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Warlander

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Everything posted by Warlander

  1. Honestly with constructs we should be able to either compact via golden blueprints ourselves so that we can transport vehicles or other structures more easily to other planets like packing your tiles and moving to sanctuary or sanctuary to alioth or alioth to whatever planet. There is no reason not to and as long as you can fit your construct into a 10 container link or XL 10 link of containers it should be ok. As well as for the avatar they should really think about doing a line of XXs or XXXs elements that act like gadgets you can just attach to your character like lights, radar, or whatever. as far as building there should be a copy elements tool so that you can clone a setup and paste it easily like the selection tool for voxels. I would also say that a voxel to element baking tool and a element blueprint tool would be decent as well so you can turn voxels to elements and then mass produce those elements like furnature or other props. Also a add/remove teravoxel tool would be nice even if it was 1-5 voxels if the devs want to be mean. It would help a lot without having jagged borders and help a ton to leave various dirt tera voxels in place or add dirt between walls. In the same vein as building I want to see more elements that have some effects on it like sparks, steam, smoke, fire, etc that have the same options as lights for turning it on or off like blinking or timers along with some devent sci-fi effects to where its not a huge element and perhaps just an exaust port or a small piece that emits sparks. As well as some elements that bind to voxels that pivot so that you can have wings that fold to save space when you throw on the landing gear, or doors that fold down from the ceiling and extend out a staircase, or things like legit elevators or moving platforms that go to one point to another. Or some kind of basic rail system you can run elements on that are not bound to a core but are bound to a TU and can cross into tiles you own. Honestly I also would like to see other things like Pay to Develop where NQ has a list of things that they wanted to make but cannot afford to do so and having options people can crowdfund who want to help make that possible. Or that any time NQ comes out with something like a Wing L for example they have it set up so people who want it right away pay $ for it to put it to use 1 month ahead of other people before it gets added to the game. I would also like to see a fluff shop you can buy things like skins, glowing tron like pigments for avatars, different tools, pets, etc. And better performance as a qol
  2. So then let me ask you why DU is so unpopular then with so many players and why large scale PvP in general is so rare if everything is peachy as is?
  3. Yeah just looked it up just remember all the stories of gold bars that were really lead when they drill into them to see like the federal reserve selling gold bars to china. But I do think NQ needs to consider weight by caliber or pound shell size for machine guns/cannons, rail guns and missles. Typical air-to-air missiles[edit] Weight Rocket Name Country of origin Period of manufacture and use Warhead weight Warhead types Range Speed 43.5 kg Molniya R-60 Soviet Union Russia 1974- 3 kg expanding-rod warhead 8 km Mach 2.7 82.7 kg K-5 Soviet Union Russia 1957-1977 13 kg High explosive warhead 2–6 km Mach 2.33 86 kg Raytheon AIM-9 Sidewinder United States 1956- 9.4 kg Annular blast fragmentation 18 km Mach 2.5 87.4 kg Diehl IRIS-T Germany 2005- 11.4 kg HE/fragmentation 25 km Mach 3 88 kg MBDA AIM-132 ASRAAM United Kingdom 2002- 10 kg Blast/fragmentation 50 km Mach 3+ 89 kg Matra R550 Magic/Magic 2 France 1976-1986 (Magic) 1986- (Magic 2) 12.5 kg Blast/fragmentation 15 km Mach 2.7 105 kg Vympel R-73 Russia 1982- 7.4 kg Fragmentation 20–40 km Mach 2.5 112 kg MBDA MICA-EM/-IR France 1996- (EM) 2000- (IR) 12 kg Blast/fragmentation (focused splinters HE) > 60 km Mach 4 118 kg Rafael Derby Israel 1990- 23 kg Blast/fragmentation 50 km Mach 4 136 kg de Havilland Firestreak United Kingdom 1957-1988 22.7 kg Annular Blast Fragmentation 6.4 km Mach 3 152 kg Raytheon AIM-120D AMRAAM United States 2008 18 kg Blast/fragmentation 160 km Mach 4 152 kg Raytheon AIM-120C AMRAAM United States 1996 18 kg Blast/fragmentation 105 km Mach 4 152 kg Raytheon AIM-120B AMRAAM United States 1994- 23 kg Blast/fragmentation 48 km Mach 4 154 kg Hawker Siddeley Red Top United Kingdom 1964-1988 31 kg Annular Blast Fragmentation 12 km Mach 3.2 154 kg Astra Missile India 2010- 15 kg HE fragmentation directional warhead 80-110+ km Mach 4.5+ 175 kg Vympel R-77 Russia 1994- 22 kg Blast/fragmentation 200 km Mach 4.5 180 kg PL-12 China 2007- ? 70-100+ km Mach 4 190 kg MBDA Meteor United Kingdom Europe 2016- ? Blast/fragmentation 200 km[26] Mach 4+ 220 kg AAM-4 Japan 1999- ? Directional explosive warhead 100+ km Mach 4-5 253 kg R-27 Soviet Union Russia 1983– 39 kg Blast/fragmentation, or continuous rod 80–130 km Mach 4,5 450–470 kg AIM-54 Phoenix United States 1974–2004 61 kg High explosive 190 km Mach 5 475 kg R-40 Soviet Union Russia 1970- 38–100 kg Blast fragmentation 50–80 km Mach 2.2-4.5 490 kg R-33 Soviet Union Russia 1981- 47.5 kg HE/fragmentation warhead 304 km Mach 4.5-6 600 kg R-37 Soviet Union Russia 1989- 60 kg HE fragmentation directional warhead 150-400+ km Mach 6 748 kg K-100 Russia/ India 2010- 50 kg HE fragmentation directional warhead 200-400+ km Mach 3.3 An example of what air to air missles weigh. I couldnt find proper shell weights for cannons but just the brass 16in guns weight 1t and idepending on the high impact or high capacity rounds to explode on impact or breach armor were 5-6ft tall and weighed base of 1.5t and not sure on the high impact version but it prolly weighed 1.6+t.
  4. Honestly I am not beholden to any one type of faction system from floating faction bested systems like DU/EvE, soft locked faction systems like SC/EQ, or hard locked faction systems like WoW/SWTorR and could discuss any form of those. DU has tried the floating faction based system via Orgs and it should be apparent by now it is not enough without additional mechanics like soft lock faction in order to make it work with the direction the game is now going due to limitations since they tried floating faction and it does not work for this game and Territory Wars will not change that as the losses are so high in time for aquisition and building infrastructure in its current capacity or how quickly it can be destroyed. I posted that video to show how unpopular space genre MMOs are in the grand scheme of things since you cited EvE vs other MMOs available in 2004-21 to showcase what people actually like to play that is fun and works most for all player types even with PvE vs PvP vs PvEvP type games in general. It should be very clear what types of systems based on the top 5 games per year along with the top games over the span of almost 20 years what is actually popular. In brass tacks there is no real difference between any genre in terms of Space MMOs or Fantasy MMOs except for they are 3D or 4D as all mechanics wise all systems are pretty much the same across the board with different paint jobs or model of vehicles they use as system mechanics. Since a horse or flying amount eating carrots or meat in general terms is the same mechanic as a spaceship needing nitron and engines vs saddlebags. Really it is all the same its just the theme and colors used at the end of the day in 2D/3D/4D space. And as far as factions go it just depends on if you limit populations in a guild/org as to how much impact they have on land ownership or if you want a small group vs multiple small groups being part of that in terms of orgs vs a full blow faction system being more inclusive in genral for a variety of guild/org types from elite power guilds, semi elite power guilds, regular guilds, casual guilds, and smaller groups to solo players still being able to do their own thing but still come together as a larger group of groups to accomplish something in a PvP game since if you just have one sided battles and everyone is inherantly your enemy and there is no threshold of success then its DoA for a large majority of people in general from what I have expereinced in many games with a variety of different gruiping, raiding, floating faction, soft lock faction, and hard lock faction based games. When you let people do their own thing and come together as a group of groups under a faction that is a lot more inclusive and easier for everyone if you know the sides and have support even if you are not part of elite guilds, sister guilds, or all the other random guilds out there but can still pull together as a team and accomplish something that impacts the game at large. Most games that offer floating faction are instance based combat in the sense that even though you won the territory it still has no impact on the game as in DU that is one shard and the losses are real and totally impactful since it takes a long time to build an infrastructrre and build ships to throw them away in potentially minuites with no real purpose of doing so. Where as a soft or hard lock faction system allows incusivity and unity of players and actually puts all this infrastructure to work along with the new faction system to take all the burden off the players backs of doing all that and takes tax quanta to buying all the ore, parts and ships their fleet needs and uses that to run the war effort from owned faction planets to fight other planets other than then fighting for scraps and peanuts in someones couch since there is no reason or purpose to fight in general.
  5. Making a faction out of an org is tedious and why force all that upon the players when they can streamline the whole process. Sure Eve was popular but there are much more popular games than EvE. Sure it was one of the first space games before SWG came and went so if you wanted a space themed MMO it was all you had for a long time so there is no surprise it got the lions share of players.
  6. This game could kill SC if #1 NQ actually wanted to make money, and #2 they actually had space battles. The biggest issue with SC is they see cool player suggestions and they add most of them into the game. You could play as a garbage man picking up actual items off the floor or running parts around a ship and doing engineering but at the end of the day most fleets wont have 200 people on a ship at once with another 200-300 people who also live on the same ship to run 3 shifts, 401K, insurance premium, parts, labor, manual everything, and its hella more complex then it needs to be. If you like living a virtual life experience filled with mini games and total grind cool on you. But if DU was a bit more streamlined it could be competition if NQ actually wanted to make money via actually brining in and keeping subs or actually selling skins and things in a fluff shop or aftermarket player scripts, skins, etc. DU isnt as much of a game as it is a slave labor mining colony sim not because that is the theme but because NQ does not make a game vs a tech demo.
  7. DU will never be anything like EvE due to the tech limitations of going with a voxel system. The thing about copycatting a game is that you also have to make it your own or you might as well play the real thing that is inherantly better. DU has some decent things about it but due to NQ wanting us to make 60^% of it for them will never get this game to where it needs to go. vs The difference is night and day. DU will never be EvE and most people will just play EvE if they wasnt orgs as factions. This game needs a push to get people to fight or they simply wont without having pre-existing factions or you can just mine, build an industry, build or build ships, and, and well keep building some stuff for well the sake of just adding a lot more into the game with no end game fun stuff to do even with the horizontal progression system. When it will take 260 billion a week to own a planet like alioth as a faction or even half of that being 130 billion a week in tax is too insane to ever have anything more than it is now until people fall off the treadmill. If there were factions they could at least put those billions into ships to blow up which would be a lot more fun than whatever this game turns into when they drop TWars on all our heads or tons of people leave before that happens since guess what when TWars come all the people that got their bases salvaged want to come back there is nothing to come back to.
  8. With the EQ/WoW portion its just to show the difference between a hard locked and soft locked faction system. Both were based on racism as the driver that has either predefined sides or let you choose your side through actions you took through choices but either way you were forced to join a side of floating factions as two examples of what could be done. As far as JC ill just say I think DU was more of funding his gaming opperating system/engine and not actually making a game as much as showing the tech was there since it requires a bit of R&D to frankenstein it together and make it work well. Ill just leave it at that. Since DU is a build your own civ type game it demands that people form groups for survival benefit with little to no survival gameplay and offering bubbles to hide in. Natrually players will form and stay in small groups since there is no actual survival mechanisms to naturally force/make players join larger groups to go from a group, organization, and form governments or factions within a civ without mechanics since there is nothing other than a roster to join now that mining is no longer a thing, logistics is, and the little to no combat that happens on a daily basis. Without mechanics to streamline a civ from material aquisition, production, logistics, and fleet building on a mass scale though factions or civs players can join and get behind it will always stay small groups with a few large or mega orgs. Even still NQ has made DU so that with taxes that will never happen and has religated mining to static cores which makes traveling for mining beyond shuffling ore around and potentially getting attacked or just warping to your destination requiring anything more than solo players working alone or in small groups require even less need to group up or form groups, mid-large orgs, or a civ faction in what has been set up. And for the most part you can join a bunch of orgs which further diminishes the need to group or side with anyone because you can join all your enemies chat clubs. If left alone players will not make anything like a faction in DU and with the current system mechanics coming in it makes it even more less likely any meaningful PvP will happen without a pipeline to streamline the mining, production, logistics, and military support on a mass scale rather than what it is without mechanics to drive it. This game is prime for that in its core elements. We have 9 planets and however many moons which could be perfect for three factions wether that is NovaQuark, rebellion, and trade federation with ronin type space pirates as a 4th option to make your own faction it leaves plenty of room to have 3 planets with 3 factions and having 1 progression planet per faction and still having 2 left over planets that should be FFA for top tier ores. On Alioth the 3 moons should be all like santcuary so that you choose a side when you start and alioth acting like the galactic senate homeworld of all three planets you progress into that offers a launchpad. From there you should only be able to jump to your progression planet and live there. So you have 2 planets to fight over but the bubbles still exist to protect property so you can fight and have sufficient ground weapons to repel space assaults and all dynamic cores outside alioth can fight on planets or moons. With the way ore is set up it makes needing to go to those planets necessary for the resources and any frontier tiles without players could be mined with Dynamic cores as well as attacked by the 2 opposing factions. But there needs to be a pipeline to streamline combat to even make it a possibility since we have industry and ship engineering already in place we just need the mechanics to make it work in a way people will get behind because to this point it only worked in alpha and part way through beta and it drives out more players than it brings in. And really in each of the factions or civs it comes down to Military, Trade Federation, and Union inter factions since military covers attack/defense, Trade federations handle trade and logistics, and the Union covers mining and industry. Choosing a civ faction is part of it but there are no clear roles to be part of something bigger as much as just doing whatever you want to quing up quality of life talents and doing what you need to accomplish personal or micro spec group based goals. This game lacks danger in 80+% of daily gameplay and since nobody has your back why watch theirs or care about people in DU without factions making that a possibility. The other aspect is that this game needs large scale PvP to keep the millions of elements, structures, and ships in check and take a lot of assets out of the game. At some point territory warfare might do that but with taxes it makes owning planets all but an impossibility as you will likely never be able to feasably do it. And on top of that factions owning planets and using the taxes they collect to pay for things and bolster a mass group of people instead of just taking quanta helps streamline or buy what a faction needs to run a solar system wide fleet so even if you do your own thing in game and play solo your contribution of taxes goes to actually building ships for people who want to participate in solar warfare or that there are roles to play in that if you just want to mine, run an industry and build, run logistics via freighters, or attack/defend players it is all covered and helps the whole rather than the system mechanics currently that divide players, destroy them economically, and then kick you out of the game. And as faction as a system within a civilization actions being taken should give faction with other players depending on what you do. So if your faction comes across two different faction players fighting and you kill one but not the other you should get faction with that civ. If you play as trade federation and run delivery runs or pick up ore from that side you should get faction. If you doi work order missions as a miner or industrialist then you get mining faction. So you can be friendly with one side or another through your actions so that you can have players within a faction that work with or against the civilizations to open up interesting mechanics if you come across other players in deep space or even within the bubble since you dont actually have to attack anyone from an opposing side but the option is there to prevent one faction or another from mining your planet for free vs buying from your markets since if they kill your side they cant actually access your markets and are forced to trade or steal from planets at that point. Or it sets up interesting elements like having small bubble trade space stations half way between planets that need to be restocked or offer a place to exchange ore to the three factions or as a social hub in a smaller bubble so you can trade but still attack players but not the station that has overkill defenses. Or having pirate space hubs or outposts for those who want to not be in a civ to have an avenue to kill all sides. Or that space pirates own the trade space stations to collect tax or to allow all three sides to trade and bank. As far as territory any faction should be able to drop a TU but it should always be FFA on a planet their civ is not allowed on to mine aggressively and be forced to defends at all times to gain a foothold on a moon or planet by dropping a TU inside an enemy bubble. Inside a bubble the faction civ on that planet should get a defense bonus that negates some attack power so that they can mount an offense and also grant a slight defense debuff on enemies to where deep space is even odd or if you go to another planet you are at a slight disadvantage. With territory wars you could drop an ATU or assault ty on or against any tile that starts hacking the defenses of a Territory unit and in 24 hours it will finish hacking it and open up the assets on the tile to being assaulted by a civ faction generating military missions. The attacking faction should have to hide their ATU somewhere and the faction civ that owns the land should need to find it on their own or some kind of alert system should tell them they are under attack or just that it is silent and just goes live to force players to patrol their land on their planet and sweep for ATUs. Either way whatever NQ is doing is not working and dropping territory warfare on top of taxes will finish off this game unless they restructure or add a faction system since its more an mining industry economy sim with optional Pvp as a game loop.
  9. I get JC only wanted to make a generic game proof of cnecpt gaming engine/opperating system. That should be clear to anyone playing the game. But with the other half of his background in AI he should have seen the need for some kind of rudimentary dynamic AI in an RTS type sense of some kind of mastermind AI directing an assault from some other civilization be it robots, aliens, a different player avatars, or andraids as an opposing force in the solar system as far as an NQ AI vs the opposing side for PvP or just against us to keep players in check. We didnt need animals or that sort of stuff but the horizontal progression of the tier system is perfect for NPCs and if JC didnt want to do it he still should have thought that a space game in the future should need AI robots, androids, etc if he ever watched a sci-fi show, movie, game, or just games in general. Its not to say you cant have games without npcs but it makes for really boring games.
  10. Honestly paralel universes or dimensions make sense in different ways such as with the speed limit cap and warp drive where an iastance of empty space could be used as a layer on top of the single shard to open up a smaller scaled down version of space so that you can travel faster overall. Or that instead of warp its just layers of how fast you can go would be a welcome addition to where atmo engines transition to space there could be a warp transition to the smaller scale univers that goes from 30-60kmph or sub light/light speed travel possible that isnt a teleport. Instaces also make sense for things like wormholes to take players to some place they would not normally go or be allowed to go being trapped in a solar system to where you could spawn a wormhole to some smaller solar system that is just a sun and a planet or other planets you cant go since you would die if you tried and there is only one planet there. You could have it be a week long instance to go there get resources or fight over them in an ffa micro solar system byfore the wormhole closes and all trapped there lose their ships sicne you pretty much died to the rest of this solar system. or instances also allow for time travel. Tbh I think there is too many exoplanets in this solar system. 3 would have been good with moons to explore. It could have been a hub for instances due to the tech limitations of this engine. Some random content is what is needed in DU. Even if that is spawning micro solar systems 2x a month or the reverse of alien armadas coming through the other sides of the wormholes with a full on alternate planet of aliens to fight.
  11. The funny part is that players have built a pipeline where you can take scans and port them to discord and a 3rd party option of grabbing that data and blowing it into a better planetary ui of scans. Its scripts like this or the DU stock market, asteroid tracker, auto pilot, and just better soloutions that exists that NQ should really start adding to the game since players have built much better systems and does NQ really know what is going on in their game since at any time they like they could add them into the game as standard features or buy the scripts and improve them.
  12. Being that JC was an AI/robotics guy who grifted other game tech and never wanted to add ai to the game or at the very least NPCs is baffling to me that the only thing he wanted to do was manipulate the market likely because the players twisted NQs arm and still they let players run market bots with scripts at the same time. JC never had a vision he just wanted to make a platform and not a game since the never had experience with games as much as atuomation and robot based opperating systems. He wanted to treat players like robots nothing more. He might have talked a big game getting his platform funded but its not much of a game because it was way out of his wheelhouse to make it one.
  13. The missions themselves need to generate content first. Everything in the game should be on a finite Quanta and Parts loop. The PvE should be what comes at the end. We have too much ore and parts in the market as is and the missions keep introducing unlimited quanta into the system and that is what needs to be changed as NQ has no idea of what a quest is and just wanted to give people something to do. Instead of kill 10 rabbits make it craft and deliver 100-1000 adjustors and deliver it somewhere as the quest and have it paid for by the taxes generated from territories to pay for it so its not us flying around fictional parts containers and based on what is coming out of the market as an economy loop. Gather materials Craft Run missions for money Pay taxes repeat And also in the same loop NQ could do Building based ship/structure missions that require builders to actually pick up a generic raw blueprint of parts required for the mission, build a ship or structures, blueprint it and turn it is as a quest and or fly the ship to the mission drop of quest point that instantly get turned into a golden blueprint. At which point PvE content becomes possible as either all the parts missions end up with other logistics missions to some kind of bubble based NQ drydock that acts as a 3D printer for NQ based ships and has an industry production timer on how fast or how many dry docks are required to spawn a fleet of NQ ships they can launch. From there all you need is a generic target and go script that lets NQ fleet ships to lock on anyone who attacks another player and respond immediatly to the location as a rudimentary police force in space as you dont really need a autopilot script as much as someone is being PvP'd and it sends out an alert to the NQ fleet automatically and they just go there and dont really require fuel or anything as much as just being a source for combat to occur and fire when they are in range to fire. Beyond that NQ could likewise take the missions to build ships that are automatically turned into golden BPs and spawn them wherever they want in space or on a planet as other missions for salvaging or PvE attackers with the rudimentary script with deralect ships or spawn additional attacks with the target and go script since you are the mission holder and it targets you.
  14. Why come back if there is nothing to come back to with NQ still saying there will be no wipe is the real question. It takes year(s) to build and it takes hours to loot. Especially when they could have just thrown events once a month or whenever to hand out a blueprint with a basic unorganized ship we could have built with our own parts as a quest, flew it to some random event tile, and NQ just turns all those ships into golden blueprints, pays out those who sold them ships, kept the market moving, and had all the seeds of just random ships they could then use to spawn salvageable ships endlessly or using physical parts coming out of our pockets so they dont end up with the same free money printer that missions have. Or just setting up the mission system as a pipeline to make ships or modular buildings they can buy from us to get items out of the market in which to spawn salvage ships/buildings without killing your playerbase in the process for the sake of taxes and still not closing the loophole that justified too much quanta in the system to need taxes. Its an idiotic, yet humourous cycle of: Design a half baked system Introduce a problem they create Inaction Bandaid solution +1 pentalty to whoever didnt exploit said problem +2 penalty to new players who were not par of said problem or systems that no longer exist Repeat!
  15. I get that you dont like combat based stacking but the real issue is the stats or what you can do with it. I think the real issue here is the ammo and people being able to actually have the ammo cappacity to fire 20 weapons at once with enough ammo to rampage around blowing up multiple ships with no strategic ammo reserves that limit how much you can actually destroy. It also has a lot to do with how much damage weapons can do in general or that NQ has a system that can tell if parts are inside or outside the ship and not taking into account the vaccume of space into how damage is deal. For instance anything considered "outside" your ship should be considered a DD or direct damage hit to whatever it hits since the vaccume of space should imlode the explosion where as anything that hits "inside" should be doing AoEs once DD damage has breached the hull of a ship. The lingo they used talking about the airbrakes being "outside" the ship suggests this system exists since you can only brake if there is atmo air to brake with. Personally I think that things like missles should have a missle hard point that has a limited amount of missles that could be carried by a ship that needs to be fixed to a wing or exterior of the ship somewhere that has a finite amount of missles you can fire in general so that it is more strategic with homing weapons. You could fire them 1 by 1 or all at once if you want but there should be a limited amount that isnt simply reloaded as much as the weapon racks can only be reloaded on the surface of the planet or if you land on a solid platform. But its how the rest of the weapons are treated as well where there should be machine guns or miniguns as the main physical delivery system in most situations that does consistent damage to the actual ships where having ammo or more specifically ammo belts/drums makes more sense and still is finite to how much you can fire or should be allowed to fire by the core sizes, weapon size, and ammo container size that has a lot of weight to the rounds. Or using cannons like on modern day warships like the cannons on a destroyer reserved for M to L based ships vs like the cannon on an A-10 for fighter class XS-S cores being destinguished to do a lot more damage and have a finite amount of ammo as well or longer loading times based on core size. Where as the Lazer versions need to be based on some kind of reactor and charge up like shields that do heavy shield damage or reactor core drums that are like ammo for machine gun based lazers that again have a finite amount of shots that are physical and still do less damage but more damage to shields. In many ways in RL we stack machine guns, cannons, or missles and nobody complains. Its the ammo that is limited unless you go bigger and still it does more damage with more limits or the fact that you dont need 100 missles going off at once unless you are doing it from a surface to air fixed position.
  16. I dont need an official response or acknowledgement, pat on the head, or a cookie from NQ. This game is doing down the drain and unless they start to change the ingrained academic nature of what JC built and start turning it into a game and start communicating with the community DU will never become andything and will fail in 1-2 years if not sooner if they keep doling out the punishments rather than developing a game. The devil is in the details and agile development & communication is the only way to save this game from itself.
  17. WoW used racism and the historical lore of the game as the pre-established war of good/evil you could choose to take part in. Everquest was the opposite in which you were born into a good/evil race but had soft locked faction and used a faction system to allow players to change the viewpoint of local sub factions of those races depending on what/where you fought that changed over time. If anyone wants to know "What the bloody hell happened to DU" you simply just need to watch this clip (2:48-4:32) and it should be quite clear what happened here. JC said outright that he has never made "games" he had a background in AI & Robotics and he was only interested in the technology and emergent gameplay by grifting MineCraft/Landmark along with Space Engineers and bundling it into a scalable single shard world via VoxelFarm to generate the world. He never really used his AI/Robotics background to do anything other than manipulate the market and or to make anything other than the industry which is overly complex due to his robotics background since it is the only really developed portion of the game. He just bundled everything and wanted some Second Life "Emergent" gameplay and put much of the game on us the players. JC was not a gamer. JC is not a Psycologist, Geologist, Aeronautcal Engineer, Miner, Carpenter, or Logistics specialist in his resume. Its easy to see how JC was influenced by the PvP community and how much he really did not understand in general outside of his wheelhouse of AI & Robotics as to what a "game" is rather than he "There is no connection to video game from what I've done before, except perhaps the fact that I like, you know, technologies & complex systems so I know how to do that. And I like, you know, at domain and say what can we do that has not been done yet that was made possible by the advances of hardware, new battery technologies, or the auto industry. And how can we rethink how things have been done like in MMOs for example." As JC says before the clip "I'm a Science guy, basically". Its not hard to see why DU sucks this much since JC was basically an academic tech grifter who just wanted to emulate car manufacturing in a single shard uniers- I mean solar system and frankenstein what other games did without acutally understanding games or the sphcology behind games as much as making a tech demo and leaving 60+% to us to make it for NQ. And then being influenced by the community in things like PvP since he didnt know anything about it and little else. Had he understood game psycology or psycology in general in regards to faction or anything else in gaming, he would or should have known that people in general sepperate or divide into small groups naturally and so this giant space war he wanted was never going to happen when you consider that gamers inherantly dislike each other and will not build any kind of utopian civilization on its face. Sure they attracted the Space Engineers crew and Landmark crew on top of it which only want to build or create and not fight. So without a soft or hard locked faction system it would never become what JC thought it would. He also structured the game in a way that made faction based PvP impossible since people are just going to do their own thing, or if you were the 40% segment of the population that bought into PvP in general most players dont like Pvp if given a choice and will only risk Pvp in deep space since you have strategic resource setups with planets/moons. To make matters worse NQ then decided to not let mega orgs become factions with limiting land purchases with the compounding land drop tax. Through trying to force people into mega orgs JC inevitably started punishing people like me and my crew from trying to build up a base and industry to PvP with schematics and kept doubling down with punishments and taking away our means to be able to participate in space warfare since our crew has no want/need to join a mega organization to enguage in PvP as we run our org indepentently and it is self sustainable. Demeter also made space warfare mega orgs even less likely with taxes since you will be self destroyed by the scope of your land ownership under the weight of the taxes from owning whole planets or that by owning one you still need toown a majority of all 9 planets and their moons to get the resources you need to even opperate as a faction if it cost you billions/trillions per week. So to me if they want space warfare something needs to give to make players want to co-opperate as a team of orgs to streamline this game since JC was clueless on what to do or what makes games work as a whole let alone the dynamics of MMOs. Right now its a logistics car manufacturing sim and teribly designed PvP. JC the science guy! Nothing here is new or unique to MMos and it shows.
  18. If its made out of lead then it should weigh the same as gold imo.
  19. Why let people put container cluster constructs at any of the markets? Just give them a locker or guild bank sort of thing in the markets to get rid of some of the container cores. Why even have that as a thing if you could just store stuff at the market without it?
  20. If there is a demand for x10 XL space engines why not just have an option to drop an XL engine with the power of 10 at like 1.1x weight for the ability to do so? Not all parts need to be designed so poorly like the XL space engine that hogs space and has a wonky placement box around it that makes placing parts next to it. There is a need for it obviously and and slight weight modifier to fit more into the same space for power at the cost of a fractional amount of weight is a good trade off. Or that there should be some kind of scaling to elements when you multiply it that just scales the mesh so if you add 10 XL space engines it makes the model 10% larger. The point of the P-47 vid is that a P-47, P-51, or spitfire are all relatively the same size class of fighters, but the engine in the P-47 is slightly larger and has more power/super charger built in that makes it larger through engineering. It didnt require an XXL to be made that was double the size but it does the same job just with a slightly bigger engine for slightly more power which is the same concept as stacking. When you fit more into the same space to boost power, performance, etc its called engineering to do more with less space to fit a certain space specification.
  21. Honestly I think most of the elements NQ designs are way more bloated in shapes or sizes than they need to be with how much stats they actually give that requires stacking to be necessary in the first place. Not everything like engines or wings needs to be as complicated as it is if they made it modular at the start and actually let us build engine housings and the voxel parts of wings if they just gave us flaps, landing flaps, and the basic parts that make designing elements easier. Limiting placement like brakes to the outside of a ship limits a lot of things or needing 400+ finnacky wings that turn red randomly or unblocked is just a side effect of not making modular elements that fit better into the engineering aspect of the game to make it your own without stacking parts which dont really matter if it occupies the same space outside of PvP because no matter what it still adds weight no matter where it is placed and the size of parts is tricky enough as it is to get max performance placements on some builds or to make anything look half decent you want to bring into the game. They dont need to engineer it for us as making things look better is our job since why add the weight of the engine housing and then voxelize it on top of it. It would be impossible to engineer anything like a P-47 or most things with how the system is for their desired intent of players making constructs their own beyond the low stats parts give in general requiring massive amounts of engines or whatever to make it work.
  22. Yeah we have been having the same issue with our mining opperation. Its like 9/10 times you can set the circle perfectly and still it does not give a perfect result even if it says it does. Its like the detector bar on the left is set wrong or if it says its 100% it seems like the pixel it really wants is somewhere next to it even if the detector says its not the case. It also seems like it has something to do with the efficiency as well in some way like having too much overkill or under has a role to play with the 100% chance of winning with 100% as the offset to create more randomness.
  23. I consider this as you are our landlord and we pay you rent the first of the month every month while we want to live here. When you first build this appartment building you promised lots of things like a swimming pool, pool tables, workout center, and more. You still havent delivered on much of that but still every chance you get you dip out on us or dont want to talk to us when the electrical wiring is burnt out in one of the rooms, or the ceiling is leaking, or whatever it is going wrong. Instead you keep coming up with strange new rules about what we can do with the appartment we pay you to rent like lights out at 6, you cant own pets, or you can have to rent two apparements to swim in the pool. And still the first of the month you want to hold your hand out for more money while the AC has been out of 3 months like some kind of slum lord landlord. Its time for a conversation on why things are going so wrong and not just ask players with feedback and ignore it and laugh on your vlogs about the strange rules you impose or just saying ha you have to pay taxes without any context to why you needed to do such drastic measures in the first place. Its the things you created in the first place like unlimited free coffee and snack bar in the office that was the issue and now you want to punish everyone else who didnt eat it for wanting to work out in the gym. Lets have a conversation please. Its getting to the point where you created a problem then tried to fix it by creating more problems then punishing everyone else who didnt exploit the game with adding more problems and more problems on top of that. If you would have made the origional mining system well enough people wouldnt have exploited sanning and built massive industries. To which you tried to stop that with schematics and made the problem worse. You then add missions to bring in trillions of quanta that requires no actual gained quest items or actual industry parts you can make or buy as the turn in for the money. You then decide to punish everyone else who didnt exploit that by brining in taxes and gutting the mining system and making it tedious so you have to pay more taxes. This is all your own doing layer by layer of create problem, inaction, bandaid solution. You guys are human, make mistakes, and cannot see everything coming. There just comes a time and place where you guys have screwed up enough to amit what you are doing is wrong, and learning from those mistakes instead of constantly making the same mistakes over and over again in different ways. This game is still salvageable unlike your forclusure salvaging system.
  24. Honestly I dont see how territory scanners and tile scan results are the same thing as the mini game that if you could use the tile scan results should tell you where the nodes are without playing their guessing game or needing the charges in general since you should know where the ore is through territory scanning and click the biggest node it shows and press start.
  25. The setup is wrong in DU for allowing full customization like SL with a voxel based environment. Though DU could really benefit from some kind of Voxel to Mesh baking tool that when you arent in build mode it is basically all baked back into a solid one piece mesh to save performance overall. I think while some cool stuff has been added by player content developers the way it is creates more lag than its worth with all the systems layered on top of each other and giving us more options to add in unoptimized player build ships would run against what DU is trying to do if everyone has all sorts of custom ships outside the engineering meta or just adding in player customization. I think there should be suits for the different classes like miner, industrialist, pilot, and fighter pilot with different basic looks but nothing more then that since having all the same avatar saves performance without the gear bloat and more than you need to customize. The tools and parts/elements are the customization in this game even if we dont have other skins to make them unique vs using the same color picking you can with player customization pri/sec/tri+ color schemes on parts since really you are just picking the albedo layer it renders. Personally I wish they would remove the ability to script what you want and have players work together to subit and vet the cosing and scripts that exist in the game or to take the submissions and make them better and actually make it part of the game or to have players make the elements and submit them so they can be added to the game so that it works with the game coding and more optimized vs the limited amount you can do serverside in general vs clientside.
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