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Deintus

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  1. Like
    Deintus got a reaction from Underhook in Combat trashing   
    I can not speak for @Olmeca_Gold but for myself, being a manufacturer of goods and actively flying parts and ore between my sites, I think what is needed is a balance. When I read the games details, I fully expected for people like @XKentX to take their shot at me. But my plan on counter-balance is paying fighter escorts.
     
    I think what is needed is a fair and plausible way of fighting pirates, while allowing that piracy to still be a viable option for players. For me, it livens the whole game and enriches my experience. I don't want to be picked off like a pigeon in a gun range, but neither do I want to be bullet-proof. I think the best tactics and overall strategy should win the day.
     
     
  2. Like
    Deintus reacted to Olmeca_Gold in Combat trashing   
    You don't have to roleplay piracy or like it. But if you want to contribute to suggestions toward the development of DU and be taken seriously, you need to develop an approach that considers a balance across all (rival) playstyles. We already start the discussion with the assumption that this game isn't just for law abiding peaceful citizens because NQ says so. There are many other space games you can play free of pirates and unwanted pvp.
  3. Like
    Deintus reacted to Mordgier in Combat trashing   
    True - but by the same token, many would in fact hope the pirates just take the high value cargo and leave them with their not very valuable to the pirates but exceptionally valuable to the merchants lives....
     
    This is why in EVE we would try to ransom ships once we had them in a bubble. We both knew that it was usually more profitable for me and you to just pay me off.
     
    DU does not have tackling mechanics so such finesse isn't an option. 
     
    So yes - throwing shit overboard is fine - but there do need to be better mechanics.
     
     
  4. Like
    Deintus reacted to Underhook in Combat trashing   
    Yes, I think trashing engine etc is spiteful behaviour.
    Disabling build mode sounds fair but not trash.  As I said.  I think throwing away your cargo is a legitimate tactic and could (and has been) be employed in real world to discourage pirates.  So taking away that ability would be taking away players rights IMO.  However, cargo thrown overboard, should be overboard somewhere.  That, is probably going to be hard to implement.
     
  5. Like
    Deintus reacted to SpiceRub in EVENT - TOTAL PARTICIPATION - PVP - END OF THE WORLD   
    balls of brass, if it ends up close enough to the safezone, you could spectate some
  6. Like
    Deintus got a reaction from SpiceRub in EVENT - TOTAL PARTICIPATION - PVP - END OF THE WORLD   
    Very interesting. I may not last more than 6 seconds, but I will try and make this.
  7. Like
    Deintus reacted to Umibozu in A day from Explorer's life   
    Let us begin ,
     
    When return of the wrecks has been announced my exploring senses started tingling.
     
    So i have began:
    Every time i have been visiting new places during my journeys thru the system , i have been flying slow and low, straining my eyes on the lookout for the even smallest signs of the wreckage.
    Days have passed with nothing being found,
    I have expected that, 100 or so wrecks scattered among the dozens of planets and moons, fully knowing I am not the only one searching.
     2 weeks passed...
    During that time i heard bout some been  found, some selling location to make additional buck , i kept searching...
     
    Finally , when almost given up hope i saw it...
    Small piece of metal that i have initially thought to be a rock.
     
    Hurried to the spot and started carefully checking surroundings, Yes i have found it, I have beaten others to it, I am THE FIRST.
     
    Feeling great sense of accomplishment, i have found a wreckage.
     
    Started carefully uncovering the exteriors, broken armament here and there, damaged hull, made me work slower...
    I am witnessing resting place of once proud Pirate ship...
    Finished uncovering the exterior....
    Nothing out of ordinary, damaged parts I have seen dozens of, i produce most of them myself and supply to the markets.
    With one exception , anti-gravity pulsors, this baby is big.
    I dive inside , carefully removing soil from interior making sure i don't make a wrong step.
    With anticipation of great haul i move slowly from command deck, past living quarters towards cargo hold and engine room.
    When I finally get there, containers are empty , engine room only holds basic engines i have seen hundreds of.
    Where is the "gold" , where is the Anti-gravity unit? i have seen pulsors outside!!!
     
    So i went back and forth checking every room , every corner of the ship.
     
    To my despair found nothing , no great spoils, no reward for being first.
    So much time wasted ....
     
    Angry and disappointed , i return the surface to the state i found it in...
     
    Then slowly walk away with a tear in the corner of my eye.... never looking back...
     
    The ( not a happy) End
     
     
     
     
     
  8. Like
    Deintus reacted to Emptiness in Transfer Units are too expensive for what they are   
    Counterpoint: Factorio has logistic bots, which given a sufficient supply of and power, are basically the magical links of DU. Also, blueprints make mega factories a lot easier.
     
    I would prefer that DU's industry be set up Satisfactory style. It's a nice balance with big factories being possible and big factories also needing time spent to set up.
  9. Like
    Deintus reacted to Vanquish383 in Game crashes on load   
    I had the same issue, in my case it was related to the shadow settings: having them to "none" was causing the game crash after loading.
     
    I've set them on "low" and now the crashes after loading have gone.
  10. Like
    Deintus reacted to blazemonger in "Space Trade Empire" scamming   
    One thing that has been suggested several times would be for NQ to install screens and run (video) ads on there which players can submit.
     
    Would be all for that as it ads (pun intended) to the aesthetic of the game and will IMO generally be a good thing.
  11. Like
    Deintus reacted to XKentX in My perspective   
    Game is nice but can be much better if NQ ambitions don't blind them.
     
  12. Like
    Deintus reacted to Underhand Aerial in Alioth Aerospace Expo - Be part of the largest community event in Dual Universe!   
    Oh this is already a regular event, 2 times a year is the AAE. This should be the third or fourth AAE
  13. Like
    Deintus reacted to vertex in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    First of all: awesome! I really like the idea of stored momentum and wished for it quite some time. But I see huge issues with it that at first feel worse than not fixing it right away. Sorry, I didn't read all of the non-NQ replies here, but I want to add to the list of concerns and apologize if they've already been mentioned.
     
    Most of the time I got my AGG ship parked at 1050m above my base at Sanctuary (using the fact that logging out will freeze it in place because the AGG wouldn't keep it there when I'm gone as I understand it). I use an elevator platform (sometimes called magic carpet) to reach it and go down again. The AGG ship can maneuver in atmosphere but not lift without AGG support. Will my design be invalidated by this change? @NQ-Naunet could you please put child gloves on for us AGG captains and explain exactly how we need to prepare and what to expect?
      If I get disconnected while piloting, along with restoring my momentum, logging in should also restore me in the pilot seat. Otherwise I might crash for not reaching the seat fast enough.
      The position from where the player entered a seat should always be persistent. Currently you can get trapped in your own construct when you log out while seated, because it resets the position from where you entered the seat originally and the "default position after login" can place you inside the ship's structure, effectively trapping you. If your ship is stationary and frozen that's ok and you can enter build mode to free yourself - but if momentum is restored you might end up trapped, racing against time to get out of the structure before you hit something. You could argue bad ship design, but I feel that would be unfair, as placing a seat in a spot with a low ceiling for example or between flat elements would be a perfectly fine design in reality, but gets you trapped in DU.
      Remember to restore thrust settings and engine states as well. If you are floating on vertical engines (like elevator platform / magic carpet or heavy hauler with slow starting XL space engines) and need to set thrust and spin up these engines first, it could be enough to get you into a non-recoverable position.
      Make 100% sure that all game assets have been loaded before you restore momentum. Right after login I remember to experience heavy lag before the game runs fluently after everything loaded. Stuff like that made me fall through the ground and get a "Back to the surface..." screen - or fall through not loaded elements and end up in space (a friend entered another player's construct throug the not yet loaded door and got trapped for thinking there was none). Latter being ok if my ship is stationary - but imagine falling out of your ship when logging in, while the momentum is being restored and your ship shoots away. Ouch. You should freeze players in place until the surface they were standing on has been fully loaded or securely known to have be removed.
      When I first tried the radar in orbit to lock onto a ship out of curiosity DU dived into some kind of memory leak and made the game unplayable. Other times I was on a perfect approach vector, but the loading of planetary assets (or something else) killed my framerate. In both situations I had to use the emergency exit brake to avoid fatality. Same happened on markets where we already made a habit of landing 1km away and walking the distance to avoid crashing due to market lag.
      There seems to be a loop that constantly reinitializes all elements on a construct. This loop has a flaw and sometimes skips an element or takes minutes to find and enable it (at launch or mid flight). Just yesterday I was unable to turn right with my elevator platform and kept spinning left until 1-ish minute later DU realized that I had adjustors to turn right too. In the past this often led to situations where the emergency exit brake was the only thing that could rescue me.  
    Given some time I think I could come up with more situation where a logout is the only thing able to rescue me from bad situations that I didn't cause myself. I'm all in on the idea that it should be in the player's control to live or die by being careful and planning ahead - but right now I feel like freezing my ship using logout to brake does more good than it does bad.
     
    Further I'd like to know if freezing a ship will be completely gone and if not I'd like to know if an approaching player or running around on your ship will initialize physics, or if that only happens when you enter the pilot seat?
     
    Regarding the maneuver tool: 50m is not enough and I feel this should scale with core size. If your ship is 128m, moving it by 50m doesn't suffice, while at the same time it's enough for an XS sized ship. Imagine your L sized ship laying on its back and you can't get it high enough to spin around? Errr... nope. Ok, takes only 3 Minutes to reset, but still rather uncomfortable to stand around watching the clock tick. Maneuver distance should always at least be a tad more than the edge length of your ship's building zone - best make it the distance between the upper left front and lower right back corner (I'm sure there's a term for the diagonal line in 3D space in English, but I don't know it). The constraints about standing on a planet or static construct should be enough to prevent platform-climbing and I don't see any benefit in limiting L cores (or XL later?) to 50m. Also, what happens when I stand on my carrier and maneuver a small ship around on it? Will it initialize physics after maneuvering and fall down on the carrier, meaning no more "docked at the side using clamp-ish force fields to walk over"? Maybe implement docking clamps first before removing the option to use the maneuver tool to simulate the effect.. but I'm not sure if that was even implied. Some clarification would be welcome, but either way it's not that crucial as the removal of the emergency brake  
  14. Like
    Deintus reacted to NQ-Naunet in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    So based on what I've read so far here and on Discord, these are my main takeaways:
     
    Many players are concerned that the Alt+F4-stop-and-login-to-instantly-regain-speed workaround will potentially be used as an exploit piloting maneuver during PvP, giving those that use it an overpowered advantage. While some players are feeling comfortable with the maneuver tool distance restriction, many are requesting an increase of up to ~250m to accommodate bigger elements such as L Cores. There are some concerns about moving unwanted constructs from player-owned tiles. That there are some bugs that should have been addressed before NQ nerfed the maneuver tool.
    Please let me know if there's anything I need to add to the list! 
  15. Like
    Deintus got a reaction from Skimus in Crash talk   
    I use only one machine, it happens often to me. If you are like me then your machine doesn't have the latest, greatest installed. It has just enough video to run it. But then maybe not.
     
    Mine happens during rendering process of complicated elements. If I log out away from bases, markets, not facing a ship, It usually doesn't happen. When I do log out near my base and it happens, I clear my cache. (upper right corner, its an option in the dropdown that has debug in it) That was what was suggested to me by the DU techs. I checked first time they contacted me with it, and was surprised. right at 15 GB in the cache!
     
    IF DU is like most, those little popup boxes you fill out and send are considered issue trackers. They are used by devs for optimizations and figuring out how and when problems occur from tickets when submitted. To get a response, you have to submit an actual ticket on the web site. That will contact the IT team, which will assist. If they can't fix it it gets booted up the chain depending on how many tickets for a particular problem are submitted. When it gets the devs attention, they pour through the issue trackers.
     
    *DISCLAIMER That happens at other companies, I do not know if that is DU's process as well.
     
    I suggest to just keep submitting the trackers. Keep issuing the tickets. Sheer number is what gets their attention. And in the meantime, try to what I do. So far my game crashes FAR less (still does occasionally) and is less frustrating. Hope this helps.
     
     
  16. Like
    Deintus reacted to Moosegun in Leaving the game for a good while (Read this before buying)   
    Yeah but the difference is that you are selling your ore at just above cost, whilst I am selling my elements to players at just below bot SELL price, which is XXX% higher margin. 

    So I can sell at L Atmos for 450k, when the bots buy them for 115k.

    Yes it takes some time but it is ZERO risk to sell elements (I have sold pretty much every type of item), you just need to spread your wares.  This is my point though, NQ should just remove your easy option and inform you of the other option - which is to actually trade with players.
  17. Like
    Deintus got a reaction from NQ-Naunet in Survivor Bias In DU's Development   
    @NQ-Naunet, to follow in @sHuRuLuNi footsteps, I can not include a list of games that I have played and enjoyed, or even many moons ago, coded myself. I have been Hacking the Matrix, to coin a phrase, since 1983 and the servers don't have that kind of space LOL ?
     
    I myself played Minecraft for a short time, only because the mods made it better, then gave it up.
    I tend to HATE MMO games, played WOW with my wife trying to give it a chance.
    I played Eve for a short times as well, and while I consider it "decent" it just didn't have staying power for me.
    My go to game for the last 4 years is and has been Elite Dangerous. ED opened me up to giving the right MMO a chance, if I ever saw one that 'clicked'.
     
    Why would I care to back this game?
     
    I, too, LOVE space games. I have wanted to play a game that crosses as many real life professions as possible, so that it can become largely complex with something for everyone in it. This way if I get bored of building ships, maybe I can trade for awhile, explore, attack outposts, or just sit down at a virtual coffee shop and speak to other online players.
     
    RPG, oh yea. I have played games like that when they were in hardback books. And in a vast universe, with many 'jobs' to do, you can really develop a character and watch it grow.
     
    In my mind DU is right in line for a Beta. It seems to be as complete, and with the amount of bugs that is what is average for a full running beta. Sure, I have seen better, but I have also seen far, far worse. So to me the current play-ability and stability issues, as well as the content, or lack thereof, are not a big deal at all. I mean it was like what, two months ago the game just went Beta! (which is how I stumbled across it) I have full confidence these devs not only have some endgame image in mind that I will like, they also show one thing that I have not ever seen in a game of this size. They seem to care. Because they care it brings to mind the small groups and solo coders that make their own games and it's actually impressive. Every interaction with ANY of DU's team, example (webmaster? moderator? dev?) @NQ-Naunet has been very pleasant with them seeming to want to hear it all, bad as well as good. That will not happen on other large scale game forums.
     
    They (DU devs) seem to realize their limitations and are very informative about those limitations. The voting section includes very good information on development time. They actually seem to listen. This is what I have seen first-hand. Again, never happens with other games. But because I DO know they (devs) have a bigger vision, I fully expect it to be a couple of years before the game starts to stabilize and open up in content to the point of the "average gamer". But then again, they surprised me with kind responses to my tickets, they may surprise me on how fast it improves. I just know I am here for the big profits when those gamers come in. It will fit my character very well. (Another reason to back the game)
     
    My words are not to discourage players, just to give my point of view. Honesty with your player base is ALWAYS the way to go. A player will likely come back at a later time to "see what has changed" if he just quit out of boredom, or because his much wanted special paint brush is months away, versus if he is quitting out of frustration due to over expectations, or lack of dev communication or response to his concerns. If a player thinks something is what it isn't, maybe reads a letter in a forum and says that sounds kewl, he pays a sub, gets in and the playability issues hit him like they do all of us at the main ports. There's a real chance he will be very angry, and leave thinking not to return. Best to know ahead of time, and gain an ally down the road, than miss him completely.
     
    Sorry for the horrible mess of a letter, I am sure its full of grammer and spelling errors... I am at work ? time for me to bring it back to the mundane world. ? Hope my point got across.
     
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