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Palad1n

Alpha Tester
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Everything posted by Palad1n

  1. Having some issues with my AGG. I have it all set up, have all 6 Pulsors linked to the AGG unit. Alt is set at 3000 for testing purposes. I have a small AGG system setup on my M core dynamic ship. When I launch my ship, I turn on the AGG, and it shows it is on. In the AGG display field, it lists: Anti-G Field 120 Es Anti-G Power 0% Base Altitude 3000m I am not seeing anything kick in after I go above 1000m I continue climbing to over 2500m, still nothing changing, and AGG is on I continue further and go up to 3500m, still nothing. The Anti-G Power remains at 0% regardless of altitude and when I throttle down my engines to zero, I start to loss altitude from 3600m down past 1000m. I don't understand what I am doing wrong?
  2. It would be nice to see armor strength and benefits no longer rely on the base weight of materials. It's such a poor design and hopefully one they will fix in time. The story background and nano-technology we have is meaningless when basic common sense of functional metals and alloys used to create actual armor should be in use over the current system. Applying some actual real physics calculations to handle hit potential of railguns would self correct the high hit chance at long range. Having a radar system that is specialized in detecting incoming shots and thus allowing for a simple quick vector change to mitigate the hit would be ideal. Railguns are not designed to hit moving targets, they are designed to hit stationary targets with precision, so it's already baffling how and why they are even capable of hitting any moving target (especially if the ship firing it is moving), as the calculations needed to do this at any range would be incredibly hard to do without some quantum computer targeting system making nano-second adjustments up to the moment of firing. How about point defense weapons, such as fast firing auto cannons to deal with incoming missile threats, or even useful vs close range fighters? I have a feeling that either their server tech will be able to handle some form of reasonable physics calculations needed to simulate a proper PvP environment, or they will need to find a method that is better balanced and makes sense. Having angled armor would greatly increase the chance of deflecting physical projectiles (especially railgun shots) but is currently not factored into the current iteration. You could give players the opportunity to create different types of armor, such as 1 that is more protective vs physical forms, or another type that is highly thermal resistant, or another that is more reflective to counter lasers, etc. I really hope NQ can move away from this current terrible materials system that we currently have, and create a common sense, quality armoring system with metals and alloys that make sense.
  3. Are they using the area to create some form of content the players can enjoy or is it actually being used as personal space? Have you actually verified every tile as being owned by the NQ dev? Rather interesting to see and hopefully an explanation from the devs on this.
  4. I would like to know some of experiences others have had with PvP, such as how accuracy works for long range attacks using railguns and missile launchers. Does the game utilize any actual physics when calculating trajectories when using railguns? Are shots fired from railguns "instant hit" if within range, regardless of speed the target is moving or if the ship firing is also moving? Is counter radar or any defensive systems even available in the current iteration of what folks are calling PvP? I enjoy PvP when the systems are designed well and decently balanced (nothing is ever perfect), however it becomes a real frustration when current game mechanics essentially make current PvP experiences rather 1 sided, and when you simply cannot see where shots are coming from, or take any defensive actions to avoid or negate the hits. I haven't fired missile launchers yet, so not sure if these actually lock on to a target and become more of a "fire and forget" weapon system? Some suggestions on how to better balance PvP in the future I felt were useful, such as limiting the size of a weapon you can use to the core size of the ship. Changing how radar works and making it harder to detect ships with small cross sections is a nice idea as well. Perhaps some of these things will change with the future power systems update. Time will tell how this will work itself out.
  5. https://discordapp.com/channels/184691218184273920/748572194463940759/756120371677364235 Yes, time will tell how the PvP system will work itself out. Something I look forward to as while I do enjoy healthy PvP, I do not enjoy or promote broken systems in which most fights are rather 1-sided by the current limitations and with no defenses / counter to them (as the OP pointed out). I have actually spoken with several players who have experienced this and in every case so far, they didn't even know what was hitting them. Perhaps we will see limits placed with the inclusion of the power system. Many good points the OP brings up, yet folks like yourself only put others down, or make disparaging remarks to anyone who brings up legit issues that are currently happening instead of providing quality feedback and adding to the discussion. I would think someone with 10+ years of EVE experience would jump at such an opportunity, but I could be wrong.
  6. Not sure why you would want to force PvP with the current badly broken system that needs a complete overhaul. o.O NQ devs are now fully aware of what will happen as soon as they remove any safe zones, that being, the small, hard core PvP community will set up ambushes for all warp points coming back and blockade slow boating ships with long range weapons that currently have no counter to them. There is currently no defense against the current very limited PvP encounters that are factually very 1-sided. I would encourage the NQ devs to take the requisite time to revamp the PvP system, get it balanced, and make sure it is well tested before considering removing any safe zones. There are plenty of other places outside safe zones that are already starting to see major exploiting of game mechanics and plenty of screenshots showcasing just how 1-sided these encounters are and continue to be. If you want economic loss and reason to have to keep rebuilding, then perhaps you would encourage the devs to put in a proper collision system, or make crashing your ship actually cost you components in which you cannot simply nano-repair with scrap, but will have to salvage wreckage and get a percentage of resources / parts back to re-make / re-build what was lost. So many other way to stimulate an economy and seeing as this is still very early Beta, I suspect we will see many big updates in the coming months.
  7. Sorry you are taking the OP's well thought out discussion on a broken PvP system so personally. Best of luck with your experience in-game!
  8. The typical response with obligated pic from those who simply thrive on encouraging broken game mechanics. /facepalm
  9. Perfect example of those who enjoy nothing more than the constant and complete destruction of others for the lawls, funzies, whatever you want to call it. You are the type of player who gets their kicks wrecking anything and everything "because of the game let me " mentality. The OP made very strong, compelling statements and the reasons behind it while this response of "carebears" is nothing more than a label given by a small percentage of the population who thrive on chaos and taking advantage of a broken PvP system that benefits the griefers. It has already become reality in-game as many players have simply stopped playing and asked for refunds because of these legit issues. Just because the devs couldn't for see every single thing that hard core PvP players would do doesn't mean it's OK to exploit game mechanics or ensure griefing is done with such callous regard to anyone else, as more and more streams and videos get posted daily with how bad things have already become. Hopefully NQ will be able to find a good balance and make corrections sooner rather than later to fix this PvP mess we are currently in.
  10. If the DU team can make this a reality, it would be the best integrated system for factory / production I have ever seen in any game. This is something I was talking about a lot with my org and a few others and really hoping this will happen.
  11. Hi folks! Having some trouble gaining access to part of these forums and not sure if its a technical issue or not. Already sent in a ticket to support on it, but that may take a good long while due to their queues. I was given a link earlier today that was supposed to take me to the correct forum board / page with anti-gravity script(s) that I can use. Here is the link they gave me, unfortunately an error pops up and I do not have access. https://board.dualthegame.com/index.php?/topic/16285-antigravity-controller-with-touchscreen/&tab=comments#comment-112422 Sorry, there is a problem You do not have permission to view this content. Error code: 2F173/H Is there another link or another location I can get the script? Thank You
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