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HangerHangar

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Everything posted by HangerHangar

  1. If devs/publishers aren’t bragging about numbers, they’re not happy about them.
  2. You don’t want this to be known as a “wipe-ing” game. This radically changes how players approach your game from it being a normal MMO, to one that has an insurge of players that join after every wipe to quit in a week or two when they realize they aren’t “winning the round”.
  3. Discord activity, reboot queues, private org channels, Streamer activity, YouTube watch numbers, and if news sites are deciding to keep running DU articles for traffic. YouTube/Streamer watch numbers are pretty accurate for this game, since it’s the only place the devs bother to release news. So if no one cares about update news, no one is playing. Also has numbers that can’t be games in any way by the devs.
  4. I agree that there are major conflicts of where content development needs to go. Either to the current builder player base (IE: aerospace expos), or to PvP content which is essentially in a near undeveloped state. The devs do not have the throughput to develop content for both, and probably don’t even have enough throughput to provide enough content to keep one side happy even if they fully commit to one. And from what we have seen with the level of babysitting that current content needs (bugs, exploits hard/soft, design errors, and tweaking), which ever side is chosen will be the side the devs are stuck with for a long while (to clean up messes left behind).
  5. You’re better off getting the bugs out as quickly as possible. the beginning of the game would have far fewer "nebulous accusations” of market exploits if the devs just straight out said they overpriced initial bot orders. Much the same for saying what the duplication bugs were, rather than letting it be an unknown where “everyone major” knows what it is.
  6. Only need to look at Worlds Adrift's player bleed to see the fate of an MMO that has too little content, chooses PvP focused community as the "advisers", and has massive future promises (territory control, and new regions in the case of Worlds Adrift and here). WA even had the same PvP problems of time to kills being too short (especially for level of grind), building/design aesthetics being a PvP disadvantage, and over engine-ing ships being the meta. Also had the same issue of being a game that advertised as being about more than PvP. Just to have dev focus and obsess on PvP. (Along with the PvP community chasing out other communities, and lack of nonPvP updates causing those that aren’t concern about PvP/being hunted to walk away as well). ———— it’s like the Devs didn’t bother to analyze what other and especially similar companies have done recently. Especially in this game’s cause because they have truly atrocious design insight/skill. demonstrated by believing That each tier of ore has 5x difficulty, a 2 year puzzle getting solved in 2 weeks (believing players won’t use tools available to them is an absurd design oversight), and being surprised at how quickly players can grind through industry/to space/optimal builds (mmo players are expert grinders there aren’t any loops in this game to surprise anyone).
  7. I can put it quite succinctly why I decided to put the game on a long wait. essentially the devs put themselves in a position where they can not keep/make anyone happy. The people currently playing love the hell out of the building system (IE: aerospace expos), but content for updates require major overhauls. Likewise there are a hell of a lot of PvP fans who’ve barely even gotten their systems implemented. The devs don’t have the resources to keep both happy, and based on the design skills they’ve displayed whichever system they work on first will be pretty "off”/"wrong” requiring time consuming babysitting by the devs.
  8. The larger safe zone is fine. And will only seem smaller and smaller as more areas are added, and people mine it out. The point of such a large safe zone is to have permeability between the “rule borders”, and the only way that this game can get it is by the size of the area. IE: EVE manages Permeability with around 4 different types of WH systems, have teleportation in the form of cynoing/jumping, and even normal rule space having a considerable number of connections. And that permeability is used for everything from letting newbies learn the ropes of risk with exploration content, higher end PvE content without the risk of “permanent choke points”, the ability for smaller corps to get some form of territory control, as a place for hunters to work, or as a way for hunters to break into an otherwise perfectly controlled area. In other words 20 years of development and emergent mechanics. Essentially the more permeable the boarder is, will result in a higher variety of people operating out of the safe zone. IE: Sanctuary only a .6SU moon meaning it could be camped with a handful of ships having full visibility of everything entering/leaving, versus an area large enough to have multiple “shipping lanes” to PvP planets. ———— there’s also the matter of PvP being so under designed right now that it enables laughable memes like “Gold is the best armor”. That’s like a punch line to a joke.
  9. My bet is that a large part is NQ deciding to provision fewer servers, to try and fit the smaller player base and better server side optimization. NQ does not have a traditional “big iron”/"owned" /“long term lease” server model, instead they’re purely cloud based which means hourly “leasing”.
  10. Those interviews are happening on YouTube and Twitch so that they are not easily accessible. Having easily accessible plans would make it pretty obvious how quickly the devs are changing their minds. industry Lua: no -> this is a design/balance problem not technical. Safe areas: just Sanctuary -> having half of Alioth be safe would make for interesting interactions -> we’re keeping the blue triangle auto turrets: extreme no -> no -> they’ll be weak auto mining: no because it would hurt newbies -> it’s on the list -> oh yeah it’s going to use a new land rating to make some areas more desirable for Territory Control. ————— The interviews being hard to access, and being extraordinarily hard to search is an intended feature. Probably the best way to make them go away is to make the stashed org summaries publicly accessible. The devs are down to Streamers that can only pull in 200 viewers anyways.
  11. The only hook this game has to impress a newbie is getting to their second planet under their own power, to see the actual scale of the game. That’s not really something most newbies will pull off with just a Sanctuary Moon as the safe zone, considering that the moon is .6SU wide meaning it’s smaller than radar visibility range (for would be hunters). considering how poorly and obviously poorly designed PvP is, I’m surprised that there are PvP fans that want Territory Control to roll out every where. Seriously what does “gold is the best armor”, look like in a Territory Control system? likewise considering how well the recent aerospace show went, it does a really good job at showing that there is a good number of “PvE players”. So many ships that would be utterly pointless in PvP, along with the ships obviously designed by people that would quit rather quickly if a sanctuary moon was their only play area.
  12. The devs don’t even want automatic turrets, and you’re asking for something even more complex like automatic RDMS updates.
  13. At least with a name with the root of “Thor” it’s likely to just be useful in energy production, rather than being used for something critical like portals/star gates/whatever. and at least with every type of defense being paper thin, if it’s a fuel for a super weapon. It’ll be used for epeen wagging, rather than being more effective than normal weapons.
  14. Cancel options are in one of the emails that xsolla sent (xsolla sent me 3 emails for subscribering and cancel link was in the second).
  15. Needs some “cube ships” to act like hangar doors, so you can stash nonflying ships inside the carrier’s armor.
  16. Considering it took from the initial reports on Friday to Monday for someone to actually abuse the “bug”. That’s an amazing amount of restraint from the players, they’re treating NQ like a baby in a cradle. Which is extra amazing considering NQ is grooming the players/community to be like EVE Online players. Complete with extreme out of game tools, social backstabbing like Corp theft being encouraged, and especially helping major Corp leaders become financially incentivized in the game (by having those leaders be the only source of update plans in monetized JC Interview YouTube videos). Remember EVE is the place of developer interference like T20, cutting power to competeing FC houses during fleet operations, and creeping neck beard stalking.
  17. I remember these in EVE... Community advice was to train all these up while not playing (on initial start), or just see your first account as an isk farm to buy a fully trained learning skill account. Was one of those mechanics you laughed about, then unsubbed over.
  18. Only achievable through the story line gimick. And the story line is completed for now, so whoever got it are the ones with exclusive access to it.
  19. Can't wait to see what typos and misconfigs Territory Control brings with it...
  20. The devs are continually under estimating players, this time they did not even expect them to hit 'B' .
  21. We don’t need more Gunner Chair features. The game already suffers from piloting feeling like a bad Elite/X4 game where you can’t shoot. While shooting plays like a bad EVE Online game where you can’t pilot. ————— fuel stations will probably play like a bad Oxygen Not Included game. Except you set up piping once then just stare at it while drooling. while the shield station plays like some kind of silly pong game. Maybe the landing gear station plays like cut the rope....
  22. Not a Lua target since they currently don’t have container list access. Even when they do Lua requires the activator of the script to stay within 1.5km, and logged in. the devs response will probably be “hire a quartermaster you lazy git”, the same way they are expecting to not need automated turrets.
  23. The ability to play “mini games” like “sudoku” on industrial units to tune them, to get an output multiplier.
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