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Warlander

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  1. Like
    Warlander reacted to Eternal in NQ's new Commercial for Gameplay In DU   
    I was ranting on NQ. Giving free money is not fair! As I already explained, it is stealing! 
    If the system is not fair, will you play the game? Nobody will, and certainly not myself! They aren't even willing to do anything about the exploits so this is a very inequitable game!
     
    They should reward you for that, and they should reward you for that by making the game fair! You reap what you sow.
  2. Like
    Warlander reacted to Novean-32184 in So, what JC is doing now?   
    The problem seems to be that NQ does not (want to) see the opportunities..
    They have asteroids, sure.. 
     
     
    They could have had their version of data and relic sites, locations where players can find metarial and tools to be able to create things like machines that can analyse components and create .. blueprints. Blueprints which can then be eiher used (in indusry) or sold..

    Very simple concept, not hard to implement provided your core game is designed and set up to accommodate it and it drives engagement with game on many levels without the need to introduce NPCs. You can build the existence of these sites into the lore.
     
    Thes thinsg are not hard to conceive, if you have the cerative mind to do so, and not hard to do as they are passive sites, pretty much like asteroids are. 

    NQ has a big shiny example they look up to and clearly take cues from, yet they seem to lack even the most basic understanding of what makes their example tick, which is actually not the top level stuff, it is the more intricate and "under the surface" mechanics that do.

    I'm currently involved with another MMO which is in early stages and their solution is you buy or loot something, pay some money and assign some energy to research these items which in the process are lost but the result is.. a blueprint which can then be used on a crafting station to build that item as much as you like. Simple but very effective.

    Also, NQ just loves to overthink and over complicate things, they did with industry and frankly they are now doing it with mining. They are a bunch of nerds who seem incapable of realizing that their playerbase to alarge extent are not and just want o have fun. Problem is what NQ thinks is fun is really nerd stuff fun and not all that exciting for the main potential player audience they are in need of attracting.

    Mini games are fine, but their shiny example just uses simple stuff like a minesweeper variant with some fun tricks and a good selection of options to make the game eeasier as you gain experience..

    As you said, there is MMO's where the devs have solved all these problems many, many years ago, wel lbefore NQ even existed. Why does NQ think they must go and reinvent the wheel time and time again.
     
     
     
  3. Like
    Warlander reacted to Creator in NQ's new Commercial for Gameplay In DU   
    I feel this is where we NQ is headed... "Doing Nothing"... based on their subtractive approach to fixing problems in DU. Honestly lately I feel less and less like playing DU in the past couple of weeks since I demolished my resort due to upcoming tax changes... I had something I loved, and cared about in this game... and that being gone on top of the new way things are going to roll out... I just am losing the ambition, desire to build. Plus all this talk of wipe, why bother protecting what might already be lost at release anyways.

    People argue don't be mad until they finally decide how it will play out... but I can only react to the information we have, and I refuse to march single file into the furnace of hell with these changes and do it quietly... If NQ is going to burn what people love with dramatic changes, then they can wake up to the smell of wrath every morning.

    Btw... the fact NQ is calling this game a BETA when developing it like an ALPHA is sickening and dishonest imho. This is why people get mad about potentially losing months or even years of work, on project they though they were building to help build the community, that they thought would give people more to look at then the randomly generated landscape of BS of these dull planets.

    Until then... NQ wants you to play DU and DU Nothing... while you are logged in. (Btw I hate HP's new commercial, she looks miserable.)

    Btw Pann this is what you asked for right in the vlog, if we are angry... to get vocal vs get angry and leave...
     
     
  4. Like
    Warlander got a reaction from JohnnyTazer in NQ's new Commercial for Gameplay In DU   
    Yeah DU'ing nothing pretty much sums it up lol.
     
    Du Nothing while traveling to and from mission waypoints for hours at a time
    Du Nothing and collect your ore
    DU nothing if you dont wake up ass early on Saturday to mine asteroids before they are gone
    DU Nothing and your industry runs itself
    DU nothing since your scripts DU it for you
    DU nothing you get free money
     
    What a joke.
  5. Like
    Warlander reacted to Bobbie in Abandoned Constructs/Territories   
    .
  6. Like
    Warlander reacted to Haunty in Don't Be Surprised...   
    Obviously no one should be surprised about any changes. Especially in alpha/beta. Should really only join an alpha/beta if you can handle it, but many can't.
  7. Like
    Warlander reacted to Novean-32184 in So, what JC is doing now?   
    I have it on good authority that one of the straws that broke the camel's back was that JC actually had the brilliant idea to hire actual designers as "players" and let them build cities in game. For me, the big problem with JC has always been he only saw the end goal, he never considered or even thought about the way to get there and only found it's a tad more complex than he though once it was too late.

    JC was famous for basicaly ignoring or brushing aside anything that counteerd his "vision" with the argument that it was just not understood. It seemsed he never once considered all these valid arguments and discussions might have merit and be actually beneficial for him and the progress of the game if he would not just "hear us" but would actually listen.

    Unfortunately, from the last VLOG it would seem that mindset is still very much alive in NQ. They hear what we are saying but fail to listen and thus it is actually them who do not understand or get what is being said. The many instances in the VLOG where what NQ states they believe we are saying or what we are suggesting show the disconnect between what they hear and what we are telling them is quite massive. And IMO a big reason for that is that NQ _still_ refuses to actually engage with us in any meeaningful way.
  8. Like
    Warlander reacted to Novean-61657 in Would you rather play on a PvE or PvP server?   
    I play games like DU (and EVE) because they don't have separate servers, it is all one universe. Another part of the attraction is that there is risk of PVP and you have certain choices whether or not to participate actively in PVP. There are risks and rewards for those choices.
  9. Like
    Warlander got a reaction from JohnnyTazer in So, what JC is doing now?   
    Gotta love how that clown JC always wants to build some kind of civilization and never bothered to give us the tools to ever make one and expected us to do it all for him with nothing more than lego playschool houses and factories devoid of governmental systems, zoning, or any form of societal factors that glue a civ together.
     
    Gotta love that hes an AI guy and the only AI he created was a market manipulator with no space npcs, aliens, creatures, etc.
     
    What a clown good luck bro keep killing games brah.
  10. Like
    Warlander reacted to Physics in Game Economy Will Crash From Taxes   
    Again, if people don’t want too run missions they will not. People will cut back on territories to lower costs, persevere through to continue doing what they enjoy or get fed up and disappear. Others will just let them run down to abandonment.
     
    You make it sound like 1 mil per week will collapse the economy when people have been spending cash on schematics over the last year costing 100’s millions per shopping trip.
     
    As many mega factories have most schematics needed now there is lots of spare change so people who focus on industry and markets etc this will not hurt at all. 
     
    The player base who has had no desire to make big money or play the economy and just wanted to mine for themselves to build what they wanted along with the casual players are the ones in danger here. The patch runs a big risk for them to join the pvp community in the DU history books. 
  11. Like
    Warlander reacted to Novean-32184 in Demeter will probably Kill the game if it goes to live servers..   
    @FerroSC
    You have a valid argument though I kind of go on an average there ove rthe 7 years.. which actually is well below the 350K.. 

    But we'll have to see how it all plays out.
     
     
     
    Absolutely correct, the problem is that NQ decided to advertiser their game as beta while it was, and still is, really knee deep in alpha stage of development. Everything we're seeing right now is textbook Alpha stuff.. add or remove elements at will, break stuff, test it, take it out and rework it.
     
    The major problem is that NQ choose to let the public in while they were (and are) far from ready for that, but they never even tried to make the case for that. They pretend they are actually in beta, a stage where the game is expected to be pretty much complete to the point you need/want it to be and you focus on refining, bugfixing, polish and generally getting it ready for release.

    NQ could have put proper power management in place before beta, we as backers provided them feedback and sugegstions on that many times. A lot of the issue we have seen since "beta" were well known and provided feedback on. NQ thought they knew better (and still do), basically pulling the "you just do not understand, just wait and see" card many times.
     
    Now, it's crunch time and they have a few months left to release the game.. As NQ-Sesch himself said "We've been in beta for just about a year and have a few months to go" .. Well.. we'll see where that will end up..
     
  12. Like
    Warlander reacted to Aaron Cain in ELEMENT STACKING NOW PROHIBITED - NQ FEEDBACK PLEASE   
    Same here, no clue how to do it. Not interested either but i do not want NQ to randomly delete my ship becasue the cargo hub overlaps a little bit
    Also why is the exploid tolerated untill the ship was in pvp? that is the stranges way of talking it right i have seen since the schematics exploit/scam NQ did nothing about.
  13. Like
    Warlander got a reaction from Context in Needed Teraforming Talent(s)/Tools   
    I have been off and on been teraforming a cluster of tiles with 3 central tiles which will be my central hub as well as a ring of tiles around those and flattening it all down to a flat base before I can build it back up again to make the best use of teravoxels and core limits to get the best bang for my buck without having to buy multiple accounts. I have learned a lot spending the last 8+ months trying to build the central 3 tiles up to the 100m limit before realizing that it was not the best way to go about it and needing to flatten it all back down to the base which I am still in the process of doing.
     
    But throughout this project many things have become clear that the tools are fairly lacking either on purpose so you have to do a lot more mining for precision or that the devs seem to want more jagged vertices for whatever reason adding more processing power. Outside of the memory leak that forces me to restart 5+ times a day when I am lowering terrain the max amount allowed there is certainly many tools that need to be added or talents to make teraforming more viable in general as a round about solution to voxels vs teravoxels in general.
     
    First I will say that Teraforming in general is very terious work unless you are brining the terrain down. You can bring it down quite a bit at a time but unless you want to add teravoxels to the landscape it takes 10x longer to do so and the spherical nature of the voxels or not having any kind of voxel land grid can be quite infuriating at times since you are flying blind and it is nearly impossible to get nice clean straight lines. It can be done but it can also be a pain in the ass to accomplish on the correct grid which does exist even if you cant see it.
     
    But also that replacing voxels of a large scale is even more of a pain in the ass using spheres which create all sorts of pockets and cracks that seem unnecessary if you are trying to change the base color of the terrain to match what you want or need it to look like and having to spend an absorbant amount of time to place down blobs and smooth them out to get any sort of desired result.
     
    This new texture change as far as teraforming and replacement of voxels goes looks entirely different from when you gather the materials to what they look like when placed down and often times they look exactly the same with little flecks or differences but the colors are pretty much exactly the same regardless if it looks like the color should be much darker based on the icons and it is all pretty dull and boring vs the older textures which actually looked different in gradient from all the same texture types. Not to mention only having tundra, snow, and sand without stone, dirt, grass, or plant items you can place as organic props to spruce up an area without requiring a core and mashing together a tree of some sort outside the forest biome is kinda puzzling as well.
     
    Additionally there is and should be a difference between metals and stone minerals and things like limestone, granite, etc should be what the land itself should be made out of not a node like metals. There should be mountains of the stuff since the dirt teravoxels are pretty much useless and are either discarded or never actually collected. There are moons that are pretty much destroed to the point where it looks like an unfinished deathstar they are so destroyed and dirt should really have some kind of value in sifting to get trace amounts of metals or stone in which to build with. This finite resource system is not working out without some kind of solar system wife healing via earthquakes.
     
    Lastly you should be many more textures and options for teraforming in order to be able to make your tile(s) look better without requiring cores and building the foundations of the cores first. Any stone based voxels should also be included in what can be placed down via teraforming to accomplish this.
     
    With that said here are a bunch of talents and tools that need to be added to the game which are absolutely necessary:
     
    Teraforming Build Mode: If you are the owner of the tile you should be able to hit B as if you were looking at a core and have all the same tools as building and using voxels on a core. There is no need for cores unless you need to serve some sort of purpose or function like a factory or you want to use metal voxels. If Teraforming Build mode is not possible then there should be a sepperate tool just like the flatten tool but instead of being round should be square to make it easier to make clean planed surfaces or add back terrain back to the landscape in the same capacity as the flatten tool takes it away. Teraforming Chisel: There is a need to be able to chisel out fine details from the terrain and a tool like a chisel in which has the ability to go down to 1vx x 1vx is really needed in a square perhaps up to 5x5 vx in a square could really go a long way with the ability to hit CTRL and scroll the size to the desired look Raise Voxel Tool: Since you can only really reliably raise the land by either putting down blobs of teravoxels then planing it off and then flattingening and hoping you are within the 5vx meter threshold to where it makes a flat surface before the rebar type voxels appear it would really be nice if there was a tool to raise the landscape properly and efficiently or just increasing the height that can be raised by the flattening tool since 5 meter layers are a huge pain in the ass especially when you are doing a project that is multiple tiles in nature. Teravoxel Replacement Tool: There is a huge need for the simple ability to just replace teravoxels with something else rather then putting down blobs and creating pockets and micro voxels aritfacts in the process. Just simply being able to replace even the top 1vx layer on the surface would be a huge step forward in what can be done using teravoxels as a viable option to using metal voxels. Talents to also shring the size of the mining tool in addtion to increasing the size would also be a good alternative to some tools listed above.
  14. Like
    Warlander got a reaction from Fembot68 in NQ suggests buffing engines, your thoughts?   
    Its still not to say that there arent other forms of propulsion that does not involve fossil fuels.
  15. Like
    Warlander got a reaction from JohnnyTazer in Mission System Release   
    Devs always preach better communication to buy time then do the opposite. There are few teams that practice what they preach.
     
    The mission system is a waste of time, money, and resources vs what this game really needs at this point. Since NQ does not seem to like money or want to make more and rather seems to enjoy the dwindling 1k player population it has left without adding meaningful content vs DOA systems like the mission system for example vs creating more servers to simulate other solar systems you can go to since apparently a single universe let alone 2 is beyond their capability. There is so much going wrong I dont think this team has a chance of turning this around before the lights go out.
     
    Dont expect anything until it drops. Roadmaps and timeframes are only a best case scenerio at best. Getting mad or bothered about it when they have been saying for years now they have no budget to work with you really only have yourself to blame with expectations they cant meet. Since JC has run this project into the ground there is a lot of damage to be undone and or system redesigns that need to be fixed before it is fit for general consumption.
  16. Like
    Warlander got a reaction from JohnnyTazer in All of the problems with PvP right now   
    I really want to like PvP in DU but at this point I dont think anything they do will really ever make it fun enough to want to throw away millions of credits to even enguage in it or that there is no ground game or even hand to hand combat to be had that would ever make this fun in any capacity.
     
    !: Scripting
    The first and biggest gripe I have with it in general is that NQ needs to either disable PvP scripting as its basically devolved into aimbot hacks to where you can target people from much further than your radar should be able to see the target, tell if its a friendly org member or foe, pull a full health/diagnostic report of the ship, match speed and course correction, and just autofire faster than people should be able to rail things in space.
     
    PvP scripts should either be disabled or be required to be submitted for review and put into a repository that everyone can buy with credits in-game to even begin to make the PvP in this game fun. Hell NQ can even charge for submissions regardless of approval and if they are good enough attach them to actual parts rather than having the game within a game mechanic of secret personal guarded scripts that will ruin any sort of progress the developers make to try to improve DU PvP.
     
    2: Target Lock
    The second biggest gripe I have is with how target lock is handled in general and the overall tab target RNG feel it has which requires no skill or longevity to combat that this system provides. It is akin to modern day fighter jets using radar and other systems to spot enemy jets long before yu ever see them and launching missles and destroying them before any sort of real combat can be had or any chance that you can turn the tables after somebody tries to jump you because there are probably already multiple vollies coming your way. In DU its is pretty much full auto scripting with no chance on the recieving end. Its like the Aegis drones to where they can aquire targets before taking off, go to the location, destroy the enemy, fly bakc, land, and park without ever needing a human to do anything since it does everything itself with perfect precision.
     
    There is a reason nobody likes PvP except for those who have these scripts and using the target lock to their advantage since again they are pretty much hacking the code through scripts and even if they arent target lock still destroys the fun of PvP since it requires no real skill to use or any form of line of sight or actually maintaining the lock to keep the missles going towards their target. There is also a reason EPs like Star Wars have target lock but it still maintains a sense of WW1/2 dog fighting nostalgia so it appears that the heroes or villians have both skill and a chance of survival unless you have ships behind you and still they rarely use missles/torpedos instead of just using the lazer cannons since it would be stupid if the epire rolled in with and destoyed the rebels with the tools commonly used in DU with target locks and scripting.
     
    The only way to fix this is to make the nature of weapons actually require skill like everything else in this game requires and disabling the tab target RNG part lock system and require the attacker to be in visual range to actually both fire the weapons but also to maintain a visual lock for missles and moving to a system that relies on more lasers or physical ammunition to actually fight with instead of the garbage going on and needing to lead shots with lazers or to maintain your aim on a target for it to go to where you are aiming and have the possibility to miss if you lack skill.
     
    3: Sliding
    It does not matter if you are in space or in the atmosphere there is a slide when you change direction. In the atmosphere the stabilizers are meant to keep your ship from sliding and is meant to act like the fletchings of an arrow in order to maintain a true trajectory. In DU however no matter what you do if you dont start off with a perfect course you will inevitably slide off course and unless you come to a complete stop you can never truely fly in a true straight direction. Since there is no wind in DU its like always sliding on ice and it is no different in space even with the space adjustors or atmo adjustors which should stop this. It is even worse in space because you cannot ever relly correct the trajectory without coming to a full stop or you will slide many SU off course.
     
    This ruins any chance for combat in space since you either are forced to use an autopilot script or the PvP variant and it turns it into more of a drag race than allowing any kind of space combat dog fighting from occuring ever until this either is taken out oof the game or somehow lessened to allow for some slide more like a rally car would handle on snow or drifting but still allowing people to maneuver in atmo/space to open up the door for evasive maneuvers based on the mass of the ship.
     
    4: Speed
    Speed is very important if this drag race type system is to stay. Its like your ship could go much faster but there is a governor placed on your speed for no real reason but allowing gankers to catch up even if you leave the bubbles at max speed you still cant go faster than 29999 which gives other place the ability to jump and with the rediculous range scripts or target lock has and the equally rediculous range on missles which are not bound to the speed cap just blow you out of the sky.
     
    The first thing that needs to change is the cap and you should be able to achieve warp speeds if you are consistently using the space engines as well as even if you let off the gas you should still maintain your desired speed without slowing down unless you hit the space brakes to slow down even if yur ship is blown to bits it should still slide and keep drifting through space and require the enemy player to have to match your speed and board your ship.
     
    But also that there shuld also be different warp tiers which go faster than the initial warp spped and rangin from Warp 1-5 depending on if it is T1-5 or even more with basic-rare. It should not also be an instant o-shit button either as much as just a faster way to move and if space engines could be used on top of it to gain more speed if the cap was abolished it should allow players or other PvPers to catch up to you based on the masses of both ships to make warp speed battles a thing rather than just ripping people out of warp which keeps getting proposed and rather requiring the attacker to actually desroty the warp drive to disable their warp.
     
    The other thing that needs to happen is the ability through talents or part variants to have atmo burn resistance in the atmosphere to make it so that you can go faster than 1200kmph and open up mach speeds based on aerodynamics rather than some artifical hard cap of planetary speed. Its not like planes burst into flames doing this in RL and it seems pretty stupid that you cant take full advantage of speeds in DU if there were parts that added heat resistance through parts/talents.
     
    5: Turrets/AI based Turrets
    The lack of any kind of turrets that players or AI can cantrol which arent fixed is appauling. Even AA type turrets akin to the AI based ones you encounter around the large TUs or the giant planet teraforming Tus that actually do something or that you as a player can hop into like the turrets in WW2 bombers is rediculous or the fact that even if you put them on a ground based construct NQ has to know that you will never get someone to man it 24/7 and some kind of AI is required to make it possible to defend yourself when you are offline.
     
    This goes doubly so for PvP in atmo/space in a dynamic core based ship in the fact that haulers/freighters need heavy defenses even if they are AI driver auto turrets that arent as accurate as a player.
     
    6: Power/Overheating
    The lack of power to run heavy weapons without a downside to just constantly being able to fire with no charge time or power consumption to do more damage or that if your power core or overheated other systems go offline or require different systems to be turned off to trade off on attack/defense/radar/detection/stealth meta and just all system go all the time needs to change. There should be some form of balance between Attack, balance, or defense capabilities and what you can reliably take onboard or power or trade off lazer or energy weapons with physical machineguns, cannons, or missles and having things like shields or warp drives rely heavily on power or overheating based on usage or duration of usage to where you need energy based weapons to creack the power keeping a shield up before physical weapons can be used and resistances added for various weapons to parts which might require multiple weapons to take out a ship or that there could be different types of propulsion which again require different weapons to disable before destroying that do not require fossil fuels.
     
    7: Nature of Weapons vs Voxels
    The weapons themselves seem way overkill for the sizes they can destroy in terms of the voxel damage they can cause or the splash damage they do. Something like a simple laser cannon or even a physical machine gun or cannon should start out with XS size being 1vx in size with L sizes doing 5vx worth of damage to whatever it hits with no splash damage. Beam weapons on the other hand or rail guns should go through multiple targets with beams acting like metal cutting lazers in RL to where it needs a sustained direct stead beam to cut through metal vs a rail gun which should do some DD damage but go through everything in the ship and do less and less damage with everything it goes through with the 1-5vx size from XS-L weapons and again requiring tremendous amounts of power to opperate and requireing either an equal dynamic core size or clever engineering and placement of parts to accomplish the right to use it to the mass/power/thrust/lift to make it work. Where as machineguns/cannons/missle should actu in the same way as well to where machineguns or gatling guns should put out a lot of fire but do little damage to pepper a ship doing 1vx size with XS-L putting out more shots but it ships away doing basically DOT based damage with sustained fire and missles doing heacy DD damage on the initial hit and then with the splash damage doing much much less damage to surrounding parts in a cone rather than a full AoE.
     
     
     
    If NQ keeps doing more of the same without meaningful changes before TU warfare comes in without ground weapons, hand held weapons, or any kind of reason to fight in the first place it will never be worth the development time. If it is allowed to be fully automated via scripting no matter what they do its still DOA. Its kinda a lost cause at this point anyhow.
     
     
     
     
  17. Like
    Warlander got a reaction from WooTiPanTz in transparent or translucent voxels   
    I agree and have commented on this before.
     
    EQN Landmark had glass voxels and to some degree stained glass voxels. You could create good windows, frames, and the micro voxel portions which went through the glass as well. It was a great system.
     
    I hope that at some point they give us a glass type voxel over just plain glass which fits like nothing, has rectangular shapes over squares, circles, or triangles to even fit anything properly where glass voxels would have done everything and more that I needed it to do.
     
    Also I think that transpartent / translucent voxels are the best way to approach shields as well. Sicne ships are all different sizes, shapes, etc it will be hard to come up with an organic shaped shield that again isnt some kind of element like plated glass around a ship. Voxels are the only real way to have a resistance system attached which protects against lazers or other non beam weapons. Shield voxels should be accompanied with a switch to turn on/off shields or that they only have collision added to weapons but still allow people or objects to pass through the voxel.
     
    Where as there should be reinforced voxel composits for other types of weapons like railgun or missles that at T5 should only prevent 75%-95% max so that there is damage done but still allows there to be combat. Right now there is too high of damage with no resistance or damage prevention, deflection, reflection. Regardless, there needs to be defense based voxels that properly absorb damage rather than allowing splash damage to blow a whole ship up and negates the only real need for voxels when they are meant to be cosmetic but also resistance based damage negation. Right now there is nothing like that.
     
    But there are many uses for translucent voxels or translucent glowing voxels.
  18. Like
    Warlander got a reaction from IvanGrozniy in Game Design: How DU can simulate Civilization   
    There is nothing stopping a solo solo player from starting a pocket org like everyone else for 500k-h. It can also be handled just like if you dont have anything qued if there is a research exp as their is personal growth exp.
     
    Most of all any researched technologies should be massive and require much larger cores or zoning to place down such as industry units that are XL and higher should require massive machines to make or ground based defense units like surface to air batteries, nuke silos etc. But also for things like giant reactors for a zoned power plant, solar arrays, Communications satilite dishes, and pretty much modular things you can build around with voxels.
     
    But it should be more like a landlord type thing where it does not matter if someone is in your org they can still live in residential areas or industrial areas where they get taxed for living there but get better taxes if they are part of your org but are still offered the same protections for living on your land. If the org is targeted they should be expected to help especially if they are invested in the providence/sector/region.
     
    There needs to be some kind of governmental structure of voting or building/planning for things like setting height limits for air travel or whatever is needed.for the area or getting permits for stations/elevators etc.
  19. Like
    Warlander got a reaction from IvanGrozniy in Game Design: How DU can simulate Civilization   
    @op
     
    I have been also suggesting that Orgs should have their own tech tree that add both higher technology/upgrades but also that it should also unlock new features or functions to the table that makes orgs more than just an industry but that they can provide civil functionality such as city halls, police force, ship yards, player markets, military bases, powerplants, etc that require zoning but serve real pusposes that are lacking in the game for territory wars. But also that Orgs should have their own versions of TUs that range from a 7 cluster tile to regions/sectors that are much larger than 7 tiles but cost a lot more.
     
    I also think that the Org tree should act kind of like a group Age of Empires kind of research tree that each player in the org should have a sepperate Exp Pool and Exp per min to help their org research but also that if you leave the org that exp goes with you wether you start your own Org or go to another larger one.
     
    This game has a serious lack of needing an org as everyone can do the same thing. I wish that there were no pvp protections at all and it required massive org factions to watch each others backs because your property can be stolen, hacked, or damaged/destroyed at any time to facilitate the need to work with huge orgs to gain ally protections where your orgmates cant attack you or that anywhere anytime outside of the alioth homeworld is full danger besides your orgmates. I think also if they got rid of the tab target random bas and had actual aiming/leading of shots this game would be much better off.
     
    Until there isa need for civilization I can do everything a large org can do and I dont need them as they dont really need me either. I would rather play this game solo or in a small group the way this game is as there is no real point to anything DU/NQ has built or added to the game so far. Its a solo building game with crafting imo not the PvP game they set out to make. Until its unsafet outside alioth everywhere it will never materialize just look at the StarWars PvP event lol.
  20. Like
    Warlander reacted to sHuRuLuNi in Starwars Battle kicks off in 9 hours   
    It's a sorry state of the game when you have to plan, schedule and invite people to a PVP event ... "Emergent gameplay" my behind.
  21. Like
    Warlander got a reaction from Daphne Jones in Helicopters   
    Been asking for rotors or drone rotors/tail rotors myself for a while now. We need some kind of hover engine that goes from hoverpad height to 1+km.
     
    +1 from me.
  22. Like
    Warlander reacted to Daphne Jones in Helicopters   
    In 2021, NASA landed a helicopter on Mars... 10000 years later we don't have helicopters on Alioth. Why?
  23. Like
    Warlander reacted to DecoyGoatBomb in DU as Civilization Gone Wrong (Poor game design)   
    Not sure why they are not looking to City Building systems that worked like SWG. A city leveled up and had facilities and function that did not exist outside a city. This could be implemented via TCUs. I think this is a fundamental flaw in their approach to making a "Civilization Building" MMO with zero city building features.  
  24. Like
    Warlander reacted to CptLoRes in The relationship between UI, world depth, and quality of life   
    The core idea from JC was "NQ makes the tools, so that the community can make the content". And this is where his academic background shows (making complex systems by combining simple mechanics, and emergence found in such complex systems). And by itself it is a good idea, even if a largely unproven concept in MMO's.
     
    But JC also decided to add more layers of unproven ideas to the already unproven core idea like one shard, open world unlimited voxel driven building/terraforming, finite resources etc.
     
    And all this is guaranteed to fall apart when NQ is unable to deliver the tools needed for the core idea to work, being seemingly unable to deliver a steady stream of progress or fixing bugs in a timely manner, even after having scaled up massively. And then on top of that starts putting dampeners on the 'emergence' to try and shape the game to extend play time and 'cover up' the lack of tools for a complete game loop.
     
    So in short, this game is built on three shaky pillars.
    1. A shaky foundation pillar where you have multiple layers of unproven concepts that define the game.
    2. A shaky production pillar lacking the tools needed for the core idea behind the game to cause 'emergence' that can be sustained long term
    3. A shaky technical pillar with lots of performance and stability issues that cause player grievances and put hard limitations on the 'emergence' capabilities in the game
     

  25. Like
    Warlander reacted to CptLoRes in The relationship between UI, world depth, and quality of life   
    Thing is, that was the plan from the beginning. NQ don't want to make content/stimulus, they want us the community to make it for them.
    But when they are unable to even create the tools we need to make said content, it is doomed to fail.
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