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RugesV

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Everything posted by RugesV

  1. Lets look at numbers we actually know, instead of feelings. Allioth had a peak claimed territory count of 18,100 back at the end of november. It has 14,710 today. Although in that same period of time Jago went from 1478 to 1765 today, Same for Teoma. Madis and Thades have had up and downs but are about the same. Have not tracked the moons. But so far 22,880 accounts have been created and landed ingame. Over 200 new accounts have landed in the last week alone. Only 19 percent of steam players have played more than 3 hours. 15% of steam players have crashed a ship. So what does all this mean? Well these numbers mean steam players dont stick around to play the game. No wonder the steam player base is so low. Although I suspect some of this might be, you cannot resub on the steam page. So if you sign up on steam. Once your time is up you have to buy from NQ or that other site, and I suspect most dont know about that other site. Which means you gotta jump through more hoops. And I am sure several players have stopped playing because they cannot be bothered with the resub process. I can agree that NQ does as abysmal job of player retention. And was adamite about keeping the bot orders for T1. New players need a source of income. Hopefully PVE brings that to us, as that will help with new player retention. But it just seemed odd for them to have so many negative patches at launch.
  2. They have already done one curve balance, And I think they could still use some more balancing. It used to top out at 1700t and they changed it to 3000t. With about 30kmh at 1kt. This really allows S cores to shine. However the balance issue I see is M core to L core combat. A proper M core setup is going to be approaching 2kt (unless you go the glass cannon route). at 2kt your max speed is 23kmh. Not much of a difference in a 20kmh L core. I would like to see 50kms at 200t, 40kms at 1,000t, 30kms at 2,000t, 20kms at 4,000t.
  3. As you can see in the below picture. at the red arrow you can see the edge is brighter. The ore is 100% beneath that spot. And even if its close to it you can still find it Look at the second picture. its fairly light by the edge I am not 100% sure its right there. but chances are thats where its at.
  4. PSST, you dont have to play the mini game. And you can skip allot of the transitions by clicking the box. Then once you click Start quickly press ESC. This will exit out of the mini game without a confirmation window appearing. It will increase your calibration percent by 35%. (no bonus ore). This can be done in VR every 5 days. Basically allowing 1 person to calibrate 34 MU's every 5 days. With a couple hour grace period. will try and get a screen shot tomorrow when I do callibrations. but you can see the hotspots under the edge without surveying.
  5. Most of those assets in other games are optimised. A vehicle/building in planetside 2 has been optimized to run better. Either by stretching polygons so less rendering is needed. Moving lights so less shadows are created in one area. In DU very few players are optimising their ships and buildings. Basically in a voxel based game where players can create any shape/size place lights and shadows anywhere you will never get the same performance. Also I just cannot recommend running in 4k. especially running a 1080. Heck I plan on upgrading to a 4090 and will still not upgrade to 4k.
  6. by all means have some VR PVE missions where it cost nothing and quanta is the reward. So new players can try out PVE before they even try out PVE. But dont act like what I suggest is some overbearing wall that will prevent casuals from getting into the content. With the current daily login of 100k. bluse the 525k from daily challenges. a player can earn 625k per day. Add in a PVE challengs for 500k. and a player can make 1,125,000 quanta a day. You can build a basic compotent ship with that. For 1.6 million you can by one off the UEF shop. And really a player should spend atleast 10 days training up some basic combat skills. Giving them 16 million to spend on a very competent ship to PVE in. We can all agree there needs to be a resource sink in game. Your not going to get that through players getting there ships blown up through PVE or even PVP interactions. But if you put that sink in the form of ammo and warp cells ( Ammo consumes all T1 resources and a bit of T2 with advanced ammo taking T1-T3 resources. Same with warp cells taking T1-T3 resources.) And having the resource sink in ammo and warp cells is better then the alternative of blown up ships. Or do you think casuals will enjoy there ship getting blown up every other time they go into PVE battles? But I am looking at the game as a whole. and if PVE can be the resource sink with a quanta reward so players then spend that quanta back on the market. That sounds healthier for the game in the long run. And the wall to get into it is not some insurmountable wall that casual players cannot get into.
  7. Regarding PVE: 1, Have the PVE encounters located via te Dsat. (Dsats are heavy and bulky and will require players to bring a riskier ship to the encounter). (even going as far as needing a Dsat to find a wormhole back to normal space once the encounter is over) 2, Once the encounter is pinpointed, Have it take warp cells to warp to the actual combat area (again a warp drive is heavy and bulky requiring a riskier ship) Also requiring warp cells deletes Ore from the game. 3, High AI shields requires more ammo to be shot. More ammo being shot deletes ore from the game. 4, Rewards need to be not ore, not elements. At least not mainly. As these PVE encounters should be a way for you to delete these items from the game. So you need to come up with a reward that is not these. IE, Skill books, Special ammo, Alien skinned elements (not necessarily better then the equivalent element, Just a new skin that only be gotten in these encounters), A briefcase with quanta, Schematics, This is one of the reasons I suggested Augments to the game years ago. As encounters like these is where you could payout in augments. (augments being each element has a couple open slots on it, and each slot a player could put say +1% to fuel efficiency on say an engine, or +2% to speed on a refiner, or x% lift on a wing.) Basically augments are a way to reward player without imbalancing the rest of the game with Quanta or Ore.
  8. No one likes having to eat something every 5 minutes. Having to eat food in games is annoying. And pretty hard to balance between hardcore and casual players. Creating more of a job in game. (although many of the changes in the last year have created that job like gameplay, so what would one more thing like food be?) Alternatively I do think there is a chance for NQ to make money here. Vending machines that use real money, and are paid for by real sponsors. You know go buy yourself a Mountain Dew from the vending machine and get a max speed boost for 24 hours. Beyond that I have suggested food before. But not as an item that players consume. As a commodity that players grow to sell to markets. With only certain foods being grown on certain planets. And players grow those foods and sell them at markets on other planets. Which can be a good new player activity, all the way up to food baron activity. Taking this further, By players meeting all the requirements of a local market. that market or that planet would receive some sort of boost.
  9. Are you our rich uncle that is going to pay the server costs/ continued development/ repay investors so we dont have to pay a sub anymore?
  10. There is only one solution to this. Items that are marked for deletion are dropped in space as temporary containers. There are many times during combat that you need to move resources from one container to another (IE moving ammo from a main hub to an ammo box, or moving fuel from a container to a fuel tank, moving scrap from a container to your nano, Even moving fuel ammo and scrap from one ship to another). There are even times when you dump your load, not to prevent attackers from getting the loot, but to increase your speed to get away. Limiting any of these legit reasons would be worse than leaving it how it currently is.
  11. @OP,, not only did it screw people like you over. And it screwed new and upincoming voxelmancers. The Launch was supposed to be a fresh slate for everyone. Except some where able to bring stuff they worked on for the last 3 years. Meaning new guys could not get show rooms up as fast other others. But its all the same as lua writers being able to bring all there stuff in. But all of this is a big slap in the face for all the miners/industrialist who lost everything. So you wont get sympathy from many. But all of this is moot now as there is nothing they can do about this. That ship has sailed. Should have joined the discussion before they announced they would keep schematics incase of a a wipe. All you can do now is join the wipe hype train that does not include brining schematics..
  12. https://www.dualuniverse.game/recruit-a-friend
  13. PVP event 2 weeks ago had 150-200 ship in it. No idea how many people on each one. but I know a couple that had 5 players on each. Granted that is more of an event, But Helios is huge and your just not going to see players conglomerating together except for these events. And there are allot of markets in game. Some that have only had a handful of players stop by. but there are others like market 6 that constantly have players stopping by. Or some of the larger player markets that almost always have a player at them. Now I dont disagree that the game could use 10,000 online players at a time. Would definitely add in allot more excitement. Granted instead of you coming in here complaining that its to empty, There would be other people in here complaining its too crowded.
  14. Well they must be doing something right. If your complaining there is to little t1 ore and others are complaining there is to much t1 ore.......... as for being empty. , du is huge, you can live out in the middle of nowhere and never see another player. Or you can live with a group of people and see hundreds at a time.
  15. Cannot create a new Topic in the Idea box so going to post this here. Need a new RDMS right. One that allows others to use Parcel containers. Currently you can give rights to open, look inside, put stuff in, take stuff out. But there is no rights that you can give someone that will them the right to create a hauling mission from that container. And thats the other issue, Anyone inside the org that the parcel container is placed on can create a mission. This should be a right specific thing. As far as creation goes. Obviously anyone accepting the mission would still have rights to pickup and drop off with no RDMS needed, Granted that is done through the F8 Mission tab and not the container itself. Why would you need something like this? We are in the process of creating a market on a space station. And there are plenty of player markets out in the systems that players VR to and look at all the cool stuff to buy. This would allow those players to buy things in VR. put them in the parcel container and create missions to haul to there own container or to a market nearest them. Which creates more content in DU. Alternatively, And this might be a better situation, because it would not require an org to give that specific person perms to a specific container. Would be to have an option on each parcel container that stated allow renting. So the Org places the container, Right clicks chooses edit config, Selects Duration (number of days), Selects cost (can be 0). Say the org sets it to 14. with a cost of 100. When a player puts a parcel or creates a parcel in the container a confirmation will popup saying the parcel will be protected from theft for 14 days and it will cost you 100 Quanta. The player can then select that parcel through the F8 Mission system. and all behaves like it currently does ingame. At this point in time only 2 players can take items out of the parcel container. The owner of that parcel or the person that accepts the mission (although the person accepting the mission does it through the mission system and not the container)d. After 14 days, the org that owns that parcel, the owner of that parcel. As an added benefit, parcel containers should have a 1km link range in VR. This is a feature that will really help player markets, allow people to get stuff they might not otherwise have access to.
  16. To sum in up without having to read further. Dynamic ore pools are not needed. Dynamic ore pools would just suck. Managing mining units as it is, is already time consuming. But if you had to constantly scan, take down old mining units, rebuild at new locations, get calibration up on those new miners, Move your space elevator, move your space stations. Create new bookmarks, distribute bookmarks to all your haulers. Rinse Repeat every week. No thank you. This would have the effect on miners, as it did to industrialist when schematics came out. And while a planet can be scanned down in hours, its not effortless. Its actually allot of work. and if you had to constantly do that...... same with setting up a mining platform. Once all the planets come in. and more planets come in. there will be plenty of ore for all who want it, and dynamic ore pools will not be needed. And then you also have to consider territory warfare. Whatever that is going to end up being, and where that is even going to be possible.
  17. After 1.2 came out dekard was saying in discord they where doing holliday stuff and that stuff would be announced in january. I am actually pretty surprised at the speed in which 1.2 came out. Granted my expectations of NQ has dropped pretty far.
  18. Press f8 to open the mission Hud. Accept mission. Fly to pickup location. Get within 2km? Open mission Hud with f8 select that mission and select collect package. Fly to delivery spot, get with 2km. Press f8 to open hud and select deliver package.
  19. I do wish there was another form of build access in the RDMS. One that would allow players enter build mode, and add /remove voxels and add elements, link elements, but not remove elements. Beyond that, Legate position is too powerful and should not be handed out freely. The only people who should receive legate positions are people that need to change the RDMS, and people that need to access the org wallet. If people dont need to do those two things they should not be given a legate position. Especially first year rando's you dont really know.
  20. The reason we dont have more wrecks is NQ does not want to flood the economy with items and break it. Atleast thats what I hope is the reason we are not seeing more wrecks in space. Thats why I think these wrecks should have more non element rewards on them. One thing I noticed is dynamic data stays on these elements when picked up. So maybe some of these elements have cool alien skins on them. That would make them a desired item that can only be gotten this way. you could provide less of each one with each wreck, but the real reward is the exclusive skin that people will want to buy. Skill books would also be a good reward to include in these wrecks. IE a book that gives a player level V in say jetpacking. I would say just give a player 100kSP, but that could be a bit more game breaking. Where if you give a book with a specific skill, a player could only ever benefit from it once. Quanta rewards would also be good, IE a tablet in a can that has quanta on it that you can use for yourself. Basically adding in more of rewards like this will allow them to add more wrecks. which means more content for players to actually play. without imbalancing the game.
  21. I knew since before release that a new planet was coming And have been planning for it since week two. The stream announcement just allowed me to put the plan into motion. Although I did stream snipe cords of the new planets and move assets closer to where the planet would pop. But hey I will give you some insider information they are going to add more planets, start planning now.
  22. If anyone thought it was not going to turn out this way..... I noticed by week two of release how quickly stuff got gobbled up. and that was before people had assets. Couple that with the changes to territory units (IE you can go far away from them without them stopping). Couple that with ore distributions where large clumps of ore expand over 10+ hexes in length. This means A single player can place 1 scanner, skip 5 hexes place another mining unit skip 5 hexes. Rinse repeat till you have 15 mining units down. This means a single player can scan an area of about 300 hexes every 30 minutes. Get 20 people into an organized formation and your scanning an area of 12,000 hexes every hour. Meaning 5 hours and you have a planet the size of Talemai all scanned down. Sure you dont have every tile scanned but you dont need to. All you need is a whiff and you can then zero in on the deposit. No, you are incorrect. The two big claims on that moon, one is gold and the other is silver. And as far as I can tell that is the only gold tile in game. now there are probably many T1 and T2 tiles to be discovered still, but as you pointed out, those ore are not as valuable and not worth the cost of getting this ore back to safe space. Now dont forget, all of this is moot because "When" territory warfare comes to the game. all these claims will get gobbled up by the few. Or at minimum denied access to by the powerful.
  23. Road maps only work when you have experienced managers managing experienced workers. IE the manager knows its going to take his workers X amount of time to build X feature. Basically knowing how its all going to be built and the capabilities needed to build it. How many people think think NQ has a good enough work force to do such a thing? Its not necessarily a bad thing. You dont need perfect people. Just good enough people. And as far as NQ has made it, they are obviously good enough. So what does all of this have to do with a roadmap. If they publish a road map they are stuck doing those things. And if they hit a roadblock while developing, they are forced to break through the roadblock (usually in less then optimal game play) to get said roadmap feature into the game. By not having a roadmap they are able to reach for low hanging fruit. Which gives us more game play in the short term.
  24. Really hoping these salvage wrecks are old drones that have guns on them and shoot back.
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