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Warlander

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Everything posted by Warlander

  1. I was mulling this around earlier myself. Perhaps in the following methods: My general idea was to create some kind of hover racing type thing. Either just a drag strip with spec requirements when Talents are the deciding factor. Or to create some kind of contained sunday cup type designs using the flattening tool and then using static cubes to add lights and finer details. The general idea is hoverpads on the top/bottom/sides so that it sits perfectly balanced in flight so that the hover pads are kicking off the ceiling and floor at the same time or if you get close to the walls it should push off as well if tera voxels act as what the hover engines push off of. I also thought about using Teravoxels to create a cage of sorts around some kind of tube track system like old racing games that is fairly large that has holes to let in light but still react to hoverpads in all directions but backwards since you will need the addition of the front hovers to keep from bumping the cage. But I think racing would be a rather fun experience if it could get off the ground Or if it required an entry fee to pay out prize money with a small cut for the track owner. You could also do pink slips and other fun stuff too. It just all depends on the set specs for the race for size, grade, talents, and parts allowed or if people stick to it. I also thought about a flying version of racing similar to the drone racing with rings or other obstacles. The general idea is a track that does have danger or ship collisions and accidents costing money and cores built into some of the track types. Nicely done tho. Looks like a lot of fun. I think the only thing you are missing is a mario cart type version with XS weapons. Its almost like mario cart with san fransisco rush if you can knock people out of the race or there are collisions. I think it would be interesting if it were modular with switches and other potential lane configurations that spawns forcefields to cut off that path or to turn on or off different track routes. Or to use a lazer or proximity sensor combined with the security system which tells who used the element and in this case who triggered the laser(s) (if there are multiples so that if you fly higher/lower you still trip one) that it acts as a lane counter to know who won.
  2. Lol if they open up Alioth to Territory Wars this game is finished like 1-2 months after that. No doubt in my mind. For funzies I decided to check the usual gold farming suspects pages to see what all this effort is worth monitarily. Turns out that 100-125 million h goes for $100 and scales by how much you buy with a discount %. Turns out warp cells are $25-30 for 5k cells. Turns out ore sells for T1 for 500kl for $10-15 and goes up quickly for smaller and smaller volumes. Turns out Thorium sells for $250-500 per LITER. Turns out it could cost me $25 of real money to bypass PvP and use fast travel. Turns out the ships I make are $100 a pop. Turns out the 1.26kt loads I was hauling were about $38.48. Beyond that you can pretty much get anything you want on those sites and just looking how much effort or real world money investment to how quickly it is destroyed is the real issue here. If I lose a ship with a full load im out $140 with just T1 mats factored in and knowing that I could pretty much be losing out on $250+ of real monitary worth. No wonder they want to take away the $25 priveledge to warp since they can sieze shipments and make the equivelent of a weeks worth of pay if they worked a job multiple times a day depending on who they hit. Or that most of the stuff siezed from Territory wars will end up on here too when mega orgs ransack everything they can pillage. If and when Alioth is stripped of PvP protection being the largest planet in the solar system as a home world will be catastropic and game ending for a large majority of people who dont care about the pirana PvP group ambush gankfest if it costs them potentially hundreds in real world $ to dip their toe in or put the work in constructing a warship to lose it in 3 mins after whoever gets missle locked first loses $100. The real monetary cost of this game is real for the effort that goes into doing the most simplist of things. The system NQ has set up in DU is a gold farmers dream game apparently.
  3. Exactly this is the time in which we can still effect change while the concrete is still somewhat plaible enough to make tweaks, changes, create balance, gut/toss unnecessary features, or develop ones they never thought that NQ needed. This is that time. Im not trashing peoples blind faith in a vision that 90% of the time never pans out in my experience as much as im pointing out the realities of that vision and the many holes they thought were water tight but are wide gaping holes in their plan that dont require reinventing the wheel as much as learning from the countless mistakes other AAA studios have made rather than thinking that all these systems are somehow new when ive seen all of this in 100 different games in one form or another. . Its kind of like the point between when the Titanic left port and the field of icebergs that lay ahead. The studio needs to be agile enough to avoid all the pitfalls of the industry and not just full steam ahead with a small with no actual rudder in the game developed. You can see the iceberg right ahead and it is only the first of many. The captain keeps talking about his vision quest and your like bro iceberg, you can avoid it if you act now and hes like but if we only add this feature and more punishment for the people in the boiler room shoveling coal we could sell more turduckins in the first class dining room. And you cant help but think they never designed the ship for enough lifeboats and the band starts to play. Its just too bloated with time wasting mechanics instead of challenge or actual difficulty requiring any form of skill. Pretty much ever main role action in the game is mindless. Mindless waiting to gank unsuspecting people likely using an auto-pilot or auto-target scripts, where there is mindless mining and soon mining bots, bots in the market. 1 click start auto industry if you set it up right, and pretty much everything but mining but once the bots in everything is done for me. Everything is a chore. Like yesterday I find this what looks to be 75-100kl mine. Its insanely huge maybe like 3-5 L cores worth of volume but is really only 8-16kl in reality. I feel like those particular mines are somehow bugged or labeled wrong as you would think that it being the size of potentially 4-5 football fields in ore would make more than 4-5 parts or more than part of 1 wall in a static L core and yet after all the processing and crafting I can make nothing much more than a door out of a mountain of iron I started with. I get there are impurities and all that but I should not be punished because of bad world generation, Mega Orgs destroying the game and NQ punishing everyone else rather then chop from the top instead of the bottom up punishment structure while handing everything for mega orgs to exploit without slowing down mining but adding other ways to mine to where you dont have to dig millions of tunnels and mine for a week to make a handfull of stuff or even if you do make it the market because nobody wants to PvP and all that excess should be being chewed up and destroyed in epic battles each night but PvP apparently in this PvC game is too hassle prone to be fun for the effort it takes. NQ needs to bridge that gap.
  4. I always try to make suggestions that take minimal effort with what already exists. Factions=Orgs essentially. Or the Primary Org with player made orgs being an unlimited sub guild of the parent master org. If they make a number of basic factions you can join like Syndicate, Empire, Resistance, Federation, etc it is pretty much all they need to do along with /off flag for PvP while in that faction and having an inter faction mission system since they cant kill you or gank you it works. Done. But overall if there is no larger space to fight over where our faction has their own solar system to build up, mine, defend, produce, and fight in some kind of middle ground no mans land and having it as a solar system nexus hub of portals to other potential solar systems with a faction and homeworld to join in the expanding space war is what is needed to make pvp viable. If I was going for a full fledge faction system I would say to have it where if you kill another factions member then you take faction away from your own people vs that faction and their allies and if you do missions with the other factions it gains faction for your faction overall with what each member is doing so if you drop low enough you could make yourself an enemy to other factions and allies to half the others based on what you actually do in game to start wars. Or a whole AI driven system that streamlines everything. Im just suggesting the most simple yeti uniform aspect of PvP inherant to sucessful pvp games that does not force you to join a player run guild as much as it needs guilds working together for something greater as a group of guilds rather than one dictating the terms of the server and allowing players the free will to choose to help under their own terms and exist together on a side where they dont just kill all the potential members of the few viable guilds existing as factions. Its kinda like playing an RTS like Age of Empires or Empire Earth or whatever your fav is. Take your pick. So you start the game and everything is going fine but none of your units are allied and all your military units are killing off your workers. You cant progress because you cant get past your military units killing your own poeple and burining your industry down constantly. Its no different in this situation. You cant build an empire without allied units or you just spin your wheels fighting over nothing when you could be attacking other civilizations like you should be doing.
  5. I would say that there needs to be 4 main chairs: Pilot seat command chair Fighter Pilot Command Chair Scanner/navigator chair gunner seat with turret You need a fighter pilot to fly and use weapons but also to have someone be able to jump in an omnidirectional turrets or battleship type turrets. There also needs to be a designation to cores that makes it: Attack based core Defense based core Speed based core Freight bsed Core All of which specialize what can be put on them based on their focused purpose intended for its construction for the parts limitations inherant to each of the cores in order to sacrifice all aspects of parts for what can be put on it. Like how you can only put weapons of the same size or smaller onto a core you could only put wing mounted weapons on an attack core. Armored fortified defense based armorments and weapons on a defense core. Speed items above all others for a travel speed cores, or hauling elements above anything else just so that there is further deliniation between combat and civil / freight roles. Just as I think static cores need their own designation by the intent of what the core needs to be used for: Market Industry Military Defense infrastructure residential commercial government There should be zoning and specific requirements for each core to what can be put on that makes it so that you have miners supporting factories, the factories mass producing for logistic, transport, infrastructure, government, military, defense, Basically having set sockets for regions where you need all those things and it is zoned out for specific roles so that the region it has everything it needs going to a central location as its local government but fulfills all necessary functions of an economy with plenty of overlap for multiple orgs that anyone can settle in the districts within each region to be closer to the local action. I think any central non player market should be local to the players who live there to get better tax rates vs out of district buyer/sellers. I know you were just talking about the chairs but it all needs to be a cohesive approach to function, purpose, and deined roles and how those break down into larger and larger designations down the line that make players have to make hard choices.
  6. Its just not something where you basically created a guild system and expect them to organically create a faction by forcing everyone to join them and expect any level of success and longevity without a base faction system you are born into and can opt out of if you think you can build your own. The way it is now NQ/JC hates everyone who does not want to be assimilated into a mega org. I dont want to join their guild I want to help the civilization. Its like saying You cant run a business unless you join walmart. There is a whole market out there but you cant do anything unless you work for a big box store vs trying to build your own business/or/military. I should choose tho help on my terms rather than being forced into a raiding guild lord of the flies situation rather than having all orgs work together with the faction as the central point and not necessarily any one org but the total effort. Large scale combat will never happen without starting opposing solar systems with the full solar system dedicated to 1 faction unless some kind of spin off syndicate forms to oppose the main faction. But even still you are born into the homeworld faction until you opt out. It has to be opposing solar systems because there is not enough room for faction combat or large battles to occur unless you can rack up the territory and reason to fight as you colonize your solar system until point of contact in which they are no doubt the enemy and you can attack them anywhere and at any time if they come into your solar system and they can do the same to you. The only difference being you have territry and territory units and perms/rights for your side only and no rights for land on the opposing side beyond the floating space they own defined only to their side. Each side can completely fight it out with no limits at tht point. And the biggest reason this pvp wont work in this game is there is no cohesive system in place to keep it all together since players will never turly form an organic faction out of orgs before it topples under its own weight without set factions or the ability to opt out and start your own. We basically have a system where you are waiting in line to do something fun and the only thing we can do is punch the person in front of us in the back of the head because the person behind us keeps punching us in the back of the head. Nobody gets really any further in progress before the next wave hits and someone or something is punching you in the back of the head again. Its pointless and without any kind of coheesive army faction system its just grind waiting in line to be punched in the back of the head. You arent building societies if its just anarchy, petty theft, and burglary vs making the conditions to have actual real wars and not this disorganized pvp. All this insane production and hyper saturation in the markets was supposed to be for a wartime economy. They cant figure out how to fix the markets but they cant also figure out how to get people to fight either. Nobody wants to spend 2 months mining to build a ship to lose it in 5 mins at potentially hundreds of millions in losses. Its just to stupid and overbloated of a process to fight a war without a focused wartime effort on miners, builders, crafters, pilots, and figher pilots to wage a war collectively instead of random chaos tearing any chance of that appart before the conditions can organically form. I would much prefer a duel solar system approach then a single solar system of griefers. Space is an infinte place after all why are we stuck in a micro solar system fighting over scraps and tearing ourselves apart when all that will to pvp and have pvp happens better in a faction format instead of guild vs guild. Its kind of like most raiding tribes before christianity hit in eurpose. People raided each other constantly and never got anywhere until they converted to christiantiy as a faction that allowed the guilds to work past petty conflict. Sure there were other religious factions they fought against like islam in faction warfare but they still fought amongst themselves as orgs outside of that faction as well for teritory. Opting out of a faction but still being born into a larger faction to essentially do the same as described above.
  7. I believe the correct term for the tier system is called horizontal progression rather than the traditional vertical progression moddel most MMos use. ITs basically just enough across the board to look like a game but zero depth on the back end. Seeing as they jumped off the deep end with depth but the rest of the game is designed for shallow progression. Take mining for example. You get 2 talent branches, like 4 skills you need outside of that, and a standard issue tool and a resource system that is finite. Thats as shallow as it gets. Mining does not have a full talent tree chalked full of efficiency skills, bonuses, proc based byproducts or an industry to invest in. It just kind exists as a mechanic that is like direct copy/paste carbon copy of out of the box mine craft. It only gets worse as a miner over time, not better like the industry which gets insane bonuses and more efficient as time goes on. Honestly I think getting done a days worth of work should take no longer than 4 hours of mining. If I play 8 hours I should then get past maintaining machines and have the ability to work on something else. Or if I play 12 hours I should be able to really progress that day. I feel like I am starting to work a job I hate when I mine endless 4kl nodes all day for no real measurable progress. All I know is I could mine an L core worth of material and after im done processing that litteral mountain of ore it spits out maybe a wall of honeycomb or just a meager handful of parts in what it produces. I dont have unlimited time to play this game. 10hrs manditory grind to keep a minimal amount of machines going is rediculous. I wish I could mine a hole and it would just create the rocks from the surface but with T1-5 all mats as 25-250L harvestable rocks appear and stop me along the way or tht I could use some kind of sifter mining tool that takes a chunk of dirt and gives like 1-5 random mats potentially per scoop on my way towards an actual ore node where the real meat and potatoes of mining should be. I just think createing endless tunnels without other forms of mining or sifting is needed to just break up the monotony and add more available mats. I say all T1-5 ores as rocks because you could make their spawns rare as the tiers go up and if you find a 20l gold nugget every once in a while it wont kill the game and besides with the territory wars you will need trace amounts of all ore to be present on Alioth for when nobody can leave planet or to suppliment small amounts of all ores so people can either go directly for them if they need large quantities but also that with destructible elements you will need some way to make those items every so often to stay competitive. But also that spawning rocks below the ground in caves is by far the easiest way to impliment some kind of renewable resources on a micro scale that makes the most sense to just cut down some of the grind and space between 100-500m distance between ore nodes. Or that the massive caverns and hollow spaces could spawn larger rocks or gems on the ground, walls, or ceiling. Or just sifting as well not breaking the game if you only get 1-5L of ore depending on the size of the scoop or talent level but it should give something to help streamline mining a bit more to open up the rest of the game.
  8. I love how its supposed to be some kind of epic battle but all this game currently has to offer is a mugging/carjacking sim and their only real ambition he is to break your legs to make the car jacking easier on the criminal and 10x worse for the victim. The only apparent solution I guess is to turn this mugging/carjacking sim into a petty theft and burglary sim? Its not legit pvp bro between the Empire and Rebels its like MS13 vs some old people down the street mining their own business. Its not exactly a fair fight. They just never had a chance. When the only solution to making it legit pvp is faction based homeworld combat between 1-4 solar systems with a central contention solar system and allowing players to choose their homeworld faction to fight for and then building an org to help the war effort and homeworld defense effort and working together as a larger group who cannot attack each other unless you leave the homeworld faction and create your own indepenent syndicate ore pirate faction if you think you can take on a much larger enemy. This is litterally the only way this game has a chance. Otherwise its just pointless chaos with no other real endgame other then petty griefing and burglary with no equals as im sure large orgs to a certain extent wont turn their efforts against each other until everyone else is out of the way and out of the game. Its not my fault they tout this building game as some kind of Eve Online. If it were set up properly I might have PvP'ed but since NQ does not understant well established principles in the MMO genre that you have a combat class primary role where everyone can fight and a secondary crafting role to accentuate what you do via crafting im stuck in a non combat role trying to bide my time and progress to some day fight but I dont have years to wait to do that. If we had a faction based system that had orgs working together I might build some ships to help the effort but not in this current system or the capacity i have to just build basic things or the inability to make honeycombs over having to choose useful practical parts has been a hamper on a lot of things when it takes like a litteral mountain of iron and mining 10hrs a day to make a wall. Mining the space of an L core should produce pretty much an L core's worth of material you would think.
  9. Yeah I totally get that. Im sure when the devs were like hey lets design a job that people will have to mine 10hr shifts that is stuck with no skills or ungrades with standard issue tools you start with just to hand over your hard earned work to someone else to make money not you it probably never occured to them that the ratio of effort just to maintain an industry tailored for 3 people requires 20hrs per day bare minimum to run and maybe miners dont necessarily need to mine 5km of nodes to do that is the defininition of fun to keep the lights on or that any additions to the industry greatly increase the min effort required while the resources take longer and longer to find before you cant even keep simple things going even though you have max T5 mining its a losing battle. Or that even if you are a pilot you will need miners or miners for industry to keep it going to fight. They are asking people way more time investment then you get in return for the speed you can progress in terms of months let alone days of merciless soul crushing grind. The least they can do is allow random tier 1-5 rocks to show up below the surface like they do above or somehow set a depth so the frequency and tiers get better. And have just a whole huge size of rocks that appear from the tiny rocks on the surface to those huge boulders. Everything should be mineable for ore, sediment, or stone. I say Tier 1-5 ores because it isnt going to break the game if you stumble upon a 20kl gold nugget every once in a while in a tunnel you dug a while ago. Or that you could instantly give purpose to the dead tunnels everywhere. There just needs to be SOMETHING between 1-500m between nodes to do to suppliment and make getting ore more efficient. I think it starts with rocks underground with different scales that requuire the mining and dead harvesti.ng tool but also make a sifting tool that digs and takes a min to process soil into mats as well so there is a variety of things to do. You could sift your way to a node, collect rocks along the way, and then mine a node that in of itself would not be game breaking but just streamlining the process and killing a lot of the grind as well. Its not that the jobs arent boring (which they are) its just simple little quality of life improvements that need to be added to make life in DU such a chore. Things just dont need to be so dramatically drawn out to be fun. I dont know any other game on the market that requires 10hrs grind for such simple things or the 8+hr road trips to other planets. I dont have all the time in the world each day to play. They need to build the experience to fit some kind of reasonable progress in materials to be made within a 4hr window to get your maintenence done to keep machines going bar none. Not 20hrs split between 2 people now being forced into 10hr shifts. 4 hours should be way more than enough time so you can catch up on a side project if I work an 8hr ingame shift and actually get ahead if I work a 10-12hr ingame shift. Its rediculous. Im a person not a serf that toils in the fields all day for nothing. I expect a wage for my effort to progress in a meaningful and reasonable amount of time. We pay them money for that right. This isnt one of those Free to Play games where all the content needs to be held back so you buy more boosters or pay to cut through red tape. This is a sub based game. You go with a sub based game because the game is supposed to be good enough so that the devs dont focus on the cash shop, they focus on making the game.
  10. Its funny you mention needing structural supports being required to built tallet... I said screw building everything with static cores unless I need to hollow out that space for a specific pupose like an elevator or industry sections, chilling areas which require millions of honeycombs as is and set out to make teraforming work for me rather than having to use exclusively voxels vs teravoxels. Anyhow, there is a quszi basic framwork in the game right now tht requires some primitive version of requiring structural supports. Let me explain: Using the flatten tool you can sheer off a surface if that surface level drops below the surface you are trying to create it will attempt to fill it in The flatten tool will only pull that lower surface up until the point where it starts to create a sort of laddice rebar beam looking lines If you try to pull those lines out it simply will not let you unless you fill in all the little divits before the flat surface can be pushed out any further or the rebar beam looking lines. You can also at any time fill in the areas with teravoxels and flatten the surface to extend some of it but even still there is a limit to how much you can pull the surface up and out. Knowing that you can do the same thing with dropping however high you want a structure to be by filling it in. You can create hollow space since for me right now it seems to create 20ft high ceilings. You can then plane off the top like the soils But it will not let you extend that floor out beyond a certain point like it has some sort of primitive structural system built into the engine. And personally I think that there should be a build mode to add honeycomb to the terrain independent of the cores so that you can add light elements in mines or make actual interesting locations. If voxel building was not bound to a core and you could actually build up a territory without 800 dynamic cores for anything really cool at the other end in size or scope in a sci-fi game should be independent of cores unless you want to fill that space with a purpose like industry, infrastructure (powerplant), markets, commercial, residential, and allowing players to build up the land itself with build mode for taraforming just the space you initiated build mode in just so we can shape the land or smooth it better with the precision of build mode and the shapes from voxel building translated to teravoxels. Or being able to risk assets or open the game up to more easter eggs if you can just put voxels or elements down like the hoth base in star wars where they didnt need a territory unit to make that base they just did until the empire discovered it with the probe droid and smashed it. They didnt declare war, nobody really owned the land to begin with, and the rebels put down all those parts and things to run their base someone could steal at any time. I think it should be the same with du where you can just dig a hole turn it into a mine with disposable track systems or vehicles that are mobile containers in some kind of industrial mine train type setup. Since nobody owns the mine you should still be able to place the elements for the track, supports, mine container cars, mine train, etc along with being able to place lights or voxels/teravoxels and truely create something cool out of it all that someone could come along and steal or help. But yeah there is a primitive form of voxel architecture if we had to physically build up the landscape organically with unbound voxels from cores exclusively with teravoxels having its own voxel build mode and actual stone textures and building since pretty much builders add function to a core and a teraformer should be building the foundations for that to fit the building cores. .02c Edit: Or that the industry is an illusion that you put all the time in the talents to just start the machines, the schematics to make something worthwhile and then... never be needed again since you only have to start the machine and if you set your industry up right you never have to touch it EVER AGAIN. Nothing to do and you cant even fly if you wanted to or mine to help out. You are stuck in limbo since you cant do anything else but you are now dedicated and invested in th 6 year adventure of the crafting role. What I want to see at the bare minimum is modular pieces that make up items that have a physical purpose in game tht can be used in any number of other functions like the pistons for landing gear depending on size being able to move element based platforms up and down side to side. Or that a wing or stabilizer is actually made up of all the pieces it represents like slats, ailerons, flaps, spoilers, wing tips, and winglets. Or engines having turbines, thruster banks, manifolds, thruster cowls that retract like on an f-15 that focus the jet exaust instead of needing 10+ meters space around an engine. We could take all these element fragments and we dont even need the devs to make XL, XXL, or XXXXXXXXXXL to be designed, we just need an aileron to start as 1x1x10 voxels to double to 2x2x20/3x3x30/4x4x40/5x5x50 and let us make the actual items ourselves that fit the scope and function we need through a modular based approach. Then allowing industry people to do something by having some kind of engineering core to assemble custom items out of element fragments to physically build a custom wing. For instance the custom wing is comprised out of specific scale (XS, S, M, L+) restrictions or below scale, but allows you to fill up say a specific set space with the modular parts to make a wing. Once you have created an engineering diagram of a wing it should be turned into a schematic and then allowed to be mass produced through the industry. The biggest issue right now is there is nothing to do and so giving industrialists more customization and things to tinker around with is what that role really needs or the reason to talk to pilots with a little R&D to see what they need more of for particular specifications for atmo/space/hauling/combat and making custom parts and having new markets added for after market parts only for custom sales or custom parts made for specific ship specs to become a thing.
  11. I have seen hundreds of AAA/indie studios promise the next new cutting edge tech awesome whatever whatever but either deviate from their own vision or fail to produce what they claimed was their vision if they even get far enough to make it to launch. Indie studios have the most at stake and once we get the physical development of what they promised initially turns out like nothing they wanted to create. "Hey bro want to play a job"? I dont, I want to PLAY a game. There is NO reason to add grind if you simply make experiences that are hard and not grindy, sinked up, or gated by just about every trick I have seen over the last 20 years. I wouldnt need so much grind if they simply had super abundant resource seeds like their should be and make it as hard as possible to mine the resources. Not because of teritory wars ganking. Not because you decided to shut my industry down because your talent system is jacked and outdated, but because there are so many environmental hazards that prevent me from mining that I can go to any spot in the planet and mine as much as I want from 1 tile and not 200km to fill up 10 L containers. If there was wind, eriosion, heat, cold, oxigen, npcs, radioactive water tables, visual imperments (rain), poisonous gases, toxic spills from crash sites, asteroids, mining tunnel collapses, earthquakes, and all the rest of the environmental factors that would otherwise make the game harder to justify abundant resources to keep mining slowed down enough to require a pilot worth a damn. For example if I were to head to jumpiter to mine some sort of gas or if there was some kind of material that compries the core of the gas planet I would have to somehow land in 380mph winds. If this was in du you would have to consider max lift or purposely designing a ship that was heavy enough to counter those winds that would perpetually keep my ship flying since the sustained lift would need to be higher then the wind speed. But that I would also have to be required to face cross winds, up/down drafts, head/tail winds throwing my huge ship around trying to land. Or a magnetic field to the planet that makes scanners intermittant. Visually impaired by the huge storm. And if I am good enough I could land on the surface. At which point the moment I step outside my ship I need to breath oxigen, I need to get out of the wind and hope the gusts dont get high enough to cause my ship to suddehit the min sustained threshold and fly away or smash into something and explode. I need to mine out a shelter for me and my ship and put down a static core to keep erosion to keep my ship or me from taking damage even before I can think about mining. I need to secure my start first to stay long enough to mine. Once that is accomplished I need to worry about staying inside or underground when the sun goes down. I need mining bits to make things more efficient for the ore im there for. I have to deal with magnetic anomolies which suggest massive deposits that jump all over the place. I need to make honeycom to keep the tunnels I create from collapsing but require no static unit to put down. I have to potentially deal with radioactive elements, magma chambers, falling to my death, or needing a vehicle to mine because the water table is liquid nitrogen. But once you get to the ore it isnt just 4kl, its whole 25kmx50kl coal seams, its massive gold deposits straddling those seams, its the 7 tile cluster that is a limestone quarry, or that granite is like 5km deep and has more bountiful mats the further you go down. Or that the core is made of 10km thick super dense super abundant pyrite. The point is the danger is met with the reward of survival and that even if you go there you know the danger can be extreme when all facters point the gun at you, but that getting that ore cant be done by just anyone and that each planet adds more and more difficulty layers the further out in the solar system you get. There should be planets that are far too extreme to gather materials there and if you do its worth the hassle. Not because NQ hates me playing solo or in small groups and adds tons of grind and hassle, time/credit sinks, or content gates for no reason, but because the game is hard to justify making everything abundant. I dont think NQ needs to go crazy on gear but I do think there should be a suit for all the different environmental dangers like radiation suits, heat insultated suits, cold insulated suits, flight suits, mining exoskeletons, industry suits, and a general resistance system that forces you to be prepared for anything and if you dont bring it on your space oregon trail experience with the proper supplies to finish your task then you will simply die. And lastly if it was hard to get to the ore, hard to mine the abundant ore, and there were crashes and no way to get to the wreck if it was due to environmental dangers and immediate salvage was not possible then there are actual wrecks under real conditions to go salvage that also might lead you to your death if you arent careful. The danger should be the difficulty of progression not the grind tredmill of punishment for no reason. Mostly because you will need tons of throw away vehicles because you will crash, you will die, and you will lose ships. So you need TONS of resources on the easier planets to throw away even before you consider the ships you will also need to throw away in pvp. You will need abundant mats for huge battles. You will need abundant resources for 10 years potential of non stop conflict and environmental losses to occur. You will also need factions to streamline all the gank centered small scale scraps and put people in a main starter faction people are born into and cannot attack people due to some kind of implant people are given on birth. If you have a faction of allies who cant turn on you then you have a foundation to build something on. If you have a faction you are allowed to work on your terms rather than some mega org rading guild you have no choice to work for rather than tons of guilds working together towards a common goal TOGETHER instead of everyone being an enemy from the start and being picked off by solo predators preying on inexperience and grief loops. NQ needs to have a Duel Solar System approach so that you have enough room to build an empire grow, build industries, build bases, fortifications, ship factories, logistics chains, infrastructure, and most of all government. If There should be some kind of buffer solar system to build up into and fight over until it spills over into the other factions solar system from the buffer solar system. Players can leave the main factions by removing their implant and lose access to markets and are killable by both sides for the ability to become a space pirate or syndicate rather than org. If the enemies are clearly defined into two major players with a handfull of pirate or rogue factions it comes down to defense which would be some kind of police force that keeps players busy doing patrol missions, helping people against syndicate activity or PvP backup anti pk mechanics in their home solar system and a military side of the game that colonizes and expands into the other solar systems. The missions should be given by the faction for the best gigs that are paid by the faction. To expand or do things that aid and bring in more people and roles as the overall empire expands. I dont think there should be any declarations of war since we already know we are at war. Both sides can sue for peace for periods but after that is over its back to war. Those wars should not require anything but just the ability to get there with enough supplies and people to get a foothold or to break a mass blocade. But if you are an opposing side you are fair game anywhere at any time including their Homeworlds. But pretty much since this game is driven on buy/sell bots it should be made to be the faction that is buying all that stuff up, then putting out work orders to make parts/ ships, and then giving those to people to accomplish a mission with the company vehicle per-se. So warships, freighter, police vehicles, and everything required for infrastructure, attack, defense, or fortifications is all paid for and streamlined to get people mining, working, and fighting for actual fun reasons or to build friendships, and squadrons rather than hyena gankers. The other thing to keep in mind that does not need to reinvent the wheel is how classes & professions simply work in MMOs regardless of genre. You have a main class like a warrior, mage, fighter pilot, miner, or pilot as your main class and then your profession which further reinforces the class you have chosen. In this game you have the professions as classes with only one combat role when it should be a sepperation of church and state since Crafting is a necessary quality of life function in this game. We need Miner, Pilot, and Fighter pilot to be the only roles with Miner/refiner, Pilot/mechanic, and figherpilot/Engineer as the Profession roles and thats it. No overcomplicated I can fight and you cant kind of thing everyone needs to be able to both fight and craft so that they can fight in the first place. If you want to turn that into a business that should not be a crime no matter how small scale or large that is. The devs should not be alienating or singlling out different mmo player groups they dont like as much as they should be embracing the way people like to play and giving us reaons to fight rather than the weak ganklock chaos they have developed. If im in a faction it does not matter if NQ sudden spawns a 25kmx25km super node for a gold rush event and this mega quarry can support thousands of miners all working for the faction to advance their own progression along with the greater progression if the government faction is sending everyone on a mission there to collect that ore to build ships to fight if it all goes to the same place at the end to facilitate the desire and comradery to destroy the syndicates and rival faction. Or that in the middle of this huge war they can throw in an alien armada to stop the conflict or some kind of rotating group of galactic enemies out of stelaris or skyforge where robots, creatures, and other things have a timer set for impending invasions. This game would also be cool if it was like XCom in many ways for planetary defense and research with an escalating alien/robot/creature assault where it starts with probes, then scouts, then drop ships, corvettes, frigates, captial ships, and motherships similar to the balaur from Aion. The devs should use some of the auto pilot scripts in the community and apply it to npc ships. With the automining bot it could be fairly robust if they keep adding to an all round npc functionality of mining, piloting, and fighterpilot, or market access. Obviously crashes and things will happen but adding more salvagable ship parts and things is not a bad thing either. Organizations need real hard finite limits brought down on them with population limits that force people into more orgs even if they have to make sister orgs they can still ally with up to 4 other orgs. For too long they have been given the keys to the game and drove this game into the ground for everyone else with what they were allowed to amass up till now. An org should have to choose what role they want to play in a faction with miner, crafter, freight, or pvp with 1 additional org they want to add or 2 miner slots since you certainly need more miners than you need industry. OR a building type org that will be required to build bases or fortifications for the faction to pull them more into the game. This pop limit should be 100 players with talents to potentially increase the number to 100. The population is disperportionate and needs to be spread out rather than funneled into someone elses idea of how you should play vs how you actually want to play in the time you have each day and the choice to participate in factions rather than it being forced upon you by some kind of space raiding guild with no insurance or 401k plans. The peote vision they started with has failed and their understanding of MMOs really shows in their work and how modern day players actually play instead of reinventing the wheel in an industry and niche-niche-niche-niche market they chose. Its supposed to be based on skill with a game like this but it is made for grind, sink, and gates because they have no content in a sandbox that is supposed to be made so that we have tools to make the content so they dont have to with modular things that we can use to build with on our own terms beyond environmental, player driven, and limitations of the parts to make things happen during progressing being the game instead of waiting 10 years to really be able to do anything you might have wanted to start when you first joined because of bad game design that is unnecessary in the first place if they knew what they were doing vs what they chose to do with their time and money. We need a new vision. It has failed spectacularly hard on all aspects outside the PvC genre they are pioneering. Not the epic PvP game they set out to create and again failed spectacularly hard at. Their core concept is short sighted and ametur from an unproven untested indie stuido who has to prove they have what it takes to pull this off. It has a solid foundations but the body style and point are terrible to a large majority of people who would otherwise love to play this game. I know I have for years and it is what brought me in but at this rate im not sure how long ill be playing if at all by the time launch hits with this unpaid job I play or that I am paying them to play this unpaid job instead of a truely fun entertaining game it could become. We are quickly reaching the point of no return in terms of NQ changing direction to save their game or the damage they are doing to the reputation of their game right now that will not be solved by throwing money at the problem when this game has likely been written off already by those who tried it. Its not looking good unless something changes.
  12. I keep saying that this game is a PvE game or more specifically a PvC or player vs crafting with PvE as an afterthought. The PvP is the worst ive ever seen imo and ive played prolly at least 60 PvP MMOs not to mention most of the best this industry had to offer and this just does not stack up to even the worst PvP games I have played. They are litterally reinventing the wheel here just a loooooooot more drawn out for no reason. at brass tacks regardless of genre you have classes and professions. These two are not the same. A role is a pilot, miner, fighter pilot. The industry should reinforce one of those three roles not work against you or make 90% of the people in the game unable to fight. We all need to fight in some way. We also need to craft to reinforce each role. The biggest mistake they made was not having Pilot/Mechanic. Miner/Refiner, and Fighter Pilot/Gunner and then layer the industry after that so you make mining parts, ship parts, and starfighter parts independent and make sense. What they have created is a PvE server with PvP as an after thought. Most of their game is gathering/crafting based. If PvP were not unorganized zerg chaos it could potentially be fun enough in a faction setting. The issue is you never get out of the gun of resource gathering and crafting to ever get to the PvP game. Or even if you do what is the point? Grief newbies in a killing fieldd outside Alioth? That is not PvP. It cant happen without factions and players will never organically create that or PvP without an allied safety net so that there are clearly defined sides and enemies vs having to watch your back all the time for your fellow players and never trusting anyone, exploring to see their stuff, making friends, orgs, and fighting for a side. Just aint going to happen the way they think organically. This game is further along then EQN Landmark was in many ways but it still suffers from the same pitfalls of attracting the building genre people who want to come in and build works of art and not really play the game more then they have to in order to accomplish their large visions. No PvCer is going to want to lose the hundreds or thousands of hours of their hard work to be destroyed in seconds and everything stolen from them. Hell most people dont want that. It takes 20x more time and effort just getting the mats, TUs, buying the land for 2mil, setting up an industry, gathering, processing, and crafting honeycombs, elements, and everything else to be able to build large structures and properties just to be destroyed in seconds to minuites. Its like 500x more drawn out or grindy vs PvP. Im not saying PvPers dont go through the same buildup, its just that without being part of a faction you will have no allies, nobody coming to your defense, nobody manning all the turrets and things required to defend a base without being in a megaorg. I will say that if Territory Wars are allowed to ever take place on alioth this game is done. If the devs would have been smart and have Dueling Solar Systems instead of Dual Universes since that obviously is not possible they just need to create 2 starting factions in two connected solar systems and allow people to create their own factions if they dont like the main two factions to become syndicate space pirates or some kind of trade federation. That would instantly make this game more attractible to people who say they like PvP but dont and are usually the first to leave when they get griefed constantly from the start of the game without recourse or the ability for self defense against it with the chance to win. But certainly as well if they had a PvE server that was more about super dangerous conditions, respawnable resources, and making it all about environmental danger or npcs as the aggressor faction it is no different at that point then PvP just in a more enjoyable format for a much larger player base then they would normally have by not offering it. Even the first MMOs knew some people like PvP and a much higher majority of people apparently dont. Its stupid not to offer it aas even a safety net for this terrible shotty stone age PvP system they set up. But the world generation in this game or biome diversity of just tundra and the sediments consisting of sand and snow with no dirt or stone looks ok but it would seem the voxels are limited to like 250 textures and most are clogged up with the other honeycombs for building and Teraforming got shafted. I dont need 40 textures of snow as much as I need stone and its locked into nodes rather then the actual physical construct of the planet. I will say that typical world generation tools create that nice sterile desolate landscape look and all but most studios pay artist a lot of money to do more passes to break of the repetitive patterns. This is why there needs to be a free build server. DU needs to crowd source their content production through a free build server that has all the rest of the game elements taken out and giving the server some kind of theme and letting them run with it to build structures, massive PoI assets. and the finer details NQ wants but does not know how to ask for. Do like 3 months of Teraforming before voxel build mode is granted. After 6 months shut that season down, geneate the rest of the reousreces, do a final QC check and make that the next playable solar system. It worked OK for EQN but I think it would have been better if it was just pure build without needing to grind to build it should be built for speed to add some kind of life to your game. This would bring in a whole bunch of new people or allow players to jump on their to blow off steam and to create what they actually want to build. Perhaps at the end players should be able to make blueprints. I think the biggest thing NQ is also missing is some kind of SBay player to payer micro transactions. Nobody is going to buy a ship with credits. Im not saying its not going on its just that whole system is fucked. It needs to be an all in one full ship magic blueprint only spawnable on your base. Anyhow there is a lot of talented people here making scripts, voxel assets, ships, industries, etc and there is a whole untapped potential to let players sell those things or even ore for real $$$. NQ has made a gold farmers dream game with massive grinds, sinks, etc and people are no doubt going to want to pay $$$ to just cut through all that bs. But there is an untapped potential in hosting a market to see what is actually selling or needs improvement on NQs end but also they have created the conditions of such enormus grind that they can actually sit back and collect pretty much free money for letting players buy/sell completed items, full industries, huge stockpiles or ore, Ships, scripts, skins, etc. We do it all for them and they sit back and collect the cash for doing practically nothing. I know the micro transactions thing is iffy but with items being fully destructible in 1-3-5 crashes their uses are short lived and again creates a demand for people to cut through all the bullshit redtape with their wallet if they want to with items that exist in game and in some circumstances are already being sold for $$$ and NQ not taking their cut. There is no need to reinvent the wheel here as much as NQ just needs to play their own game or study the systems that exist in all MMOs. If they dont want money for doing nothing or to sell things people would pay for otherwise or larger market shares of population if they would get their head out of the sand and at least try to make a fun game that is available to more people then shutting out everyone so they are forced to join mega orgs when the simple solution to all JC's galactic war wet dreams is litterally factions tht would make this game available to a much robust experience.
  13. PvP gear or in this case ship parts should not go past the regular Tiers period. This only exacerbates the problem and further throws pvp into greater imbalance with no defense mechanics or defense Tier 6-10 PvP parts being added. Why does PvP get to be 2x as strong as anyone else's role in the game? People keep asking for more weapons but what about us? If you want more weapons in your arsnel then I want Warp 2-5 to counter it. If the answer is more weapons and no defense then I want Warp 6-10 to counter that. PvP never gets better without enough super abundant resources, an even playing field of attack/defense, and a reason to throw away ships. Until that happens this whole PvP thing is an afterthought. By any metric it just falls flat on its face as any kind of meaningful pvp. Lol I just wonder if NQ tomorrow was like we are adding a no combat PvE server how many people would instantly migrate there just to avoid this terrible pvp grief system. Or hell how many people would come back or new people it would bring in. Hell if NQ would use crowd sourcing for world generation and open up a free build themed server for future solar systems or to add specific landmarks, PoI's, easter eggs, and structures how many more it would bring in.
  14. I think going to planets and going outside a ship core or static core should require oxigen as a gas source to mine and need to fill up a nanopack with oxigen to breath and mine or you run out of air and die. There is nothing slowing down mining and requiring oxigen is the first step in that. The second is also requiring natron for some kind of legit jetpack you can really fly around with as a stock feature or some kind of tool. This will also be needed for territory wars.
  15. This thread has it all wrong. The sense of entitlement here knows no boujmds either. I didnt kill your precious PvP, you did when you chased off most of the feeder fish or made them all quit I put hundreds of millions into my ship and mined for a month, you didnt and you are not automatically entiteled to what I ear without effort I am required to potentially piss away 32+ mil per round trip as a cost of business to avoid PvP, You are not required to pay anything for the priviledge to fight me This isnt a PvP game, this is a strange new genre NQ created that is Player Vs Crafting with PvP as an after thought and a poorly concieved one at that. Hate to break it to the PvPers here, but you have killed off the PvP before it ever got going and as a result killed off the weakest of the T1 Basic prey. Welcome to the T1 Advanced grade of PvP in which you forced everyone to go with warp. That was you who did that not me. You made it through EZ mode ganking/griefing defenseless new players, mining crews, or those too poor to afford or get to the point they could structure warp cells into the cost of doing business. That was you not me so deal with it. Are you going to cry foul if NQ ever gives us proper defenses when you come at us too when suddenly every hauler you go after is now a superfortress defense platform? too? In any good PvP savanah sim: The lion/serial killer has to stalk their prey to find prime locations to hunt The lion/serial killerhas to ambush their prey and kill quickly Once the attack starts the prey is presented with the chance to fight or flee Once the chase begins the predator has to run down the prey and kill or the prey escapes Its the most basic formula there is to understand and if hunting animals or people were easy.. O wait it is! All you realistically have to do is camp Alioth and wait for the prey to come to you in a 1su killing field where all you need to do is do some homework and camp some lanes and use police wolf pack traffic tactics with a spotter and enforcer paradime whole shooting fish in a barrel like a bear snatching salmon out of a stream. And because you ate all the salmon that were easy you dont want to put in the work to run down the gazelle you are now required to chase and run down before it runs away and warps. Guess what tho. My gameplay role gets further and further out of reach the more time goes on and the resources run out. The difficulty level gets harder by the day. Why not your gameplay loop? Why should I just hand you over my 120+ mil ship? Why should i not be able to have the choice to run especially if I am forced to pay a luxury tax to do so? Why should I have to mine a month of my hard earned effort over to you with no chance to keep it? Essentially what is being asked for here is the ability to break my legs before the chase sequnce starts so that you can get free sack lunch handed to you because you dont want to put effort into the 300mil payday I represent. Months to fight the building tool to get the placements and parts to fit, optimize, and months to get the talents to fly it with putdowns, and all so that you can just rail all the ships out of the sky all day for what? It would kill this game in 6 months if NQ hands over the disruptor when I still have no defenses in game to even slow down the loss of my ship. I still need quantum encryption, self destruct sequences, cloaking, traps, proxy mines, auto turrets, armor plating, and shielding, amongst other things like guns, rocket launchers, turrets, and basic quality of life defense systems. At the very least I should have the choice to blow my ship up to prevent you from taking my cargo. Let alone the ability to make that harder. Right now its either warp or lose months of effort or progress because the devs hate how I play and dont want me to be able to do anything when pvp happens needs to change. You already have the easiest pvp experience I have ever seen with the coming territory wars to steal everything else and you want to end the game in 6 months from the point the add the disruptor all so free sack lunches can be passed out to 1 segment of the population until they run out and this game is dead? I already hate being forced to keep up with the 10hr mining requirements to meet production off mining constant 4kl nodes. You take one of my ships again and our org is pretty much gone. I am sure after the first, second, fifth, or tenth time 90% of everyone else left will too. There needs to be a sepperation of weapons and armor dedicated to if it is an Attack Dynamic Core (L-A Dynamic Core) vs a Defense Static Core (L-D Static Core) so that different sepperations can be made like requiring the same class weapon (XS, S, M, L+) items are matched to the scale they should be should also allow a L-D Dynaic Core to have the most defense over weapons an A core should have as a fighter or bomber. Haulers need to become super fortresses that can repel attack and not just fall victim to sack lunch handovers of my hard earned work.
  16. I love pvp but this is not a pvp game. Its not even a PvE game. Its not even a survival game its meant to be. They missed the mark and somehow created their own genre I would only describe as PvC or player vs crafting. Just because they added some half baked rare pvp does not make it so. There is no skill in it in a skill driven game. Its ambush pvp at best and that is saying a lot. Territory wars will not make it better. The PvP redesign will not help either as they have no idea what they are doing or they would have done it being the core of this game. But they didnt, and they wont. Its just a much as a gimmick as it was in EQN Landmark. Ultimately its a crafting and building game built on the back of a higher resolution mine craft and it fails hard at that too. The only thing this game has going for it is the ship building, base building, and industry. Not PvP. And since they brought in the crafting community and baited PvPers in this game will never work with how much effort it takes to mine, process, craft, buy, build, and run a base vs how quickly it will be destroyed with the faux PvP is 2500:1. This is not a PvP game or people would be throwing away 100+ mil ships like candy and willing to fight, but like 5% of the community likely does any kind of PvP. It aint a PvP game as much as the devs or the PvPers here want it to be. Or how much they tell the "carebears" to leave who do they think makes everything and mines everything for their to fight or gank ships from? Certainly aint PvPers. Territory Wars? All that is going to do is clear the planets of the bogarted juice tiles and pretty much they likely already own most of them from when they were able to drop 100k putdowns of TU's that is now 2mil. So basically once they wipe out all the cache tiles of people who no longer play or the small org staging bases nobody will ever build a base outside of Alioth and PvP is dead. New universe to PvP in? Its mega org exclusive content nobody else will ever evperience once they blockade the jumpgate / star gates. Dead content for 500-1000 people for their own personal server solar system to destroy everyone else just that much faster after wholesale systematic stripmining that they own most if not all of already. This aint a PvP game.
  17. I assure you it has been developed as all the planets are made of nothing but sand. Thats the problem there is no need for miners at endgame as there is nothing to mine but sand. Sand castles are not good endgame when the mats run out and you have to resort to teraforming to make structures.
  18. Sadly its the only route most devs take is PVP wars are the only thing that matters. Or they go politics which is another route if we had massive infrastructure, roads, rails, ports, spaceports, power plants, and things like that to decide where to put down like some planetary game like sim city would add purpose if the different sassive prefab parts were basically tile sockets you could teraform around and add to in order to personalize I would say im game for that. But beond politics, industry, commerce with actual market stalls and market links, there isnt much left but colonization, prospecting, teraforming, building, crafting, industry, and flying. I think some kind of engineering core in which you can take like parts of a wing (Slats, flaps, ailerons, wing tips, winglets, and spoilers) being a part that put together makes a wing like a M Wing, but each of those parts should be modular so you could put like x2 L flaps for lift, 1M aileron since it just provides roll more than lift, and the rest of the parts so you can build your own custom wing or use whatever voxels you like vs the regualr skin. Then take that to some kind of engineering core that can give you a blueprint. Then once you have a blueprint there should be some way to make a schematic of that custom part. Once you have the schematic you can then mass produce that custom wing with your part onto the market and giving it a <M Stabilizer (model). Then NQ just needs to make the parts each have a function and instead of having to come out with an L wing they come out with the smaller parts which can pretty much be doubled and just use the same exact model the whole time. Double the power and just let us make it all through straight up engineering. Let me ask you... What are all those industry guys supposed to do when they hit start? Sit back and if you do it right you never have to touch it again and everything does it all for you. So again after you put it all down once what is there left for industrialists to do but engineer items to put into their machine to set them apart from everyone else. The real end game needs to be environmental over anything else since we basically are doing everything in 1000% optimal conditions with 0 danger on planets and if you cant pvp in them the planet should. I made a lengthy post in the gas giant suggestion thread. That is really the other missing half of the game. It is just too easy to overmine without wind and other factors or storms to make things more survival then they are without going to the lengths of eating food or being griefed constantly by space goblins because it should be hard enough to land or leave as it is just parking it in 380mph winds like on jupiter. If your min sustained lift on your ship is like 135 how do you think you are going to land or even if you do that 140kmph min sustained lift wether you are in the seat or not should still be in play if you dont put it in a hanger is like the jist of it. With the sandbox the content is us creating it with enough plastic tools, army dudes, and legos to make playing in JC's sand box fun enough to go back again out of all the possible hundreds of sandboxes with cooler people and less rules or fun rules. Personally I dont need to go to the sandbox at JC's house if all he does is tell me I got to wait 5 months to play with the army duded bc of his limits, or that when I play with the plastic shovel in his sandbox I can only make a scraping motion instead of do what I want. Or that he does not like how I play with his legos and so he is just going to take them and go inside and is screaming at me to leave but im like dude I paid you to play in your sandbox bro when do I actually get to do anything? Honestly I dont like how he hides the legos in the sand. Besides I want to make the lego set I picture in my head but JC only put so many legos in the sand and most of them have been found and used before I got there. I keep asking for more legos to be put in or another sandbox next to the other one but im still waiting patiently.
  19. It hit me the other day in another thread. The devs found out how bad their initial talent system design was when they wanted to add the other tiers in for industry wether they know it or not. Schematics would have taken 10 years to go into if they added x4 more industry talent trees worth of talents into one role. It was just too massive, bulku and time consuming, for someone to scroll through 250 talent tree branches if they put it all into industry.... and then it happened.... They killed the need for the whole talent system in one fell swoop. All that time, all that grind, and all that ham fisted top heavy approach was now needless. And they didnt even know it which is the best part that even they disliked their content gate system that they took a different approach. All that stuff should have been additional talents since now not only does all these mega orgs have all the machines but now they are again cornering 4 new untapped markets on top of it. When it should really have been a talent to hyper focus into on the specific part you wanted to be the best in. But no their solustion was to circumvent the talent system which again kills any need for the whole thing and I say flush the whole thing and cut 10 years of que off my life and just get rid of it, bury it in the desert, and just apply all those bonuses and putdowns into some kind of limit unlock governor chip for everything and make it about the parts and not the person. I dont know about you but I could craft myself a breakfast in the morning, go to work in the undustry all day, come home and build my house or plane my own wood to then do home renivation, then jump into a plane/helicopter if I wanted Some of it might take time but the stats are in the things I use, my inteligence is knowing how to wield everything to bend it to my will. The experience in this game is the trial and error of the ship parts weight bloat creep not my ability to fly or the non existent stats they give me to work with. my experience in flight sims aint the problem, i got like 200,000+ flight hours under my belt before I got here. Its the game not having all the tiny modular functions and power that are really holding this game back not to mention the world generation. Flush it! The devs dislike it too. Killing the Talent tree could add 10 years onto everyones lives. What now is the point of the talent tree if Talents = Schematics + putdowns in production?
  20. Made me and my two friends question our life expectency in this game having lost our large hauler right before they shut our industry down via schematics to make use of what we had built to make the make the parts to make even a local ship with the ore warehouse we still had. So we had to mine to sell to buy parts to mine to get a ship going to mine to get the schematics to mine to fill the machines to make a ship 1/3 optimization we used to have. With the talent reset it really threw an additional wrench into things since we now have to go through months of tiering the same stuff since the respec let us do more with the exp we previously wasted but still made things months and months longer on top of everything else. It definatly made us stop and decide if we even wanted to play to get out of the hole we and NQ put ourselves in. @op The market lag I will admit has been alot better. Not because of all the crap that exists there in the landfill districts but because after about the 5th time of lag crashes, mid air collisions, and clipping single voxel lines extending from the ground to grief people you just say why do you want to even land on the actual market platform unless you are showing off your ship with your smedium wife beater and your junk hanging out for show there is no reason not to use your container range to park 1-2km away from the market where you can actually land in a reasonable manner in the first place. After that I have never once had a problem going to the market Nobody will tell you that but its what you want to do if you dont feel like mining rocks off the ground since prolly for 10-15km is filled with player owned territories you likely wont be able to mine in or the ones you can mine in are all gone due to the thousands who came before you who crashed by lag/collision/clipping took it all or the new players trying to scratch a living. There is no ore but rocks for probably 30km in any direction or 60km round trip so do yourself a favor and park at your container rang outside the market.
  21. For sure. We all came together and we might not like each other but working towards a mutual shared goal of mutual defense/oppense, industry, and logstics is the bread and butter of pvp game to even make large scale battles possible and as you said enjoyable if we arent all containtly fighting each other 1:1 or 500:1 or the whole server against you. It should be as simple as a faction chip that allows you to be in the Alioth solar system faction. And like the book of discord from EQ 1, once you take that chip off you cant put it back on again and you become either syndacte or space pirates against the union Alioth government faction at which point however big your org gets is your faction again the main faction you are born into unless you pay for your crimes and damages let alone bounty hunters and clearing your debt to society within each solar system. Or that by going pvp as syndacate you no longer have access to the market networks unless you own one or trade 1:!. That is how it should work. Since this is space rome themed with the naming of everything you would expect the civilization we are into to be the empire of rome crushing all the space barbarians. That is infinately more entertaining of a dynamic then we have now so that you can help the effort under your own terms rather than being forced into some kind of lord of the flies leadership you are your own sub contractor to the much larger efforts going on. And besides, what purpose does taxes serve in this game if that money is not even used to create infrastructure, supply ships for the war effort / jobs, and everything else like defenses or the people to actually man them. Players could just as easily use a mass voting systems on territories or targets to hit and if there was a pining system when someone got pvp'd and an actual police force or military on top of it to keep space safer or to patrol for syndacate pirate org factions it again would be much infintely more interesting of a dynamic then we have now. Right now I see us in a peace time economy since like 95% of the population likely does not pvp unless there is some kind of event like a blocade going on from the large orgs. Outside of that there is likely 1-3% of the population actively PvPing and moreso preying on unsispecting newbies or people in a bad spot not able to afford the 10-30+ million round trip cost of doing business using warp cells if you get targeted. That is the extent of PvP for some time to come. I am not even holding my breath for what comes out the other end of the PvP revamp. Im not against pvp and it is part of the alure of this game for me, but at the same time being forced miner, then going pilot to make mining viable will lead me to crafting and then industry after im done. That will likely take me 5-6 years and I imagine ill never play long enough to experience PvP which is 1/3 the reason I joined in the first place. Mining, flying, crafting, and PvP along with the voxel building aspects I loved in EQN Landmark. It has everything in theory Ive been waiting years to play but its more of a frankenstein of other game features they saw and thought were cool but had no idea what those systems did or why they exist, or how they are connected to the rest of the systems to ever think long enough how to turn those fragments into a game that does all that stuff cohesively in a style that sets it apart from all the games they stole the ideas from in the first place. If they would have done even an inkling of research or giving it its own flair or personality it would not be in the sape its in But since they didnt do that they have to throw every grind and sink mechanic or content gate ever in a devs tool box to try and mask that the emperor has no clothes let alone a real viable design principle since games are supposed to be fun and the only reason all these punishments, sinks, gates, and grind was necessary was that devs did not want players to progress fast so they had to add all that stuff to slow players down so they could develop more content between updates and expansions. The problem is also that opperant conditioning through RNG and psycological methods that then permiated the industry before the rise of micro transactions, non existant drop rates, epic gear, no drop, legacy, and p2w mentalities over the years they use but dont undersant that a sandbox is supposed to negate 75% of the need to do any of that since players are supposed to do all content generation and punishment ourselves inside a reasonable server ruleset and punish ourselves as some kind of mass milgrim experiment.
  22. The thing is unless they have the different solar systems as faction based systems with multiple solar systems fighting against each while working together with those that start there this galactic epic space war wet dream will never organically occur to where people are working together enough to wage a war against themselves vs turning all their power towards everyone weaker then them when it should be a civilization pulling together for survival with all orgs working to fullfull all the roles and making it so that anyone other than large orgs has enough disposable income to even fight in the first place. Who in their right mind is going to throw away potentially hundred of millions of credits night after night fighting a war when we barely even are given enough slack to make a small fleet to just perform daily functions that needs to last as long as possible before that 120+ mil in replacement parts hits. There is never a point that I have felt with all the grind of grief loops under the gun to do anything that felt like I had enough of anything as a 3 man crew to sit back and feel like I finally have enough of a base, fleet, industry to say Ok cool now im ready to become a 3 man sar fighter wing to do anything. Since everyone is an enemy potentially I feel like I have only the allies in my crew rather than a civilization of allies for any need to work together. Since PvP is broken, years out of my price range, and trying to get an industry set up to make all parts to one day run a player hosted and connected market with market stalls is my only real long goal as I never see PvP amounting to anything more than lone griefers or at best when territory wars hit Zerg Griefers. One the large orges take over all the bogarted juice tiles and caches of stockpiled resources of people who no longer play and finish taking over anything of value then nobody will likely ever build a base outside Alioth except large orgs and at that point PvP is totally dead no matter how much they revamp it since obviously they dont know what they are doing this far along in development to make it work. But PvE will never work either since if they have weapons you will lose every time unless you get the jump on them and even still I expect nothing worth risking again potentially hundreds of millions for slight gains I could have gotten in technology know I could just as well let someone else take all the risk and that the market will likely be saturated with then soon enough and cheap enough to further not justify fighting npcs since it will take me years until I finally get around to PvP talents which will likely = PvE talents as well. Especially since i could just mine and buy it off the market for 0 risk. But honestly tho there is no endgame in a sandbox game. Technically if you have all the new schematics and parts production you are already at endgame the same as the basic standard issue mining, same with pvp. This is pretty much 70% of the game being complete. It does not get much better from here it only get harder as resources become more scarce and grabbing ore just always stays just out of reach no matter if you have T5 everything its always just that much further away trying to break even once all the tiles are systematically strip mined or the mining bots clean the rest up in record time. Missions wont help either unless it is in PvP protected areas just to add more cut rate abitrary tasks that likely wont pay what its worth to do with other players taking the same mission. It will be fun for a week. NQ just does not have any reliable content built for longevity that isnt wrapped in 10 layers of sinks and grind that gets multipled by the requirements generated through your industry that keeps you chained down to the 9-5 mining job you are forced into.There is no other seemingly planned way of getting money other then mining, ganking ships, or perhaps grinding NPCs that will likely be 10x more grindy then mining or on top of it being griefed by space goblins every 5 mins which will make mining take 10x longer then it does now. Endgame... Its not about how long youll play that defines endgame in DU is how much bad game design and grind/punishment/time&money sinks youll put up with before you hit your own personal endgame and find a better game. I dont think they ever thought that far out to create some kind of end game since they are essentially flying by the seat of their pants with a box of bandaids and elbow grease and some ductape to keep this thing from falling apart to just get to the grand opening. Lol endgame... that was a good one. I didnt know I needed a good laugh this morning so truely thanks for that op.
  23. Neither do I. Its some basic baseline numbers that are semi realistic (mileage may vary since a lot of numbers are so far off the mark). Im not expecting it to be real nor do I want it to be a mirror image of reality as it would not leave any room for the Sci-fi that everyone really wants since this Nazi WW2 V2 Fossil Fuel V2 Rocket sim meets Kittyhawk learning to fly at the dawn of space flight wright bros sim they have going frankly sucks ass and I hope they start phasing that archaeic system out for more fun and efficient sci-fi parts to where I dont need 300 Stabilizers to fly 2 L containes of gold.. Just saying to clarify.
  24. I think that this type of idea is quite possible. First it requires a wind system like you would see in a lot of gold type games with one exception. Typicall you are in a fixed postition so the current just blows horizontally when it reads that the wind is coming from the nw at 7kmph. On the ground that would be fine but if you are flying that is another story and there needs to be a vertical wind current as well. If they use the gyro they already have and then make it so that there is a planetary wind system that everyone is bound to that is more horizontal then vertical in nature but has a range of min/max wind that could occur that day for both axis of hortizontal/vertical wind you could essentially create headwinds that slow you down, tailwinds that make you more fuel efficient and faster, cross winds that blow you off course, or up/down drafts, and even turbulence in a sense. If a gas giant type planet like jupiter were simulated there are wind speeds up to 384 miles per hour. The wind in DU does not need to be that crazy but it should add on a layer of complexity with the destructive element system to make it risky for any crew to go to a place with a super high risk vs reward payout. Even if you hit AGG and think you are good you should still be blown around or bob due to the winds pushing it or up/down drafts potentially bobbing you out of the AGG 1000m start of gravity. Nobody should be safe. And once you have a wind system going they just need to adapt the atmo burn to the wind speeds to simulate erosion if for instance you managed to land on Jupiter despite the 384 mph winds your ship would likely be containtly pelted with debris if there was ever any solid core or proto mantle. SO if you are contantly being pelted on most other planets. By using the atmo burn system you can use it to apply a dot if the wind speed gets high enough to start causing damage and should glow some color like white or yellow if it is being wind damaged and the metal being sand blasted unless it is either under the water table or being stored within a static core hanger which takes the wind damage instead of your ship as a real survival mechanic on other planets. Once they have wind down it should not be too hard to create 3 transitional weather patterns of clear/cloudy/stormy as a que for both the weather system but also that the cloud layer should be an obstacle instead of just some nice little puffs on a perfectly clear day, no wind, no rain just 100% perfect optimal conditions. If it added a rain filter that didnt necessarily have drops or anything but cut your visibility in the lower atmo. This is also the basis for what you suggest with gas giant colored filters and low visibility. But if you can simulate basic wind, raion, and eriosion and the need for shelter then also the other factor should be heat or cold. If you have the sun and Alioth for instance has a 5 hour day/night cycle you could also in theory create a temperture system too so that it only warms up during the daytime and cools down at night. If you measured the heating rate by the proposed SU distance from the sun as the rate of heating in game along with adapting the atmo burn system then you could potentially create planets like mercury which is basically nothing but a giant ball of iron but far to hot to ever land on or venus. And since it gets colder you could also use the atmo burn as a frostbite type system where the longer you are exposed to cold you will slow down your actions as your character freezes to death. The heat/cold could also affect performance or mealt your spacecraft in minuites to hours in planets close to the sun or take longer to warm up the engines, performance, or electronics performance on further out planets. And then there is also acidic planets, different electro magnetic values and other measure that could disrupt things like the AGG from being able to lock, or no air for atmo engines, gravity that is crushing, Or that the water is acidic, the voxels are magmma/too jagged to land anywhere without first exposing your people to deadly risky clearing and prospecting of the land while taking acid rain, sub zero temps with Not to mention radoactive elements as well causing havok to certain systems or lifeform I also think there is a need for air/gas voxels that we should have to fill inside the holow spaces to define air locks, breathing for mining under the water table and rquiring the use of oxigen on planets without air. But also different air voxels for different gasses and color filters is essentiall how they would bring a lot of these systems in. You could also have things like fog through that as well. Earthquakes are also a necessary addition to the game. The best way to do it would be to add some kind of unstability metric to a tile that goes up the more it is mined or by the number of hollow space is created underground from mining. As it is mined or mined out the unstability % rises until it is added to some kind of earthquake que type system used for talents. The system itself then would have some kind of timer or exp used as the % for the most damaged tiles and then just reset everything in it. It should have some kind of % metric on top of that to suppliment and add some kind of random rage of mats so people arent just wrecking tiles for earthquakes to reset resources. But I do feel like the more times the tile requires earthquakes the high chance that mats reset there until they do which should then reset the metric for resource respawning back down to 0% and built up again over time. That way it is completely random and makes sense instead of just respawning. I think meteors / asteroids could actually be possible to simulate asteroid / meteors. There should be some sort of way to take a Dynamic core and just make it a giant blob of metal, rock, etc in that core so that it is mobile and treat it like a space ship that is a meteor (XS, S, M) or an asteroid (L, XL+). NQ could then ad a spawn point somewhere in the "asteroid belt" where they spawn from and then just have a system that uses part of a type of auto pilot script that does not account for any form of braking once it hits 30k kmph and races towards some random planet or moon waypoint. I would also give it some kind of random spin so it looks somewhat natural and then let it crash into whatever it hits. If that ends up being a tile a player owns then they get a free gift of like 4kl-100kl ore of some random type. If it is un-occupied then once the core blows up from the impact it should instantly spawn a magic blueprint tht spawns a voxel crater to the approproate size. With Territory Wars coming you could also have these random asteroids drop on a player base and blow up a base if they want to be really punishing in a survival sense but I would imagine everyone would be mad if they came back to a crater of a base. If it was completely random it would be fair I suppose but still potentially game ending. But if actual protection of elements listed above were a requirement for survival or keeping ships or items from erosion or whatever should be a thing. Perhaps building underground keeps your base from being destroyed it it only destroys the surface Conclusion: I think that most of this arbitrary grind NQ has added along with the soul crushing limitations of items/talents/gameplay could be avoided and overhauled to be more fun if these survival mechanics added real danger to the game that was 100% survival based rather than the 100% easy mode non stop wholesale striping via perfect steady optimal mining conditions. But resources would drastically need to change to account for everything listed above in terms of how much actual ore you can obtain from say a 4kl node of iron for example. There should be factors like depth, gravity, density, purity, hardness, etc that are all factors in how much is potentially really there. If for example: The deeper the ore the more weight and presure and heat it is under which should make it much more dense and take more to mine it but also to get more out of it even if it was just the base 4kl node. Each metal should have a hardness value independent of the grab speed the negates a small amount of your talent Each ore should have a research into making all ore give more quantity through this route Add purity to nodes so that as you mine it should have a % purity which also has a small chance to instead of raw ore to hand you either ore ore pure ore without needing refinement. There should also be 5 grades of purity like parts now have via schematics. Not just for raw ore but pure ore as well that these new grade schematics should provide. Not to mention the extra refinement it should need for basic unpure iron ore. There should be layers to planets at least 5-10km of stone, or the core of the planet/moon. This stone should have random grades of hardness to slow players down from mining to justify the talent additions to mining to get more ore from less nodes. There should be 4 basic layers to a planet that simulate the core, lower layer crust, upper curst, and the sediment layer. Things like limestone should make up the upper crust while the harder denser granite etc is below ground and makes up the planet rather than being a limited node based approach when the worlds should have near unlimited amounts built into the world generation. The core should be 5-10km thick and active or solid. If active its magma, if solid its like an everlasting gobstopper with infinitely dense hard materials that should take ten years to get through all the gobstopper layers to more priceier ores the further into the center of the core you get that are even more dense then the outer layer that one full swing of the mining grab would likely act like a smooth tool then a mining tool but still give the same amount of mats since you are smoothing for mining rather than grabbing chunks. recycling broken or salvaged broken parts and mealt them down back into ore. Being able to mine in other ways like sifting or an industrial sleuce to gain traces of metals or gemms through sifting sediments like dirt, sand, and snow. Like I said the danger is the real missing half of the game that makes it all worth while and power many of the things NQ wants to do but does not want to go that far and instead goes the mass grind sink / money pit route because they dont know how to do anything else but opperant conditioning in a game which should not play like WOW with destructive elements because they cant make content fast enough in a sandbox where we are supposed to just be given tools to do that. It sad really since it is suppoed to be about player effort and skill without the limited stangling nature of the talent system.
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