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HangerHangar

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Everything posted by HangerHangar

  1. If it did not happen on stream, it did not happen.
  2. Insurance relies on being able to invest in other places to come out ahead. There is not really somewhere to invest in this game if you have “Insurance Company” scale access to capital. At best you might be able to pull off some industrial capacity to take advantage of some market deals where your own production time produces 2-4 times the value of input ore. Or have the capital to chase update changes to supply/demand/industry. though right now it’s probably the worst time to try to start this, since everything is inflationary. Since there are extra Q faucets from NPC orders (so the insurance company gets screwed from material replacement contracts, or the client gets screw by a payout that buys less than the start of the contract). And there are likely to be “supply” shortages in the future based on what we know of the Territory Control roll out ATM (atmospheric combat will change mining ship designs fundamentally. It won’t be worth the risk to run 3 scanner units for most ORGS, something currently doable on the individual level. Much the same for multi large cargo container ships), so after that hits there will be a massive loss there (either in customers from getting screw by the useless program, or the program taking massive losses at those changes). —————— On the other hand it’s a matter of why bother. If you’re going to set up an actual large org. You might as well set up an actual large org that uses actual game mechanics like Territory Control.
  3. Oh yeah the game is totally doing the “dangerous” universe theme (whether natural or not it doesn’t change much of what the players will see. Since no PvE). Since we left Earth as it got hit by a neutron star, and the most viable system we found has had at least two mega scaled disasters.
  4. If you’re interested in such gameplay you should check out Boundless. Especially number 3.
  5. Cat Ears and Tail as an avatar customization option, obviously.
  6. That’s pretty much already happening. Every recent “announcement” about future mechanics has been on an unofficial channel like a YouTube or Twitch interview. It’s actually kind of amazing that the devs used their own channel to talk about something in this case. essentially when the devs decide to announce important mechanics like how Territory Control will work I’m expecting whatever top org hosts the interview will be able to take actions days before everyone else. Based on whatever preinterview setup happens (getting told what questions they’re allowed to ask, which ones JC won’t answer, and getting enough information about the update to be able to actually ask intelligent questions). (these are org leaders taking bets on DU being an income source with video monetization, and already selling T-Shirts. Essentially like if EVE/CCP relied on an org like Goonswarm as an official news channel)
  7. More along the lines of the devs not expecting the players to bother to try to use the tools available to them. The devs did not even try to game out/test how the players would approach the problem. That bodes worse for the future of the game, than the devs being surprised by player skill.
  8. I think the puzzle does a good job at displaying how much the devs underestimate the players. five weeks to solve a two year puzzle means that the devs under estimated the player capability by 21 times (104/5 = 20.8).
  9. Those are still wimp numbers compared to what most other MMOs generate. This game also has some pretty large money drains, especially in claiming territory. Which has a drain rate that goes up 4x per tile. After territory control the amount of territory you need to claim to protect you inner tiles goes up at a 6x rate.
  10. I don’t see how the insight in the OP changes anything that the devs weren’t already prepared to accept: You have the fact that right now all ores are essentially PvP reward ores, with PvE risk. Essentially everything out of sanctuary is planned to be a combination of Atmospheric PvP and Territory Control. Which literally means the devs were planning a massive early start advantage where players could collect even the highest tier ores, before the “cost of risk” was implemented. likewise the devs also implemented their Easter Egg Hunt riddle, so another early start advantage there. power was planned for at least ships, so players have had an easier time moving around now than they ever will. Even with the devs being upset at players being too fast/scaled/efficient at industry, to the point of deciding static core need power now. And to implement a hacked together EVE blueprint clone to further slow them down. (Honestly clumsy in the same sense of Olympic Officials adding hurdles to non hurdle races to maintain old records, they’re still going to be beaten eventually).
  11. Actually the topics chosen are kind of funny for the voting system. Since some of them are things the devs want to implement as a "bad idea" because the players did something. For instance this one: https://upvote.dualuniverse.game/suggestions/122819/recipes-as-items-industry-balancing You just know the devs are sitting someone thinking "we underestimated the players again", quick we need to implement something to slow them down. Other cases of Lua container contents being added today: https://upvote.dualuniverse.game/suggestions/124923/lua-function-to-list-container-contents-and-quantity which should have been in the first wave, rather than a later wave to leave it buried.
  12. I could see it as possible if they do a serious implementation. Especially if there are mechanics were you can move shields around to increase effectiveness, along with tuning them for different damage sizes or types. Or if shields lower efficiency of your own gun damage. Ships are just in an awkward spot right now where features one person normally controls are controlled by two. While on the other hand the only features that different stations actually have are really really simple like “thrust percent”, instead of letting the pilot do things like start space engines early (leaving atmosphere) at the cost of some damage.
  13. It’s really not pay to win. And I honestly came here ready to support, since the “chair” design is stupid as hell. Right now piloting plays like a bad X4/Elite game, without the ability to shoot. While gunning plays like a bad EVE game, without the ability to pilot. The devs really need to get some inspiration from other crew based games (IE: Captain Sonar), or actual military ops. Basically in the game’s current implementation of “chairs” the features of different chairs are so under implemented that it really does feel like an “you should buy more alts type deal”. Especially considering as more features like shields and EWAR are added, they’ll likely all need their own chair types. Ultimately to duplicate even a newbie tackle frigate in EVE (shields, ewar, some guns, and some sort of engineering overheating ability), we'll be stuck with 4-6 person crews (the same type of mechanics other games toss newbies at)
  14. There's far more profit in unlimited link range, and I've been sitting on a ticked for 16 days for how to duplicate that bug with 6 different log files.
  15. Essentially I'm predicting that each new ship feature like Shields and anything Ewar will all require a new chair type. Essentially the same way where if you want more than a single gun on your ship you will be required to have a specialized chair, to use each new piece of equipment. This in my opinion is a path towards madness, where to even simulate a "shuttle" you'll need a half dozen people. Or at least try to take lessons from other "crew" games like the board game "Captain Sonar", where stations can formulate their own plans/deductions to increase their effectiveness or where stations can force other's up/down. Right now the gunner seat style mechanic feels more like an "alt account subscription profit" design, rather than a gameplay/thematic necessity for the game.
  16. Wow I’m surprised this took so long. Normally people are better/faster at finding reprisal-less/unresponsable PvP styles than the 3-5 weeks this took.
  17. The design team has been constantly utterly underestimating the players though. Solving whatever riddle that was supposed to take 2 years, range limits based on core size, and thinking that each tier of ore was 5x harder than the previous tier (to the detriment of market balance). thinking they get other player interactions balanced on a mechanic release/change is very optimistic.
  18. While the build tools are actually there. Game mechanics seem to really not care at all about reinforcing those build tools. IE: as an example of a building game that has mechanics that reinforce it's building mechanics you could look at something like Oxygen Not Included, where actually building a dining room gives further benefits to dining room equipment after the game classes it as such. Current PvP mechanics very heavily fall into the "Combat effectiveness gets the absolute say" over everything else. Along with that mantra being forced to essentially all playable areas of the game (Sanctuary is not really a playable area with laughably bad resource "fun-ness" mechanics, and being a laggy pile of dung where you feel server crashes/resets hour before they actually happen).
  19. Current planets will not be reset. And after territory control drops I predict even more severe shortages. Essentially ATM the way most mining works is you have an awkward ship with a handful of territory scanner units, and several large containers. So after territory control and atmospheric combat drops, the cost of risk goes way up (some combination of needing to keep radars manned, reducing number of scanners/cargo containers, and massively limiting range from territory defenses META miners can work). lets face it miners intentionally will have scales balanced against them. Based on the fact that ships fundamentally become wimpy when loaded up, the fact that territory scanners are simultaneously awkward/require motionlessness, and the fact that a mining ship will require more expensive fittings than a PvP ship (more thrust/lift/cargo, and purposefully wimpy+expensive gear like territory scanners).
  20. Then it leaves the only viable new player job as transporter if it’s implemented as carelessly as other mechanics have been. (Borg cube meta). At the very least implementing automation like this should require disabling some defenses that a territory gets (IE: automation eats into defense resources like power/PvP points).
  21. Sanctuary is blighty as all hell anyways. You can feel the server getting ready to crash hours before it actually does. The experience will be full of all forms of pending operations. likewise the tutorial starts players in a trial by fire by starting them out in an Alioth market place. Which are even less stable than Sanctuary, and leaves them with a monstrous load screen since it needs to load dozens of abandoned ships. ——— In summary, new player experience is quite bad, and starts/encourages them to stay in the worst part of the game. And as PvP is introduced with it is likely to deadend new players on Sanctuary as well (if they get caught, which they will considering you can see ships 2SU away on a .6SU moon), something that’s already possible if those new players build a few too many industry machines.
  22. Decorative element of engines without their casings, and the casings without the engine. Seems like something that would be used by people trying to set up the look of a mechanic/chop shop.
  23. Right now our most up to date information about future game mechanics, is from a random YouTube channel not owned by the devs and with an ORG leader that are already selling Shirts/similar (The most up to date information is only available from a third party source, that is monetizing that update as well). That's rather silly.
  24. I’ve gotten good results from support, even for billing issues of the game applying several invalid subscriptions.
  25. Except for sanctuary all other safe zones will probably drop in 6 months with territory control. And Alioth May stay partially safe zone to have a highly active PvP boarder (rather than to actually be safe).
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