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Sycopata

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Posts posted by Sycopata

  1. 7 minutes ago, Knownthief said:

    Before everyone left after the Demeter announcement, we had a system for new members.  We would allocate them 7 tiles with MUs. they would calibrate and we would then pay them back a % of what was mined.  They could then get compensation in either ores of their choosing based on the amount that was mined or get paid market price for that %.  This was an awesome way for new players to get money and ore and the org benefited as well.

    Explode recalibrations is awersome way to help new players? Or maybe a win win?

  2. New player experience, gater rocks, fill your inventory, wait 20 minutes to craft one XS container, repeat this until you figure XS container are so small, craft S assembler to build a S container, grats youn discovered you need 300.000 quanta buy a S container schematic, you can now travel to alioth market 6  or try to gater 12000 liter rocks to sell its to bots. And travel from your hex in Sactuariun 6 times to a market why you cant hold 12000 liters of ore in your inventory. For sure schemattics have to go away from tier 1 items minimum

  3. 2 minutes ago, Leppard said:

    If they decide to do a full wipe they brake what they promised - i never would have invested hundreds of euros und hundreds of hours in a so called "persistent" game, that may be wiped. It's a not funny definition of "persistent".

    For sure , time invested in gameplay have not value, are supposed you enjoy the game play, but time invested in passive talents learn, cant be destroyed, why you pay the subscription to non stop this training include wen you no play, is a nice way to keep people in subscription include if he take a break from the game, but you cant never wipe this skills, like EVE Online never did. And this is why every time someting change on EVE online skills, you get a refun. Why skills = your money expend.

  4. 18 minutes ago, Zarcata said:

    Whether a player accepts these aids, each player may decide for himself.
    If the wipe were to be performed, a new player would still be helpless and would need an enormous amount of time to build up. The professional players will regain their wealth and opportunities very quickly because they have knowledge and experience and can prepare very well. So it means there is no fair equality in a wipe, because every minute, every hour and every day the gap becomes very big again between the regular player and the new player. So it's just a matter of time until new players are in the same situation as they are now. The situation will come up again and again, in 6 months, in a year in 5years...do you want to do a wipe every YEAR, just because again new players were lured into the game?

    Its not 100% correct, why we no started in the same conditions, your point of view are half correct, the experienced player can advance more fast in a wipe, but actualy the old player have resources from a different paradigma , and this paradigma no longer exist, new player cant never live the mega nodes era, the mission exploit quanta era, the linked container resource teleport era, the dupping era, the schematics exploit rea etc... This mean include a extreme pro new player cant never archive this status.

    The paradigma for new players is different, in a fresh whipe, we can start from the same point, in the wipe skill and experience can put you in advantage, but not in a dominance position like now.

  5. 40 minutes ago, Zarcata said:


     

    That's a very limited view.
    When I came into the game as a new player, I was very happy that there were players who could help me. I crashed the first few times I tried to fly - players helped me fix it, as well as with elements to make the ship really flyable.
    I also used to run to the market with just ores in the beginning because I didn't have any containers until I was given some.
    Having an existing structure and market helped me a lot, I was able to enjoy the game without much frustration and loss because there were many players who supported you. There are also now players who just do rescue missions when players are propped up, simply because they have enough reserves to be "nice".
    So if we all start from 0, who should support others? There will be a great race to be the first at the finish of the power positions. To be the first to take the best areas for MininUnits, to be the first to provide a fleet for asteroids and alien cores....

    It doesn't need a wipe for new players, because then you limit the support and openness of those players. We are playing a sandbox game here, there is no equipment or dungeons so you always have to progress and like World of Warcraft there is an equipment wipe for every addon. Here in DualUniverse, the gameplay is a persistent game experience that lives from who plays a lot and for a very long time, has achieved more. You don't have to be envious of other people's fortunes here, but should be happy about what has already been created! Every new player can become a part of this great community and contribute his part over time.

    Im Ok in the game have milions of mineral stored and all the T1 T2 T3 and some T4 industrie schematics and 40 milions skill points, i just try to figure how feel a new player who enter in the game now, and need a year to archive the same serources we earned ours in one month. Your point of view are, we are rich and we can take care of new players, but im not sure if new players enjoy this point of view, Feels not 100% legit.

  6. In have created a new accound to check how feels the experience of a new player, and for sure this game need a wipe, a new player can earn very low mineral each day , and old players have milions and milions stored from mega nodes, this is a big difference. A new player with max skills on extractor mining needs 28 dais to extract 1.000.000L minerals, we extracted this in the past each day from mega nodes. And with no cost of hex maintenance.

  7. For sure, but all of the mechanics on this post already exist, fill a combustible bar, put warp cells on a container, swich a damaged piece, duravility of pieces added in a reverted pach etc... 

    Is a economic loop easy to aply, and create a loop ouside the marginal pvp destruction.

  8. EXTRACTION

     -The extractors have to consume energy cells

     -The extractors must have wear due to use and be replaced by new extractors after a period of use

    -The extractors must be able to support preventive maintenance that consumes parts, but lengthens their time of use.

    -Resources never have to be bought by bots

     

    INDUSTRY

     -Industry has to consume energy cells

    -The machines must have wear and tear and be replaced by new machines after a period of use

     -The machines must be able to accept preventive maintenance that consumes parts, but lengthens their time of use.

    -The bots would never have to buy any elaborate product

     

    ENGINEERING

    -The mechanical parts of a ship must have wear and tear and be replaced by new mechanical parts after a period of use

    -The mechanical parts of a ship must be able to accept preventive maintenance that consumes parts, but lengthens their time of use.

    -The hull of the ship has to suffer general wear and tear, which can be repaired by scrap

     

    RECYCLING

    -All the elements of the game must be able to be recycled by means of a recycling machine, returning part of the resources required for its manufacture depending on the state of the element, a worn element would have to offer fewer resources than an unused element.

  9. The game will not work in the medium term, if the original problem of lack of demand for resources is not solved, an economy will never work where it is more profitable to sell ore to bots than to produce products, it cannot be that the business of the industry is only in the most advanced technological products.

    It is necessary to create a cycle of resource destruction, which cannot be sustained only in PvP, the normal player who does not participate in PvP would have to be a stable consumer of resources, so that there is a demand that sustains the economy, implementation is necessary of fuel or energy expenditure for the operation of the extractors and the industry.

    The ships would have to require maintenance of spare parts so as not to lose operational capacities over time in fly, to encourage the consumption of these products, it could be a mechanical simulation of refueling, with a simple status bar that required consumables to fill it.

     

    The ship destruction patch in PVE was good, but poorly implemented, instead of parts breaking due to impacts subject to game failures, lag, bugs, lack of skilla etc... the mechanical parts would have to have a maximum number of hours of operation and need to be replaced once that time of use has passed.

    I don't think anyone would see a bad thing when a motor lasted 10-20 hours of use and then needed to be replaced.

     

    I'm sure that you can find thousands of different ways to solve the same problem, leaving no room for players who don't want any type of penalty and finally have the risk vs reward that this game needs so much.

  10. The only thing that does not have to be removed is the skill points, many people including myself have paid the monthly fee for the sole purpose of raising skill points, without playing the game hoping that the game would offer better feeling to the players, removing these skills would be the equivalent of stealing our money, the only way I would accept this situation is with a new way of earning skills not based on paying a subscription and waiting for time to pass.

     

    Regarding the rest of the wipe, I support the proposal, I am aware first-hand of how indecent advantages have been taken from the numerous design flaws in the game, the fault is entirely yours for not taking action on the matter from the beginning and allowing it to go so far corruption, now the game is distorted, the economy is broken, and many people are disillusioned. I hope this wipe not only affects the game, but also the developers' attitude towards even the smallest of exploits.

  11. 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.

  12. 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.

  13. 14 minutes ago, le_souriceau said:

    You hilariously late (at least year or so) with your suggestions/feedback. Not like anyone cared about feedback before, but at it was more relevant to post/argue about. Currently its about 100% survival/MVP -- they at best do what they can, not what you want.

     

    Where you been all that time?

     

     

     

    I have been trying to get them to listen to me in discord, but the noise of the people who defended that everything was correct was too dominant, now things seem quiet enough so that they can hear different opinions, they decide if they are worth them, they are my gift to the project after almost 30 years playing online games. Regarding whether or not it is late to fix things, ask Hello Games. It is always too early to give up, when we are talking about the game that we all always dream of.

     

  14. 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.

  15. 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.

  16. 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.

  17. 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.

     

     

  18. 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.

     

  19. 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.

  20. 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.

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