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Sycopata

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  1. Like
    Sycopata got a reaction from SvarogZ in Adress to NQ   
    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".
  2. Like
    Sycopata reacted to RugesV in Thoughts on future of the game   
    Also should add. I feel two things should be added to the game before launch from that list. 
     
    1 is PVE. It does not need to be a complex system.  I am talking about something similar to the alien cores. Except they are one time events. IE you dont place mining platforms. You go there and blow the auto turrets up and collect the 1 unit of plasma, or maybe a schematic, or maybe you get just fuel, or some honeycomb.  And this sites should be found via the deep space tracker. Talking about a medium core with 5 turrets on each side that shoot anything that comes in range. and a player has to destroy the shield, which then destroys all the turrets and then they can collect the item out of a container. 
     
    2. Farming. And as I said above. its not for the survival aspect as I think to many people would hate having to eat and drink every so often. But it would be a thing to do. Crops could be sold to aphelia markets.  Boosters could be made with these crop items, IE enriched fuels, that consume less, or allow you to fly faster. Injectors to make you shoot faster.... Maybe a light weight fuel. Dyes for a paint gun that lets you change the color of a block. 
     
    And its not that I think these things should be added to the game for the current player base. I think these are two major activities that will bring whole new demographics into the game, which means higher player base.  The PVE demographic will be just as large as the rest of the player base by itself. And there are entire games dedicated to farming which brings in whole new demographics into the game.  Basically I fell these two things are needed to support the player base that NQ needs for the game to survive. 
  3. Like
    Sycopata reacted to RugesV in Thoughts on future of the game   
    Lets look at the games current content. 
     
    Builders, Probably the most fleshed out aspect of the game. You can build allot of cool buildings/ships. Players can join just for this alone. 
    Industry, Everything from beginner basics, to advanced endgame stuff.  I could not see many people joining DU just to play an industrialist. A much higher player base with commodities leaving the game to be a real thing. 
    Quest/Mission. Du only has a credit grinding system. No go scan, or go find or go collect, or go kill, or go talk, or bring me type system.  Noone is joining DU to do this except alt grinders. 
    Transport. I have had friends who just like to haul stuff  around. more of a side thing then something that would bring players to play the game. 
    Scripters/modders. Fairly in depth. I could see some coming to the game for this activity, but its going to be a small share of the player base. 
    Marketers. Buy Low sell high. Player base is pretty small, and the items that are traded are limited. Its a doable thing in DU, but again I dont think anyone is going to come to DU to play a marketer. 
    Exploration.  Not much to explore in DU. You can scan territories. You can scan asteroids. and you can located abandoned wrecks. While you can make money selling territories, Asteroid scanning is only for yourself and allies, Wrecks are lack luster. No one is joining DU to be an explorer. 
    Miners. Its in the game. and while it has changed to a point that makes it harder for new players to get into. it still potentially be an aspect that players joing DU to only do as there are several ways to do it. 
    PVP. The next updated should really help this category. Right now we pretty much only have staged events and pirate activities. Players are joining for this. And hopefully the next update makes it good for them. 
    PVE. None. This would bring in as many players as the builder and PVE category, really surprised DU has done nothing for this. While PVP in Eve is what makes the game famous, Eve would never survive without the PVE content the game has. 
    Collector. In a True MMO RPG Its always about fighting the endgame boss and getting that +1 sword. DU really lacks this hamster wheel setup. I always assumed these mechanics would come later on. But I really doubt it. 
     Farming. None, no need for food/drink so no farming. And the thing is you would not even need food and drink to be consumed by the players to be an aspect of the game. These could be comodities that are sold to bots to keep the clones in the arkship alive. 
     
    So what is the future of the game?
    Well currently new player experience is long enough for most to not realise the game is empty of content. Although for those that become builders, they can continue to play forever oblivious to all things not building. Those looking for PVP spend a bunch of time gearing up only to realise that there are better PVP games out there. Those joining for industry and mining can keep themselves occupied, but unless they dabble in other activities will find the game lacking.  
     
    So my opinion is wipe or no wipe, unless we get more content in the game, an influx of new players is not coming. 
  4. Like
    Sycopata reacted to Nayropux in Thoughts on future of the game   
    I have two issues with this, but they are the same two issues I have with most of the arguments from the no wipe camp.
    1. I can find far more instances, both before and after beta launched, of NQ saying that a launch wipe was possible, and that they would try to avoid it. Given that, I do not think the one or two mentions of no wipe constitutes any kind of promise of not wiping; at best you could say they were incredibly inconsistent in their messaging.
    2. The objective is not to wipe because players are too far ahead. Obviously that would require a yearly wipe, since people will always be ahead. No, the point is how the players got ahead, even ignoring the exploits. Two major income sources are being removed or nerfed for launch that were in during beta: meganode mining, and alt mission running. The reality is that players who used these features are not just ahead, but are ahead in such a way that it is not feasible for anyone who comes after to even come close. New players cannot join and repeat the same methods older player used to get rich, and are in for a much, much, longer grind.
     
    Otherwise, good post. People are being way too negative about this.
  5. Like
    Sycopata got a reaction from space_man in Wipe details needed sooner than later   
    +1
  6. Like
    Sycopata got a reaction from J-Rod in Wipe details needed sooner than later   
    +1
  7. Like
    Sycopata reacted to J-Rod in Wipe details needed sooner than later   
    NQ can you please give us some sort of idea when you will be releasing wipe details??
     
    Many of us are not interested in your Easter Egg hunt or doing anything else until we know the details of the wipe.
     
    Any info is appreciated.
     
    Thanks
  8. Like
    Sycopata reacted to Zarcata in Planet Revamp   
    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.
     
  9. Like
    Sycopata reacted to Shredder in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I imagine their goal is to start to capture a lot of the eve community.
     
    Sure some new starters will be temporary, but some will attract others from other games.
     
    I hope that people will be more inclined to maintain their subscription in this game so that they don’t loose constructs - other games don’t have this hook, all people loose if they unsubscribe are skills points or similar.
  10. Like
    Sycopata got a reaction from Doombad in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    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. Like
    Sycopata got a reaction from Palalet in Is time to change.   
    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.
  12. Like
    Sycopata got a reaction from Palalet in Is time to change.   
    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.
  13. Like
    Sycopata reacted to Knight-Sevy in Is time to change.   
    For mining I hope NQ will put an end to the traditional mining that we know today.
    I have the impression that this is the path he is taking and that it is something that will be able to limit / control the masses of data to be managed.
    The 3 things that are being changed:
    - Improved surface harvest + ore (Naeris once said that it was in the NQ plans)
    - We know that the minning units are planned
    - We were promised asteroids
    Once all this is in play, why continue to dig holes in the planets?
    - Surface harvesting for beginners
    - Minning unit on planets to keep node scan gameplay
    - Classic mining on asteroids which is renewed every X hours.
    We keep all the current game mechanics and we overlay these millions of miles of crazy and useless gallery on the planets.
  14. Like
    Sycopata got a reaction from CoyoteNZ in Is time to change.   
    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. Like
    Sycopata got a reaction from CoyoteNZ in Is time to change.   
    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. Like
  17. Like
    Sycopata got a reaction from enjeyy in Is time to change.   
    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.
  18. Like
    Sycopata got a reaction from enjeyy in Is time to change.   
    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.
  19. Like
    Sycopata got a reaction from Revelcro in Is time to change.   
    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.
  20. Like
    Sycopata got a reaction from blazemonger in Is time to change.   
    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.
  21. Like
    Sycopata got a reaction from Deintus in Buy order for industry machines please   
    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.
  22. Like
    Sycopata got a reaction from OrionSteed in Buy order for industry machines please   
    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.
  23. Like
    Sycopata got a reaction from Emptiness in Buy order for industry machines please   
    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.
  24. Like
    Sycopata got a reaction from FryingDoom in Triangular glass pannels   
    Please add triangular glass plannels, is a easy feature and increase the creativity alot.
  25. Like
    Sycopata got a reaction from JohnnyTazer in When will the space safe zone be removed?   
    There are a huge diference in ask to combat balance vs ask for combat removal.
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