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BlackFalcon375

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Posts posted by BlackFalcon375

  1. If a developer needs help testing ideas or proposing ideas. can they contact me I do not mind. help. It is pointless to discuss and show here, since there is a topic for raising the problem and leaving feedback.

     

    I hope professionals work in NQ and they will understand my pain and many others. and from games that are similar in spirit and theme (Space Engeneers, Empyrion Galactic Survival, Star Conflict, Dreadnought, EVE ....)

  2. Good afternoon, NQ!

     

    I have great feedback for you about your ship control interface in both pvp and pve. Maybe your interface designer will make the interface nominally for people. or read a book on designing game interfaces on the ergonomics of player decision making. Or he will play what he did and see what he has done himself. Or have a look at the interfaces of the games of the space genre. will understand a lot for himself. And also give a little feedback on your gameplay mechanics current in the pvp game.

     

    In normal companies, feedback from people pointing to problems in the game who play your product on a daily basis has a bearing on the development or planning of the company's patches, because this is the way to the success of the product. Many books have been written about this too. I think your founders are smart people and understand this.

     

    And so we went.


    1. PAIN! - Do you think normally when the player's screen is covered with blocks of yours (widgets) to pilot the ship? Do you justify this by saying that it is better to put some kind of custom lago script that heavily loads the CPU? I don’t think so, please make a normal default HUD for players according to the rules of space game design. I do not deny that scripts are bad, but still. I don't want to use 3rd party scripts. the game should provide me with the basic correct script, which was made by a professional in his field.

     

    2. PAIN! - Do you really think that your combat interface in pvp control from a gunner chair is convenient? This is not so, because every action in battle requires you to focus on mouse clicks. everywhere and everything. players with 2 hands we have a keyboard ... Please make it possible to select targets or switch them on the keyboard buttons. The choice of weapons is also on the keyboard, cannon COOLDOWN. I do not believe that this cannot be done adequately with the participation of the keyboard, and not just one mouse. In all games, you can keybind the control of weapons and targets. Please do not disgrace it is terribly inconvenient to click on the monitor in this awful interface, losing the focus of sight from piloting.

     

    Thank you for the attention! I hope my review will improve the game at least a little.

  3. Some of my thoughts on the gameplay mechanics of the game that would look good in the dual universe gameplay setting

     

    PVP - at least such activities are not yet present in the territory of the war ...

     

    1. Prevent players from entering the build mode in battle and building the ship with voxels! Make it possible when the target leaves combat mode. How is it done with warp engines for example a mechanic. (if you are shot, then the warp does not work)

     

    2. Introduce energy into the ships so that you can make different ships in terms of maneuverability and speed, and thereby make a limit on the number of engines and other things, for example (number of guns) on 1 ship. Energy must be calculated from the core size limit!

     

    3. Introduce asteroids into the pvp zone, moreover, these are not lonely blocks, but asteroid rings. And there must be very expensive ores if the player is flying towards the center of the asteroid cluster. For example, asteroids of the outer ring, t1 ore, 2 - ring m2 ... and so on to the center of the cluster. Why is this necessary? - In order for high-tier ore to be mined with difficulty, that is, clusters of asteroids must be pulled to the center and spaced so tightly that the pilot could not drive there at a speed of 30,000 km / h

    And to get there neatly, it will give a cool pvp experience in battles inside asteroids. because there, maneuvering battles will be dangerous due to collisions with asteroids. and to be able to leave the lock for asteroids, if you are locked, and you left for an asteroid) for example ...

     

    4. Scatter in space at different distances wrecks (ships or stations) with different devices and loot! In the form of goods or ore.

     

    5. Pvp bowls - I want there to be tasks of an NPC of the type took on a dangerous pvp mission, where they pay good money for delivering cargo to a conventional station or a spike in space in the PVP zone. (For example, the cargo may be of the type of ship asking for help, if you run out of fuel, bring them in, or deliver medicines or drugs there for fun. In general, the goods should not actually carry any value from pirates / Value only in the mission. Value for pirates, current in to kill your thorn, and not to loot to lose the load.

     

    6. Make an adequate interface for shooting and gun control for single pilots. So that the pilot could, in case of anything, give battle to small pirate spikes. Because it's stupid that I can't control the guns in the pilot's seat) Anyway, in the game, the players do it themselves using the gunner's chair and remote control. Why is this garbage if you can do it normally!

     

    Exploration gameplay

     

    1. Make special radars that, for example, can detect objects at long distances in the form of signatures. If the signature contains radiation of different types, then the player himself decides whether to fly there to investigate or not. (for example, shipbuilders have their own signature, asteroids also) Spatial scanners, such for exploring the spaces of space, by this radar it is impossible to understand the player there or the ship or the asteroid until you arrive there yourself.

     

    2. Scatter black markets on planets or moons and in space NPCs in PVP zones, which cannot be found on the map only by flying and by looking for them directly, you can find and write down a point. Where there will be demand for high-value goods (like drugs, whiskey or whatever) These goods should not be produced by players. This is the current NPS market, the exploration black market. Balanced by supply and demand in the markets of the NPS, these markets are lost by planets and stations.

     

    Mining gameplay

    1. Give the opportunity for mining enthusiasts to evolve in the development of mining tools. That is, make a branch of pumping the study of ore mining devices, such as autominers (planetary, space) and the study of a special type of fuel for their work ...

     

    2. If you make asteroid mining, then make it interesting (drilling lasers, like turrets, chtoli devices with mining chairs. Special scanners for studying a deposit in an asteroid on a signal, as is done in a standard deposit search tool. Make a territory scanner, only for scanning areas of asteroids, in order to understand how much ore is in the asteroid by type

     

    this is of course only a small part of what could be implemented, but still I hope you will see the point in this ... and take note of something for the game mechanics

  4. If you return to the topic of my post. Then I suggested making a PVP mission from the NPC. I took the goods at point A and delivered it to B (which is located in the pvp space), the place of delivery of the mission, maybe any structure, not necessarily a market! I just gave an example of a market, because now, there is a mechanic of bots, where you hand over the goods and get money. That's basically it. just implement pvp missions in space for a good reward. and remove all bots for buying the game.

     

    this would force the players to take a mission for example on a group of players and organize themselves before a dangerous mission and fly together to do it. Then share the loot through the wallet between the mission participants.

     

    and it would really be a point of interest for pvp corporations. Blockades there and holding the positions of the bases. While we wait for the territory warfire and asteroids ...

  5. 8 minutes ago, Maxim Kammerer said:

    Once again, such bots already are a major problem for the economy. You shouldn't ask for more of them.

    this game won't have a player-only economy, let's be honest. if not the bots, which the developers made for the purchase of ore, on which the entire quantum in the game rests. The game would have died out 100,500 times by now. But she already streams to 0 online. and on this what kind of economy can we talk about? Wake up! The economy on the players works when there are many more than 5k players and more like in EVE. And even in EVE there are NPC bots from which you can make a profit. it's funny all the projects mmo, which were without bots, stupidly died out and closed. So study the market for games with a non-NPC economy. And you will learn and discover a lot of useful things for yourself. And the developers are blind kittens, they do not look at the experience of others, they invented a fairy tale about a game without bots built on live online people and think it's cool) However, the history and experience of many other projects speaks of such a course as a failure. I hope they will expand their course and start making a real game according to the gaming canons of the MMO genre.

  6. 14 minutes ago, Maxim Kammerer said:

    I asked where this profit comes from. I can't see how that works and as you didn't answer this question it seems you don't know it either.

    Once again, these are all tasks from bots on missions. Profit from the sale of goods of any type, which bots buy on this market for a good price, is 2-3 times higher than in ordinary markets than in pve. As it is now done with ore, for example (by the developers themselves). The number of missions of this type should be limited and issued randomly in time from the NPC. everything is simple, and there is nowhere easier to come up with. You open missions, look at tasks from the NPC for pvp, you see a task for good money where you need to take cargo to the market in the pvp sector in space!

  7. 28 minutes ago, Maxim Kammerer said:

    How are such trade routes going to be profitable? There can't be industry in pvp zones and even mining would be suicide without a fleet of escort ships. Thus, no player would be stupid enough to sell at low prices or to buy at high prices in such places. In order to make you idea working, there would need to be market bots buying and selling at fancy prices. Such bots already are a major problem for the economy. It doesn't sound like a good idea to ask for even more of them

    This is a PVP zone! Sit in your PVE zone and trade yourself there and do not poke around in pvp if you do not have a fleet and security. Pvp always means risks and high profits! Now you warp pvp to all planets without punishment and sell ore to NPC bots and make huge profits. Why should it be so easy! shouldn't! therefore, such markets should be in areas where you can actually be killed! Understand that you will not have an easy profit in pvp space! And there is no need to say here that no one will fly there. Not all players are fans of building endless bases and ships on aliot! We are already seeing how pvp corporations stupidly announce some kind of mythical siege of the planets. What is funny. And it is already interesting to keep under control the markets in the pvp space and obviously already gives a profit that is not small from the control of these markets for its own corporation.

  8. Why developers ignore space is not clear. people want more gameplay in space and not just fly and warp from A to B.

    below I will write how it seems to me that you can implement simply and quickly in space...

     

    NQ, maybe you already make some goals in the pvp zone for pvp players. if you can't make interesting missions in pvp or asteroids, then you can at least try to do this: you have a system of markets on the planets in PVP, but since they are useless and there is no atmo pvp on the planets, and it is not realistic to make a siege of the planet with the presence of safe zones around these planets. you can not be stupid and make markets in pvp zones in space, and give out NPC missions there for the delivery of cargo with a good profit from the sale of goods . and allow there full pvp, without safe zones. markets cannot be destroyed. I think this will create the first precindent in pvp zones in the battles for the trade route that is profitable in the money . think with your head! you have it... and just do something that will unite the pvp players and corporations

     

    such dangerous trade routes in pvp would be enough for us to expect your cool pvp gameplay in the atmosphere or asteroids.

  9. 5 hours ago, Wadiss said:

    Dear NQ,

     

    I was having a wander through PVP space the other day and casually thinking about all the weird and wonderful things you might find in space; alas the odds of getting anything blip on my radar left me feeling sad and defeated. 

     

    But suddenly I had a epiphany.

     

    How cool would it to be able to overload your radar to long range mode,

    This mode may:

    - only give you a 20su2 area of another radar signal within a 100SU radius of your position 

    - however, it also pick up abandoned / destroyed constructs (salvaging gameplay loop)

    - it may only last for a set period of time, or better yet, drain warp cells to use?? (this is the part where i pat myself on the back)

     

    My brilliant idea was followed with an immense sense of dread that no one would ever know how smart I was. 

     

    Well, now you all know. 

     

    Sincerely,

    Wadiss 

    a good idea that comes to everyone's mind who played games about space as playfully, there is everywhere this mechanic is, just give it to us) why developers ignore space is not clear. people want more gameplay in space and not just fly and warp from A to B.

    below I will write how it seems to me that you can implement simply and quickly

     

    NQ, maybe you already make some goals in the pvp zone for pvp players. if you can't make interesting missions in pvp or asteroids, then you can at least try to do this: you have a system of markets on the planets in PVP, but since they are useless and there is no atmo pvp on the planets, and it is not realistic to make a siege of the planet with the presence of safe zones around these planets. you can not be stupid and make markets in pvp zones in space, and give out NPC missions there for the delivery of cargo with a good profit from the sale of goods . and allow there full pvp, without safe zones. markets cannot be destroyed. I think this will create the first precindent in pvp zones in the battles for the trade route that is profitable in the money . think with your head! you have it... and just do something that will unite the pvp players and corporations

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