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Sycopata

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Posts posted by Sycopata

  1. 1 minute ago, not_restricted said:

     

    It's not about fairness really, it's about the perception of fairness. 

     

    Many people joined beta specifically to get a head start. That motivation is the same for many new players joining an MMO on release -- they want to join right as the game releases to get a "head start". That's been part of MMO psychology for a long time. 

     

    That's why people are mad about the wipe, too, though -- people paid to get in early for a reason. NQ only now realizes that selling the "head start" is actually a big deal for MMOs, so they want to capitalize on it as much as possible for launch, even if it means sacrificing all the beta players (who they don't really like anyway, to be honest) 

     

    More coins in the "NQ doesn't plan things" bucket. 

    Is a niche game, they no renounce to beta players, people still in the game is in love of it, and after a few rand, they gona play in the wipe, and ALOT. Yes you can see alot people asking here they gona leave the game, but are not true in 99% of cases.

  2. 5 minutes ago, Zarcata said:

    I find PvE is well represented in dualUniverse. I often lose to constructs because I fly too fast and then crash. "Player versus Environment

    This is not PVE is player vs his own skills the environment is not hostile, is innerte, a racing game have no PVE if there are not IA cars on the race, you can't say drive alone your car is PVE

  3. 8 minutes ago, Zarcata said:

    That is your own matter of opinion. If you visit the DualUniverse website, they allow players to play exactly what the player wants, even completely PvP-free. So don't turn your own opinion into a general one!

    No one force you finish the loop, but game have no PVE sorry

     

    You can just: gather

    You can just : gather>industry

    You can just : gather>build

    You can just : industry>build>PvP

    We have so much options... 

     

    You can skyp any part of the loop, but you are in this loop.

     

     

  4. 7 minutes ago, Zarcata said:

     

    Perhaps it was misinterpreted or misunderstood by the translation. It was not about Eve for me. Let the players do whatever they want in eve. If you want or need to defend your territory, fine. I can understand everything. It's purely about the fact that you should not force PvE players into the PvP action. Let the PvP players have fun as they want, does not bother anyone....but please, then let the PvE players also their fun in the safe zone.

     

    Sorry but non exist PVE in dual universe.

    We have this loop:

     

    gathering>industry>build>PvP 

     

    some people avoid the last steep of the loop, but is the only loop we have.

  5. 3 minutes ago, BuzzCobra said:

    #AnotherIdea

     

    In my idea, the Aliot system will remain without wipe and continue its adventure.
    We could consider (For the lore) that a new ArkShip ship lands on a new system, a system that would initially have no chance of being linked to the Aliot system.
    Over time NQ will be able to put in place a mechanism that will aim to build a portal between these two systems, when the new system will be more mature.
    Besides, the construction of this portal could be done by players' contributions to this project.
    This will allow the new system to live these beginnings quietly and then to be linked to Aliot.
    Of course, this mechanism could be set up ad infinitum, which could give new players a great opportunity, without hurting the old ones.
     

    This mean double work, maintain the old obsolete world, and work in the new one, just for some people keep his "hard work"

     

     

  6. It is a bit complicated to draw so many conclusions, they are probably trying to license their technology, but the metaverse is not a matter of technology, but rather the recruitment of humans who want to be within that metaverse, as an example, you have the failed second life project, the game was ridiculous, but managed to capture the attention of the media, and the illusion of being relevant.

  7. Unfortunately for me, I am reliving the situation experienced in another Sand Box MMO, Life is Feudal, the patterns of what happened are being repeated, wipes, players who wanted to keep their possessions in the wipes, players who wanted a more pvp environment, players who said that builders were the essence of the game... the resolution was as follows:

     

    1-Launch of a unified server with many pvp

    restrictions "turned out to be a bore and the game was continually losing users"

     

    2-Wipe and launch of 2 servers one without PVP and one with PvP "the PVE server had hardly any population and for some reason the PVE players preferred to play in the PVP, but continually complaining"

     

    3-Wipe, elimination of the PVE server and creation of a much bigger PVE/PVP server. "The PVE zone was used in practice by PVP players as a war factory, distorting the PVP zone, game become a big arena"

     

    4-Closing of the game due to lack of players who paid a fee "They wanted to make everyone happy, when in reality you have to have a clear project, if your game has a small gameplay loop, and destruction is required so that the game loop does not end, you have to accept that some people are not going to be happy of losing his things, but the game will work"

     

    All MMOs survive why wipe, people name wipe, EXPANSIONS, and accept this, but in sand boxes, people is so stick to his "hard work"

     

    try for a moment, imagine that a world of warcraft player was opposed to an expansion, because the armor he uses will be obsolete and he will waste his time investment in getting it

     

    In games where there is actually a cycle of destruction, these wipes are called world wars, as in the case of EVE Online, where it is the players who reset the economy by destroying large amounts of resources.

  8. It is 100% certain that they will read you, they will not respond, because they have learned that every piece of information that comes from them is analyzed and used against them, that is why they only communicate in a unidirectional way, but rest assured that They read everything, and collect the relevant information. If an idea/opinion helps them in their objectives as a company, it will be better accepted than another that requires more investment, without knowing if they are going to have more income. But never expect a thank you, we are willingly giving away our "talent".

  9. There are not many people willing to immobilize their capital by buying a large stock of material, hoping to one day make a profit, when the problem is the lack of demand for a product that has been overproduced, and also taking into account that there are to pay the fees for putting that product up for sale again.

     

    Pretending that a market will be regulated because a great whale will buy a super production is very optimistic.

     

    The incorporation of the recycling of game elements would not only efficiently solve these deviations in the economy, but would also add more playability, business opportunities, and dynamism to the economy.

  10. My suggestions just recicle existing code, the proces to recicle a item is the inverse of create a item, we no need make complex codding to create a recicle machine, and this machine already exist... 

     

    Gamers we need tools to make the economy works, if some one produce 100.000.000 S containers and decide sell it at 50% of cost price, you cant accept: Ok S container market is dead, you need a way to remove this 100.000.000 items from the market fast, and the way is not introduce bots to buy this containers, is alow players recicle the ore, if you craft 100.000.000 containers and you recicle it to recover the ore invested, you just lost alot time in the process. 

  11. 5 hours ago, Waffle Boy said:

    Anyone else looking forward to starting from scratch again?

    Yes, i expect this time economy works fine, i have 40 milions skill points in industrie, and 200 milions in schematics , and industrie is now dead, i have no motivation to sell products crafted with lvl 5 skills under ore bot price, and im bored to haul ores to markets to sell ore to bots and buy new schematics.

  12. Some more economic tweaks

     

    -If someone has ever played eve online, they will know that there is a very important factor that affects the economy, this factor is a large block of the same product, if someone puts 1000 units of that product on sale, the price will be stops, because that enormous stock of products has a fixed price that is maintained until it is exhausted and the price rises again due to demand. One solution to these plugs is to penalize the mass sale of products, increasing the cost of placing a sales order based on how many products you simultaneously put on sale.

     

    -Another problem of the economy occurs when someone has made a too large investment in a product and runs out of liquidity, in that case that person can decide to put their product up for sale below the cost of production, to recover their liquidity, but this ruins the market, because until the stock of this industrial is consumed, there is no benefit in producing that product, immobilizing the economy, the simplest solution to this is recycling, a new product should be able to be recycled , returning the minerals used in its manufacture, thus allowing the overproduction of a product to be quickly eliminated and allowing the market to regulate itself again to the real values of the cost of the raw material.

     

  13. 47 minutes ago, Msoul said:

    This thread has plenty of personal opinions already and for the most part its what you would expect. The rich want to keep their riches and the poor want a wipe. I would prefer to see a more detailed analysis of how a wipe/no-wipe would impact the future of DU. This is ultimately what NQ is concerned about and by tailoring feedback accordingly, it will have more impact.

     

    Wipe Considerations:

    1. Lets NQ easily remove schematics and other features that were deemed unpopular.
    2. Lets NQ easily correct for wealth gained from bugs and exploits.
    3. Lets NQ easily implement the intended planet revamp.
    4. Puts both new and old players on equal footing (the added talent wipe option)
    5. Gives old players access to the new FTUE and Haven

    Technically speaking some of these could be accomplished without wiping but would cost a lot of dev power. Which if any, are the most important for DU's future and why?

     

    Also I see that many of you feel that 2 is a non-issue but honestly other than NQ, none of us know that for a fact. For all we know there is a player out there with enough funds/assets to buy several planets and live off new player's calibrations or completely monopolize future content. If you were a game dev, how do you deal with that fairly and how do you prevent this issue from creeping up again in the future? Does DU need some kind of progressive tax system? What other solutions can you think of?

    Yes, for sure, the maintenance cost of hex have to raise for each one your control. Yes you can bipass with moar alts, but make it alwais hard to mass control land. And second, the cost of the Hex have to be related on how much L/H ore produce and the tier of this ore have to affect also de maintenance cost.

  14. Taking advantage of the great idea of implementing markets in space, I have some suggestions.

     

    -Implement a space market in each of the planet/moon systems, including planets outside the safe zone

    -These markets would be the only point of arrival for warp jumps, since they would have a warp beacon, being a small bubble of safe zone, and clean of structures, eliminating the current jump points to planets or moons.

    -These markets would be outside the safe zone of the planets offering a safe arrival point of warp, but leaving an unsafe travel space between the planet/moons and the market.

     

    *I think this would create a safe rich economy between planets and create a nice interaction between players by controlling the trade route the  between the planet/moon and the market station, the smuggling , piracy...

  15. 1 minute ago, Zarcata said:

    if the agg ship didn't take such an extremely long time to get on or off, you might not have to leave it at this height. It is not the agg that is to blame, but the time and the minimum height. It would be great if you could also land/start on the ground with the agg, so that the agg works like an elevator.

    Sometimes it might help if you don't add more and more rules and prohibitions or aggravations to a game, but make it easier to finally "be allowed" to play.

     

    Yes you are right, any way to solve the same problem are nice.

  16. Taking advantage of the fact that you have planned to revamp the planets, I have some suggestions:

     

    -Reduce the size of planets, at an artistic level it is great to have such large planets, but it is not very useful when it comes to creating a sensation of life in them

     -Reduce the size of the hexes, the amount of space in a hex is much higher than the amount of structures that a player can put in a hex, this turns the populated areas into scattered structures very far from each other.

    -Bonus the neighborhood, reducing the maintenance cost of the hex depending on the number of occupied squares that surround it.

    -Release abandoned hexes so they can be repopulated

    -Limit the heights of the static cores built in a Hex, although the idea of space elevators is great, in practice it is horrible to have to dodge dozens of floating platforms in the sky

    -Forcing antigravity ships to consume fuel by remaining floating within the atmosphere, to avoid the same problem of fly platforms occupying the flight space.

     

    I hope that some of the ideas will be of interest to you.

  17. 6 minutes ago, Zarcata said:

    Not sure if her text was translated correctly to me....

    What do new players expect? They come to a game where the main game content is the creation of constructs. So to give these constructs an added value, so that they don't just stand lifeless in space, you can now also move these structures dynamically and build vehicles to hover and fly, even fight each other with them (in the PvP zone).

    So a new player comes into a kind of huge world full of Lego bricks that they can use to build all sorts of things. When he's had enough of building, he can also pivot to PvP and destroy what he's built or try to take away from others.

    There is no normal game content in dualUniverse as many players might expect: no quest area, no main quest, no dungeons, no raids, no raids with healers-warriors-mages-tanks-supporters..., no arenas or world bosses. There is also no usual character development, as you know it from other games. So dyeing hair, different hairstyle, tattoos, a race or a special race - what you can do, color your own robot father.
    There are also no real professions to choose from, so no tailor, ore builder, blacksmith, potions maker, cook....the talent system in DualUniverse is relatively large, but not really deep and harmonious. 

    But let's get back to the new player...he sees a planet or a moon, bare and monotonous with standard trees and stones generated from a mass program. In principle, the whole planet looks the same, every section. There is also nothing to discover. No caves or ruins, no treasures or riddles, no NPCs, animals or monsters, no buildings or roads, paths...anything....

    So, you then stand at the start and diligently "play" through the tutorials to learn that you need ores. You get ores through MiningUnits or through asteroid mining. Asteroids = Space = not yet possible. So MiningUnits. You put them on your small area and wait. Exactly..you wait, but for what actually? Of course! So that you can build another MiningUnit with the ore from the Miningunit! Yay! Then you wait again....or you run around on the dead planet to do...no idea what....you could look at everything and then see that there is nothing to see. So all the players run around and watch everyone run around, great!

    when all miningunits are built and deliver ore, you can think about what you want to do with the coming ore: use it yourself for something, to build something or bring it to the market, sell it. Will there be market bots for ore acceptance now? Then you could get quanta. If you want more, you can also try to fly missions with the starter spaceship. Is that possible in terms of weight? Then one needs the ores thus for fuel, in order to make then quanta from it. Why do I need quanta then? Do the schematics remain or not?

    Why should I travel to another planet or a moon? They all have the standard content, so empty planet, a few trees and bushes slapped on it, sometimes a lake or a hole. Now and then a market. But actually all would have to stay on the starter moon, to support each other, to build a society together, to build industrial plants to get progress. So build more and more expensive and bigger. I assume that the majority of players do not do that, but the masses run around solo and everyone pushes through his same skill in the talents. Everyone then wants to produce something and make a profit on the market. Over time, more and more players do this, until we have again reached the point that players produce more than we need and thus the price supports that the elements are even worth less than the pure ore.

    But hey, it's fun! The first build a hut, the others dream of the first industrial plants from the Nanocrafter and those who have prepared well form groups and fly within a few hours to the stars. What was the goal of the game again? Right...there is no evil boss, no princess to save, no enemy factions to fight with all our might...so it's us players who hope that a few decide to become evil pirates or plunderers, while everyone else then 

     

    Its a nice analisis , but yes in my opinion you cant put a wall in the new player experience, at least not 1 hour after they start build his own base, low tier schematincs kill the dream, this is my opinion, and i think are important new player experiment the basics concepts of the game and try fly to the space, or store items in more large containers than then fustrating XS, why is not fun you fill your nanopac in 5 minutes gatering rocks and you just have to wait 20 minutes to finish the XS container, to discover you just can hold 1000L on a XS and you have to wait 20 minutes more to store 1000L more... And 30 minutes more to craft and XS assember and discover this ends the organic gameplay, and now you have to grind ore to buy items on markeds or grind alot more to buy schematincs to self sustain.

     

    We are killing the eureca sense of self succes, and we expect game works just why old players tutor new ones.

    For sure is not the way.

  18. 45 minutes ago, Zarcata said:

    - There is the shuttle service from Sanctuary to Alioth. 
    - There are portal stations between the districts
    - There are portal stations between the distriktes and the sales markets as well now.

    Sounds really flawed to go buy a item and back to your base each time a new player figure what he need. We still desconected from new player experience, and how this affect new player retention.

  19. 1 minute ago, RugesV said:

    And this is where MMO comes into play. New player should not be trying to make these items day1. They should be buying these items. Gota get that pre schematic mentality out of our heads where we build everything ourselves. Should only be buying schematic on things you intend to sell  or are going to use allot of. 

     

    Now you might say but I want to do everything myself. And that's your choice, but if you choose to do it the hard way, seems silly to want to make it easier.

    You know there only supplies on Alioth market 6? You really expect a new player travel from sactuarium to Alioth 6 and buy a container S? We are so disconected from the new player experience, please make a new accound and try yourselve.

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