Jump to content

Shredder

Member
  • Posts

    163
  • Joined

  • Last visited

Posts posted by Shredder

  1. The latest big patch seems particularly buggy.

     

    They put anti stacking checks in place which stops elements from working if placed too close together.

     

    Your stuff is all gone because you have to pay tax to keep territories now.

     

    Most people are expecting release to be later this summer, and they expect a major wipe, so most people are waiting for that.

  2. I’m building ships for sale post launch. Nothing else has any meaning now.

     

    Once launch happens, and assuming a fullish wipe, I look forward to:

     

    Building an industry

    Runs to the market to sell stuff

    Calibrating MUs

    Weekly hauling runs to sell ore

    Running missions in between the above

    Mining asteroids

    PVP above all else 

     

    I hope that keeps my org going for 6 months, by which time NQ need to introduce territory warfare.

  3. 14 minutes ago, blazemonger said:

    Only if they really do not understand how the skill system in EVE works. NQ pretty much copied it's structure.

     

    I've explained this several times so not going to again but bottom line is that a new player will get to 80% of what a 2 year old character has trained in about 5.5 months and wil continue to catchup after that. Try HERE to get a basic idea..

    Also, EVE is "worse" (not really though) because it gates abilities/access to ships and modules behind skills. in Du they are more of a buff.
     

    I agree, but it’s perception that matters, not reality.

  4. 6 hours ago, blazemonger said:

    I posted my feedback on the FTUE -HERE- and feel it is still mostyly relevant

     

    As it is, it feels like an introduction more than a FTUE. It certainly does not set up the player for their journey in game, it just explains a few things and then goes away

     

    Especially adding in the start of training talents in such a way that players see the benefits from that wile still in the FTUE, to mee seems very important. Once you let a player go, the opportunity to drive such things also goes away.

    Overall, as mentioned in the post I quoted above, the FTUE is better than the previous but it still feels like it is designed by devs (and based on what they think is important) and not by someone who understands the psyche of a new player very well. I do not meean that to be negative towards the designers but it is IMO why the FTUE really misses the mark in many ways and could/should be more focussed around the players perspective and progress whil eon the journey, not around the journey itself.

    I don’t really get what you think the devs missed with it? Personally I don’t want to have my hand held too much, I like to learn the game myself where possible and resort to tutorials only when absolutely required.

     

  5. 13 hours ago, DecoyGoatBomb said:

    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.

     

    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.

    They need to make the game generally a bit more gritty, everything is a bit too bright and slightly cartoonish.


    Maybe it would simply require minor changes to things like contrast, or maybe they also need to make soem changes to the honeycomb options available, or some changes to the way lighting works.

     

    I also agree the shields, although generally nice, do need to be tuned down.

  6. 26 minutes ago, blazemonger said:

     

    It won't ruin the game but it will not be a viable option because NQ started requiring monthly paymenst to have access which comes with obligation fro m their end. It's not uncommon, Actually more common that not, to wipe a game prior to actual release when coming out of beeta. 

    I do not think anyone really expects a full/global wipe. A partial one as has been discussed well and good by now is very much likely to happen though.

    But their post was clearly designed to signal to everyone that a full wipe is going to happen? All the options had negatives listed against them except full wipe, and they listed the most positives against full wipe.

     

    Surely they’ve told us the answer already, or am I missing soemthing? Everyone seems to be in denial!

     

     

  7. 2 hours ago, CyberDay said:

    Its kinda a catch 22, some people want to come back without schematics and stuff, but we dont want to have to lose our stuff to make it happen. Honestly as long as we keep TP, I think there will be a ton less pushback from the vet group.

     

    The problem with talent points, is that (rightly or wrongly) they are viewed as a big advantage by people that don’t play DU, so will discourage a lot of joiners. The best thing for the game is to wipe them (yea I would be said to loose the 70millipn points I have/have paid for, but what’s that point is having them if the game is dead)

  8. 15 minutes ago, Zarcata said:

    How many new players does NQ think the release would attract and, if so, how many will stay? Many players are like a plague of locusts, swarming from hype to hype and leaving behind empty, destroyed servers. 

    NQ should focus on real regular players who are loyal and devoted for many years.

    I imagine their goal is to start to capture a lot of the eve community.

     

    Sure some new starters will be temporary, but some will attract others from other games.
     

    I hope that people will be more inclined to maintain their subscription in this game so that they don’t loose constructs - other games don’t have this hook, all people loose if they unsubscribe are skills points or similar.

  9. 21 minutes ago, Remagz said:

    You're missing the point I was trying to make. When I have 70M talent points, others will have 140M talent points, the gap never closes. I am proposing a talent point catch up multiplier so newer players gradually catch up in talent points over time so that after 2 or 3 years they are nearly fully caught up. 

     

    This seems super obvious to do....

    Most talents should be reworked so that there are significant diminishing returns. That way the gap in terms of benefits closes the longer people play.

  10. 27 minutes ago, Serula said:

     

     

    Final word
    Since the start of my DU journey a few years ago till today I still cannot see how it is possible to make DU fun without any form of NPC or survival element. And from the NQ video's I get the idea that even NQ doesn't know how to make it fun with it's current player only mantra. I have very little faith in this concept and I don't understand why it has to be this way other than that it's a lot of work to make. It may be a lot of work but also has a lot of reward if done right. In addition to that as a metaverse DU needs heavy social interaction features, there is none of that right now.

     

     

    Some sort of basic npc activity would be great for giving people the confidence to start in pvp and a much needed additional gameplay loop.

     

    Surely something quite basic could be introduced at the start to facilitate this? The scripting wouldn’t need to be complicated, maybe spawn them like asteroids and use a similar discovery mechanic as the DSAT. Then some basic scripting.

     

    Chuck in some ship varients with different weapons, shields, speed etc, and you should have enough variation/challenge.

     

  11. 6 minutes ago, SeekerOfHonjo said:

    Are Schematics truely so unpopular? It gates people from building massive factories with no sense of economies. It would make everything sell at Ore value vs  actual value because everyone wants to sell fast and get money now cratering a possible stable economy into the ground. or just make the only viable thing to sell on market is ore because everything else i can just make myself with minimal investment.

    Yeh I wasn’t aware schematics were hated, just the implementation. 
     

    If schematics go, then something else needs to replace them. Maybe talent based efficiencies to encourage people

    to specialise and use the market??

  12. 7 minutes ago, Shaman said:

    I am all for a partial wipe where the economy is reset, quanta + talents are removed, but all elements on constructs are removed as well. That way old players still have the honeycomb hulls of their constructs as a base for rebuilding everything. I am a builder and this is the one I would be most happy with, as replacing elements is far less painful than replacing honeycomb.

    This is the ideal situation 

×
×
  • Create New...