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Sycopata

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Everything posted by Sycopata

  1. Game offert a nice 3 weeks experience, first ship, first serius ship, first space fly, first no crash landing, first mega node, first industry, first lua code, first pvp encounter, but at some point, you feel you are just a hamster in a weel. And the game is just grind to make biggest hauler, bigger industry or big pvp ship and exploit pvp borders why lose this ship mean so much grind. The original problem are game no offert real end content, just a basic mechanics to interact with the game, and yes are all planned... But hell we are now here waiting this come, and we have no true objectives.
  2. L weapons just have to miss XS cores moving, not rocket cience. Do you have to balance the meta, making all ship sizes have a fuction. L ships win M ships M ships win S ships S ships win L ships
  3. Unfortunately these are not opinions, what is here trying to explain, they are facts, the video game industry is old enough for there to be experiences of successes and failures and we should not be ashamed of trying to copy the successes. Dual Universe is a copy of Space engineers, and EVE promisses features, it is a fact, and I think it is correct, because when we all play Space enginners we think "I wish this game was an MMO". If it is a copy, of a existent games, why not copy all the good aspects of the game and improve the weakest aspects? Because a copy of an old game is worse in aspects such as the use of ships to mine, the inclusion of NPCs, the undustry, the possibility of creating industrial ships, space mining, moving parts of ships , activate weapons like in eve online from the pilot "why acual gun seats are just push fire"... It is not an opinion, It is a reality, when you are inspired by something that already exists, minimally improve it. Falling short when copying is very mediocre, and although Dual Universe is infinitely better in the aspect of Netcode , Voxel, and Lua, but lua sems a place holder to no develp his own electronic system and it is infinitely worse in the rest of the mechanics, which I just had to copy and if anything improve We can think that Dual universe is a worse game at the mechanical level than Space Enginners, due to the technical limitations that an MMO offers, but honestly, there are a lot of very simple things to solve, which seem not to be solved, for wanting to differentiate themselves from the games to which they are Those who copy are obsessed with being different from what they are copying, leaving aside all the good things that the games they intend to copy have, and not realizing that in that endeavor they are simply wasting the talent that other companies have shown. Honestly, I think that either they don't have enough talent, or they don't have enough self-criticism, to realize that innovating is not creating something new, innovation always has to improve what already exists. I hope the problem is self-critical, because that has an easy solution.
  4. This you propose has a problem, because although the opinion of the people who continue to play is very important, really the opinion of the people who are no longer playing is what matters, because you have to correct what has pushed people to quit the game, not to focus on what the few people who are still in the game like. It may seem very unnatural to ignore people who think that the game is fine, but going down that path will end the project, because when you are only satisfying a very faithful minority, you are failing. We can try to complicate things to the extreme, but it would be enough to stop the nonsense and begin to understand that the game is not fun, and it is enough to return to the basics of game design, creating a minimum loop. It's really a player-generated quest system for other players that is important right now? Surely not, because the players who keep playing are already self-sufficient or they couldn't play. What needs to be introduced are mechanics that bring players back to the game and add accessible and varied activities. The game needs to create mechanics like PvE that motivate to build combat ships even for those who do not intend to participate in PvP have a minimum of action and take a little longer to realize that they are in a Euro Space Truck. You have to introduce mining through ships, because in a space game, it looks stupid to mine like worms on foot, and have another variant that is not a transport ship / combat ship We must introduce industrial mobile cores, because I want factories on this planet today and maybe tomorrow I want them on another, and they are too boring to configure and, by God, because is also fun make big factory ships! I think it has been decided to take the easy way too many times, and that most decisions have been more a matter of not facing technical problems than of offering something fun.
  5. The problem with this game: The developers who make decisions, make them thinking about how difficult they are to implement, rather than thinking about how important they are for the game to work. The game requires: Extreme consumption of materials, so all the mechanics of the game would have to consume materials, including industry, maintenance of territories, cores etc ... Use your own brain. Introduction to PvP through PvE, as it is implausible to think that the non-hardcore player is capable of introducing himself to PvP dominated by expert players, in a game where PvP does not admit any errors. Division of PvP zones according to difficulty tiers, separating resources into zones according to distance and adding wealth of resources at a greater distance from the safe zone, the random distribution of things and the existence of mega nodes in the safe zone was not very smart , the game map has to be above all a player distribution tool, not something purely aesthetic and subjected to a roll of the dice, Games like albion online, they have redesigned their map many times, because they understand the importance of a good field of games. Facilitate solo combat, it is very difficult for PvP players to emerge and more complicated is that you manage to coordinate with another PvP player, collective combat will always have an advantage, but do not prevent personal progress, since honestly most of the time it is a single player who is that pulls the cart, and it is not very motivating for a player like that to think that at any moment he can run out of options if his partner fails him. A sandbox is not fun by itself, that is why they are always installed in a park where there are other elements that children play with when creativity runs out, do your part to create the rest of the things that a park contains, instanced pvp modes, where you can design your ship and put it to the test in a training environment could be a source of learning for both players and developers.
  6. Mmmm, sems extrange do you have no idea how much time you need to deploy or adress vital updates of the game, but at same time speak about a release date. In my opinion , sems a dead end date, and i no feel are viable you succes in all what we are expecting, acording in the actual work in the last months. No release PvE content in a game before the release... To focus on player interaction, sems a poor excuse to avoid the leak of skill to implement it, why actualy we got just a Game engine, with a UI. To make this game full Players driven, you need redesign the full game concept to give interest on players on interact with other players, and not just for expo shows, or visiting markets. Sems this game is not going succes, the problem are alwais the same, no accept the errors and try to fix the dead horse, wen you design a game, the basic ABC of game design are: Ar my game fun? Are my game challenging? , If game are not fun, or are not challenging you have not a game, just a interactive product. Your game is a niche game, work for your niche and try atract all people who love this game style, go away for the concept to make a game more family friendly to claim the masses, why main stream players go away fast, if you just want grap the money and run, you just lost the wave, no longer mainstream players are coming back, only the fanatics of this hardcore original concept games are waiting for news. Were is the only secure zone inside sactuary promise? You are failing yourselves, if you no succes we are going jump to nex promissing game, but yours are going lose milions and jobs.
  7. This game is just not a game, and problem are they pretend balance the actual game before finish all the features this game to become a game, this is enter in a loop of fails, why every time they adding a new feature disbalance the old ones. At this point we need being realistics, we need a fast release of the new game features , accept they being released with fails, and once we get the full game loot balance, fix, and finaly wipe for a fresh start with the full game content. Keep in the idea heal the dead horse are just waste time, and waste the oportunity of succes. No, you cant pretend a game were you delive tools to players and they make the game to you, players are not here to do your work, you have to setup the world rules, like all the games from the begining of the game concept. Territory contol, Energy system, Decay, Maintenance Cost, PvP everiwere with secure lvls, risk vs rewars... Nothing new friends, ages of experience in videogames, demostrate this is what work. Include for people who no like this concept, why if you are a no pvp player, you also want to live in a worl alive were are happening thinks, and were economy works and you can sell your products to some one who use its to war.
  8. Pvp are the fuel for mining and industry have sense, why with no destruction you can fast fill the economy demands. And this colapse the economy, MMO with no pvp works why have systems like expansions what literal wipe all your items , releasing better ones to adquire. There are enought knloledge about how MMO and sand box works, to ignore it and try invent excuses, just copy the succes ones like EVE. And stop tink in utopic peaceful world, if you pretend a capitalism system works.
  9. I apreciate, this new objectives, but with no release dates are just smoke.
  10. You are making a mistake again, do not continue on the path of redesigning things that are already working, the game needs you to advance in those that are not introduced, how to make sense of the universe, and all our work creating endgame mechanics, such as fighting by territories, energy consumption, or PvE mechanics like introducing pirate bots. I am not saying that it is not necessary to improve mining, I am just saying that if it is not broken, do not fix it, when there is so much work pending.
  11. The game urgently needs to generate resource consumption. -You have to increase the cost of manufacturing fuel, warp cells and scraps. -We must prevent the parts of the ships from being used eternally, allowing the repair with scrap to only be able to repair the object to the minimum point of use, to allow it to fly to the base or market where it can be replaced. -It is also necessary to implement pirate NPCs in PVE environments so that players can learn to fight, design combat ships, without having to directly enter PvP, and at the same time create a quanta generation environment as well as ship loss. -It is also necessary to include a maintenance cost of the TCU, to avoid the false colonization of territory by players who will not play again and to generate a demand for resources, since this maintenance could be through fuel or some similar product, type energy cell.
  12. Just add a way to recicle thinks and get partial resources back, for this kind of situations were items become useless why, exists more than market going need in ages.
  13. The poll is a fail, at the monement i no like the pach, but i going stay in the game.
  14. Problem are people is still ussing the exploits why are not all fixeds and nothing happens, have this game any kind of logs? Are really devs interestet in invest time on find exploiters? The end of the road sems a wipe to every one, is alwais the easy way, punish every one for the crimes of a few. Exploiters non feel any dangerous on exploit and the fest have no end. Game need some kind of public punishment to fear people a bit about exploit.
  15. Sems is a waste of time discuss with you, the exploits are public, and posted in pach notes, i cant open speak about its why violate the eula, but use your own brain to find the information.
  16. Better you read the post of NQ about know exploits i no discovered nothing, i just expect a big punish to hims. Actualy NQ are so much soft to punish exploiters.
  17. This game need grind to get so much stuff, exploiters just teleport stuff from other planets to main base, bipassing all transport issues, this is why some people is in more advance state, no counting experience on the knoledge of the mechanics, if you have to no pay fuel or warp cells to move Ore all become so fast.
  18. Then delete your accound and make a new one every time you get bored, other people have no played 3 years and request wipe every 3 days
  19. No wipe the game, just wipe exploiters assets, legit players are not in endgame. Are not rich, and are not bored of the game.
  20. Please add triangular glass plannels, is a easy feature and increase the creativity alot.
  21. There are a huge diference in ask to combat balance vs ask for combat removal.
  22. I can't understand the arguments against pvp, all those factories and economy that you want to set up, what do you want to use? to create more economy and bigger factories? In real life, the economy is based on which people have the need to cover their needs, but this is a video game, there comes a time when it no longer makes sense to accumulate resources, and since the game is designed so that things do not are eternal, because that destroys the economy, trying to think of pvp as something negative, is like thinking that the game would not have to have admospheres or gravity, because it is evil and is only destined to destroy our ships, all the mechanics that destroy what the players create, it is positive, because it generates demand and gives you the opportunity to remain motivated to play. something that is not incompatible, with having areas for newbies where pvp is restricted to allow them to learn to play, but if these protected areas have all the resources available in the game, the only thing you get is that even the pvp players, use these areas such as safe factories, and that the unprotected area is only an arena where you can measure yourself with other players, which completely removes the concept of sand box
  23. Thanks for solving my doubts, I was thinking of buying the game, but if this sand box is going to become another boring game where you only build a ship for the rest of the people to contemplate on reddit, I don't see the point in paying a monthly fee For that, I have other games for this purpose, when I play an mmo, I hope to compete in some way with the rest of the players, and if a game that includes the creation of armed ships, who do you want to shoot with those weapons that the game implements? The pacifist PVE community is ruining all the sand boxes, full pvp games do not die because of the pvp players, but because of the crying community that causes the developers to nerf the pvp. And make PvP players leave, and with no pvp playets the fun is over, include for the PvE people, why there are no one who can contemplate his perfect ship, or build resources on the market.
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