Jump to content

Emptiness

Member
  • Posts

    381
  • Joined

Reputation Activity

  1. Like
    Emptiness got a reaction from Shulace in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    They don't think. That's the problem. There doesn't seem to be anyone on NQ's dev team who can think the slightest bit creatively about how these changes will impact gameplay, let alone play their own game like a regular player.
  2. Like
    Emptiness reacted to TheGeek in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    If I can't maneuver tool the voxel board that Yeeted itself 10km away back to my base, then what do I do? Fix game breaking bugs before nerfing the tools we would use to compensate for those bugs.

    The Alt-F4 was used to compensate for flaky mechanics. Fix your game before nerfing the tools we use to make this game bearable to play.
     
    And nearly nobody travels at sublight speeds anymore, EVERYONE warps. So this nerfing of Alt-F4 only hurts those trying to not have to repair their ships over and over because of game-breaking bugs. And combined with the fact that elements will have a fixed repair amount, you are going to have people ragequitting in droves...
  3. Like
    Emptiness reacted to Destrin in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    50m is no where near enough distance IMO.  If someone decides to be a dick it may take upwards of 30 minutes to an hour to get this thing where we want it.
  4. Like
    Emptiness reacted to blazemonger in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Picking random numbers.. Like "let's just set all batches in industry to .. hmm.. 3 minutes if they are shorter that 2 minutes now, regardless of how that impacts the quantity of material produced"
  5. Like
    Emptiness reacted to Heidenherz in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    How can I dock a ship that is to be rescued by me, when I cannot lift it up on my L core ships back? The manouver distance should be at least L core long to be usable.
  6. Like
    Emptiness reacted to Warlander in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    This change along with the destructive elements. Just another nail in the coffin for me.
     
    If NQ just spent a fraction of the time making this game actually fun rather thant destroying the fun it would be a good game. I dont know if you have noticed NQ but everything in this game is a work around to whatever you create because its limited, short sighted, and stringent. Its becoming more and more of an unpaid job rather than a game at this point and if it keeps up im gone.
     
    The maneuver tool is one of those things that is completely necessary for daily gameplay in its current state. There are so many bugs, lag, graphic lag, and a whole host of issues that require the current state of the tool. Are people exploiting it? Don't know if you have noticed NQ but everyone is exploiting everything especially with LUA scripts and you are totally cool with that...
     
    Make the game fun. Make the game actually playable first without adding grief loops and get the hell out the way.
  7. Like
    Emptiness got a reaction from CptLoRes in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    You do realize that a large core ship can be up to 128m on a side, yes? How does a flat 50m total make sense, given that info?
     
    Make it 250m total, instead. 
     
    Yet another change made by devs who don't play their own game.
  8. Like
    Emptiness got a reaction from blazemonger in My perspective   
    Same. As long as talent points don't get wiped, I really don't care what else happens. I still advocate for wipes if necessary.
  9. Like
    Emptiness reacted to apollo0510 in Why this game is not what I expected ...   
    To begin with, I must admit, that the building part and the flying around part of this game is super fun and extremely addictive.
    The hunt for high value ore ( not T1 ) can be fun. For a while.
     
    And then you start to ask yourself : "why ?"
     
    And after a while you realize, there is no reason to play this game.
    You spend hundreds of hours to mine your ore, to build your base, to marvel at your latest constructions ....
    ... and then you look around and see : nothing. nobody. 
    And when you try to evaluate, WHY you need to mine that meganode, the only conclusion is, fear.
    Fear, that sombody else might take it away from you.
    You have to be first, or its gone.
    That is the driving force in this game.
     
    And honestly I hate that.
     
    I have decided, that this game is not good for me. because of that. In eve online I can go on holidays, and rest assured, those belts
    will be fresh and juicy whenever I log back in to continue my gameplay.
     
    Same in World of Warcraft. I can stop my progression whenever I want, log out, have a good rest and sleep well, and continue my
    gameplay happily some days later.
     
    Not this game. this game destroys real life.
    Because its main gameplay is driven by this instinct, that one looses stuff when NOT playing.
     
    And of course I simply miss content. I honestly expected to find a better eve online here.
    I was looking foreward to build cannons and shoot everything thats moving in space.
    Now guess what, nothing is moving in space.
    I did not realize when I subbed, that the devs clearly ruled out NPC combat. ever.
    Not my game. sorry. I am a mission runner. 
     
    Again, not my game.
     
     
    Well, and the bugs. Sure, its a beta. I have been watching what the devs are doing during the last 4 months. I installed some logic gates on a dedicate wall with some buttons. And after every patch I tried the buttons. And after every patch, those super simple logic gates still failed. For 4 months. And we are talking about a super stupid XOR gate. Every day I was fighting my way through the silly login crashes. And I was wondering : " If they can not fix a single XOR, how on earth are they supposed to EVER fix that complicated crash when the game engine is starting " ?  
     
    In other words, I lost hope, that this game could turn into something that I like. 
    Thats why my sub is running out.
     
    Bring content, and I will have a look again. And no, nobody can haz my stuff.
     
    cu.
  10. Like
    Emptiness got a reaction from NQ-Naunet in Sorry, you cannot add any more reactions today.   
    Thank you!
  11. Like
    Emptiness got a reaction from malteins in Sorry, you cannot add any more reactions today.   
    @NQ-Naunet If it's not too much trouble, could I get a CM response to this? And if I was wrong to ping you about this, who should I ping? I just ran into the reaction limit again and I try to pick and choose who I think deserves a reaction but even then, it's far too easy to reach the limit.
  12. Like
    Emptiness reacted to MrMeaner in Let's talk DU quits   
    Blazemonger is correct, there is no main pillar.  There are different reasons people play games like this and PvP is just one of them.  A successful MMO gives different players incentives to play in a way that interacts with and supports all the other "pillars" of the game.  I've played this game obsessively since the beta launch and have recently run into a hard wall when I realized this game has fundamentally failed on every one of these pillars.  What has been created here is a beautiful framework with tons of potential, but the game itself is missing.  Just take a look at each of these pillars along with my personal ratings.
     
    1) RPG - Score 2 out of 10.  We have a set of worlds in a distant future and a minimal backstory, but that's about it.  There are no other aspects of RPG present.  There are no skills to hone, no factions to support or oppose, no arc of personal growth, no quests, no pve.   You can do nearly everything right from the start.  Those few things you need to unlock with a skill such as being able to place larger cores can just be put in a skill que, log out for a day and when you come back you are done.  As an industrialist I have access to build everything in the game right from the start.  All I need to do is have the materials and the appropriate industrial unit and I can on day 1 make the most advanced items in the game. 
     
    2) Exploration - Score 4 out of 10.  The worlds are quite beautiful when they finally load in.  I have spent a lot of time flying around just to see the different type of landscapes, however flying 5 hours to another planet does not make for compelling gameplay.  Once you have seen the sights the only real reason to explore is to look for mining resources.  If mining isn't your thing then this pillar runs pretty flat.  Without creatures or any type of PVE, the worlds feel sterile.
     
    4) Social - Score 3 out of 10.  I'm primarily a solo player, or only run with my small group of friends.  However, that being said, I enjoy games where I feel like the world is alive and what I do on a solo level somehow contributes to the playing community.  There seems to be no reason to interact with anyone.  Anybody can build anything, and nothing is ever destroyed.  There is nothing to strive for as a community, only your personal goals.   Here lately I don't get the sense that there is anybody else out there.  I can go weeks without even seeing another player if I don't go to one of the districts.
     
    5) Economy - Score 0 out of 10.  To me this by far is their biggest failure.  These developers have absolutely no clue how to create a functioning economy.  If you want to make a player driven economy you can't have bots.   If you don't want a player driven economy then you need to develop the whole system yourself.  Half-assing it never works and using bots is half-assing it.  How do you get money?  Log in, or sell to bots.  Nothing which is built ever decays or disappears.  How can you call that a player driven economy?  What are your money sinks?  Bots and Territory markers.  That's it.  When I can make far more money selling the raw ore than I can selling finished product the economy is completely broken.
     
    6) Building - Score 5 out of 10.  This is to me where they have had the most succes.  The ability to terraform  and create your own bases and ships is pretty incredible.   However, as good as this ability is, it is very cumbersome and non-intuitive.  If I have to go outside the game to only to see the ridiculous and very time consuming steps I need to do in order to make even fairly basic shapes then as a developer you are doing it wrong.  You have created immense barriers to one of your best features.
     
    7) PVP - I will leave it unscored in that I have not personally engaged in PvP yet, however I will still classify it as a complete failure.  First off, you need 2 people, or yourself and al alt in order to PvP??  That alone is such a baffling decision and is one of the big reasons I have never bothered.   What I have seen on youtube of PvP looks completely lifeless and boring.  My gamestyle is geared more to mining and crafting but I very much like the idea of building bases and becoming an industrialist in a high-risk environment.  The only problem is so far it's the empty promise of a high risk environment.  Decisions on building ships, bases, factories, and supply routes all depend on what the PvP environment is and of right now it's just not present.  If I build a base or a space station will it be safe?  Don't know, that system isn't present.   If it's not safe what kind of defenses would be practical?  Don't know, that system isn't present.  How will I dodge pirates when seeking  materials?  Don't care.. not worth flying 4+ hours and spending the time to set up a base and mining operation when I have no idea if I'll be able to keep anything or how risky it will be to fly materials back because the territory PVP system doesn't exist yet.  As of right now it seems like it would be relatively safe in that I am hearing all the PvP players are quitting because they are bored.  What sort of items should I manufacture?  Answer - Nothing.  It's more efficient to sell raw ore and buy anything I need.    No point in building anything for PvP either because nothing is ever destroyed.
     
    Now I understand there are "big things to come" but the very basic things which make a game a game worth playing are simply missing.  It may be a sandbox, but there isn't much sand.  This game in it's current "beta" state is like being asked to test drive really nice looking sports car.  It looks great from the outside but when i get in there is no steering wheel, no gas tank and no engine.  I'm asked to imagine and get excited about the roar of the engine coming to life sometime perhaps in the next year.  Imagine how it will handle the corners and check out the awesome high-tech navigation system we have planned to implement in the future.  Why did you ask me to pay for the opportunity to test drive a pretty shell not even capable of driving?
     
    I see the potential for this game and still have high hopes of what it could be, however I have very little confidence they will actually pull it off.  There needs to be far more game theory and far less "tech demo" of a single shard universe.  No point in making a single shard universe that is lifeless and absent players because those who are interested came, saw, and left.   You have lost a lot of good will from what would have been your most loyal fans by releasing this in the utterly incomplete state its in.
     
     
     
     
       
  13. Like
    Emptiness reacted to Olmeca_Gold in Discussion about End-warp Obstacles and Ramming   
    NQ could solve this and create a prototype granular safety system at the same time.
     
    1) Move all warps to planets to a single location around the planet (perhaps one Aphelia warp beacon per planet)
    2) Disable space construct deployment in their immediate vicinity.
    3) Have some of these beacons outside the PvP zone, some inside and differing distances from the planet/safe zone.
     
    This would create what's essentially "gates" in Eve, which function as choke points people find players to fight with. Perhaps interstellar gates or asteroid belts will function this way, but I doubt many solar systems will be created soon and most of the traffic will happen across planets. Moreover, varying distances to the safe zone would create "hisec", "lowsec", "nullsec" type of risk variations without needing NPC enforcement like Eve does. Planets can be safer to warp, but less rewarding to mine; and vice versa.
  14. Like
    Emptiness reacted to michaelk in NQ, it is almost December. Where are our free months of game time?   
    Great. If you're so keen to help NQ, you should have no issue paying for the OP's month of sub.
     
    Otherwise, I don't think it is worth the $7/month. The value of $7 varies a lot based on each person's life situation and geography.
     
    It isn't our job to keep NQ's lights on or to invest in their game so they can make it better. That's why they did a kickstarter and obtained millions of dollars of investor money.
     
    We're paying for a product, not running a charity. 
     
    I also don't see any time credited to my account. The fact that the player base has to complain just to get what NQ promised because of their major mistakes is just business as usual -- NQ has earned a rep for bad communication and not caring much about their own community...forgetting to credit people like they said they would only reinforces this reputation. 
     
    I hope this time they at least offer an apology...somehow I doubt they will. 
  15. Like
    Emptiness reacted to Olmeca_Gold in Survivor Bias In DU's Development   
    When making their plane design decisions during WW2, the US-army once concluded that the most-hit areas of planes should be the parts which must be improved by more armor. This seemingly common-sensical conclusion was proven to be false by the statistician Abraham Wald. The issue was that, the Army's conclusions were drawn from planes actually made home after sustaining damage. One would notice a way different damage distribution and draw very different conclusions, if one actually looked at planes that fell down in combat and didn't survive.
     
    I suggest that a similar error might be beginning to haunt DU's developmental prioritization. NQ is beginning to take the feedback of the currently surviving DU community very deeply to decide which areas of the game they should improve immediately. While this might seem common sensical, it might also be creating a bias similar to the above example.
     
    My (very anecdotal) experience of reading DU community gives me the impression that we have a lot of people here who enjoy making ships and constructs. I know this would be an oversimplication, but let's for the sake of argument categorize these players with othergames they might enjoy. Let's say current DU playerbase has a lot of Minecraft, Satisfactory, Factorio people. This would check out, because voxel building has been one of the most advanced and interesting aspects of DU since early alpha. So people who would enjoy this kind of gameplay came into DU and "survived". The game ended up being interesting to them at the current state.
     
    Meanwhile people who would enjoy PvP, dogfights, exploration, empire building, creating huge organizational (managing real people, not factories) tycoons etc. either didn't come into the game yet, or didn't "survive". Eve, Star Citizen, No Man's Sky kind of players didn't fill DU's current playerbase. And I know many of them dropped out after the weak experience in their areas of interest after beta launch. Ofc, there is greater diversity in player mentality compared to alpha, but still insufficient.
     
    I would argue in its full potential, DU should appeal to all these types for different reasons. But since the game is still in a very early stage, the population of DU is less diverse across these player mentalities and the effects of this bias are greater. Meanwhile, some developmental prioritization decisions are being made by the influence of the existing playerbase, rather than the playerbase DU should be appealing to. Here are some examples how this happens.
     
    1) A feature upvote page was created with no regard to principles like "nobody reads the second page of search results". Then features were upvoted by mostly pre-beta players, cemented on top by the web page's design, and those began taking significant NQ attention. 
     
    2) Due to surviving players, ideas like "voxel vertices editor" or "mining bots" are heavily upvoted. These are features which the Satisfactory and Minecraft kind of players would enjoy. They wouldn't enjoy mining so they'd seek ways to build without mining. But DU should be a game which should also appeal to people who like to mine. Bots would devalue their work. Instead of working on an improved mining experience, prioritizing bots is a clear example of survivor bias in development.
     
    3) Similarly, voxel builders are already achieving greatness in DU. Instead of elevating their gameplay further, NQ's developmental prioritization should be getting other gameplays to that level of interestingness and fun.
     
    4) The incoming PvP patch is grounded on solving shipbuilding problems. But meaningful choices in ship design isn't the only balance domain for a fun PvP experience. In a balanced single-shard sandbox sci-fi MMO there needs to be PvP commitment, non-consensual PvP, and a meaningful risk/reward spread. I would argue the lack of warp disruptors, warp bubbles, webs; the ability of PvP'ers to bail out of any fight even after engaging in it, are more important issues than borg cubes. I'm sure it'd be better for more people if NQ solved the core gameplay experience of looking for meaningful PvP for hours and not finding anything, or the ability to bail your ship out of engagements (thus economics, chance of death, consequences not mattering), rather than fixing the shape of my ship. 
     
    Of course, in an ideal world, NQ should keep improving all aspects of the game. I am not arguing at all that the game does not need a vertices editor, nor that borg cubes aren't a big issue. I am just saying that NQ should be wary about de-prioritizing important developmental areas which also happen to have no voice in the community since people who would care about these issues aren't even playing yet.
     
    The game is very early and I'm eager to see how things will develop. This post is meant to be more of an early warning to NQ and a conversation initiation. I hope they keep the great work up.
     
    o7
  16. Like
    Emptiness reacted to XKentX in Let's talk DU quits   
    I explained that a bunch of guys didn't find an ore after scanning all the moon. Created a ticket. Support told them to check their internet connection(of about 10guys heh?).
    It doesn't matter does that moon contain the ore or not. It proves support didn't even read the ticket and answered by template.
     
    You quoted me and explained what moons contain what ore, it doesn't matter. The point was that support don't read tickets.
  17. Like
    Emptiness reacted to blazemonger in Let's talk DU quits   
    It's not hinted at because the "Customer Support" team from all we see do not really have any contact with the devs, or at least a POC within NQ able to provide answers, and certainly do not understand a lot of the issues brought up from a player perspective. Having been in this business for many years, everything I see points towards a pretty much isolated, probably outsourced and low cost, team using a basic copy/paste library of templates where the most likely one is used. I simply can't see anything there that indicates actual product knowledge nor any inclination or option to actually escalate these issues to NQ itself.
     
    If the above is not the case that would make the performance of this team even worse.
     
     
  18. Like
    Emptiness reacted to IvanGrozniy in Discussion about End-warp Obstacles and Ramming   
    Due to numerous reports of this happening, including pictures, lets talk about end of warp obstacles and ramming in general.
     
    Here is an example of a net placed exactly in front of a warp exit. You have about 10-15 seconds to change direction right after end of warp, but most people won't pay attention and ram into whatever is in front of them.
     

     

     

     
    This has been a thing for a while now, but we now have some reports of ship destruction due to warp destination constructs being purposefully placed in the way.
    One way to get around it is of course to pay attention and maneuver the ship immediately after warp destination is reached. However, there is a lot of discussion to be had about warp obstruction and ramming in general.
     
    For example:
     
    1) disabling collisions between cores: this has already been done with trees so I imagine it can be disabled for static / dynamic cores, probably will increase server performance too, but also an effective way of getting rid of warp traps.
    2) disable damage on collision with constructs: an alternative of the above, except collision will cause velocity changes as expected between collisions. We don't have bumper car physics, could be a bit strange, but this also gets rid of warp traps.
     
    My personal favorite and very biased option:
    3) reverse ramming logic (THE RIGHT LOGIC): it's really strange to consider that an L core going at 30,000km/h can be obliterated by a stationary xs core. It just doesn't make any sense from a logic perspective, although the reason for this implementation probably has roots in server performance considerations. I think collision damage should be shared between constructs and distributed according to mass and voxel logic. Added benefits are: COMPLETELY LAG FREE MARKETS... because naturally people will start ramming, hence a necessity for garages / safe parking facilities, opportunities for business, etc. I would go so far as to say that static cores should be rammable as well. This has huge ramifications for space stations... there will be a need for space mine fields or wreckage around stations to prevent people from completely destroying stations with ramming dynamic cores. Space stations will need engagement rules such as: if dynamic construct is going faster than X amount inside a certain radius around space station, fire all weapons at dynamic core. There are all sorts of interesting ramifications for this gameplay.
     
    There is something important here I think: it is not ok to simply add a rule to the EULA saying warp traps are illegal. This is a sandbox, emergent gameplay will always happen, and a bunch of players can give a hell of beans about what the rules are. It's in poor taste when a game cannot / will not implement systems to prevent certain actions from happening but simply adds a "RULE" of conduct. In some cases it is certainly appropriate (abuse, discrimination, etc) but in this case, this is emergent gameplay and adding a RULE will not solve this issue. In this situation NQ actually has an opportunity to capitalize on the situation and create game mechanics to either solve this issue or enable ramming AND add mechanics in order to counter ramming.
     
    On the other hand, warp traps such as these can be cancerous. This is a tactic used extensively in Eve, see here: 
     
     
    Do you think warp traps are an acceptable emergent gameplay mechanic? What are your issues with it? What can be done to solve it? Again, to reiterate, simply adding a rule of conduct doesn't work here in my opinion. NQ should really capitalize on this opportunity... I think they failed in the district 15 drama, they could have done some epic stuff there... problems can be turned into opportunities, lets contribute to the discussion and find opportunities
     
    Edit: After writing this post, I have received confirmation that players are "netted" both when:
    1) player finishes warp, comes to a complete stop, then accelerates/or planet gravity pulls the player, and they end up in a strategically placed net
    2) player finishes warp and gets damaged in net BEFORE coming to a complete stop from the warp
  19. Like
    Emptiness reacted to ZeeckZero in Let's talk DU quits   
    I see a lot of different reasons here for people quitting or thinking of doing so, and sadly that further strengthens the main reason for me quitting.
    There is always a loss in player base when a game launches, and after major update player base influxes. All aspects of the game seem to be "loosing" players right now, and I fear it is more than just the normal decline that is to be expected.
    Reading through this thread, and a lot of other threads on this forum, I'm gonna generalize and say... people quit because ALL features are at BEST in their infant stages, many not even conceived yet.
    Which then leads me to say "This game should never had ben "launched" like this."
    For me it all comes down to this.
    Does this game/dev team have a trajectory to "success"?
    Success is of course different from company to company, and person to person hence the ""
    But one thing I deem a big parameter of success is financial stability, and as far as I can remember, I read or heard somewhere that that is one of the reasons for the subscription based model of the game, and I fully support that.
    So, to keep a subscription based game a success you need x amount of players to be subscribed, and here is the first red flag for me. NOWHERE can I see or have ever heard of what NQ needs or expects player numbers to be to be financially sound, and that might be ok if I had heard something like "we would be happy to reach such numbers as EVE has over a couple of years", or "50k players would make us happy" ore just something. All I have ever heard is JC's "We are developing... with a possibility for... hundreds of thousands or even millions". I know, that is not to be taken as "we need millions of players to be ok", but in what ball park is the expected/needed number of subscriptions?
    And here comes the reason for this wall of text...
    What are you gonna do if you do not meet those numbers?
    My fear, and one of main reasons for me quitting is the following scenario.
     
    game launched as it did, and is now suffering for the unfinished state If they get updates out on a regular basis, an influx will occur, and then natural falloff at "launch" (my best bet is in 1-2 years)there will be a big influx in players especially if and when they launch on steam and other platforms My fear is here. A lot of those new players will drop of quickly, and many of them with a bad taste in their mouth du to the game "launch" they bought, is actually not a launch at all, that happened 2 years ago. specially on steam, this will leave a "stink" on the game, bad reviews, if not all out review bombing, refund claims ect. and halt the player influx. after that (if not sooner) we will be introduced to the in-game store, where items developed for the game, are kept out of the game for you to purchase. And despite it being a subscription based game, excuses like "its only cosmetic" or "not enough subs to keep development going, only maint." will be used. more people leave DU goes F2P to increase players, in-game store is filled to the brim of digital crap for you to buy, and not much development is going into the base game. This "fear scenario" is fueled by lack of communication from NQ, forum post going unanswered, tickets taking 2 months to answer (that is my own ticket for lost items due to the early inv bug where items just went "poof" when picking them up in build mode), "discussions" about updates, and upvote on features does nothing for my confidence in this project (that should have happened long before you "launch" the game).
     
    So to sum it up for those not bothered to read the wall...
     
    The premature "launch" of the game, and handling of the community since said "launch" has completely eroded my faith in team and game.
     
    Thats why I quit
  20. Like
    Emptiness got a reaction from Iorail in Leaving the game for a good while (Read this before buying)   
    Yep. The nonsense I describe in this post is still going on nearly 2 months later, injecting quanta into the economy without purpose or end. Bot orders should scale to a weekly average of player orders, not be a static price floor/ceiling... Bot buy orders for steel honeycombs are still at ~360q apiece, driving hematite prices to 34q/l and the other t1s to 24q/l+ thanks to the t1 component bot buy orders.
     
    They said it was to save face. They only shamed themselves with their reaction.
     
    QFT. I'd try my hand at building ships but the building system is still woefully inadequate. I'm not spending dozens of hours learning 'voxelmancy' when a decent editor or even importing models from Blender would be lightyears better.
     
    The game sorely needs ship based mining solutions. Sitting and staring at a meganode auto mining / clicking every 2s for hours on end is not good gameplay and was starting to cause Repetitive Stress Injuries before I quit.
  21. Like
    Emptiness reacted to ZeeckZero in DevBlog: Element Destruction - DUscussion thread   
    Why?
    What is the purpose of said discussion?
    Is this still in the planning stage, so a discussion could change any of this?
    I have seen questions asked in this "discussion", but only a single response from you NQ to iterate that this is all element damage not only pvp.
     
    Reason for me asking is, I have quit playing the game for now and a factor to me quitting was lack of communication.
    Since I quit I follow here on the forums to see if things improve, I see a post like this, but still no communication between NQ and players, only players asking into the void and speculating.
     
    So I ask again...
    Why is this thread created NQ?
    What do you (NQ) get out of a discussion like this?
    Do you (NQ) even read through this? and if you do, why? Is any of it subject to changed based on the discussion?
     
    Now lets see if this is actually an improvement to the communication and discussion, or just "fake interest"
  22. Like
    Emptiness got a reaction from NQ-Pann in Hi, I'm NQ-Pann! AMA!   
    This. We shouldn't have to watch an 'interview' to learn that the alioth-thades-madis safe zone will be staying.
     
    May I introduce you to a certain Pineapple subreddit? Pineapple on pizza is the Nectar of the Gods.
  23. Like
    Emptiness got a reaction from Supermega in Let's talk DU quits   
    If DU actually lived up to the hype, it would be my dream game, the sort of game that I'd spend the rest of my life playing (or so).
     
    The reality has not lived up to the expectations. Too many systems dumbed down and simplified; and mining is utter tedium. I basically just wanted a Space Engineers MMO with Factorio / Eve / and stuff elements.
     
    And if you ask me why I'm sticking around the forums despite rage-quitting over a month ago and not really playing since? It's because I'm desperately hoping for a compelling reason to dive back in.
  24. Like
    Emptiness got a reaction from Supermega in Let's talk DU quits   
    According to you. I've seen quite a few others disagree with that.
  25. Like
    Emptiness reacted to Nightranger in Leaving the game for a good while (Read this before buying)   
    Thought I would write this up before I leave, If anything for NQ to take as feedback/criticism.

    The game is nothing like it was advertised, or made out to be, Which ultimately after 3 months, still is nothing near it, as such I feel really really played by NQ here. Was promised a blank canvas instead, Hundreds of Industry parts were injected into the game, was promised a player made economy, Instead Bots were put out and 100k quanta daily given out....

    Played through the server downs, and the server ups, But all this game is, Is a mining simulator, and for those who stick it out, then yes you can build something for an hour, before you go back to mining. There is NO value in anything you build here, and most fixes end up breaking something else...

    I'm leaving out of pure boredom, I had high hopes for the game, based off the good advertising given, NQ released a broken Alpha, and made out it was a beta, and it still isn't even worthy to be deemed a "Beta release" at this point. Things are still broken, RDMS is like a win 95 firewall system, that's over-complicated with not enough organisation logging. The skill tree is pretty much just a basic form ripped off EvE with no real optimisation to any of it, and no real value in it, until you hit level 4 in a tree, but no real motivation to go to lvl 5...

    There is no ai missions to do, to fill the gaps when standing around twiddling your thumbs waiting for parts to refine/produce. The graphic options are really really lacking, like not at all what you would expect from a Beta release, the options your allowed to tweak are more what you would expect within the first couple patches of Alpha, That being said, the general graphics are run server side... Which is awful for client optimizations. There was no difference in FPS between having an 12 core/24 thread cpu, and a quad core/ 8 thread cpu which confirms the optimizations are done server side, rather than client side. Although good in one aspect, this has been proven time and time again to cause more issues through out the gaming world. All the worlds are barren, apart from Alioth/Sanctuary and Teoma, The rest are just Ball objects given very little colour, with hardly any textures on it.

    The way NQ have handled some players also was a HUGE turn off for me, Like Ban people for desecrating a marketplace in a sandbox environment, due to their own RDMS mistake, but haven't banned known exploiters/griefers - That to me tells me the integrity of a company, and as of this current point, unless there is some real changes done, I wouldn't pay the subscription cost, and had I known all this beforehand, I wouldn't have pledged...

    The PvP is also just an AFK simulator, You sit in a seat, staring at a pop up modal with two or three buttons to click... There is no excitement, no challenge, no skill involved in this, The overall UI and UX, sucks badly with literally no changes done to any of this in three months (Not even a small tiny bit), there are still game breaking bugs, yet NQ think it's great to not even add half of these onto their "Known bugs" list. They force the game to run/play in admin mode, which is a serious security issue and isn't needed... and while some of this is still rampant, they release an update adding emotes into the game...

    The LUA coding has no documentation behind it, no API and is heavily restrictive, yes you can log the space in a container, but if you want to log what's in the container, you have to have 1 item per container, which overall causes more code to be run putting more strain on things... (To name one of the things)...

    I personally feel at this stage NQ have got their priorities wrong, and have taken a lot of people for their money through over-hyping and false advertising, You can't even call this a game at this point in time, it is still very much Alpha. The overall playerbase has dropped significantly from Beta launch, and primarillyt because of things outlined above, some of which still have not been sorted.

    With all this in mind, I have had an overall "Pleasant" experience, although as time has gone on, and not a lot being said, other than asking people for feedback, I won't be returning back to this game for a long time, it is currently a 50% mining sim, 40% waiting around sim and 9% of actually doing something, with 1% allowance for whatever... 

    I still hope NQ deliver on what they promise, but If I don't return before the beta key runs out, I will heavily consider whether or not to subscribe to this game and give even more money to support this, My overall opinion, Is that NQ are trying to make a platform to sell on to other developers, rather than actually making a game for their customers, and this shows in the serious lack in attention to detail particularly around the UI/UX...
×
×
  • Create New...