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BlackFalcon375

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  1. Like
    BlackFalcon375 reacted to Omukuumi in VIDEO: THE HUNT FOR A-CFJ-749 - Discussion Thread   
    If you add that it doesn't represent the current state of the game then yeah why not...
     
    But this is a huge joke, the fights are done at ~1SU + constantly and even if we wanted the desynchronization and the lag make it impossible at very close range, the current meta turn around the Nano ships (without voxels for the lowest cross section) because of the shields, the XS/S ships have no interest (range/dmg etc), railguns have been destroyed by the update and no one uses them anymore without being totally blind or having no other choice...
     
    Make an effort on your game before putting an effort on its image, it starts to take a long time to wait.
     
    And nice cast, if these are your only contacts in the community, we understand the problems of the game. There are a lot of players doing everything to help you and give you some good ideas, even when your mission control/atv system is no longer used... Listen them and give us what DU should have been a long time ago, a good game for which we can be proud to play and see promotional videos.
  2. Like
    BlackFalcon375 reacted to CptLoRes in VIDEO: THE HUNT FOR A-CFJ-749 - Discussion Thread   
    Great video, but it has the exact same problem as the older "This is Dual Universe" video.
    Meaning it does not represent actual game play. And anyone getting a subscription based on the video will be in for a rude awakening.
  3. Like
    BlackFalcon375 reacted to CptLoRes in PvP/PVE ship UI/UX design FeedBack   
    First impressions matter A LOT for keeping players interested until they get to know the game. And a streamlined convenient UX matters almost as much to keep veteran players from getting frustrated.
     
    Last time I saw a UI as basic and cluncky as this was in Everquest...

  4. Like
    BlackFalcon375 reacted to Lethys in PvP/PVE ship UI/UX design FeedBack   
    I gave a UI feedback 2 to 3 years ago too. Nothing changed, it's still the same ui. 100% the same.
     
    Gl with your feedback
  5. Like
    BlackFalcon375 got a reaction from Haunty in PvP/PVE ship UI/UX design FeedBack   
    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.
  6. Like
    BlackFalcon375 got a reaction from Physics in PvP/PVE ship UI/UX design FeedBack   
    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.
  7. Like
    BlackFalcon375 reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  8. Like
    BlackFalcon375 reacted to Biltrex in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    First, I appreciate the increased - and meaningful - communication. It's encouraging even to hear that you have heard us, and are thinking about a thing.
     
    Personally I could take or leave the PvP - why would humanity venture out in an Arkship for thousands of years just to land and start the same petty resource squabbles? But it's a game, I get that, the emergent gameplay around PvP can drive things.
     
    One of my thoughts on building a civilization is that structures on earth are typically shaped by needs and physics. Skycrapers don't go up until we have elevators. Civilizations grow along water sources. Aircraft carriers must have spaces both for the planes they carry and the crew that live on them.  Right now in DU, there's not much in the way of needs to dictate a structure. You don't need to sleep. You don't need to eat. You don't need to have storage for anything but your building materials or sellable items. One person can operate a massive battleship-sized construct, and it doesn't actually need to have any voxels, it can all just be "floating" elements.  I'm not suggesting voxel/element evaluation the way Space Engineers does it, but at the moment the only reason to build buildings is to be cool, and because we can. Cities don't need roads because we hover. Planets don't need cities, actually, because you can live and do everything from one ship.
     
    I know we don't want the game to feel like going to work, but I feel like as long as there aren't more requirements put on players and structures, everything is always going to be ornamental. What's the point of putting up an tower with rooms when no one would need a room for anything?  There's no clever problem solving. No one making a cool ship design that manages to fit living space for 8 people into a small area. Routing power conduits in a certain way that saves space or weight. Things like that; boundaries that help define the engineering and visual language of the civilization.  Now maybe the game was never going to be that, but if nothing more is ever going to be required of structures, then if we have cities, they will be empty buildings that are essentially nothing more than statues.
     
    Just my thoughts as I play through and visit things like the city on Teoma, which is both very cool and very ghostly.
  9. Like
    BlackFalcon375 reacted to smurfenq in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    There will be no wipe. You seem to forget ever so slightly, how much time has been spent on DU among the community. Wiping is not an option, going into BETA you signaled to the player base that whatever we do from now on matters, GIANT station and multicore bases have been constructed which are impossible to put back together with blueprints. Items stored in boxes won't be transferred screwing up big indies and storages, there is no possible way to preform a wipe that would be more fair than the universe we have today, sure some might have exploited for riches, but guess what, riches don't last forever, only hard work keeps you rich. By wiping, you're removing negligible advantages from exploiters while destroying the honest players hard work. Only a small minority of players who've suffered through the last months of DU (who are a minority of the original player base) will take a sucker punch like that and "start over". Come up with sustainable solutions to whatever problems may arise instead of even thinking about wiping a persistent universe.
  10. Like
    BlackFalcon375 reacted to LouHodo in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    Glad to see some response with pretty honest answers a bit vague but I get it at this point... Dealing with CIG has jaded me on getting concise answers.  
     
    I would like to know how you plan on increasing the interaction between players.   With the resources being the biggest reason to fight and the horrible distribution of resources at launch, having pretty much everything you need inside the safe zone and no planetary risk for anyone.   There is no real reason to fight.  Lastly with warp drives being so common now it is nearly impossible to do any real piracy or interdiction of a planet or moon.   Because you can jump from safe zone to safe zone.  
     
    Lastly the weapons and PVP is pretty stagnated.  It is down to the shaped voxel brick with rails or missiles and the occasional beam.   There is very little variation now.
     
    Next what about the useless cockpit module?  I mean it has the worst number of widgets and is pretty fragile.  It has zero benefit over the hoverchair.  At least give it a built in radar.  
     
    On the radar topic... Why have two different radar types, atmo and space when you can't connect them to the same chair?   If I am willing to sacrifice the capacitor for the second radar let me use it.
     
     
  11. Like
    BlackFalcon375 reacted to DecoyGoatBomb in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    This is all very nice sounding. Progression.. gameloops... these are the things we wanted to hear. Thank you! I hope you guys keep talking to us rather than having an unnecessary veil of secrecy going forward. Transparency goes a long way. 
  12. Like
    BlackFalcon375 reacted to le_souriceau in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Overall good, realistic. Likely meaning new Roadmap and 2022 release.
     
    Still, as I said before in Discord, we badly needed such clarity 2 years ago (this why in terms of disign direction this time feels wasted), then now we all be in bit better spot. But better late then never, right.
     
    Looks like JC "retirement" was beneficial thing for process.
  13. Like
    BlackFalcon375 reacted to Poljack in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    I mean tbh automated mining instantly gives you my vote! love the idea of new players being given a leg up as well i think that's a very positive step to help people on their DU journey starter setups etc i think is an excellent idea . Now as for space pvp if that post is suggesting that space is say sectors or whatever and in each one the materials have a range of rarity and a reason to hold said sectors or nebulas i think that is gonna be excellent i love that idea. And please keep this general comms coming i for one am enjoying it keep it up NQ.
  14. Like
    BlackFalcon375 reacted to XKentX in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    If you make at least 50% what's written there in coming months, you saved your game.
  15. Like
    BlackFalcon375 reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Discuss the final chapter of this series below!  What are you most looking forward to? 
  16. Like
    BlackFalcon375 reacted to ManfredSideous in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    I have been trying to figure out how to say what needs to be said without sounding toxic or doomsday-esque.  I don't know how to fully do that so I am going to preface this post by saying I want good things for DU and NQ and the people that make up the NQ staff.  With NQs current trajectory you are in a death spiral.  If you stay the course you are on it is my fear that DU will not survive and all of the NQ staff that has poured heart and soul into DU will be unemployed.  I get the impression that NQ looks at DU and gets caught up with jubilation of the technical marvel that is DU.  To that I agree it is a masterpiece and you all deserve a thousands applauses.  However applause doesn't keep the lights on.  It is my firm belief that NQ needs to let go of the methodical roadmap you are using to develop DU.  Yes if you continue on the course you are on you will eventually make a masterful product.  The problem is you do not have the funding to do that.  

    NQ needs to increase revenue. The best way IMHO to get more users interested in the game is to prioritize gameplay loops.  NPC Pirates that players can kill to get things.  Asteroid belts to explore and fight over. Gameplay loops these are the things that will bring users to DU and more importantly retain them.  These foundational pillars NQ are working on to set itself up for a more robust world down the road so you can then add gameplay loops is a recipe of your undoing.  Give the people what they want so that they will give you money to do the things you actually want to do.  Basically this is a long winded post saying " you are putting the cart before the horse" and "it will be your undoing if you do not beware".  Us users will be sad if DU fails but we can go play another game.  Sorry for being the asshole who said it.
     
    Edit- it is anecdotal but all my friends in DU have been doing there best to give NQ the benefit of doubt but faith is running low and many have said this is the last billing cycle (3 month sub) that they will pay without seeing some signs that NQ is actually making progress and adding actual game play loops to the game.  I must admit I am more hard headed but I have asked myself "at what point in time do I cut and run". I invest large amounts of time into the main game I play which is DU but I do that to build up for a future.  If there won't be a future (game death) why am I investing for that future? 
  17. Like
    BlackFalcon375 got a reaction from NQ-Naerais in NQ. Tips for Gameplay Mechanics DU   
    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
  18. Like
    BlackFalcon375 reacted to ManfredSideous in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    If there were more things to do there would be more paying customers.  Right now you got a sandbox with sand. It aint got no buckets no shovels no toys of anykind just some sand.
  19. Like
    BlackFalcon375 reacted to Kirth Gersen in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Given what this game want to achieve, imho, the only viable solution would be cloud gaming. This game is made for cloud gaming.
    Trying to sync a 'client' in each player PCs is just a technical nightmare:
    there are cache/sync issues load time / zoning time LUA script sharing and performance latency  physics issues (remember alt-f4 to stop ship and how it's badly solved) requiring an anti-cheat system on each PC which leads to more issues but more importantly: In the mid & long terms it will prevent adding some major attractive features to the game because of its client/server nature and technical limitation. On the other hand, cloud gaming could solve all theses issues and reduce a lot the operating costs.
    Teaming with Stadia or Luna which also have the big cloud infrastructures for the servers is just a no brain win-win.
    With total control on the clients and the physics engine which could be unique and server side.: just imagine what could be possible.
    DU is the 'killer app' cloud gaming desperately needs and cloud gaming is the only long term viable technical solution for a game like DU.
    I just don't understand why NQ isn't going this route, even more that they're already giving tons of cash to Amazon AWS.
     
    (disclaimer: I've programmed networking code for games and dealing with client/server issues in the last 20+ years so it's not just a 'feeling').
  20. Like
    BlackFalcon375 reacted to XKentX in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    What the hell is there to optimize ? Do people still play ?
     
    TLDR: No content anytime soon.
    Please keep paying as DB costs are high.
  21. Like
    BlackFalcon375 reacted to JohnnyTazer in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Game isnt fun, and has been hemorrhaging players since 0.23  this devblog is them saying they got no more money. But they have no content to bring in new people.  Everything they implement doesn't work on first iteration.  Look at the threads talking about the new /unstuck and fetch not working.  
     
    Look at the facts, you have a skeleton crew trying to make a massive mmo, that doesnt have any money, and a huge portion of the player base has already moved on. This game is niche to begin with. The writing is on the wall. Bankruptcy. 
  22. Like
  23. Like
    BlackFalcon375 reacted to Sawafa in NQ: Could you please clearly clarify what is allowed and what is not?   
    Considering the recent event with Elias Villd and the discussion in discord, NQ could you please clarify where exploiting starts? Could you please reply in details on each of the issues listed below?
    Could you please clearly clarify what is allowed from specified activity and what is not?
     
    Thank you a lot!
     
     
    All described issues below don't use any additional tools (like maneuver tool or any other tool) or constructs. All of them involve only player movement in atmo and/or space with only standard game physics involved.
     
     
    1) Is it allowed for someone to jump on a ship (Dynamic Construct) while ship has no its pilot nearby? Is it considered exploit or not?
     
    Let's assume pilot of the ship logged out while moving or not being docked to some static construct. This resulted in speed "stored" in the ship. So, when someone will jump on such ship he will restore (with curent game mechanics) the ship's speed instantly.
     
    2) Is such action - restoring the ship's speed after jumping on the ship - allowed? Is it considered exploit or not?
     
    Let's assume after restoring the speed ship is moving towards nearest planet. So, if someone will continue to stay on the ship the ship will eventually fall into the planet and explode.
     
    3.1) Is such action - staying on the ship while it is falling on the planet - allowed? Is it considered exploit or not?
     
    Let's assume after restoring the speed ship is moving in some random direction that finally ends in PvP zone. So, if someone will continue to stay on the ship the ship will eventually be moved BY ITSELF into PvP zone.
     
    3.2) Is such action - staying on the ship while it is travelling without the pilot towards PvP zone - allowed? Is it considered exploit or not?
     
     
    In all above issues ship is moving by itself, only general game physics is involved. Not a single tool/exploiting technic is used.
     
     
    Could you please clarify about spying issues. No any exploit is involved, only standard game physics:
     
    4) Is it allowed to jump to the ship and go to log off? So it will be possible to be a spy on the ship. Is having spy on the enemy ship allowed or not? Is it considered exploit or not?
     
    4.1) If after log in into the game the spy finds itself on the ship in space and that ship is moving by itself into PvP zone without pilot - is it allowed to be on such ship? Is it allowed to wait in such case while the ship will reach PvP zone?
     
    4.2) The same as above, but ship is falling on the planet. Is it allowed or not to continue to stay on the ship?
     
     
    What about if spy will bring with him some additional weight in inventory that will pull down the flying ship or will not allow the ship to lift off?
     
     
     
    5) Is it allowed to jump to the someone's ship with some weight in the inventory? Is it exploit or not?
     
    5.1) The same as 5) but do log out after jumping on the ship. So, ship could have additional weight. Is this allowed or not? Is it considered exploit or not?
     
     
    6) During normal fly in atmo: can pilot of one ship disturb the flight of another ship? I mean can one ship be controlled in such a way that it will end in collision with another ship? Is it considered exploit or not? I am speaking about flying in atmo/safe zone here.
     
     
    7) There is some bug in game while parenting bigger dynamic core to the smaller one. The resulted couple could gain some free speed in some situations. Is it allowed to use this parenting issue for cheaper transportation of your own constructs?
     
    7.1) If someone jumps on such couple of dynamic constructs in space (the case when such couple of constructs doesn't below to the jumper), and it will result in this couple moving towards PvP zone - is it allowed action or not? Can player continue to sit on the construction or should it jump out from it immediately? Is it considered exploit or not? 
     
     
    Some normal PvP related issues:
     
     
    While normal PvP session with guns and pew pew - if pilot of one ship will log out his ship will lose it's speed resulting in brake from 30k kmh (or any other value) to 0 kmh instantly. When pilot will log in, the ship will restore its speed - 5%. Is it allowed to use such mechanic to interfere PvP atacker pursuit of the target? Is it considered exploit or not?
     
    8.1) Is it considered exploit or not to stop killed ship (the one which has gray marker) with maneuver tool even if the attacked ship has "stored" speed?
     
    9) Finally, could you please clarify what is "Parenting Ships" from your article here: https://support.dualthegame.com/hc/en-us/articles/360016890940-Clarification-Regarding-Bug-Exploits-and-Griefing 
    By parenting, is it considered parenting between constructs only OR between construct and player (Can player be parented to construct?) is also considered parenting? Is construct transferring to PvP zone with one of the methods described above considered "Parenting" and is also forbidden? Is it, finally, exploit or not?
     
    Last issues I would like to clarify:
     
    10) What is official position about burying other people dynamic constructs on unclaimed tiles?  Is it acceptable action or is it also exploit?
     
    10.1) And if the tile is claimed by me, can I bury (cover with earth) alien ship? Is it acceptable action or exploit?
     
    10.2) Let's assume I found some ship staying on unclaimed territory. If I will claim the territory and bury the ship immediately after claiming the tile - is it acceptable action or is it exploit?
     
    I will be very thankful for clearly answers on all of these 1) - 9) issues, just to clarify the rules of the game and of what is allowed and what is not.
  24. Like
    BlackFalcon375 got a reaction from Zychov in PVP IN SPACE! NQ READ   
    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!
  25. Like
    BlackFalcon375 got a reaction from Zychov in PVP IN SPACE! NQ READ   
    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.
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