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lucagrabacr

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  1. Let it sprout organically Civilizations won't exist or sprout just because you practically force players to specialize, the reason it happens in the real world is because people NEED to, they don't want to do that in games, that they pay a subscription for nonetheless, to even presume people would is condescending to your playerbase Let the pace of the game be viable for individual players to achieve things they would normally expect to achieve by playing solo, then the civilizations would sprout up by people who decide to come together and make even greater things Interdependencies will still happen organically from people being better at or enjoying doing certain things than others, you don't have to put game mechanics which arbitrarily make it harder for everyone to do those things Here's how a lot of people feel about the update from my recording during the AMA, and my input as well;
  2. I really think the lack of territory warfare plays a major part, people eventually gets bored of building stuff and space PvP feels kinda pointless
  3. Realized this one wasn't constructive so deleting it and keeping it to myself for now. Just really passionate about the game but frustrated with some stuff
  4. I understand why NQ doesn't want to; Allow industry on dynamic cores - so bases / static cores have a unique use Allow pilots of a ship to control their own guns - so it doesn't turn into a game where big ships are manned by single players Simplify the crafting process - so people specialize in what they're good at And before anyone say how I'm just bad at the game, I can make ships / big ships / w/e really fast with industry or market, and I do combat, so no this is not a "game hard pls fix for me" kind of thread I really just want to see DU take off like how it should on paper so know that my rant comes with good intent and is not in a bad faith I just feel like, and I know I'm not alone in this, that DU ask quite a lot from people in term of cost and time compared to what they get out of it. Yes, being a part of a single shard universe and have your mark in it is fulfilling, but that's not enough compared to what we have to invest in DU, I know it's in Beta but still can we not use the "but it's still in Beta" argument here please for the sake of not saying something that's obvious, but of course feel free to do it if you feel like you have to just saying it's kinda pointless. Don't you guys think if DU's formula is perfect (it's great, but not perfect) that it would already CRUSH all space sandbox / combat games out there? (like SE, Empyrion, w/e) but it hasn't. Like seriously, on paper all of those people would have flooded DU already, "oh but it's a different kind of game" like dude seriously it's a space game with planets where you can build stuff it's not really that different unless you make it different for some reason, or too restrictive. Why can't we have industry on dynamic cores, at reduced speed, which I think would be a good compromise, and requiring the ship to stop (as another streamer suggested) so we can have a playstyle where people can have mobile bases? Which is fun, which is the reason why those aforementioned games do that, you know, because it's fun, doesn't make that much sense in term of ship/base usefulness balance, but it's fun. Why do we need gunners, like seriously I run a community too so it's relatively easy for me to find gunners compared to most people but at some point people would get bored of being a gunner, like what, I can pay them millions of quantas maybe and I don't think it would be good enough still because even they wouldn't feel like they need that much money if they know they would need to find gunners to make a big combat ship work, it's not like they can trade the quantas with fiat currencies either, which JC really should do or facilitate directly through the DU website with tax or w/e if he really wants to make DU a "metaverse", because actual metaverse out there do that for a good reason. Even in a hardcore game like EVE you don't need gunners to control your massive ship and you know that's kinda what most people want, they just want to be able to pilot big ships themselves, it's kinda far fetched to think gunnery gameplay appeals to a lot of people, it makes the game too restrictive for most people to engage in it and it's not like it's realistic either, it's the year 2900s where we have anti-gravity technology why can't we have automated turrets? Game balance as a reason is pointless if that balance is not fun.
  5. It's a suggestion not an edict Well I did give an example either in this thread or in another post that games which use the word combat instead of PvP has less of this division because the community perceive things differently (ex: ED VS SE), so it is my belief that it does matter
  6. Well if DU is meant to be an immersive, borderline-metaverse space game / MMO like JC / NQ envision, having the community divided between PvP and non-PvP minded people and mechanics would be an issue
  7. Literally by not calling it PvP would make the arguments and division of "PvP / not PvP" occur much less often
  8. I just think semantics matter, when people say "Do PvP" or "PvP organization" they imply non-aggressive players or non-PvP organizations don't do PvP, which is not the case, but the implications do divide the community or create a perceived division more so than how much there actually is, and NQ do tailor their developments from perceived player sentiment to some degree I just don't want DU to end up like ED where there's a completely separate path of gameplay without any PvP because of some hardcoded distinction or barrier (their solo / private group mode), essentially undermining the whole universe of the game Maybe I'm just paranoid or overly pedantic, at least I hope so
  9. I wrote about these a bit ago shortly after beta release, and exactly what I said gonna happen is happening right now so making a 2nd thread here and attaching a video I made about why we all should just stop calling combat PvP, seriously guys It's a misnomer, it's divisive, it's dumbing down the game
  10. We do have our own take of the death cube (see behind the fighters) and the carrier is mostly for this And how would you know whether or not it would work? o: have JC or NQ released more info about how TW mechanics is going to be like? I'd assume once atmospheric PvP is released agile, disposable fighters would be much more useful We do have industry : P If atmospheric warfare would be a thing (which I would assume so because territory warfare implies taking a territory which is based on the ground) even with the current combat system, cube wouldn't work as well for it
  11. Thought about doing that and did some experiments, turned out the extra complication is not worth it, not to mention the extra weight and air resistance if you want to add more structure to accomodate that c= the deck can hold more than a dozen full sized XS core ships or about a dozen plus some S core ones so that's good enough for most situation
  12. Also explained why me & my org are going the carrier / mobile sustained assault strategy here c= https://youtu.be/JDta4de2Tdo and how I think it's the best way for small-medium organizations to wage war and go against bigger organizations if you guys are interested The fighters are primarily for atmospheric base bombardment and fighting in general, while for the usual space railgun thingy (current meta) we have our own version of the usual borg cube, which is more rectangular so it fits on the deck without blocking the guns and has lower air resistance (all of the ships are atmospheric-space hybrid)
  13. I got stuck inside someone's L hover engine today for like 3-4 hours, and the support staff are on break, so I had to wait until someone helped me which thankfully someone did. I couldn't respawn because I got stuff with me. Just be careful of them because apparently you can run inside them and got stuck if they load late
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