create their thrust too fast. Then there is probably no buffer or absorption when going down to light hover engines again. This makes it jump constantly. When flying it is not so easy to notice.

     

  6. 3 hours ago, Atmosph3rik said:

    Did you notice if the FPS drop happens in space too, or is it only in the atmosphere of a planet?

     

    Having a lot of wings or ailerons seems to cause an FPS drop when they are in use.  I think that has always been an issue though, even before 0.28.

     

     

     

    I can confirm this too

     

    @Atmosph3rik

    I have not noticed it in space.

    How ever it happen also when using JetPack (so no ailerons or such)

    Drop comes in wawes. It drops then gets better for a sec or two and then again drops. Drops get worse util I need to restart game.

    It happens after moving with jet-pack 5-10 kms.

    I do regularly move between mining units and it does not "reset" if I stop to calibrate.

    Restarting game resets it.

    I saw this before terrain reset, so it must be the surface layers causing this, or something else wired overflow bug.

    Someone should file a bug report.

     

     

  7. Commitment to org membership don't happen by adding more restrictions or by force.

     

    We need to think about individual player's perspective.

    - What benefits I get if I join your org?

     

     

    That is the only thing what matters.

     

    Atm game lacks features which may enable benefits to org-members.

    - Especially RDMS fits badly to org game-play.

     

    Org game-play can only be secondary choice, because org:s need individual players as members. So solo play need to be good, and belonging to org makes it better.

     

     

     

     

     

  8. 35 minutes ago, Celestis said:

    Oh great, now you're going to remove my ships on my HQ tiles on Alioth if I don't pilot them for a week!

     

    Really?!

     

    So it's no-longer possible to do stuff away from Alioth for even a week before our ships left back at HQ get deleted.

     

    This game gets worse with every maintenance now!

     

    One week!

     

    So if we go on holiday or are busy or sick for a week and don't pilot all our ships on Alioth we lose them?

     

    Couldn't you at least have made it a month?

     

    Ok, I'll pack up all my stuff on Alioth and move it to Sanctuary....

    .... but really this really does make playing this game incredibly limited.

     

    What's going to happen to all of the creators who have ships on show for people to wander through?

    Are they going to have to pilot all their ships once a week?

    As if the frequent calibration of the mining units wasn't boring enough, now we have to routinely go round piloting all our ships on Alioth every week.

     

    So much for leaving my small cargo ship back at base for running to and from the market.

     

    Only on Market tiles and other Aphelia owned tiles. Not HQ tiles.


     

     

  9. There are many locations where we need to preserve the great creative work, to be not looted and destroyed. 

    My proposal is this: 
    To create new status for territory units and constructs. 
    It could be something like: CCC (Community Created Content) 
    CCC:s could be treated same way as Aphelia owned tiles and constructs. 
    CCC status would be assigned by NQ staff only. 

    If a dedicated player or group of players wants to continue creating/developing their CCC content NQ could set RDMS to allow it. 
    However, if players quit or something else bad happen, CCC tiles and constructs won't disappear, they would stay in Game-world as a public buildings or other common constructs. 

     
    Other, maybe even easier solution could be a possibility to tokenize construct and hand it over to “Aphelia”/NQ 

    This way we could preserve many great buildings and ships to future generations. 

  10. 1 hour ago, Zarcata said:

    That's nonsense!
    The problem is not players who build too much, but all the beta key players who generate costs but no revenue because there is no paid subscription.

     

    Original plan / funding was that beta is not paid at all(no subscriptions needed.) Only kick-starter and other backers would be able to participate. 

    So having free beta keys wouldn't make any difference because beta were supposed to be free anyway.

     

    Change came when they opened beta for wider player-base but with subscription. Current paid subs are only adding some extra revenue, to investment what has been planned long time ago.

     

    When game releases all beta-keys need active time-codes/subs.

     

     

  11. 2 hours ago, Zeddrick said:

    If I had to guess I'd say that all of this was estimated, but the estimates ended up being way off because the model was based on slow growth in player numbers and what actually happened was large numbers of players built stuff and then left the game, resulting in a continued cost without any income to match it.  I also think that the result of repeated gaffes and large player exoduses is that only the more dedicated players who really like the game are left and that means that the average number of constructs per live player is more than they were expecting.  Neither of these things would have been predictable with any particular level of precision.  I imagine they just estimated the numbers and planned to use the beta process to fine-tune, which is what is now happening.

    The new approach of upping the limits to 200/account but only after a long skill train (based on their figures I estimate 6 months to get all 200) is an interesting compromise which I think is still part of the fine tuning.  I think they'll see how many people actually do train the skills over time and max things out and how many people deconstruct unused ships/etc instead of doing the training then make more adjustments.  It's the sensible thing to do.

     

    You are describing the problem exactly:

    Quote

    what actually happened was large numbers of players built stuff and then left the game, resulting in a continued cost without any income to match it. 

     

    What I don't get is why NQ is not addressig this problem. Or addressing so that we active players get punished because large number of players un-subbed and left their junk behind consuming database and networking what we now need to pay for them.?

     

    Constructs build by unsubbed players must be removed from game-world.

     

    There must be sustainable limits for cores per player but are current limits really those what sustainable game requires?

    If so; previous "legal limits" were way off ??? (not those which were achieved by nested corps exploit) 

     

    B.T.W. Is nested corps exploit patched?

  12. 5 minutes ago, Zarcata said:

    I actually thought I was going to play Dualuniverse for decades because I just really enjoy building things, especially because I'm a huge fan of Startrek and I'm fascinated by the Borg, I wanted to build a spacestation based on the Borg constructs. So now I'm even more restricted in the size and number of cores and even have to go so far as to demolish my station. 
     

    Seriously, NQ, what do you think should keep me in the game now? If I can't keep building, what should I do? I don't like this "PvP" with click and shoot click and wait! I also don't like 1-6hours afk flying through space for missions! I just wanted to spend years building here, as promised in your advertising, and spend my free time that way. So do I have to switch to Minecraft now?

     

    Same plan I had. Not anymore

    I can not believe this proposal is real. 

     

  13. 7 minutes ago, NQ-Deckard said:

    A few clarifications:

     

    Your personal slots have nothing to do with this.


    Each player gets a base amount of 15 organization construct slots assigned to their account.
    Plus a new talent that can add 10 more organization construct slots to reach a total of 25.


    Any amount of these slots can be assigned to any organization of your choosing.

    These limits are way too low.

    Real overkill.

     

    Please reconsider this.

     

  14. 18 minutes ago, MiroD said:

    I'm just getting started and your comments are not encouraging. This means that players who play longer have an advantage that I can never make up for due to system changes - and I dream of quanta at night

     

    Yes and no.

     

    In persistent sandbox like DU veterans always have advantage in some areas.

    - game is very complex, so learning all details takes very long time

     

    How ever in sandbox like DU you set your own goals. So setting them suitable for your personal level, you will be fine.

    Only One who may have advantage over you is yourself.

     

     

     

  15. 6 hours ago, Warlander said:

    Prices on everything are plummiting now that you need to sell as much as possible without a resource sink to take ore/parts out of the system vs flooding it to cover the Quanta Taxes.

     

    Do you think we need to bring back the old ore manipulation system?

     

    It is not the mining system.

     

    Problem is weekly taxes.

    It forces players to sell ore to cover loss of quanta.

    This TAX system is overkill and it must go away

     

     

  16. If game needs a resource sinks:

    - introduce material Efficiency to industry. That is the case in real industry. Then every industry phase takes small amount of resources out off the game.

    - introduce recycle indy unit, with input vs. output efficiency

     

    We also need to remember that there are lots of resource sinks already:

    - bots buying ore takes it out of system. Everything bots buy will go out of system

    - Ships burning fuel is material sink

    - Warp cell when used go out

    - ammo (when used)

    - all pvp damage to voxels

    - element damage is already resource sink, because scrap go out of system when used

     

    If someone really wants to make industry more tedious again, then introduce wear. How ever instead of shallow wear system:

    - make possible to select how fast indy unit is producing

     - If it runs fast or at full speed it will wear, but if slower speed is selected it will not get damaged.

     - Efficiency can be lower if speed is higher

     

    Same with engines. Similar to EVE

    - introduce possibility to overheat engines to gain more power. Overheating will wear enginez

     

    And as said recycle unit could be efficient resource sink if introduced.

     

     

     

     

×
×
  • Create New...