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Warlander

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Everything posted by Warlander

  1. This game is dead in 6 months tops if this system goes in. Lol if this is what people in that "why did you quit survey" they are on meth or something and should not be listened to, and besides they are in a better place now. Second NQ plans to take the 100k daily alloance away at some point so there is that too. Not to mention finite resources. Non-renewable, non recyclable, non sift able resources. Those three things aside just looking back at all the stupid mishaps along the way, the learning curve for plantary/space flight progression, atmo burn, in air collisions, pvp, lag, ships sliding or just mistakes up to this point could have been all game ending incidents until you can get built up enough to even really do anything let alone pvp. Hell the time we came back from a two week mining trip and gravity body slammed us from like 10km up straight to the ground and we crashed multiple other ships trying to salvage the ore, 1mil hp repair bill on top of it would have been completely game ending. Hey NQ remember that time Alioth got blockaded and the other time the planet nearly got mined out? Those people are now going to have complete carblanch to just grief whole planets until they cant fly, then cant mine, and eventually just quit the game when they cant make anything. Sounds solid. This sounds like a grief feedback loop. The first casualties are the newbies, the second casualty is the markets, the third casualty is the resources themselves, and when you cant fight back at all anymore you just quit lol. RIPDU! Its supposed to be a game not a job or some kind of masochistic self flagellation punishment scheme. I still remember the last dying words of EQN Landmark which was "It wasn't fun". NO for me.
  2. I know that the appeal of the 5 tier Mine Craft style progression system is supposed to be a shallow progression. I like it but it just feels like it lacks a bit of depth or that where the talents end they should continue and allow you to go further into each talent. I feel like with all the exact same items on the market or in general are just over flooded and there should be a way to keep progressing to further specialize as both a player but also an organization to separate people from one another in what they are taking to the market, producing themselves, or placing the item down. Suggestion 1: Adding more depth to DU through Specialization in each Talent Tree, Branch, or Individual Talent. The first thing I would like to propose as a suggestion is to change the Tiers into a Level based system in which there are 25 Levels to each Talent that would allow a player to potentially specialize in a particular Talent tree or to hyper-specialize into a particular Talent over everything. OR: If Tiers are here to stay then I propose adding Ranks to the game to allow for more specialization. The base Tier system as it is now would be considered Rank 1 Tier 1-5. If you complete Tier 5 in Rank 1 then it just rolls over into tier 2 automatically and allows the player to keep going. It goes without saying that the Experience needed would also continue to grow from the last tier. As it stands my 3 man group of friends is already dividing and conquering the Talent Trees so we dont step on each others toes whils still maximizing our playtime. Right now ive only been playing for a few months, but for the most part we are already starting to run out of non-PvP talents. And the HP Tree just wastes resources so its kinda moot until PvP is forced upon our crew though it would be nice if we could keep pushing that specialization without being forced into other Trees that conflict without playstyles otherwise it gets redundant to have multiple people doing the same thing for no reason. Suggestion 2: Organization Talent Tree. As for Organizations it would be nice if they were not just a group mechanic but a more specialized extension of the Personal Talent Tree System that allowed all members of an Organization to keep propressing beyond themselves as well as to allow for each Org to be completely different from each other by offering another layer of depth through mass research that uses each individual member but also all members of the Org to push the limits of the game as far as NQ is willing to let them. And I think that each Organization should have to choose their primary and secondary focus of their guild which cannot be changed but as long as you are working in a specific Talent Tree that is your main focus or a particular secondary focus which could be another Tree or a Branch within a Talent tree you get bonus experience when you are working on those Talents to grand more than the 60/90 exp base for starters. This would get new players up to speed until they max out the chosen focuses. Beyond that I propose that the Exp you accumulate for the Organization Talent Tree be independent of the 60/90 Exp base but also that you have to be in an organization to progress the Org Talent Tree. Not only that but an exp you put into it should go with you to whatever organization you go to next and be deducted from the last Organization's pool. Not only that, but I also think that the actual Talents offered in the Organization Tree should be more science researched based with like 50mil base exp per tier so no 1 player can push the research but it is large enough that exen large Organizations will really need to focus on higher tiers or Ranks. The Organization Tree in general should be the way to unlock new technologies like XL, XXL, XXXL, XXXXL, EL, etc but also for crafted items to add stats onto the item itself and not just only on put down. Or perhaps going into much more detail into all the materials themselves like improving specific Ores individually for harness without hp, hp, power (in terms of ship parts), duration, output (producing 10 items at a time, where you can hyper customize anything in the game as long as it is linked to that Org. EX: If your Org's primary & Secondary focus is mining/dredging then you would obviously want to work on getting the most out of your experience. In the Org Tree fo mining there could be Talents that make existing nodes much more dense or that instead of raw Hematite you could just grab Pure Iron instead. Not only that but there should be subterrainian technology you can unlock like tank treds, front mounted industrial boring equipment that dwarfs personal mining, etc so that you can actually bring some kind of mining machine easily down underground, grant more range, better/more mats, and allow mining focused guilds to progress slightly faster in the Mining Tree in the Org Talent Trees. You could make the same arguement for PVP focused Orgs, Pilot/Freight Orgs, Crafting Orgs, or Industry Orgs. Suggestion 3: Multi Cores, and Organization Based Cores. It would be nice if there were personal Multi Core shapes which still counted as the same number of cores but were connected in some kind of modular shape system of Boxes, Lines, and Slabs. For instance: A: Boxes are the standard cores we have now. B: Line based Multi Cores which consist of 2x1x1 cores or 3x1x1 lined connected cores that count as 2 or 3 linked cores (Dynamic/Static). C: Slab based Multi Cores which consist of 2x2x1 or 3x3x1slabs of connected cores that count as 4 or 9 linked cores (Dynamic/Static). D: Organization Core Series which basically Starts where the L Static/Dynamic core system ends starting at XL and going through XXL, XXXL, XXXL, & EL E: Eventually through research in the Organization Talent Tree should unlock the Multi Org Core versions of lines or slabs. Suggestion 4: Organization Territory Units and Territory System. Organizations should be able to drop down a Organization Territory Unit which claims 8 Territories at once for the equivelent price of the same individual units as a flower cluster. Since Organization Territories are basically personal Territories claimed by Organizations I propose that there should be a much much larger Regional Territroy Unit to give Orgs more control over whole regions of a moon/planet in which to opperate. They should Cost 100 Million Credits to have Control over 100 Territories of area. Once the first one is placed that Organization is BOUND to a planet and cannot place any more organization Cores or TUs until they take over that planet completely through PVP or they are destroyed and chased off of a planet. I think that any other Org that is not Bound to that planet but is still looking to claim a region of their own should be able to drop a RTU down anywhere on the planet to potentially contest those 100 honeycombs against all other Organizations that potentially own them and flagging themselves for planetary based PVP against the other Organizations. I also think that while an Organization is in their Region they should be considered in a safe zone. When they leave their Region they would then be able to be PVP'd on the planet unless some other Org drops a Regional Territory Unit down which would declare war and flag the two Organizations/Sub Orgs/or Alliances also to be flagged against the agressors. When an RTU or Regional Territory Unit is placed it should give the Organization that owns it new tools and options at their disposal should include: A: Sales Tax Rates for any market sales that occur in the Region coming from the markets or later down the road when players can have market stalls that go directly to Organizations. B: Property Tax so that Organizations can keep their Regions free of people who until recently were able to drop as many Units as they wanted for 100K ea. Organizations should be able to collect a small margnina property tax from people living in their region or it will flag that Territory for pvp against the Organization unless you work something out with them. It would in no way prevent anyone or new players from living there and even if you are not involved with the Org that controlls it you would also not be flagged for PvP if another Org declared war on them and took over the Region. It would simply transfer power and tools to the new landlord unless you failed to pay property taxes. I think any non-Org citizens should also be involved in any vote being held in the Region as well for tax rates for propety tax. C: Zoning is another tool that could be added to allow people who have specialized orgs using the system mentioned for Primary/Secondary Organization focus to play placed so that you can have districts within each Region so that you have markets, industries, mining, pvp, and residential areas zoned out to properly set up areas to function as the Organization wants in that area. D: Mineral rights are another tool to allow residents of a Region to vote on how they want mineral rights to be handled regarding outsiders or residents within a region to mine. Suggestion 5: Federations/Orders and Factions/Empires I think that if any Organization fully controls a moon then they should be considered a Federation and any Organization that controls an entire Planet should be considered an Order. Which then should open up voting tools so that all citizens of the moon/planet can vote on whatever politics are going on. Also once an Organization has taken over complete control they should then be allowed to start attempting to take over regions on other moons/planets within that local system of moons/planets until they control the full system which would then qualify them as either an Empire or legion or something which would then allow them to wage war against other planetary systems. Once Multiple moons are controlled by a Federation they would then become a Faction and any Org that controls multiple planetary systems would become an Empire. Able to use taxes to build and maintain fleets to do battle against other federations, factions, orders, and empires. With the Organization Talent Tree system being used in scales of Federations or Empires of people doing mass research could get pretty interesting in conjunction with people moving fluidly between orgs when a civilization falls in war suddenly being practically powerless overnight. .02
  3. It would be nice if there was like a dimmer switch you could link up different lights within a core which allows a player to fine tune the light intensity or also have a couple check boxes to turn on/off at day/night cycle toggle or any other functions it might need. That would give players a little more control of being able to see a bit better like the OP when working in their industry.
  4. Warlander

    Elements skin

    Personally I just wish you could pick the primary, secondary, or tertiary color of any item like the item (like you can pick with your own character to set the color of whatever it is you want. Or likewise being able to use the actual material textures and using the weight to take into account hp/performance/etc also within an item. Or likewise why not harness the crowdsourcing of super talented people within the community who vastly outnumber the dev staff and likely have the same talent base, skills, and drive to help make the game better? Like for instance if NQ today say hey crew here is a homework assignment and here is the model files for a container and we want you all to make us some skins provided you know what you are doing and we will add the top whatever skins and add them to the game. People who know how to do it would be hella excited to chip in. Or hell do the same thing with organizations. Only with Orgs you could have them submit their skin for $5-25 and then charge everyone who wants that skin in their org $1 or some kind of in game price that gives the creator credits (not $) every time someone buys it. A large org could easily pony up some $ to customize their fleet. Either way only presenting undesirable color schemes and then forcing people to double up with voxels to spackle over the problem is more grief by adding tons of weight for no real reason. Especially with out some weight reduct talents for voxels to make up for the lack of options or customization which even thr voxels suffer from lack of color choice in lieu of strange patterns and undesirable schemes you just use because there just is nothing else to break up the colors in your basee/ship/etc Last but not least I would like to see some kind of voxel forge/workbench/lab etc in which you can take say iron for its properties and choose (like your character) the color, pattern/texture/gloss/flat/or some kind of textural overlay along with the ability for priority blending etc. Otherwise we are being griefed by the devs and adding litteral tons for customization to make them look half way normal and adding litteral tons in the process. When the skin function was added there should have been some skins made by either the devs or the players or just straight up pick the colors without the skins.
  5. I agree with this +1 I have an eye disorder (RP) that is making me go blind. I still manage to play most MMOs just fine, but in DU its like its either pitch black or its insanely bright in terms of the textures and the mass abundance of snow everywhere, ice underground, etc but also just adding lumi glass or some actual lights into an area have a super fine line between being pitch black, just right, or eye bleedingly bright in most circumstances. Or even more with the flashlight. There are many things that need an opacity slider option in conjunction with the black card or shadow to read text. It would be nice if like the hint box just off the right of top center of the screen was the same as the options right next to that that tell depth, speed, etc. When everything is like blindingly bright in snow or luminence its also a lot of times impossible to read and should be made to look like the other info window. Just as the mini map should be given an opacity option. I dont know how many times I would be flying back during high noon and not be able to see the mini map waypoint or the actual ground waypoint. If hover text is on the table things like the mini map or the way point should also get a black border to make them better seen. And unless im mining in dark soil I can never use the flashlight underground and in fact most times I have to turn down the brightness just to see the outlines of the ore since for whatever reason digging underground is like digging on the sun with blindingly bright texture choices when the flash light is on. So the actual angle guage that pops up when you hit "L" needs to have this black border as well. Not to mention either being always on or added to some part of the hud that does not require the use of the flashlight whatsoever. There is other things I could bring up but that is my main gripe with 90% of this game.
  6. The whole premise of this suggestion is that matter is never destroyed it just gets converted into something else. For arguements sake lets say your ship is either in a dog fight, burning up in the atmosphere, clipping and object, crashed, or even fully destroyed. So when your ship is taking partial, continual, or total damage to various parts or the whole ship hp is being taken into account before total destruction occurs. This hp when damage is taken should convert that damage into a physical form of scrap that will fall off your ship or be flung into the air depending on how much damage was suffered but should only generate scrap equal to the total hp of the parts taking damage. The physical form of scrap should come in a few forms such as shards, chunks, sheets, parts, or items that react to the physics engine. These pieces that fly off should be able to be collected by the basic gathering tool. Their stack value for how much scrap should be set by the devs but it could be both scrap or whatever components the auto repair device takes as well to fix your ship to 100% if you take the time to track down all the parts that fell off your ship. In the case of pvp in space shooting a ship would see parts flying off the ship which could float around and be dragged into gravity of moons or planets and burn up in the atmosphere or be allowed to rain down to the planet for players to scavenge or salvage. Likewise if you are burning up in the atmosphere you will be shedding scrap over potentially 10s of kilometers that people could salvage at a later date. Likewise it would be interesting if there were some kind of magnet you could use to collect the various forms of scrap with that are magnetic in nature. But in the case of a crash the force of the impact should fling the scrap around you to create a debris field. You could potentially find everything needed to fix the ship if you take the time to hunt it all down in the area and suppliment what you lost with additional scrap. This would allow players to have the choice to either track down the debris, make scrap from the surrounding environment, or head back to the crash site with additional scrap. Or if you want to be extreme and the crash is complete at terminal velocity you could have it so that when you crash there is a low random chance that actual items could be both destroyed and also flung into the debris field such as engines, switches, or whatever elements are currently on your ship that you would then have to track down, repair, pick up, then reset onto the ship. Adding a bit of realism but the potential for those items to be lost and require you to replace them if you cannot find those items.
  7. Warlander

    Sifting

    I think that there are potential options to keep the grass/foliage with some form of a gradual world heal/erosion system outside of territories where it could just gradually heal back the raw materials until it fills in all the destruction. The way Everquest Next Landmark did it was way too quick (30-60 mins to fully heal the damage done) and it could be slowed down to a really slow gradual process that could take RL weeks/months could do a lot for the longevity of DU. The devs could also add in texture changes for different "seasons" where they just rotate some surface textures or perhaps the priority in which they appear or blend in order to keep the bushes and trees present on the surface. Games like BDO change their textures up gradually throughout the year. It does not need to be that dramatic and im not sure the texture limit constraints present with DU in the Voxel Engine. They could also make a script during patches to just fully collapse all the tunnels in a couple random unoccupied territories to simulate an earthquake to set some of the more destroyed unclaimed areas back to normal. Earthquakes or just random honeycomb territory resets could also help to keep trees and holes from dotting the landscape especially in various locations. The devs could also create random strings of unclaimed territories in high traffic areas to keep them from becoming swiss cheese. I also think it would be interesting if there was a mantle system for both starting planets like Alioth or highly contested pvp planets which had an active mantle crust system that acted like a planet within a planet that simulated magma/lava so that you cant dig down 32km to the core without dying by touching the magma or that by doing so would activate the healing system above where below the surface it turns to a glowing color and just fills in the whole tile before cooling once it heals the tile completely. Beyond that I am also surprised that there arent layers of different rocks that have random hp to them that take longer the further you go down to where each layer becomes tier 1-5 raw mats which translate to building materials for bases in addition to the voxels we can get from mining and processing the ores. With the new universe the devs are working on it would be nice if there were unclaimable areas where there were just large seams or chains and veins of massive quantities of ore as well as quarries. The devs could also create a system that takes their magic blueprints into an unoccupied territory tile that has random size impact craters in the sahpe of a doughnut with raised up walls and the center crater containing some random ore that may or may not be from that planet for both a point of interest but also a way to seed some more ore into the game. Last but not least I wish there was a crash system that when your ship was destroyed in a crash it just threw all the metal that should still exist into mineable surface voxels so that it just didnt wipe those resources out of the game completely but rather gave you the chance to collect what you can find in the crash site. Either way something has to give with all the mats that are being flushed out of the game. Matter should never be destroyed without being converted into some other form in this game if it is to last more than a couple years. These are but a few ideas which could work well with a sifting system to fit in line with a sifting system or at the very least a gradual healing effect to keep basic resources flowing into the game years from now. Even if it takes 10 L containers worth or raw resources to create 1 L container of ore with talents when its all said and done at least if you go to a heavily mined planet at least you can come home with something at least and its not a complete wash out if large orgs have just decimated all the ore in the area. .02c
  8. Warlander

    Sifting

    This game needs a personal and industrial sifting device to take raw materials (sand, tundra, ice, dirt, etc) and run it through the machine or personal sifter and you can gain trace amounts of other materials found in that area. Most people probably dont even collect the raw mats now while tunneling 100s of meters between nodes. I think if there was a real purpose to these raw resources along with talent(s) for production or efficiency for personal/crafting
  9. Warlander

    Beta

    IMO it feels more like an Alpha 2 test than a Beta or OBT. Don't get me wrong it is great vs EQN Landmark with what they actually have going but, the player experience and quality of life need quite a bit more polish for the new player experience or for new player retention before it is fit for public consumption. All too often small studios or hell even some AAA studios open the doors too soon for funding with EA funding that can make or break games long before they go live.
  10. Lol you know what I meant, weight. Do you know if trimming down the veritces also counts towards cutting weight as well? Or is it just counted for each block?
  11. Hey all! I was building a ship and decided to check to see if since voxels have weight that potentially they might be different between the different tiers or potentially even between the different voxel types in each type within the tier to try and shed some weight off my ship. Is this a thing or has anyone tested this out or perhaps could post here or dm some kind of link or list? I did a couple of searches but found nothing.
  12. Clear glass would be great to start. I would also like to see a couple opaque variants of clear glass as well. On top of that different colored glass or stained glass would be greatly welcomed too.
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