Jump to content

Atmosph3rik

Alpha Team Vanguard
  • Posts

    1187
  • Joined

  • Last visited

Everything posted by Atmosph3rik

  1. They announced the event on twitter which has 260 million or so users. That's a pretty big subgroup. The post here on the forums was at 12:45pm (MTN) on the 12th. The tweet went out at 2pm. I got the email at 8pm ¯\_(ツ)_/¯ If you aren't getting the emails go to https://www.dualuniverse.game/ and enter you email at the bottom of the page where it says Subscribe to our Newsletter. The game definitely needs a welcome screen when you log in, to announce stuff like this too. Maybe a "message of the day" in text chat.
  2. That's your choice i guess. But starting with the assumption that everything NQ has done is wrong, and everything they plan to do is a lie, means you're basically suggesting that NQ give up, and you make the game instead. Feel free to let us know when your game is done. If yours is finished before DU maybe i'll give it a try.
  3. The intent was ALWAYS to eventually remove the bots from the game. Their purpose is to inject enough Quanta into the game to create a functioning economy. That's just wrong sorry. The role of mining is to produce ore, which can be used to make stuff. NQ has complete control over the balance here. They can inject as much Quanta as needed, and remove as much Quanta as needed whenever they want. Their goal is to eventually take off the training wheels and let the economy function on it's own. With little to no intervention. The missing puzzle piece is players using Ore and Quanta to build and buy things from each other. Funneling Ore and Quanta out of the game isn't part of the economy. It's part of the initial stage of creating and balancing it. What you're doing is like walking into a half built house and pointing to the unfinished roof and saying, "rain is going to get in here, we need to tare it down and build a roof that doesn't have a hole in it." You've got to at least take a look at the blueprints before you decide you know how to build a better house.
  4. I think the theory is that if there is a high demand, and no supply, the value of ore will increase to the point that the potential profit is enough of an incentive for people to go out and mine. So the "somebody" who has to go out and mine, is whoever wants a piece of the action. Eventually there will be enough ore, and the prices will drop, and then maybe almost no one will mine for a while. Until the next boom. Maybe some devious people will still mine, and sit on the ore until demand goes up again. The missing puzzle piece right now is Demand, not supply. People need more things to do with ore, and more things to do with Quanta. NQ knows this.
  5. I think you're right, but i also think it's too late now, they already made their decision, and did it. When they announced that this was the plan i was pretty vocal about my disappointment. Having a huge land/resource rush in a persistent game like this, and then announcing the game to the world a week later, like, whoops sorry you missed it. That was a terrible idea in my opinion. From what i understand their theory was that the majority of players would rather enter a thriving game world where there were already ships flying around, and organizations building things. It seems like they were wrong, but again that's just my opinion. The fact is they did it. And i think it would be a much larger mistake to announce that the game is live/open/persistent and then go back on that and wipe everything, without a REALLY good reason. Like a technical reason with absolutely no other solution.
  6. Why would any of that require or benefit from a wipe? you haven't explained that at all. What your suggesting is basically what NQ did already. Except A full wipe, followed by a huge influx of quanta and ore, to jumpstart the game. And now they are tightening the purse strings and trying to find a balance. I'm not so sure it was the best plan in the first place, and they definitely made some mistakes along the way. But it's what they did. All your suggesting is that they do it all again, but this time just for you. How does that improve the game?
  7. I think NQ needs to embrace the fact that when you make "risk vs reward" deadly serious, in a game, that makes every little bug deadly serious too. There's only really three options i can think of to fix this right now. 1. Fix all the bugs. 2. Remove "risk vs reward" mechanics until all the bugs are fixed. 3. Hire enough support staff so that they can handle the number of tickets that are coming in. One is impossible, two sucks, and three is expensive. But they need to pick one.
  8. You didn't explain why the financial wipe is needed though. How does emptying other peoples bank accounts improve your experience? I don't necessarily disagree with everything else you said, but it's hard to get past the wipe part, without any explanation at all for how it would improve the game for anyone besides yourself. Is it just about leveling the playing field? Putting you closer to some sort of perceived "winning" of the game. Why does someone starting now deserve that fresh start, but not someone who starts a few months after your wipe? Or will you agree with them, 6 months after your wipe, when they are also calling for a wipe, because you have more money then them?
  9. If the intended purpose of AGG is only to allow you to hover at a specific altitude, why not just make it so that's all they do? Turn it on and you stay at whatever altitude you are at. Wouldn't even need the 1k height limit. If you want to go up, you need thrust. Am i missing something here? If they create lift, of course people are going to use them to lift stuff.
  10. It's in the Industry section, under the Assembly Proficiency tab. Assembly M Proficiency
  11. I definitely agree, that i want to be able to make cool looking ships, that are also functional. And i think there is definitely things NQ can do to make that something that is actually possible without sacrificing functionality completely. But it isn't a simple problem to solve. They have to balance the game. And if they give us engines and brakes that are 100x more powerful then the ones we have now, most people will just load 100 of those on their ship, and be able to haul 100x more with the same size ship. They plan to add some kind of power consumption mechanics eventually, and i think until they figure out how that's going to work, they can't really balance the rest of it. All we can really do is wait, and play with what we have now.
  12. I don't think NQ is necessarily against PVE, as much as they are committed to their decision not to fall victim to "feature creep". People are like "i don't get it, why doesn't NQ just sprinkle in a little PVE, what's the big deal?" But good PVE takes work. NQ has been working on the game for years now, however many devs, all working on the game, and not one of them was working on quest design, or NPC models, or dialog, or all the lore behind a bunch of races and factions. For a good PVE game i'd imagine that's like half the work. And NQ is only maybe half done with the game they set out to build. PVE might make the game more fun right now. But what if the game had a huge single shard universe, all made out of editable voxels. With PVP. And you could build ships, and fly them from one planet to another, without any loading screens. Up until NQ did it, all that stuff was basically science fiction. The reason we don't have PVE is because they were doing all of that.
  13. If you think Minecraft + Eve sounds bad, then i would forget about Dual Universe and never look back. Because that's the dream. We're only about halfway there, at best. But that's where we're going. If you don't like the sound of it, you're wasting your time
  14. You can create your own Org with only you in it. And there is a talent that will allow you to place cores with the Org as the owner, instead of you. When you place a core there will be an option to choose whether you or your Org will be the owner. I can't think of the name of the talent, but it's in there somewhere ?
  15. Why though? why are people so obsessed with other people's progress in the game. Progress in games like this is cumulative. You progress over time. Through patience, and effort. There's no leader board. No ranking. You can't be the winner. Just let people play the game.
  16. I find it odd to suggest that someone might be horrible at doing something that literally no one else has done, and that you have literally no idea how to do yourself. Horrible compared to what? Who's doing it better? NQ could have just waited another ten years for technology to catch up to the point that they could make a game like this, with AAA graphics and framerate. But personally i'm glad i don't have to wait.
  17. i wasn't suggesting you start somewhere else, just letting you know that performance is better once you leave the starting area. DU is a Sandbox. Most of the game world is an empty blank slate, except the starting area, where there's a bunch of stuff... get it? It's just a simple fact. take it or leave it. The thing is, DU is the kind of game where your framerate really isn't that big of a deal anyway. Sure it's always nice to have 60fps. But this isn't a fast paced shooter, or a racing game. lower fps isn't going to stop you from doing anything.
  18. Performance takes a hit in the starting areas because there's a lot going on there. Once you get away from them, it gets a lot better. But what's wrong with Cyberpunk? It doesn't really seem like a disaster to me. My only problem with it so far, is it's cutting into my DU time.
  19. You're really grasping at straws here. None of that is true. People build hangers to show off the stuff they build. I can promise you that will still happen. Everyone will still need, want, and make voxel libraries. In fact if these creative instances were shared, then people could build even bigger, better voxel libraries, because they won't have to farm all the resources to build them. And elements and honeycomb that people have to buy, just to see what they look like, but then don't have any use for afterword, are a ridiculously small part of the overall economy. Would you throw a fit if NQ considered adding a way to preview what elements look like? Or adding the actual dimensions of the elements to the description? Because that would have the exact same detrimental effect on the economy.
  20. Originally NQ said they were considering some kind of instanced virtual building simulation in the game. aka creative mode. Then they changed their mind and decided it went against the "vision". Not saying they don't change their minds a lot. But in this case they are considering changing it back. Honestly they have an amazing toy here, just in the building part of the game, i don't see any good reason not to let people play with it. If people are building stuff in a creative mode, they're still in the game. They're still contributing creatively, and socially to the game. And if they build stuff that people want to buy, then they're contributing to the game's economy too. The only difference between someone sitting on the sanctuary moon and building stuff, and sitting in a creative mode instance, would be access to free materials. They're still in the game. Still paying a sub too.
  21. What do you mean by smooth though? As in you don't see it happening? There is no "issue" that i know of. Only the matter of balance. They have to consider... -System requirements/performance -LOD draw distance -How fast we can travel Which one of those do you want them change? Because you can't change one without affecting the other two.
  22. well what did you want them to change then? You can't have your cake and LOD too.
  23. it might be a little rough on the average PC to load every single voxel in the entire game at once.
  24. @Eternal So Dual Universe is superior to Minecraft in every way. But because it's not as superior as it could be, it's unacceptable to you? You're talking about shortcomings as if they are permanent. If you want to see what i hope the voxel tools in DU will be eventually, look up "Voxelfarm" on youtube. It's the voxel engine they used to make Landmark. (NQ built their own voxel engine from scratch) The version of Voxelfarm used in Landmark had tools that were about the same as we have now in DU. But the latest version of Voxelfarm is amazing. Lightyears ahead of what it was in Landmark, and what we have in DU. There is absolutely no reason why we can't have those same features in Dual Universe. But we'll get them when we get them. It's still better then huge cubes.
×
×
  • Create New...