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TobiwanKenobi

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  1. Like
    TobiwanKenobi reacted to NQ-Nyota in PvE Missions: We've Got Numbers!   
    Greetings Noveans!

    We've got some numbers/data to share with you today, all about PvE Missions and what Noveans have been up to in them for the first 15 days after 1.4 was released. The data you see below is from June 20th, 2023 to July 4th, 2023 inclusively. We asked NQ-Lasius to dig deep to find us some numbers to share with all of you. One thing is for sure, you've been pretty busy out there! 🎆

    PVE Mission Statistics From June 20th to July 4th (2023)
     
    Total number of missions attempted (taken, failed or successful): 1,470
     
    Overall Failure vs. Success Rate: 
    Failure: 51%
    Success: 49%

    Mission Success & Failure Rates per Difficulty Level:


     
    Very Easy: 57% Failure Rate / 43% Success Rate
    Easy: 43% Failure Rate/ 57% Success Rate
    Medium: 58% Failure Rate/  42% Success Rate
    Hard: 71% Failure Rate / 29% Success Rate
    Very Hard: 90% Failure Rate / 10% Success Rate
     
    Most popular planets to start missions from:
     

     
    Alioth: 88.4%
    Thades: 4.3%
    Madis: 4%
    Talemai: 3.3%
     
    Total quanta earned (all successful missions):  933 095 000
     

     
    Average time to complete a mission: 26.03 Minutes
     

     
    Average time to successfully complete a mission by difficulty level (minutes):
    Very Easy: 19.04
    Easy: 26.08
    Medium: 27:02
    Hard: 34.07
    Very Hard: 34:00
     
    Shield Types Used:
    Extra Small: 31%
    Small: 48%
    Medium: 17%
    Large : 4%
     
    Weapon Types Used:
    Cannon XS: 36%
    Cannon S: 46%
    Missile XS: 15%
    Laser S: 5%
     
    We hope that you've been enjoying PvE Missions and that you will continue to fight the good fight! 
  2. Like
    TobiwanKenobi reacted to NQ-Wanderer in UPCOMING 1.4 PVP CHANGES   
    Hello Noveans,
     
    Major changes are coming to PvP in Dual Universe with the 1.4 update! We've engaged in numerous productive discussions both with members of our PvP community as well as internally. The balancing changes being introduced to PvP are a result of these conversations.
     
    Before delving into the specifics, let's discuss the reasoning behind these changes.
     
    In the early days of our beta, we started without shields, leading to a majority of PvP being fought in large cubic ships, which were generally less aesthetically pleasing. Our goal was to cultivate a space where players could transition from using thick voxel layers, leading us to introduce shields into the game for the first time about two years ago with the 0.26 Apollo update.
     
    Shields quickly became an essential aspect of PvP combat. Consequently, ships rapidly evolved from having vast voxel quantities to featuring sleek designs with minimal voxels, presenting smaller targets and evading most incoming damage. This led to the inverse of the cube situation, with ships built into long sticks, sometimes devoid of voxels entirely.
     
    In several previous updates, we have tried to strike a balance, providing players a reason to own ships that are not just cubes or sticks, but amazing constructs of beauty and lethality with your own personal style!
     
    With the 1.4 update, we've revisited many aspects and made changes you’ll want to know:
     
    We have revamped the hit-and-miss formulas used in the back end. Shields are less likely to serve as huge one-time batteries and will function more like periodic protection. The venting cycles are shorter and more frequent, allowing you to vent more often but for smaller amounts. Weapon Tracking has also undergone significant change, damage evasion is now a trait more likely to benefit smaller, swiftly moving and highly maneuverable ships, while larger ships have access to more potent stasis weapons to combat smaller ships. Honeycomb now has approximately twice as many hit points, enhancing its importance for tanking while your shields are being vented. Hoverseats and Cockpits now have a higher fitting capacity, enabling you to equip more weapons or a larger radar.  
    We hope these changes will enhance PvP enjoyment for everyone. To help you better prepare for the update, here is a complete list of all PvP changes coming to Dual Universe in the 1.4 update, though please note that these updates are still subject to change:
     
    Weapons

    Cannon XS
    Damage has decreased from 7000 to 6500 Optimal tracking has decreased from 10 to 2.75 Falloff tracking has decreased from 10 to 8.25
    Cannon S
    Damage has increased from 12950 to 13000 Period of fire has increased from 3.375 to 3.75 Optimal tracking has decreased from 5 to 1.1 Falloff tracking has decreased from 5 to 3.3  
    Cannon M
    Damage has increased from 23957.5 to 26000 Period of fire has increased from 4.55625 to 5.625 Optimal tracking has decreased from 2.5 to 0.44 Falloff tracking has decreased from 2.5 to 1.32  
    Cannon L
    Damage has increased from 44321.375 to 52000 Period of fire has increased from 6.1509375 to 8.4375 Optimal tracking has decreased from 1.25 to 0.176 Falloff tracking has decreased from 1.25 to 0.528  
    Laser XS
    Damage has increased from 8000 to 8500 Optimal tracking has decreased from 5 to 1.75 Falloff tracking has increased from 5 to 5.25 Optimal Range has increased from 12500 to 14000 Falloff distance has increased from 5000 to 7500 Weapon capacity has decreased from 80 to 70  
    Laser S
    Damage has increased from 14800 to 17000 Period of fire has increased from 4.725 to 5.25 Optimal tracking has decreased from 2.5 to 0.7 Falloff tracking has decreased from 2.5 to 2.1 Optimal Range has increased from 24000 to 28000 Falloff distance has increased from 10000 to 15000 Weapon capacity has decreased from 400 to 350  
    Laser M
    Damage has increased from 27380 to 34000 Period of fire has increased from 6.37875 to 7.875 Optimal tracking has decreased from 1.25 to 0.28 Falloff tracking has decreased from 1.25 to 0.84 Optimal Range has increased from 50000 to 56000 Falloff distance has increased from 20000 to 30000 Weapon capacity has decreased from 2000 to 1750  
    Laser L
    Damage has increased from 50653 to 68000 Period of fire has increased from 8.6113125 to 11.8125 Optimal tracking has decreased from 0.625 to 0.112 Falloff tracking has decreased from 0.625 to 0.336 Optimal Range has increased from 100000 to 112000 Falloff distance has increased from 40000 to 60000 Weapon capacity has decreased from 10000 to 8750  
    Missile XS
    Damage has increased from 14000 to 26000 Period of fire has increased from 3 to 5 Optimal tracking has decreased from 12 to 3.5 Falloff tracking has decreased from 12 to 10.5 Optimal distance has increased from 10000 to 12000 Weapon capacity has increased from 24 to 30 Reload has increased from 45 to 60  
    Missile S
    Damage has increased from 25900 to 37050 Period of fire has increased from 4.05 to 5 Optimal tracking has decreased from 6 to 1.4 Falloff tracking has decreased from 6 to 4.2 Optimal distance has increased from 20000 to 24000 Weapon capacity has increased from 120 to 150 Reload has increased from 45 to 60  
    Missile M
    Damage has increased from 47915 to 52796 Period of fire has decreased from 5.4675 to 5 Optimal tracking has decreased from 3 to 0.56 Falloff tracking has decreased from 3 to 1.68 Optimal distance has increased from 40000 to 48000 Weapon capacity has increased from 600 to 750 Reload has increased from 45 to 60  
    Missile L
    Damage has decreased from 88642.75 to 75234 Period of fire has decreased from 7.381125 to 5 Optimal tracking has decreased from 1.5 to 0.224 Falloff tracking has decreased from 1.5 to 0.672 Optimal distance has increased from 80000 to 96000 Weapon capacity has increased from 3000 to 3750 Reload has increased from 45 to 60  
    Railgun XS
    Damage has increased from 16000 to 17000 Optimal tracking has decreased from 3.5 to 1 Falloff tracking has decreased from 3.5 to 3 Optimal distance has increased from 20000 to 22000 Falloff distance has increased from 20000 to 22000 Reload has increased from 20 to 25  
    Railgun S
    Damage has increased from 29600 to 34000 Period of fire has increased from 9.45 to 10.5 Optimal tracking has decreased from 1.75 to 0.672 Falloff tracking has decreased from 1.75 to 1.2 Optimal distance has increased from 40000 to 44000 Falloff distance has increased from 40000 to 44000 Reload has increased from 20 to 25  
    Railgun M
    Damage has increased from 54760 to 68000 Period of fire has increased from 12.7575 to 15.75 Optimal tracking has decreased from 0.875 to 0.16 Falloff tracking has decreased from 0.875 to 0.48 Optimal distance has increased from 80000 to 88000 Falloff distance has increased from 80000 to 88000 Reload has increased from 20 to 25  
    Railgun L
    Damage has increased from 101306 to 136000 Period of fire has increased from 17.25 to 23.625 Optimal tracking has decreased from 0.4375 to 0.064 Falloff tracking has decreased from 0.4375 to 0.192 Optimal distance has increased from 160000 to 176000 Falloff distance has increased from 160000 to 176000 Reload has increased from 20 to 25  
    Stasis XS
    Minimum Range has increased from 20000 to 30000 Maximum Range has decreased from 100000 to 80000 Period of Fire has decreased from 5 to 4 Effect Duration has decreased from 5 to 4 Fitting has decreased from 500 to 225 Ammo Capacity has increased from 40 to 60 Reload Time has decreased from 50 to 10  
    Stasis S
    Minimum Range has increased from 20000 to 30000 Maximum Range remains unchanged at 100000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 6 Fitting has decreased from 2500 to 1125 Ammo Capacity has increased from 200 to 300 Reload Time has decreased from 50 to 20  
    Stasis M
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 120000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 8 Fitting has decreased from 12500 to 5625 Ammo Capacity has increased from 1000 to 1500 Reload Time has decreased from 50 to 30  
    Stasis L
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 140000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 10 Fitting has decreased from 62500 to 28125 Ammo Capacity has increased from 5000 to 7500 Reload Time has decreased from 50 to 40 Variants have received new bonus distributions and adjustments Defense now gives Range and Cone bonuses Agile now gives Damage and Tracking bonuses Heavy now gives Damage and Cone bonuses Precision now gives Range and Tracking bonuses Variant values have been adjusted. All debuffs removed.  
    Ammo
     
    Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1 Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05 Defense Ammo has had its Tracking reduced from 1.5 to 1.25 Agile ammo remains unchanged.
    Control Units
     
    The Cockpit and Hovercraft seat Max fitting capacity has increased from 1000 to 1250  
    Shield Generators
     
    Shield Generator XS:
    Venting Cooldown has decreased from 60 to 30 Venting Regen per second has increased from 2500 to 9000 Max shield gain per regen has decreased from 0.5 to 0.25  
    Shield Generator S:
    Venting Cooldown has decreased from 120 to 60 Venting Regen per second has increased from 10000 to 28000 Max shield gain per regen has decreased from 0.5 to 0.35  
    Shield Generator M:
    Venting Cooldown has decreased from 240 to 120 Venting Regen per second has increased from 37500 to 64000 Max shield gain per regen has decreased from 0.5 to 0.45  
    Shield Generator L:
    Venting Cooldown has decreased from 480 to 240 Venting Regen per second has increased from 100000 to 102400 Max shield gain per regen has increased from 0.5 to 0.55  
    Variants:
    The Active variant will now have the hit points bonus. The Variable variant will now have the mass bonus. The Capacitor variant will now have the Volume bonus. Variant values have been adjusted.  
    Voxel honeycomb healthpoints
     
    All honeycomb HP values have roughly doubled (x2.08). For example Iron Honeycomb HP has changed from 6000 to 12500 per m3.
    We hope that this preview of the PvP changelog has armed you with the information you need to prepare for update 1.4, and look forward to seeing your new warships after the update!
    -The Novaqark Team
     
  3. Like
    TobiwanKenobi got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    Please don't bring toxicity into discussions about legitimate concerns regarding the design of the game. The main reason Lodestar stopped engaging in alien core content was because we felt it wasn't worth our time. It required 4-6 hours of our day, every other day, in large part due to NG's harassment strategy of using the combat lock mechanic to waste our time instead of giving both player groups a fun fight. We didn't want to retake Alpha if that was going to be our pvp 'content' when we owned it. This reaffirms my point - the mechanics and general design of the alien core feature is ill-suited to the type of game that DU is. Introducing more of the same while pretending that it's adding content to the game is a bad decision imo.
  4. Like
    TobiwanKenobi got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    I'm looking forward to trying the PvE and testing the new PvP changes and adding them to my guide. However I do want to mention that if nothing has been changed with alien cores, there will be no participation and so no reason to introduce three more. Very few players are willing to devote so much time and effort to take an alien core and hold it. I expect Legion will claim them unchallenged and sit on them for months.

    Plasma-related objectives need to be reduced in participation scale: less time investment, less cooperation necessary(since the game doesn't really support 40v40 battles right now and since the playerbase is dwindling), and less rewards. They need to be small scale, randomly scheduled events, much like asteroids. Or similar to daily, bi-daily, or weekly events like other MMOs have. The current implementation forces way too much time investment, rewards the group with the largest player participation, and also allows continual rewards for no effort or investment after the fighting is over.
     
    Yes, even with the current element lives system, there's too little element turnover. Most players have had to replace only a few ship's worth of elements since launch. PvE could become a major driving force for element turnover, so most difficulty levels should remove element lives.
  5. Like
    TobiwanKenobi got a reaction from Leniver in GETTING READY FOR 1.4? Dev Q&A Summary   
    Please don't bring toxicity into discussions about legitimate concerns regarding the design of the game. The main reason Lodestar stopped engaging in alien core content was because we felt it wasn't worth our time. It required 4-6 hours of our day, every other day, in large part due to NG's harassment strategy of using the combat lock mechanic to waste our time instead of giving both player groups a fun fight. We didn't want to retake Alpha if that was going to be our pvp 'content' when we owned it. This reaffirms my point - the mechanics and general design of the alien core feature is ill-suited to the type of game that DU is. Introducing more of the same while pretending that it's adding content to the game is a bad decision imo.
  6. Like
    TobiwanKenobi got a reaction from Leniver in GETTING READY FOR 1.4? Dev Q&A Summary   
    I'm looking forward to trying the PvE and testing the new PvP changes and adding them to my guide. However I do want to mention that if nothing has been changed with alien cores, there will be no participation and so no reason to introduce three more. Very few players are willing to devote so much time and effort to take an alien core and hold it. I expect Legion will claim them unchallenged and sit on them for months.

    Plasma-related objectives need to be reduced in participation scale: less time investment, less cooperation necessary(since the game doesn't really support 40v40 battles right now and since the playerbase is dwindling), and less rewards. They need to be small scale, randomly scheduled events, much like asteroids. Or similar to daily, bi-daily, or weekly events like other MMOs have. The current implementation forces way too much time investment, rewards the group with the largest player participation, and also allows continual rewards for no effort or investment after the fighting is over.
     
    Yes, even with the current element lives system, there's too little element turnover. Most players have had to replace only a few ship's worth of elements since launch. PvE could become a major driving force for element turnover, so most difficulty levels should remove element lives.
  7. Like
    TobiwanKenobi got a reaction from Shiromar in GETTING READY FOR 1.4? Dev Q&A Summary   
    Please don't bring toxicity into discussions about legitimate concerns regarding the design of the game. The main reason Lodestar stopped engaging in alien core content was because we felt it wasn't worth our time. It required 4-6 hours of our day, every other day, in large part due to NG's harassment strategy of using the combat lock mechanic to waste our time instead of giving both player groups a fun fight. We didn't want to retake Alpha if that was going to be our pvp 'content' when we owned it. This reaffirms my point - the mechanics and general design of the alien core feature is ill-suited to the type of game that DU is. Introducing more of the same while pretending that it's adding content to the game is a bad decision imo.
  8. Like
    TobiwanKenobi got a reaction from SGCam in GETTING READY FOR 1.4? Dev Q&A Summary   
    Please don't bring toxicity into discussions about legitimate concerns regarding the design of the game. The main reason Lodestar stopped engaging in alien core content was because we felt it wasn't worth our time. It required 4-6 hours of our day, every other day, in large part due to NG's harassment strategy of using the combat lock mechanic to waste our time instead of giving both player groups a fun fight. We didn't want to retake Alpha if that was going to be our pvp 'content' when we owned it. This reaffirms my point - the mechanics and general design of the alien core feature is ill-suited to the type of game that DU is. Introducing more of the same while pretending that it's adding content to the game is a bad decision imo.
  9. Like
    TobiwanKenobi got a reaction from enjeyy in GETTING READY FOR 1.4? Dev Q&A Summary   
    Please don't bring toxicity into discussions about legitimate concerns regarding the design of the game. The main reason Lodestar stopped engaging in alien core content was because we felt it wasn't worth our time. It required 4-6 hours of our day, every other day, in large part due to NG's harassment strategy of using the combat lock mechanic to waste our time instead of giving both player groups a fun fight. We didn't want to retake Alpha if that was going to be our pvp 'content' when we owned it. This reaffirms my point - the mechanics and general design of the alien core feature is ill-suited to the type of game that DU is. Introducing more of the same while pretending that it's adding content to the game is a bad decision imo.
  10. Like
    TobiwanKenobi got a reaction from enjeyy in GETTING READY FOR 1.4? Dev Q&A Summary   
    I'm looking forward to trying the PvE and testing the new PvP changes and adding them to my guide. However I do want to mention that if nothing has been changed with alien cores, there will be no participation and so no reason to introduce three more. Very few players are willing to devote so much time and effort to take an alien core and hold it. I expect Legion will claim them unchallenged and sit on them for months.

    Plasma-related objectives need to be reduced in participation scale: less time investment, less cooperation necessary(since the game doesn't really support 40v40 battles right now and since the playerbase is dwindling), and less rewards. They need to be small scale, randomly scheduled events, much like asteroids. Or similar to daily, bi-daily, or weekly events like other MMOs have. The current implementation forces way too much time investment, rewards the group with the largest player participation, and also allows continual rewards for no effort or investment after the fighting is over.
     
    Yes, even with the current element lives system, there's too little element turnover. Most players have had to replace only a few ship's worth of elements since launch. PvE could become a major driving force for element turnover, so most difficulty levels should remove element lives.
  11. Like
    TobiwanKenobi got a reaction from Shaman in GETTING READY FOR 1.4? Dev Q&A Summary   
    I'm looking forward to trying the PvE and testing the new PvP changes and adding them to my guide. However I do want to mention that if nothing has been changed with alien cores, there will be no participation and so no reason to introduce three more. Very few players are willing to devote so much time and effort to take an alien core and hold it. I expect Legion will claim them unchallenged and sit on them for months.

    Plasma-related objectives need to be reduced in participation scale: less time investment, less cooperation necessary(since the game doesn't really support 40v40 battles right now and since the playerbase is dwindling), and less rewards. They need to be small scale, randomly scheduled events, much like asteroids. Or similar to daily, bi-daily, or weekly events like other MMOs have. The current implementation forces way too much time investment, rewards the group with the largest player participation, and also allows continual rewards for no effort or investment after the fighting is over.
     
    Yes, even with the current element lives system, there's too little element turnover. Most players have had to replace only a few ship's worth of elements since launch. PvE could become a major driving force for element turnover, so most difficulty levels should remove element lives.
  12. Like
    TobiwanKenobi got a reaction from Lasersmith in Recyclers make Oxygen and Hydrogen in space for free, how   
    Future space magic. Also, gathering of trace particles and nano-engineering them down to their atomic constituents, then reassembling into different elements. It's a space magic thing, you wouldn't understand.
  13. Like
    TobiwanKenobi got a reaction from milkmkhjgjg in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    My pvp ship can stop in 0.7 SU when traveling at 44k if it does a flip-and-burn. Tactical map will be valuable to pvpers for sure.
  14. Like
    TobiwanKenobi got a reaction from Palis Airuta in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  15. Like
    TobiwanKenobi got a reaction from NoBadCompany in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  16. Like
    TobiwanKenobi got a reaction from DarkEvader in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  17. Like
    TobiwanKenobi got a reaction from willolake in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  18. Like
    TobiwanKenobi got a reaction from Akroma in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  19. Like
    TobiwanKenobi got a reaction from W1zard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  20. Like
    TobiwanKenobi got a reaction from Hagbard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  21. Like
    TobiwanKenobi got a reaction from Kanamechan in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  22. Like
    TobiwanKenobi reacted to W1zard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    find 10 differences I guess?
  23. Like
    TobiwanKenobi reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  24. Like
    TobiwanKenobi reacted to BlindingBright in No Talent Point Refund?   
    NQ Logic: You used those skills, profited from the early game bot orders... and mining units are still viable with the game changes.
     
    Also, NQ reps have said if you don't like it, and the game, don't play... when people have voiced their deep concerns. And arguably there are less and less players playing due to their attitude towards the community... so some are taking the hint. 
     
    I know most of my friend group from beta keep being astounded by what more NQ can and do to squeeze life out of their game.... all while hoping they'll still change it around, we all love the idea of DU and have thousands of hours playing invested... 
     
    Even falling player numbers are apparently not enough for NQ to realize that their direction is driving people away, like you can see a definitive drop with the annoucement via steam stats... its pretty clear.
     
    And what happens when there is even a lower population of active players without bots? How will a new player be able to join the game and mine/make enough  to even buy parts.... from bots/market when they die off? Guess they'll just pull the lever and turn the bot orders back on? 
     
    Most all games have more than one 1-2 ways to make fresh currency In game... with many games, and most MMO's rewarding players for everything to keep the endorphins kicking and players inventories full of shinies. Kill a monster? Here is some currency. Sell an item to a vendor in game? Here is some currency. Oh, you got top leader board for that arena? Here is some currency. Ah, you logged in and did your daily crafting quest? Here is some currency. Oh, you completed a quest? Here is some currency.  
     
    We have... missions... and vr challenges that are different types of missions that you can only do once a day. Oh, and login bonus. 
     
    Anyways done beating a dead horse. Myself and others have tried, and maybe the only thing NQ will listen to at this point is the sound of players quiting. 
     
    I really hope they can make the game fun/more playable, and that by doing so creates a game with a positive churn rate. 
     
     
  25. Like
    TobiwanKenobi got a reaction from Endstar in PVP Changes, Hi NQ its me again :)   
    It's a good thing NQ takes player feedback with a grain of salt and carefully considers what the best course might be. Because most of you guys have a shaky assessment of the meta.

    S-core cannon boats are good, yes. But only when piloted well(which most players seem unable to do), and only in small scale fights. Believe it or not, they are not the ultimate meta ship. I'm not going to tell you what is though. I'll show you later.

    Railguns are the best weapon in the game. Players just aren't using them right. Every rail pilot I've fought has done nothing to try to stay away from my cannons. They just blindly point at me and fire until I'm right in their face. Rails take twice as long to kill a target, yes. But they have the incredible advantage of range, which can't be overvalued - especially in high-speed S-core fights. You have to be patient and set up good situations to fire out of effective cannon range. Get more accel. Use it properly.

    The range of rails also allows them to focus fire better. The more ships you have, the more potent rails become. Rails are and always will be the king of fleet fights.
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