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Emptiness

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  1. Like
    Emptiness reacted to BaconofWar in PVP VS NON PVP   
    Bluntly based on the lore of the game no pirates would have made the trip. I mean they would send the best people from Earth if they had to send anyone and people whose sole ambition in life is to steal other peoples stuff just wouldn't have been allowed near the ark ships period. So lore-wise pirates based on the colonist sent to out should not exist. There's no lore to support them at all as all pirates would have been the first to get burned alive when Earth blew up or what not.
     
    Knowing humans and how they think I am pretty sure lore-wise Earth would have sent an existing government entity to help settle the colony and police it. Who else built all the markets - those government folks sent to run the colonies.
     
    Where PvP should exist is between Organizations which would have people actively supporting their beliefs in the direction the new colonies should go. So PvP should exist but only between Org members and only during Org sanctioned events mainly due to a FFA would bring the ire of the colony government and offending parties would be banned from the markets - easy enough, the offender's claims would be relinquished because humans like to take "bad guy's" things, and their rep would be at a point where if they showed up armed in colony space they'd be reacted to as a criminal threat.
     
    So lore-wise PvP should be an exception and not a FFA affair.  The current state of PvP is an offence against the current lore.
  2. Like
    Emptiness got a reaction from VerZalj in Initial thoughts of a new player   
    The early game is a bit slow, but the tutorial should have had you buy an S cargo container and container linking / link as active inventory is a wonderful thing. You should have funds for a few of them so cargo space is not that big of a problem if you manage them right.
     
    Agreed. I'd also like to see linking elements between constructs.
     
    There are no npcs yet, and I think npc pirates/etc won't be a thing.
     
    No man's sky also has a lot of resource grinding, especially to build a good sized base.
     
    Not that kind of game. Check the F1 help intro sometime.. it's not going to be a basic survival game, as your suit provides all the necessities of life.
     
    Due to the automated production of materials and components, all production is of the best quality. We aren't manual blacksmiths / crafters learning how to do that.
     
    You can, however, train skills that affect the stats of placed elements.
  3. Like
    Emptiness got a reaction from Arialine in Add tree seeds   
    Better yet, add recipes for trees and place them like planet voxels, no grow time required.
     
    Would probably need to be an XL assembly line recipe. Just add wood and instant forest.
  4. Like
    Emptiness reacted to Dakanmer in Lighting changes   
    I'm sure it's been beat to death with a herring, but lighting. NQ's intentions were good with trying to make things less stressful flying at night and dark places, but they made it pointless to have lights regardless of environment. So here's my idea:
    Scale back the ambient lighting, or remove it entirely and give us a "night vision" mode on our super-advanced suits (that also apparently keep us fed, breathing, sane from lack of sleep, etc), and then improve the ability of lights to actually produce light over a longer range (without bleaching through walls or the ground).
     
    Explanation:
    As described above, lights are pointless regardless of environment. You don't need a flashlight when mining anymore; the pitch indicator is great, but you can't see it so easy with the flashlight on, especially in brighter soils. You don't need light elements on your constructs anymore. Lights can help better pinpoint your construct in space or dark soils, but we now have luminescent white (but no other color. Much sad face) voxels for that, so they are completely unnecessary. Whether you are underground, on the surface, hiding deep in a labyrinth of corridors and rooms in your construct, in a panic room in your super destroyer in space, or anywhere else, the sun bleaches through and lights your surroundings enough to see everything as though it was at least an overcast/rainy day, even giving a sun "reflection" on any surface that is ~orthogonal to it (this is especially annoying in space, when I'm pointing directly away from the sun and getting glare in my piloting cabin that makes my transparent screen unreadable...and yeah, I could make it a normal screen, but stop making excuses for problems. That translucent screen is in front of the forward window so that I can see where I'm going and watch important stats, and smaller screens out of my direct field of view get blocked by the default UI). Added to that, you see the reflection of the nebula wherever you are, whether above ground, km below with no sky access, or in your labyrinthine constructs with no outside visibility, which completely throws off aesthetics. (Want a mirror in your bathroom? Too bad, it's a viewing portal to space!)
    The overall effect is that there might as well be no night or day, but a constant bleh of medium-to-high lighting differences. There might as well be no lights, as well, no matter how deeply you dig or how thick and dark your walls.
     
    Justification and response:
    Some people have said they love the change because of night flying and trying to find space stations in the dark. I hate to be "that guy," but get over it. Night time and space are dark. That's why we invented lights, and that's why we invented night vision systems (like "thermal" and "infrared" goggles/cameras). The nebula is great and adds lots of flavor to the place, but it shouldn't be so pervasive that you can see it reflected anywhere at any time on most semi-reflective+ surfaces, nor should it light up the solar system. At most, it should provide aesthetic value and contrast (like in space, contrasting your ship against the void). Similar with the sun, it shouldn't be reflecting off anything on the other side of a planet and inside a fully enclosed room. Improving the ability of lights to perform their intended function, and giving a toggled night vision system, would make night and space flying doable without detracting from the game's realism or aesthetics, and complaints about such a change would become void; best of both worlds.
     
    Others have suggested similar ideas, but it can't be overstated how much the new lighting has adversely impacted gameplay. Some people are happy because they can see at night and in space, but they should have been asking for improvements to physical lights and a night vision toggle system for your suit (and learning important lessons about the dangers of night time/space navigation, and the need for quality lighting/detection elements/systems, like telemeters that have longer ranges to allow for coders to create LiDAR programs), not cheering for something that is a massive eyesore and big inconvenience for those of us who respect the psychological, aesthetic, and logistical impacts/aspects of darkness. (Want to build an escape scenario that is spooky? Hard to do when you can see EVERYTHING with only weaksauce shadows.)
  5. Like
    Emptiness reacted to Nepocrates in What happens when all resources are mined?   
    That does not solve anything. It will only allow established groups to get the majority, if not all, the resource.
     
    Also what happens to the new player that shows up 1 year later and has no money and no ore as the every place they can get to is stripped bare. It can be very frustrating getting all you can from 20 units at a time especially when you are new.
     
    I am not a doom and gloom player I just look toward the future and I have faith in the developers that there will be a solution in the near future
  6. Like
    Emptiness reacted to michaelk in PVP VS NON PVP   
    NQ's marketing could be much, much better. 
     
    Many players will see text like this:
    Most people won't go digging through forums or interviews to try to understand some guy's vision (they don't know or care who JC is) -- they'll watch the one trailer and read marketing text like this (if their attention span is that long), then get angry when they realize that DU isn't the vision they expected. 
     
    The fact that many new players seem to be mad about PVP is really telling about what players are expecting and how those expectations aren't being set.
     
    If you set an expectation and fail to meet it, people tend to get pissy and bomb you on review channels. No one comes into Rust expecting a peaceful builder game. That's because they are upfront about what to expect: Naked + Rocks + Violence.
     
    Yes, JC has made it very clear many times that the game will have FFA PVP, but is that really reflected in the 30 seconds of adverts someone will watch before opening their wallet? Blame whoever you want for idiots with no attention span, that's just how consumerism is today. 
     
    No matter what vision is communicated publicly, JC has investors and employees.
     
    So...my worry is that NQ's marketing will attract a lot of people expecting a sandbox builder. Then they get mad for not having immortal pixels. Then they bomb the game. Then NQ's investors get antsy and demand that NQ do what it can to build its "mainstream" appeal. 

    Andurance Ventures and Azom Partners do not really care about JC's vision...they didn't pipe in well over $11 million to create a niche product with 100,000 subs. 
     
  7. Like
    Emptiness reacted to kleves in PVP VS NON PVP   
    PvP is great for people that love it. Not everyone likes it. Can we have it both ways? armed ships vs cargo ships. Or is it just going to be a game for one class of player. I would like to see a option to be free of ganks. because some people in this world can not be happy unless they are ganking others. and some people would like to have a time sink that has some reward for time spent that is not ripped away the first time they go outside.
     
     
  8. Like
    Emptiness reacted to NQ-Naerais in A Note About Bug Exploitations   
    Hello Noveans!
     
    We would like to thank you for your patience during the past few weeks as we have been incredibly focused on getting you all into the game. While we know there are still a few edge cases out there, we hope you’ve been enjoying your time in Dual Universe!
     
    A burning topic is known bugs surrounding duping, and their exploitation. We’d like to offer some clarifications on this. 
     
    We are aware of some bugs that were allowing players to dupe items and resources, and we are actively investigating  these. The process is however slow and labor intensive. Given how much time is involved, and how severe the outcome is, we want to make it clear that we are taking all exploits very seriously and they will carry heavy sanctions for abuse cases up to and including removal of player accounts and permanent bans.  
     
    We have a zero tolerance policy towards cheating and exploiting, as is clearly laid out in our Code of Conduct.
     
    For those who have encountered these bugs and already reported them, we thank you. There will be no sanctions on those accounts. We may balance gains if deemed necessary.  For those who have been knowingly abusing bugs, you have 48 hours to report your activities via a ticket here: support.dualthegame.com - your duped proceeds will be removed, but no further action will be taken. Please select Gameplay in the first form drop-down, select the “Rules & Policies” > “Exploits” category and use the subject “Self Report” For those who continue to exploit, and do not report it, your account will be banned without notice upon completion of our investigations.    
    While every person has their own sense of fun, it is important to remember that this is an MMO and that rules must be enforced to keep play fair and even. 
    We thank you for being a part of the Dual Universe  beta and for helping us keep the game fair and entertaining. 
     
    Sincerely, 
    The Novaquark Team
  9. Like
    Emptiness got a reaction from Elrood in Starting a new game   
    There are no bad talents.
     
    Merely suboptimal or unnecessary ones for a given situation or goal.
  10. Like
    Emptiness got a reaction from MadmanMac in Starting a new game   
    There are no bad talents.
     
    Merely suboptimal or unnecessary ones for a given situation or goal.
  11. Like
    Emptiness got a reaction from Anopheles in Starting a new game   
    There are no bad talents.
     
    Merely suboptimal or unnecessary ones for a given situation or goal.
  12. Like
    Emptiness got a reaction from tuktuk in Suggestion for PVP adjustments.   
    For those who don't get the joke, lithium can be cut with a knife IRL.
     
  13. Like
    Emptiness reacted to w1r3dh4ck3r in Suggestion for PVP adjustments.   
    Man it sucks they went that way, really? GOLD as a viable building material? man every single time I think a DEV team found their heads some fucked up idea shows up.
  14. Like
    Emptiness reacted to Kezzle in Suggestion for PVP adjustments.   
    That's an interesting observation. It's great if it's not dependent on subpar performance by the railgun sled driver.
    No. Just no. Gold is a soft metal with bloody awful mechanical properties. It's hitpoiints relative to steel are as ridiculous as the existence of structural material made out of Fluorine. Marble is equally redonculous. Much of the "material science" in the building system is unnecessarily nonsensical. Nonsense that doesn't even achieve the goal of introducing variety and progression. It needs addressing as a basis upon which to build a plausible industrial and combat system.

    I fully agree that there should be T5 materials with great hit points. But call them "Unobtanium", "Collapsium", "Neutronium", or even "Handwavium". Or find some actual tough alloy names based on actual strong substances. Don't apply misfit labels of real IUPAC chemical elements. It's science fiction; use science as the basis, not random assumptions that density=resistance to damage.
  15. Like
    Emptiness reacted to Noonie in Do we really need 100's of honeycombs?   
    Do we really need to have all the different honeycombs, divided by different textures?  Having to keep so many different kinds of honeycombs on hand in order to give our creations different colors & textures is kind of a PITA.
    I DO enjoy the varied statistics of the different honeycomb materials. (pure & products)  Would it not be easier on both the players and the servers if we limited the honeycomb down to one block based on it's material, and offer the players a "paint & texture tool" instead?
     
    Thank you
  16. Like
    Emptiness got a reaction from dmitrynest in Ore Regeneration on Planets   
    The amount of ore in these deposits and the resource conversion rate is also very far from realism.
    A cubic meter is 1000L. Yet I can mine an iron deposit of a few dozen (hundred?) cubic meters and only get ~5000L.
  17. Like
    Emptiness reacted to CptLoRes in Unbelievably high CPU, Memory, and GPU usage   
    From the client perspective that is a network congestion problem, not a CPU/GPU problem. You could even make the argument that since the game is mostly network bound, cpu and gpu usage should be lower then other games. Ignoring the server load, there is nothing displayed on the client monitor that justifies the CPU/GPU load.
  18. Like
    Emptiness got a reaction from Tenryuta in Unbelievably high CPU, Memory, and GPU usage   
    <sorry but it has to be asked>
     
    <serious question by the way>
     
    Does anyone know if DU is doing crypto currency mining or some other non-game-related high stress task on your GPU and noone's found out about it yet?
     
    <end crazy thoughts>
  19. Like
    Emptiness reacted to Aiwhisper in Industrial tapes   
    I would just like the ability to link the input and output to the same container. Makes planing difficult when you can only have either/or to your containers. Really wastes space since you need large enough containers at every step of the process instead of just one large container as the input and output.
  20. Like
    Emptiness reacted to DrakeBrimstone in Ore Regeneration on Planets   
    As has been mentioned many times, ore on planets is currently finite, and quite frankly we are depleting it rapidly on the more populated worlds. Without some method of regenerating the ores on planets we will soon run out. That leaves us with the yet to be implemented space mining as our only hope of acquiring the resources we need.
     
    But what if we could have Ore Regeneration on the planets without actually wiping them? Here are a couple ideas that could accomplish this.
     
    IDEA 1: Regenerate Unclaimed Hexes
     
    Any Unclaimed Hex will regenerate over time. Any dynamic constructs on the hex at the time it regenerates is moved to the new surface which may be different than the old surface but should be meshed with all adjacent hexes as best as the system can. (And static constructs can't be built on unclaimed hexes, so we don't have to worry about those.)
     
    On Guarded planets there may need to be additional rules made for how close different players/orgs can claim hexes to each other, but on "normal" worlds where PVP is allowed the players make the rules, by force if necessary. Planetary Wars will be fought over control of hexes to keep them unclaimed so they can regenerate their ores.
     
    IDEA 2: Vertical Regeneration
     
    Over time holes underground will fill in up to the lowest point on an existing static construct on the hex. In un-mined/filled in portions of the hex there is a chance for ore generation over time. The chances should be based on how far above the "layer" the ore is spawning in has been re-filled and how rare the ore is, and how much ore is nearby. (Optional: players manually back-filling holes speed up the vertical regeneration.)
  21. Like
    Emptiness reacted to Kezzle in Anyone knows how many layers of steel plate is required to resist L railgun?   
    I strongly object to arbitrary limitations. If they don't want L weapons on XS cores, make them not fit in an XS build box. Don't just say "That thing that looks like it should work? It doesn't. Why? Becoz." There are enough levers to pull to avoid the sort of arbitrary restrictions and develop a variety of approaches... For example, you could make L Railguns not fit in an XS box, but L cannon might be left able to fit; it's L railguns that are the problem, after all, not L Cannon. 
    "See it. Kill it. Leave quickly." It's the fighter pilot's mantra now, and will probably remain so into the future.
     
    Hopefully there will be room for (analogues of) Battleships and attack subs and ASW ships as well as torpedo boats. While the dynamic between small ships will be post-WW2 because of the accelerations involved, it'd be nice to have a WW2-style range of ship sizes rather than it being more an analogue of late C20th/early C21st naval conflict.
  22. Like
    Emptiness reacted to JohnnyTazer in The alioth's pvp border problem.   
    I've already made you contradict yourself, and call your own argument dumb. This is you trying to save face after once again pointing out the flaws in your posts, like I did in the griefing thread.
  23. Like
    Emptiness reacted to Anomaly in Sanctuary Moon Industry   
    Materials on Sanctuary hexs will eventually dry up. The drawback to crafting on Sanctuary will be having to import all of  your materials. 
  24. Like
    Emptiness reacted to SacuShi in Sanctuary Moon Industry   
    What about the people who specifically do not want to engage in pvp?
     
    I would like to be a specialist manufacturer, buying materials from miners, making stuff and then selling the blueprints / final products.  I don't really want this to involve me dying and having to start again.  
    Why should my playstyle have to be interrupted by others?  Other planets are for pvp.  If the people wanting to go there to take those risks, they will reflect this in the price of the ores and materials, thereby creating the market.
     
    If I need to manufacture on a pvp planet, I will need to do it in a non-pvp area.  Why should I be penalised for not wanting to die every 5 minutes from someone who spends every waking moment on COD and as such wipes me out easily?
     
    I'm happy to hear solutions to this, but industrialists shouldn't be forced to be killers too.
     
  25. Like
    Emptiness got a reaction from roastincoffee in Coordinate Entry Box ON THE MAP itself   
    There is this button on the map, but I've never gotten good results from it. It usually puts the bookmark without regard for the depth axis or other crazy stuff.

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