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HangerHangar

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Posts posted by HangerHangar

  1. 5 hours ago, SirJohn85 said:

    I was watching some videos about mmorpgs this morning and then this video was suggested to me.

     

     

     

    It's all the funnier because I had already spoken to a friend about it a few weeks earlier. And lo and behold: an interesting conclusion.

     

    Then reading through the comment section... Sounds familiar.

    Drawing this conclusion on DU I wonder if anyone has played a mmorpg at NQ at all. 

    DU will not work the way it was thought to work for the KS campaign. On paper, maybe. All suggestions made by 2000s mmorg players that had any form of social aspect were ignored.

     

    My scepticism continues to grow with each passing day.

    DU is not a social game, and you can tell such by how chat works:  chat windows are not visible by default, even after making chat visible it will not stay visible with inactivity, no visible indication that a player is typing or has said something, default settings do not show user names, no form of in world chat bubbles over players heads, even default social settings are antisocial (can’t repair another’s vehicle by default, allow repair settings are complex to explain over chat).

     

    a designer that cared about sociability in a game, would not have allowed the silly oversights above.

  2. Honestly kind of needed now, considering how inconvenient parts are.  

     

    Before .23 this was a pretty laughable idea*, considering how little punishment there was for needing to run up your own/extra parts.   Nowadays if you want to experiment you’re going to need to do it at a well stocked market pad (lol no), or work in someone else’s well stocked warehouse (like lol talk about an org vulnerability).

     

    *or at least an eyebrow raising one regardless of where you stood.

  3. For playing it’s been terrible.

     

    for the shear entertainment or watching the forum gripe, the devs squirm, and similar.  It’s been like extra value on my 6 month sub.  Honestly  more than I was expecting since I was planning on ditching the game after PvP was implemented, while waiting for an eventual EVE style Wormhole update (to increase permeability of PvP/PvE boarders, and provide mass/scale limiting PvP).

  4. You’re probably going to see nerdier things like landing pad surveillance and market price drops telling you if there is a viable target on the planet.   Then someone with a database of semi manually inputted data of who lives where to narrow down where to scout.  Then manually scouting to try and find where to camp.

     

    it’s pure action for some people’s mind sets.  But mostly just EVE style gate camping, with some targeted intel (to make up for the far lower player base numbers).

  5. So many economic exploits affected the current economy:  item duplication bugs, item teleportation bugs, the ability to circumvent vehicle physics to move heavy loads, market 13 dropping parts of the market database, dev typos reducing endgame resources to 1% of expected opportunity cost.

     

    so many expected mechanical features skewing the market: alt-f4 making stopping loads too easy (different from above), all ores having the opportunity cost of PvE ores, massive stockpiles from when mechanics were easier, the mods being really easy with ship teleportations, test server leak after test server leak spoiling real server exploration, and the devs clumsy with events.

     

    ————

     

    this is game has had more T20 style events in 6 months, than EVE gets in 6 years (at least in game economic fallout, and in some cases even the devs fault).  It would look downright silly to not wipe.  

     

    Though honestly I don’t think it will do much to bring people back, current mechanics are so grindy/slow that you can argue for this being the grindiest survival game.  I don’t think a returning player will want to work through that mess.

  6. 8 hours ago, blazemonger said:

    I get what you're saying @Artaleon and frankly, a lot of the discontent here is because of what you describe. You and anyone else should be able to do your thing and play the game the  way you see it without wondering if and when someone may be able to take advantage of a mistake, which can and will happen, and get away with it.

     

    NQ not acting on this now as they did means they will not act on it again in the future and that undermines the game as a whole. That is a point some who seem to not be too bothered do not understand and that is why those that do get it are upset. It may not be the massive impact now, but what will happen next time, how will this affect the game going forward when some players can amass so much wealth without ever having to actually put in any effort. These players could pretty much sabotage the markets and frustrate the economy with the funds they are allowed to keep. Not saying they ever will, but it is NQ's responsibility to see to it that something like that would not be possible and that is what they are not doing.

     

    Unfortunately it is also clear that NQ does not understand this themselves and that may well be the most worrisome fact to come out of all this.

     

     

    The devs act on things they consider important.   They are not acting on economic exploits/bugs/mistakes as a general rule of thumb.

    This pretty much means that the devs are acknowledging they don't have any plans to be an EVE style economic empire building game any time soon. 

  7. NQ's treatment of bug abuse, has been disappointingly poor.   And their treatment of grey areas has been even worse.

     

    Market exploits like these, the container teleportation bugs, and the duplication bugs.   Has massive PvP implications.    In a game about resource scarcity, setting up a civilization, and defending it.   An exploit that makes resources easier/cheaper than they should be, is like a mod that increases enemy head size in a FPS PvP mode.  

  8. 15 hours ago, Emptiness said:

    Quoting to save. What a gigantic %$*#up on NQ's part. We need transparency on this and a public NQ announcement admitting fault and poor judgement. @NQ-Naunet Could we get a word, please? This is obviously still affecting the ingame economy even ~4 months later.

    It's a huge mess up on NQ's part, because schematic prices are based on those player's wallets.   Over what a normal person would be expected to work up.

  9. Too late.

     

    Schematics pricing is balanced around current wallet levels.   Removing bots now would be the same thing as pulling the first steps of advancement out of the game, cementing current orgs/players who had the easier bot economy on top.

  10. Schematics are EVE learning skills in form, essentially when EVE Online had learning skills play advice was generally to train them as quickly as possible or to see your current account as a farm that exists to buy a fully trained learning skill account.

     

    schematics are much the same where the most optimal way to play is to log in for a few minutes and wait for your daily income to reach the point where you can buy the schematics you need.  Since the scheduled 50-500 man hours of mining and selling to bots is just going to burn you out before you can enjoy the main content in the game.

     

    ———-

     

    JC is under the delusion that he’s a sandbox game designer, when that’s far from any hint of the truth.  A sandbox game designer expects to be surprised by the player base, and will tend to not intervene.

     

    IE: If EVE Online the only other civilization game designed and implemented like JC, Wormhole space would have had inhabitation through towers banned/burned to the ground.   Rather than what has been some of the most interesting and dynamic civilization gameplay in the game.

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