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Emptiness

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  1. Like
    Emptiness reacted to Rommel in Let's talk DU quits   
    hello
    the game and its developers are currently doing everything they can to make sure that you don't want to play D.U. anymore!
    out of our organisation many have stopped because of many mistakes!
    - mining of ore is server day by day depending on whether it works or not (missing parameters!)
    - industry has rdm failures after server restarts
    - the construction tools are not fully developed
    - errors when flying ships ( laggs, bugs, failure of parts )
    - Trade ingame not possible as there is no need
    - the auction bots senseless!!!!
    - pvp is the biggest joke !! ( 1 xs ship can kill L core ships easy but the other way round almost no changse )
    - the new function of space ship wrecks what is the 100 max in the whole game LOL
    for this you cannot salvage and claim other ships now
     
    I have the feeling that NQ is throwing a simple rigged game at us to generate cash with the 3 month subscriptions ?♂️
    and NOTHING really does NOT do anything to make the game more stable and better running or to give better content than digging in the dirt for days or piling up voxels on top of each other
     
    the worst thing in my eyes is that with every "server maintenance" or "fix patch" the game becomes more and more unplayable more bugs than before etc  
    this should actually be different!
    i will cancel my subscription like the rest of the orga 
    D.U. is as good as death 
    I'd rather play Elite Dangerous again ?♂️
     
     
    Translated with www.DeepL.com/Translator (free version)
  2. Like
    Emptiness reacted to Mordgier in Let's talk DU quits   
    The definition of a 'beta' has dramatically shifted over the past 15 years - at least in the gaming world - the definition  remains:
    A Beta phase generally begins when the software is feature complete but likely to contain a number of known or unknown bugs.  
    15 years ago an MMO beta was a largely finished game. Maybe some end game content missing, some placeholder assets, a few quests unfinished, balance issues and so on...
     
    But you'd get a full vertical slice of the game. Meaning - every single core feature of the game was functional. For example, Anarchy Online went into beta in 2000 and released in 2001. By the time it was beta, the bulk of the game was done - it was buggy, unbalanced and riddled with exploits - but the content was there. 
     
    Now you have DU 'beta' - and core features of the game are actually non existent entirely and those that exist are all dysfunctional in some way. There isn't a single thing in the game right now that I would consider ready for release. 
     
    DU is by no means a 'beta' in a traditional definition - there is no justification for calling any product that is missing fundamental core features a 'beta'. By definition beta is feature complete, but buggy. DU is at best Alpha. It doesn't matter what NQ choose to call it - it's Alpha. By definition.
     
    So that's why people are complaining. You can't really sell DU as a 'beta' and have so many features not just 'not developed' - but apparently still in the drawing board stages. 
     
    All the interviews with JC and the rest of NQ staff have been pretty indicative that they do not have any idea how atmo pvp will actually work, how avatar pvp will work or how territory control pvp will work - I don't mean that they don't have it in game - I mean that they appear to have no idea how it will work at all besides theory crafting how they 'envision' it. It's gotten no further than what JC was talking about during the kickstarter in 2016.
     
    Anyone with any history in development looking at just the planned features on https://upvote.dualuniverse.game/ sees a solid 2 years of work. When those are complete, assuming DU doesn't go the way of Worlds Adrift - then the game will be in Beta - meaning another year of polish to iron out the bugs.
     
    So players have every right to be upset about how incomplete this beta is. 
     
    With that said - the harsh reality of life is that games are not developed for free. Given the staff levels and funding, and expected burn rate, it's extremely likely that the decision to launch Alpha in the current state was to create some kind of cashflow - even if only to further use that cashflow to secure loans and investments for future development. I do not blame NQ for launching the 'beta' as is, or for charging for it, AWS doesn't host their servers out of charity and NQ devs do not pay their rent with their passion for game development.  
     
    I do think that the bulk of the community gets that point as well - but are still disappointed by the current state of the game. 
     
    That's exactly where I am. I am disappointed by DU.  I kickstarted, and have 2 paid accounts on top of my 2 pre-paid ones, and will keep the subs going because despite the fact that the game isn't in the state where I want it to be - I realize that it will never get to a state that I want it to be in without continued cashflow. On the other hand I can understand why someone may not wish to pay monthly for a game they don't even log into anymore....
  3. Like
    Emptiness reacted to Lethys in Let's talk DU quits   
    About DU for sure, about it's players? Not so much
     
    Have a look at how market 15 was handled. Or some of the last posts in ATV forum.
    Or the vast majority of posts in the alpha forums where ppl pointed out problems, some NQ acknowledging it and promising it'll get looked at but nothing was done about it. Sometimes up until now, years after the post.
     
    Caring indeed 
  4. Like
    Emptiness got a reaction from CptLoRes in So what info has leaked now ?   
    What, in another of those youtube 'interviews'? I don't remember seeing anything on the forums about that.
  5. Like
    Emptiness got a reaction from Atmosph3rik in Let's talk DU quits   
    Even with the precision move keys?
  6. Like
    Emptiness reacted to blazemonger in Let's talk DU quits   
    The upvote page should be part of the website and only be available when the visitor is logged in. If that is not possible then whoever created the website really does not understand webdesign as that is really not hard to accomplish.
     
    Here.. I fixed it for you...
     

     
     
    BTW; why are the items in the account window (once logged in) a different size and color that the normal menu items?
  7. Like
    Emptiness reacted to NQ-Naunet in Let's talk DU quits   
    I should give you a disclaimer: I'm attempting to understand this as a person on my third week at NQ and a non-programmer, so "snap together" is the best verbiage I have at the moment. ?

    It's definitely more complicated than that, and I'm currently attempting to get a programmer to explain it to me in a way that programming-savvy players can appreciate.
  8. Like
    Emptiness got a reaction from NQ-Naunet in Let's talk DU quits   
    If the bot buy order 'exploit' described in the below thread is still viable, this is why: 
     
    Also, one reason I quit is because NQ didn't seem to care at all about fixing exploits. When it literally took them 2 months to do the simple fix below to stop the linked container exploits, among all the bugs and mismanagement they invoked 'fixing' it, ... ones confidence is lost rapidly.
    You only fix it now? *slams forehead into desk*
    Why was that not how it worked from beta launch?
      
    Same.
     
  9. Like
    Emptiness got a reaction from NQ-Naunet in Let's talk DU quits   
    Even with the precision move keys?
  10. Like
    Emptiness got a reaction from Musclethorpe in The problem with rockets....   
    A large rocket connected to a full large tank will fire for 84s with default skills. M rocket with M tank, 65s, and S rocket with S tank, 30s. Rocket engines can be connected to dissimilar tank sizes, too.
     
    With even level 3 rocket fuel/booster skills, this changes to 99s for a large rocket + large tank, and with maxed skills (booster fuel tank handling and rocket fuel efficiency), one gets 168s of large rocket burn time.
     
    Not sure where you got 15 seconds.
  11. Like
    Emptiness reacted to Rheuschek in Market Place death traps   
    After 24 hours, player constructs at the marketplace should be considered abandoned and subject to salvaging.
  12. Like
    Emptiness reacted to XKentX in So what info has leaked now ?   
    Fact 1) We all know there is a content patch soon that will bring new features and re-balancing.
    Fact 2) It was proven that a specific alliance was given a preferential treatment during the last event (they have been given a hint when they hit the wall to solve the puzzle)
    Fact 3) All "Space core unit L" have been purchased at once from the market and are still being purchased even with high profit margin for the manufacturer. 
     
    What is it there in the next patch that you need so much space cores so mysterious someone that has this information already(before all the regular players) buys all space cores?
     
    Any org that would have a big project for a space station would manufacture the cores instead of giving 200% margin to the manufacturer so that's not the case.
     
    If when the patch arrives, it suddenly turns out that "Space core unit L" is of high value - this means someone had this information before and was again given a preferential treatment and advantage by NQ insider.
     
    I would say publicity of this could mean coupe de grace for DU.
  13. Like
    Emptiness reacted to Supermega in Need for more Voxel Brush shapes, and options.   
    Disclaimer: All ideas are based on the publicly available info, not under NDA.

    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.
     
     
    These pictures are examples of designs that can be made with these shapes.

     

     

     

     

     

     

     
     
    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.

    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     
    This picture is of the voxel shapes I think should be added to the voxel brush tool.

     
     
    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.

    This pictures give an example of what changing the options would look like on each shape.
              
     
     
    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.
     
     
    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.
               
     
     
    Additional Ideas
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.
     
    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.
     
    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.

    Pictures of suggested Voxel Elements to add to the Voxel Library.

     

    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.
     
    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.

    Thanks for reading, see you in the next thread.
     
     
  14. Like
    Emptiness reacted to Kirth Gersen in Let's talk DU quits   
    Good games are easy to learn and difficult to master.
    DU is the other way around.
     
    The is no real progression:
    - mining: it doesn't get more complex / difficult, it' just more of the same
    - crafting: it doesn't get more complex / difficult, it' just more of the same (requiring more and more sub components or more time to craft isn't complexity)
    - piloting: it's harder to fly/leave/enter on the starting planets (Alioth and Sanctuary) than on all of the other planets.
    - building: you can just place elements, voxels are a cosmetic option: there is no structural physics for ships and buildings leading to no real challenge in design.
    - building: Voxelmancy is a joke': it's like forcing people to draw circles and curves without giving them a compass and then be amazed of what they have achieved with just a pen and a ruler.
    - exploration: there is nothing to explore. The playable universe is simply too small.
    - character progression: Talents should be a progression/reward of what you do. You should get better at piloting by piloting. That 'passive learning' system is just 'pay2win" disguised. It's not engaging and it will hurt the game in the long term (It separates too much vets from newbies). It rewards a meta (the longer you sub to the game) not something you do in the game. There is no 'joy' and fulfillment to obtain the highest rank of  a talent (other than having to wait 14 days or more ...).
    - repeatability and differentiation: a 'Space Engine L' is always exactly the same whoever made it. There is no differentiation between players, between elements, between raw materials. There is no RNG (warning: too much RNG is very bad but a little might help). There only one way to make one thing. Study the Starwars Galaxy crafting system, there is a lot to be inspired by it (variations in ore specs, experimentation in crafting, etc).
     
    What can be done:
    - Surrogate is a fresh and new concept for MMOs but it is way underused and too limited. You should be able to 'pilot' with a surrogate and do more, may be have different talents for different surrogates. Leveling surrogates could probably be more fun than leveling a single avatar. Selling/trading surrogates could be fun too and a very new concept in MMOs (some players hate leveling , some love it).
    It could be a way to engage in PvP (and the only way imho). See Ender's Game book/movie. Add IA/scripting/autonomy to surrogates ?
    - more planets, more systems. it's too small for a 'space' MMO.
    - not a  fan of the 'tile' system. I don't see why I couldn't mine everywhere I want nor place a static construct everywhere I want. I don't see the gameplay value of tiles. I'd rather have a 'zone of influence' around big structures (like Guild Halls in SWG (again!)) so Orgs can have big cities without grief.
    - forced pvp: not a fan at all. You'll never get a general consensus here. You'll have to choose what part of 'potential mmo players' would have to give up on or split your single shard into 2...study more MMO "player profiles" . NQ clearly lacks knowledge of MMOs game theory and demographics. Don't ignore the silent majority to please a vocal minority or early backers (the person who can spent hundreds of dollars on backing a game isn't necessary the good final target audience for a successful long lasting mmo game).  
     
  15. Like
    Emptiness reacted to blazemonger in Let's talk DU quits   
    The way NQ handled the M15 situation is what caused me to unsub my paid for alts for sure as I do not feel NQ is in a place development and  engagement wise where they can really expect people to pay for access to the game.
     
    Naunet is doing what Naerais did before him/her (we don't know if it's a he or she).. building report with the community. It's all the basic stuff we've seen before, including setting up a survey and a lot of empathic wording. The actions from Naunet's side however are very much NQ and really not much has changed as of yet. To be clear, I respect and like Naerais generally but she has closed herself off quite a bit after coming onto the "scene" in a very open way and I have no idea where Nyzalter is at these days, if he still is with NQ even...
     
    NQ will likely start a PR campaign shortly, leading up to a patch in probably 4 weeks and allowing for two weeks of "fixing" time before Xmas break. I honestly do not expect much to substantially change until probably end of February next year at the earliest.
     
  16. Like
    Emptiness reacted to Mordgier in Let's talk DU quits   
    DU makes the common mistake of confusing tedious gameplay with challenging.
     
    For example, getting T4 ore is simply tedious. It's a time sink. There is no skill involved. It's literally just bite down on something and sink in 10 hours looking for nodes.  It's time consuming and tedious and the only real 'challenge' is forcing yourself to suffer through the waste of RL time that it is. In short - mining is a time sink.
     
    Industry isn't much different. Anyone can build a giant factory that will produce everything given that they are willing to sink in enough time to produce 500 transfer units.  There is no real challenge here either - and that's strange given how countless games have managed to lay the foundation for how industry design games can be challenging by  having complex ratios and the like. Factorio,  Satisfactory, X3/4,  Fortresscraft Evolved - I could go on, but all of these have industry design challenges that DU simply does not. Industry in DU is a  time sink - assuming it works right - which it frequently does not with "unknown error" constantly breaking production lines.
     
    So the two most fleshed out features of the game are simply time consuming.
     
    I would say that currently, the only actually challenging aspect of DU is voxelmancy - and ironically - it's the one that should NOT be challenging at all.  Anyone should be able to sit down and build a passable looking ship without having to resort to watching hours of youtube videos and hunting for voxel libraries...
  17. Like
    Emptiness reacted to blazemonger in Let's talk DU quits   
    The game has an extremely high initial bump which, combined with the very rough state of the game's development and rushed move into open and paid "beta" makes it hard to get into. Much of what is missing or what is not working well has been brought up and discussed long before beta started. NQ has never acknowledged any of this and has never shown any indication of being able or willing to adjust their development plans to accommodate this.
     
    Most of the game is very much still in Alpha state, if not pre-alpha. When a "major overhaul of the UI" is announced, what basically happens is a reskin of it. The core UI is very basic and not suitable for several of the intended uses cases, most obviously the talent system. It does not appear there is any central management of the project and it appears "coding" devs are tasked with designing the UI and UX which leads to too much information and overly complex actions with too many clicks and important detail 2 or three levels down where they should be at the surface. The general UI design really has not changed at all, except for a different theme, since pre-alpha.
     
    It's not helpful when, from the occasional communication, NQ paints a picture which wants to tell a story of "everything is great, we're pretty much on track and where we need to be" when the facts in front of us show that that is not the case.  And now we hear JC pretty much roll back core promises and vision for the game where "unlimited possibilities" have now become "we will limit what you can do to preserve performance". The amount of work NQ has set up for themselves combined wit he mountain of work that needs to be done to clear technical debt and core issues in the game should be a guide in understanding that it is not possible to get to the state NQ claims the game will be in a year when they intend to "release". The stubborn attitude of not wanting to move the roadmap out and by now plain unrealistic expectation being set by NQ is just not good and will make (new) players tag off and disengage.
     
    I get that much of this will probably be due to the fact that NQ is not in a very good situation financially and needs to work on a very tight and limited budget, but it's hurting the game's progress quite obviously. The amount of work needed to be done to work around the roadblock of "no wipe until absolutely required" for the sake of keeping people subbed is causing ore pain than NQ is letting on. Th underlying tone of NQ having pretty much beg for players to get back to the game or fill out a survey where NQ should and probably does know very well what the pain points are is rather obviously  a PR stunt more than anything else.
     
    From podcasts it seems that NQ in general overthinks what we, as the community brings up in the rarae cases there is a response, which is generally only happening on an ad hoc basis when confronted with a live question, and the "solutions" are often overly complex and in effect miss the mark as far as addressing the intended problem. IN general, NQ seems hellbent on reinventing the wheel over and over while solutions are often readily available.
     
    An example is the call for better building tools, NQ will mostly translate this into "we want a vertex editor" and then go into detail on how difficult that is and how much resources it takes. What we actually need is more options to build without resorting to voxelmancy.. More brush options like slopes broken into two voxels, corner pieces and things like that. Making smooth and beautiful ships using voxeltech is great and some designs are amazing but there is no middle ground here between that and basic blocks/boxes. Why can't we have basic shapes like the ones we see in (or instance) Space Engineers? Why is there no single voxel size tetrahedron making it possible to make corners. here's basic block which IMO should be readily available in game (old SE source but valid here)..


     
     
     
    The "general" public is not looking for a vertex editor, they just want/need more variation in basic blocks and would be perfectly happy with these. The argument "use a voxel library" pretty much rolls back to my earlier comment about NQ (and a good number of experienced players) not seeing the issue of  this being to complex for an entry level player.
     
    What we need is:
    In build mode, select voxel placement tool press E to cycle though basic shapes press-hold E to bring up either a radial menu, use scroll wheel to cycle through all available blocks or the option to "click and pick" from a more varied choice of block "brushes"  
    Another example is power management. It has been discussed with some good suggestions provided since Alpha but NQ never acknowledged any of it or engaged with us on these ideas.
     
    Then, while it's unfortunately a meme by now, the question is a valid one, where is the canopy glass? Why has NQ not ever acknowledged this and why is this element on display in game but not available to players? It is another simple option to make designs easier to make "pretty".
     
     
    Lastly, it is _very_ disappointing and a tell tale sign of how NQ thinks that the NDA forum section has been archived and is no longer accessible. It means a wealth of information and content which could be reused in beta is now lost. Arguments to maintain access to these clearly, and frankly expectedly, fell on deaf ears as NQ does what NQ does regardless of what we, as a community think. Why make a post in the tone of an invite to discussion when you really just make an announcement?
     
    If you, as NQ, intent to do things your way anyway, why pretend to care enough to ask for our input/feedback. I know this post will no doubt trigger the fanbois in the community once more but he fact I get quite a few messages from community members when I make posts like this saying how they agree tells me I'm not wrong. What we're seeing now is pretty much what happened when Naerais joined and it lasted for maybe a month or two before NQ fell right back to being their usual self. I hope I am wrong and this time NQ will move in a different direction but I reserve the right to expect they won't and it's just a temp  band-aid before it's back to business as usual. I'll be happy to be proven wrong though, we'll see.
  18. Like
    Emptiness reacted to Mordgier in Let's talk DU quits   
    The issue is the game is at least 90% tedium no matter what 'path' you pick.
     
    Industry?  90% tedium of fighting the lag of the link tool or the random breakdowns where some random element simply stops working. 
     
    Mining? - mining is 100% tedious.
     
    Pvp? 90% waiting around.
     
    Ship Design? Voxelmancy is 100% tedium.
     
    Trading? 90% tedium of flying around from A to B.
     
    And the lessons haven't been learned.....
     
    NQ adds 'wrecks' which are also 90% tedium of flying around looking for them....
  19. Like
    Emptiness got a reaction from NQ-Naunet in Relocate Cache Folder without reinstall   
    Time to learn about the wonders of symbolic / hard folder links.
    I just tested this and it works great.
     
    What you want to do is move the Dual-Universe-Cache folder to where you want it, let's say from C:\Games\Dual-Universe-Cache to D:\SpaceHog\Dual-Universe-Cache.
     
    Then, open command line (win+r, cmd, enter) and type the following (as an example using the above locations)
    mklink /J C:\Games\Dual-Universe-Cache D:\SpaceHog\Dual-Universe-Cache
    As per the guide linked, paths with spaces will need " around them.
     
    This will create a hard directory link in the original cache location pointing to the new location. To Windows / the game, it's as if the folder were still in the install location.
  20. Like
    Emptiness reacted to blazemonger in VoIP implementation   
    For a number of reasons, RP opportunity for one, it would be really good for DU to have VoIP available. Based on the current state of development it should not take much to implement a 3rd party solution quickly and fairly easily.
     
    VoIP should always be optional. While many would like to use it and it will certainly attract players from the RP communities (where many are _really_ looking for a good SciFi themed RP opportunity). Here is how I could see this option implemented:
     
    In settings, by default VoIP is inactive, it should be an opt-in feature. The VoIP solution would easily slot into the current way chat is working. players will have local, construct or private channel access, depending on whether they have enable VoIP. Right clicking a player would show a "muted" icon next to the talk option indicating this player has VoIP disabled and will not be able to hear you if you start a conversation so chat needs to be used.  
    An obvious option here would be Vivox which is both well known, inexpensive and easy to implement.
     
    This would be a very welcome addition to the game, attract new players and generally improve QoL for many players. It  would be good to learn how NQ feels about this without simply referring to the upvote page as this is more about expanding the potential userbase and not cater to existing players (even when many will welcome it).
     
     
  21. Like
    Emptiness reacted to Mordgier in Forum Overhaul!   
    There is very minimal NQ presence in the forums - and really minimal activity in general.
     
    Things like the "Idea Box" -  may as well be called "The Idea Trashcan" because I'm pretty sure NQ doesn't look at it.
     
    I think you as a company need to figure out just want you want this forum to be and frankly if it even makes sense of it to exist. If you are focusing on discord, why invest your time in the forum?
     
    If you want the forum to thrive, then you need to actually have a reason to be here - which means NQ presence and to also drive the community to the forums.
     
    At this point if you want to hear anything from NQ, Discord, Reddit or even Twitter appear to be quicker to show information about NQ communications.
     
    NQ needs to communicate with the community - I don't care if it's via the forum, a reddit AMA or whatever. 
     
    Getting on a twitch stream with some streamer is NOT communicating with the community. It's NQ and a Streamer talking about stuff and we get to sit in the back like kids watching adults talk. It's not OK.
     
     
    If you just 'clean it up' and add a fresh coat of paint, it won't fix the core issue that this forum is largely pointless. 
     
    Until NQ starts being active on the forums and actually interacting with the community here, it's going to remain largely dead.
     
     
  22. Like
    Emptiness reacted to michaelk in what kind of stupid society....   
    Meh, mining does suck. I don't think it's difficult, but it is boring. For how monotonous it is, the concept isn't very clear to new players.
     
    It isn't like the OP gave up immediately because they want "instant gratification", they tried until they got frustrated...regardless, they aren't the first person to complain about mining -- and complaining about this bad system doesn't somehow mean you are demanding instant gratification. 
     
    Big difference between something being hard because it's difficult and something being hard because it is brain-numbingly monotonous... 
  23. Like
    Emptiness reacted to Musclethorpe in What if identification/lock distance was based on thruster heat signature?   
    By heat signature I mean having an assigned value to each thruster and space brake, based on size and if it is currently active. There would of course have to be a delay (let's say a full minute), so as to not have locks lost the very second they are not in use.
     
     
    The suggestion to have hit chance based on cross section could still be implemented, but having the ID/Lock distance based on heat signature could open up a few gameplay avenues.
     
     
    1) Running cold would be a thing. Either coasting at a set speed, or remaining motionless would provide protection from would-be attacks. 
     
     
    2) Advanced piloting skill ranks would be rewarded by allowing their ships to use fewer, and smaller, thrusters in their designs. 
     
     
    3) A bit of forced survivability, as a ship takes damage and loses thrusters. Without closing more distance, it would become harder to target a ship as it either limps or tumbles away, organically increasing time-to-kill.
     
     
    Just spit-balling here, as NQ has stated PvP is quite a ways away from where they want it to be, and the playerbase can effect some positive changes.
  24. Like
    Emptiness reacted to Zamiel7 in Permanent Bubble? They nuts?   
    I really, truly fail to see the issue with the current safe-zone, and I'm a player (along with my friends that play) whose top feature is PvP. I think the people that are demanding the safe-zone be limited to Sanctuary/Alioth are failing to see the bigger picture of how a truly player-driven sandbox would fail to function if people had only a small moon/single planet to safely build and run operations on. I desperately want NQ to rework PvP to make it a satisfying and comprehensive experience, but the safe-zone doesn't have anything to do with that. Give people reasons to leave the current safe-zone and there will be no shortage of PvP.
  25. Like
    Emptiness reacted to blazemonger in Permanent Bubble? They nuts?   
    The questions I have are:
     
    Why are "PVP oriented players" so focused on being able to target those who have no counter/recourse? Are you looking for kills more than fight maybe?
     
    Why is it that on a good number of occasions, a ship approaching me on an intercept course would turn tail and run as soon as I start moving in their general direction instead of staying on my intended heading? Are you afraid to actually encounter a fight maybe?
     
     
    It's been well established by now that, while they may be the loudest, The player base looking for pewpew is in fact the minority. Not meant in a bad way but it is.
    It appears to me that based on what many of these complain about, if the creatives and non combatant players would leave, there is nothing left for these players to do or shoot at.
     
    The notion of fleets and escorts in game is not viable as there is n way for a fleet to move as a unit. Also If there were to be escorts, this would in effect do the same as using warp as you would not be interested in engaging due to the fact you may actually lose a fight and you are more interested in the kill.
     
     
    Non combatant players right now choose the expensive route of Warp drives because there are no counters in the game to avoid being shot at. There is no deflection, jamming, stealth, decoys, flares, chaff. Saying "just bring friend and load guns" is not a viable options as this means losing room for cargo and generally being less cost effective than adding  a Warp Drive in the first place. And again, many "PVP players" would actually not engage if they find they may actually draw the short straw in a fight.
     
    DU is not, and was never designed to be, a combat centric game. It plays a role in the game for sure, and is important as a pillar of the game, but it is not what the game is all about and anyone who has the expectation is is, should be or will be choose the wrong game to play.
     
    Territory Warfare will favor the defenders versus the attackers, yes. I have no doubt NQ will implement EVE style mechanics which will prevent offline base raiding and allow for time zone co-ordination when getting into fights.
     
     
    All that said, and while I personally have no interest in combat at all, I do agree that the choice to now let the existing Alioth/Madis/Thades safezone triangle in place is not good for the game and effectively creates a game within a game. It creates a whole set of new problems which I fear NQ has not considered yet and is a massive surrender of their initial vision for the game towards the creative part of the community, I think because they do not really know how to otherwise safeguard this group remaining in game. What may play into this is that NQ knows that this group is both bigger, gives them more exposure and may well be inclined to spend more money in the coming cosmetics cash shop than the PVP oriented player base which from a business POV does make sense.
     
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