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carijay766

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Everything posted by carijay766

  1. Send me bugs in a readable format General Area: For example UI/Element/Construct/Skill Specific Area: eg. Wallet, Dynamic Cores, Primary Container Skill Description: Description of the issue/bug I will add them to this trello: https://trello.com/b/VJ52AsR8/dual-universe-bug-list This way we can keep track of the progress much better instead of having them reposted and spread all over the place.
  2. I saw Ivan online today, things cant be that bad.
  3. This is already happening. I could definitely add some depth to the game tho.
  4. He got some point - minus the latent aggressiveness
  5. P2W would only be really relevant when there are items that can only be bought with money (and now acquired otherwise), if everything has a (even minimal) value this issue becomes significantly less relevant imho - as you said with DACs there will automatically be a linkage between real value and pixels already, crypto is just a more sophisticated and dynamic step in this direction. Everyone can benefit from this and i guess it would greatly add to the participation in the game.
  6. Well if you follow thru with the voxel/player creation thought decorations would fit much more snug into the game world if theyd be based on the same mechanic
  7. The Skill Lines arent really meant as actual skill lines nessecarily more like a player trait/incentive, of course since its sandbox all of this is mix and match in the end anyways.
  8. Of course... a toxic org doesnt find toxic people toxic but "helpful". No one is surprised about that
  9. Some more application of this technology (in its infancy)
  10. What do you think about NQ creating a cooperation with such a company/approach to monetarization? Wouldnt that be a more modern and flexible approach compared to "oldschool" cash shops and other cash cow methods?
  11. Parallel skill gain = Parallel advantage ... and its only achievable by spending more RL money.
  12. NQ might either be blatantly ignorant towards the community issues and not care at all inherently or can actually afford this due to having numbers that support their approach and make them reasonably confident to keep on doing what theyre doing. Since they dont want to release any actual numbers, even tho most of our assumptions, deductions and external analysis have been proven to be quite accurate over time concerning the playerbase, I guess the doubt is on their side until they dare to openly communicate about the actual state of the game and its health. But while all this talk about the diminishing player base might sound like a lot of whine we generally base this on our collective observation. I dont think its smart to take us for fools on the long run and trying to outlast us is simply the wrong approach if you want a healthy community in my honest opinion. Having realized a couple of projects myself I know sometimes you just need to stick through critical voices and do your thing and follow your vision no matter what, but I dont think completely ignoring concerns that are voiced on every channel by different kind of player groups which might even have completely different mindsets in general but agree on these things isn't a good approach when the game is still on fragile legs. When there is consesus that some things aren't working out I personally would at least pay close attention to these topics and try to be diplomatic and communicate with the whole community about that on the regular. That doesnt have to be in a personal talk, but brushing everyone off with a one liner isnt helping anyone either as we see.
  13. Yes I guess before PVP hasnt become more of a easy to access face to face dogfighting kind of thing where they have the hope of even remotely standing the chance against established forces, newcomers are very unlikely to touch this subject knowing the system is complex and hard to get into and it is and would just be a super frustrating overall experience, not to speak of the time gated 50% extra damage (and other advantages) most veteran PVPers as if the experience in ganking alone wasnt advantage enough. If you add the fact on top that you just get popped out of nowhere from hundreds KM away this will make people get into PVP even less. Now if you want to come back with just "git gud" as a PVP veteran you would kinda be the reason why we have the situation in the first place.
  14. Yes I've been promoting this for a long time, NQ should have gone with "type" voxels instead of 3D models, for example volume based Storage Voxels (give them exponentially/gradually decreased storage to make it economically less viable at a certain size like we see with expanded XL containers if you want to keep the current "logic"). Engine/Thrust Voxels which would have a volume based performance based on type (hover, atmo, space etc.). A "Chair" or "Positioning" Voxel which you could place to sit, lay or stand on, later on maybe Moving Voxels (for doors and hatches etc.), Energy Core Voxels etc etc. not only would this give a huge creative freedom but fit much better in the existing voxel mechanic. This would go hand in hand with a vertice editor and more elaborate voxelmancy tools of course. And if NQ is worried about not being able to sell skins for 3D models in the shop if they change to that: we all have been asking to remove patterns (possibly even colors) from voxels for a long time, they could easily be moved to the cash shop as they have zero effect on gameplay and right now are rather a waste of menu space and just clutter market and crafting search. And while we're theorycrafting: If you follow that thought of voxel based elements/creations you could even completely get rid of most existing 3D models/assets and change the industry productions to voxel based instead of element based (I'm talking about the products not the machine assets nessecarily). So people would produce base voxels (tiered/categorized) lets call it "base matter" for engineers and designers to make elements and creations out of them and/or replicate player made voxel "constructs"/creations out of this matter (like engines, containers.. you name it) by using schematics provided by engineers/designers. Not only would that fit much better into the lore and setting (considering the nanocrafter can arrange atoms) but JC also has been talking about giving the players the most simple/basic tools and see what they make of it, so such a system would actually be within JCs own vision. While this would maybe initially take off a lot of dev time the exponential growth of player made creations would easily beat any team of asset creators and thus save NQ loads of money that they would spend on making assets. Adding new textures, sprites, effects for voxels (to the cash shop) is easy and cheap and the asset making would be outsourced to the players which would in the end be a win win for everyone.
  15. The positive response is overwhelming (you had your own org members like your post... lol)... Demanding of the devs to make the game like you imagine (so itll be "good" in your eyes), threatening them and bashing them for being too proud and hardstanced will certainly get your point across. Also bashing on the "carebears", probably around 5/6th of the playerbase, is not really a smart move when you want to convince the majority. This is not a PVP focused game. If you want dev time for one of the 6 pillars in the game be more considerate.
  16. Yeah ganking and griefing isnt PVP content. Its catering to griefers because youre too lazy to actually come up with entertaining content.
  17. Worst case talk to your credit card company, they helped me in many cases.
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