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NQ-Naunet

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Posts posted by NQ-Naunet

  1. 12 hours ago, Bobbylord said:

    That sounds about right. The only thing we could argue over is the timeline of the change ("Once Beta hit, this mechanic was changed so that only ships taken down in PvP could be claimed the way that's described above. This fundamentally shifted the way players like you were able to enjoy DU.") - as we observed/noticed/witnessed it this change happened, or only came into effect, about 2-3 weeks ago. Other than that your summary looks solid to me.

    I also fully understand the reasoning behind it, even though I do not agree with actually implementing the change (or at least on how it was done - silently and to an extend removing scavenging from the game). It somewhat sends a wrong signal removing any risks from the game as there is no "risk vs reward" anymore - only reward (consensual PvP combat in the 100% avoidable PvP enabled piece of space is not really a risk but a choice). Which, obviously, has a big impact on the player behavior (recklessness and ignorance towards flying mechanics/physics, learning that choices in game do not really have consequences), how the game is observed and viewed by the community/new players (PvE gameplay only) and the in-game economy (if you never lose anything there is no need for continuous production; demand dies down and the only reason left to play in the current beta, mining and production, is gone).

    And hopefully just as a coincidence, but at around the same time this, and excuse my wording, carebear change has been introduced, NQ starts spawning artificial wrecks with artificial salvaging mechanics (limitations in amount salvageable) - which makes it look even more like the strategic direction is away from any emergent, sandbox and PvP centric content (scavenging essentially is PvP gameplay) towards artificial, PvE based theme park organized content. This felt like: Hey, we take your profession away, we remove the last bit of emergent gameplay left in the game currently and give you artificial wrecks with artificial salvaging mechanics. But, hey, you won't be able to see them on the radar so you got to check every hex "by hand" - have fun!

     


    I'll certainly give you that re: the timeline! I'm still a bit foggy on the specifics there, but I trust what you say. You're the eyes and ears on the ground, after all! :) 

    Regarding the wrecks event, I can totally see how that would only serve to increase your frustration. I can say for certain that our intention there was to provide players with something to do after reading a lot of feedback that the game had become boring. It was meant to be something we rolled out to parallel player-driven activities, not replace 'em.

     

    Quote
    
    When a player crashes their ship in a way so that the core gets destroyed (essentially any core that gets destroyed in any way),
    said ship (construct) should be salvageable by any other player anywhere in the universe (all planets, moons and in space).
    
    With the _exceptions_ being:
     - On Sanctuary (and sanctuary like moons added in the future) - cause it's the "safe zone" by definition and a place were no bad things should ever happen to you
     - Within the wider "safe zone" (as announced by JC in recent interviews - obviously also on "safe planets/zones" in solar systems/galaxies/universes added in the future) -
       namely Alioth, Thades and Madis - nowhere but on tiles owned by someone else (another player or an org you are not a member of) and which are not owned by
       NQ/Aphelia (markets and such)
    
    Requiring players to "abandon" a destroyed construct/core manually is not emergent gameplay and should not be required for constructs with destroyed cores in order to make them salvagable.

     

    This is a great write-up!! I don't see why shifting back to something like this can't happen. :D 

    I'm sure you feel this keenly, but it's worth repeating - I really appreciate that you're willing to engage with me like this. I care a lot about how you're all doing in-game, and interactions like this really help me help all of you.

  2. 21 minutes ago, michaelk said:

    That said, the AMA would only really be helpful if there's new information -- the medium isn't as important as the content to me.

     

    For me, the most important information is the roadmap: what's changing in the next 3-4 months...but I know people have a billion very specific questions, so it'd be great to have more engagement on reddit in general (if not here). 

     
    An excellent point! I've made note of this so that, if we do hop on Reddit and do an AMA again soon, we can be sure to get more detailed about NEW info. At this point it seems we have plenty of great Twitch streams to refer players with specific questions to. :) 

  3. 24 minutes ago, michaelk said:

    It'd be nice if someone could summarize anything new or important that came up, because I tuned out after so much time discussing the same topics as other streams. 

     

    It's a lot of fantasy talk about things that would be neat and things that "will be fixed"...but there's never any actual details.

     

    I don't have any sense for how the game will actually change in the next two or three months...just a random assortment of things that would be neat and bugs that most players already knew about. 

     

    I mean, even the streamers were bored. At one point someone asked them to stop interrupting JC and they replied "we don't have the time" lol. They were visibly bored because they've seen this stream before...

     

    I appreciate the effort and know that the community can be demanding, but I don't see the point of going on streams to re-hash things that have already been said on the last dozen streams. 


    Valuable feedback, michaelk! I've been hearing from a lot of community members that they'd prefer another Reddit AMA instead of more Twitch interviews - is that something that would interest you? :)
     

  4. 16 hours ago, Moosegun said:

    Welcome to the forums, brilliant that someone from NQ is here.  Whilst I presume NQ have always been listening (or so I hope), some recognition is great.  So are you going to make this forum a place that makes a difference?


    You bet your boots I am! ;) 

  5. 13 minutes ago, JohnnyTazer said:

    Ya no duh.  It's pretty frigging irritating to the people who have backed this game for many years. Not just financially, but through word of mouth and time invested, and helping with bugs etc.  Many times DU has been touted to have this so called "emergent gameplay" and when finally, a little sliver of it appears, NQ takes it away, for whatever god forsaken reason.  Here, im going to help you out big time ok.  EvE has been out almost 18 years, and people STILL cry when they get their mining ship blown up to this day.  It will never go away.  Ever.  People will always complain about losing a ship, losing a base, losing time investing in god knows what they spend their time doing in this game.  So don't use that as a barometer for how you should make changes.   


    ...yeah, totally! For real, I agree. ?‍♀️

    People will likely always complain when their ship crashes and they lose out, which is all part of gameplay. Based on my internal research, it seems we modified the mechanic to help new Beta players feel more comfortable and confident during this phase of testing.

    (Was it the perfect call? Perhaps not, seeing as it hurt players like you who enjoyed scavenging exactly as it was. Still, I get why it was done and I'd like to make it my mini mission to change the decision so that scavengers can once again enjoy their profession.)

    I appreciate you weighing in despite your frustration.

     

  6. Greetings everyone,

    It looks like it's been a while since we've dusted off the ol' roleplay & lore section of the forums!

    Given that, I'd love to kick off a discussion about its current status:

    1. Has anybody participated in some immersive RP lately? If so, tell us all about it! What's hot, what's not, etc. 
    2. Describe your character and/or share your mood boards/character reference imagery!! :D
    3. What kinds of things would you like to see in the future concerning DU lore?
    4. Whatever else you'd like to discuss on the topic!

    I'm really looking forward to hearing from all of you. Together, I think we can cultivate a lively little RP community again here.

  7. Perfect, thank you for doing that! I've tucked the post safely into my notes. ❤️

    Alright, onto the meat of the matter: scavenging.

    So to my (new) understanding, the situation goes a little something like this:

    • Previously, if you crashed your ship and destroyed the core, the ship would go "grey" on the minimap which indicated that it was abandoned.
    • In order to claim an abandoned ship and all of its parts, all you had to do was repair the core.
    • Players like you used to fly around (with an eye on the radar) seeking out these abandoned ships - once found, you could claim your spoils and make bank. ?
    • Once Beta hit, this mechanic was changed so that only ships taken down in PvP could be claimed the way that's described above. This fundamentally shifted the way players like you were able to enjoy DU.
    • The reason for the change centered around new players and the learning curve associated with piloting ships. (New players would crash and feel like other, more experienced players were hanging around like 'vultures', waiting to claim their ship.)

    I can understand why we at NQ implemented the change, as appealing to the widest player-base possible makes good business sense at this stage of development. During Beta, we want as many people as possible touching the game so that we can understand how best to shape it prior to its official launch. (The more HAPPY testers the better, put simply.)

    Having said that, I do personally feel that it would be in our best interest to consider shifting scavenging back to its roots as we creep closer to official launch. To me, it sounds like all of you established a really great slice of emergent gameplay in DU... which is what it's all about!
     

    Quote

    That feeling when you make radar contact to a crashed player construct with destroyed core, get closer, identify it and see that there is actually more than just a core... priceless.


    This quote in particular really moved me, because I understand exactly what it's like to feel that kind of excitement about a game. It's a rare joy, isn't it?


    On that note, I will also add that I'm not in any position to make promises, but I'd love to hear about any compromises you feel could work for all of you regarding the future of scavenging. I've heard non-committal buzz about possibly reinstating your version of scavenging in PvP zones in the future - would that feel fair?

    Let me know your thoughts, and thank you all again for your patience and engagement!


     

  8. On 11/10/2020 at 11:06 AM, Anomaly said:

     

    As far as forum features go, a standard set of tags or a clickable list of the most common tags would be a handy way to sort ideas and prevent reposts. 

     

    Quick links to dev responses would be great as well - though for that we need the most important bit - Dev responses :) 

     

    I understand its no fun to read ideas that might be different from or even critical of what you have planned but the biggest reason the idea box has fallen silent is that players do not believe their ideas are being seen. 


    Hi again!

    I'd like to put together a list of official tags, and since you're interested in this I would love your input.

    Are there any you feel we absolutely need? (A special "NQ Dev" tag to assist you in finding their responses is on the list.) ;) 

  9. 37 minutes ago, Bobbylord said:

    Regarding 3) - Yes, this is a sad story. Upvote is currently, besides trying to get NQs attention on Discord and the forums (both of which do not seem to work/be the right place to get the attention of NQ and start a proper interaction - so far), the only and obv right place to try and get heard by NQ as a minority group of/in the community. Hence why I chose to suggest this game design suggestion (as outlined in the first post inn this thread) on upvote - twice. And twice, as you know, it was deleted without any feedback even though there are no "duplicates" going into this direction at all. Not even getting the chance to make the communities interest in the scavenging "profession" transparent by giving us the chance to vote for it in the system designed and meant for exactly that is, well, saddening. Saddening to a point where I start to wonder if it was the right decision to fund NQ and DU via Kickstarter in 2016 (imagine spending hundreds of Euros to support a company and a vision you believe in just so that they can ignore you and the community you identify with once they have your money).


    To start, I think this is the easiest thing to tackle & clarify - based on player feedback, I'm in the process of revitalizing the Idea Box here in the forums. I encourage you to place any ideas you suspect were removed from Feature Upvote here instead. (You may have already done this! If you have, send me the link to your post and I'll stick it in my notes ASAP.) ?

    Now that I'm dedicated to checking on the forums daily, you'll absolutely be seen/I will pass the ideas along! (Plus, selfishly... I like being able to organize ideas here where they 'live forever' if that makes sense. Feature Upvote doesn't give me that kind of organization/storage capability.)

    If I had to guess, I would say that your submissions were removed because changes to scavenging were recently made, therefore bumping it down in terms of priority. That doesn't mean it will never be revisited, and it certainly doesn't mean you're being rejected. (Another reason why I'd like these ideas to live here permanently. I can re-surface them as many times as I need to once I sense that a topic is re-emerging priority-wise!)

    So as a final recap to this point, my gut says that we should:

    1) use Feature Upvote first, but if you notice your submission isn't posted within 48 hrs,
    2) utilize the Idea Box here so that nothing important is lost. (Being mindful that I can't make any guarantees, but this will help me 'go to bat' for all of your ideas long-term.)

  10. On 11/5/2020 at 3:45 AM, Bobbylord said:

    This post is about the sad state of the "Scavenging" "Profession" in DU currently - resulting from the gimped status of salvaging gameplay. Even though not documented, salvaging gameplay changed drastically in the last few days/couple weeks.


    Hi Bobbylord! Thanks for being patient with me - but here I am, as promised. :) (I had to attend a couple of big meetings yesterday, and even got pulled into some emergency player support! 'Twas busy.)

    Under the wider umbrella of the topic of scavenging, I feel that there are a few situations at play in this thread:

    1) Players who adapted to scavenging before a changes were made to the profession are feeling disappointed by its apparent lack of viability.
    2) Players are conflating abandoned player constructs with the NQ-placed ship wrecks.
    3) Feature Upvote submissions are tough to track (players don't know when or why some submissions are removed) and it leaves many of you feeling unheard.

    Please correct me if I've misunderstood anything, and we'll kick off a discussion!

  11. Hey everyone! ?

    Tomorrow (Friday, November 13th) @ 9:30 AM EST / 2:30 PM UTC, TwoAngryGamers will be conducting an English, AMA-style interview with JC.

    If you'd like to start a little viewing party here in the forums, feel free to pop into this thread to discuss! ?

    Here's the link: https://www.twitch.tv/twoangrygamerstv ?

    Happy viewing - hope to see lots of you there!!

    ________________________________________________________________________________________________________________________________________________

    We're live! Join us!

  12. Good afternoon, everybody!!

    If you (and/or your Org-mates) are a fan of Lua and you've used it to breathe life into a creation you're dying to show off... now's your chance. :) 

    For a chance to be featured in our Lua Museum (ooooh, ahhhh!), please submit your builds using the handy dandy form we've put together. 

    ? Click HERE to access the form! ?

    Thank you for taking the time to check this out, and happy building!! We can't wait to review your submissions.

    ~ NQ-Naunet

    For those not in-the-know, Lua is a lightweight, high-level, multi-paradigm programming language designed primarily for embedded use in applications. This video contains more information about the ways in which you can use it in DU!

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