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Zarcata

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Everything posted by Zarcata

  1. But it does not solve the problem that a player then creates an organisation for himself. Why do they want to introduce these skills for an organisation? If a player needs more core spaces of his own, these extensions must be made possible for the character, not for the organisation. In the theme itself, we have several problems that need to be solved at the same time. we should always keep that in mind. - Players who want to build (for themselves) - Players who want to build together (as an organisation) - Players who create organisations even though they don't need one, just to get coreslots. - Players who join organisations and leave them again (according to the new system, they can cause damage). - Players and organisations that build so much that it becomes a financial aspect (real money) - Performance of too many constructs -......
  2. It will show that players do many things. On the one hand, to find variety for themselves and, on the other hand, because some of the content they want to play has other content as part of it. The game now consists of dependencies. Player A wants to build an industry because he likes industrial plants. - So he has to get quanta, because industry requires expensive schematics. - He must therefore also skill according to the industry in order to be competitive. - He needs raw materials - he needs quanta for taxes Means he "must" do things to be able to play what he wants in the end. I'll take "me" as an example. I came into this game for one reason: I want to build something. (A Borg-style city) I didn't need any quanta, no schematics...I just had to collect some ores, convert them into voxels in the nanocrafter and start building. I decided how much ore to mine and when. I could continue building accordingly. Quite one-sided, but I planned on needing at least 10-15 years in the game to reach my goal. In general, however, there are also many players who are very divided. Today they want to build, tomorrow they want to do PvP, the day after tomorrow they'd rather do a dungeon and on the weekend something completely different again. So players' interests vary, once individually and once depending on the game content. DualUniverse is very badly positioned in this respect, because it can simply satisfy too few interest groups and there is no symbiosis between the interest groups. One could argue that DualUniverse only appeals to a small, very specific target group, but still tries to achieve goals that should attract a large mass. For me, this is a contradiction.
  3. It is partly understandable. It is a problem that players form an organisation just to get to the core seats. This problem is now mitigated because an organisation only gives 15-10 places. This creates a new problem because the private slots are too few and players are now founding organisations again in order to get to these 15+10 slots. If the private slots were more plentiful, there would be no need for an organisation. (I had already written this several times, as an example 275 core slots skilled, expandable up to 1,000 core slots through an ingameshop. +10 core slots cost a one-time fee of 5,-€. limit with 1,000 slots it would be a maximum of 362.50€ for +725 slots (those who really need it should pay, if this is really a financial problem on the part of NQ. Alternatively, one could also introduce a "premium subscription" that already includes the 1,000 core slots and then the subscription costs 5-10 € more per month.
  4. That will not be a solution! The problem will be that as soon as the multiplier is set in the skills system, it will again be seen as a duty for players, as every player can then get these core places for themselves through skills. So it would be the same problem as now, that players only use organisations for themselves. The solution here would be: Increase the private character slots drastically as compensation. Then make it possible to donate character slots to an organisation in addition to the 15+10 org slots. We want to move away from characters creating their own org for slots. At the same time, however, it should be possible for an organisation to determine exactly which cores must be removed in the event of a loss; the organisation needs control over a core loss in order to rule out cheating. That's why I would also suggest that an organisation should have 4 weeks to remove cores and not just 2 weeks.
  5. no, i also feel that the current restrictions are set far too low when it comes to the character's slots (17). i want to play the game for many years, but if i don't have any more core slots to complete my building, i can't continue playing either....there's nothing else in dualuniverse....
  6. I actually thought I was going to play Dualuniverse for decades because I just really enjoy building things, especially because I'm a huge fan of Startrek and I'm fascinated by the Borg, I wanted to build a spacestation based on the Borg constructs. So now I'm even more restricted in the size and number of cores and even have to go so far as to demolish my station. Seriously, NQ, what do you think should keep me in the game now? If I can't keep building, what should I do? I don't like this "PvP" with click and shoot click and wait! I also don't like 1-6hours afk flying through space for missions! I just wanted to spend years building here, as promised in your advertising, and spend my free time that way. So do I have to switch to Minecraft now?
  7. They urgently need to increase the number of cores for the character, then the number for the org per person would be quite interesting and comprehensible. Without a drastic expansion of the personal slots, it will be a disaster.
  8. I would like to know how many core slots they give for a character. Will this number also be limited or expanded? This will now probably be the decisive point whether I will continue to use the game or just leave. I'm not going to spend weeks mining my buildings again to protect materials from looting and to meet ideological core limits. I'm really getting fed up with it.
  9. The organisation itself has 0 (ZERO !!!!) This means that a player must first "give or sell" places to the organisation, only then can the organisation go through many players up to the corelimit mentioned. A player will therefore become extremely important for organisations that want to build large projects. At the same time, solo players will be punished extremely severely, as an organisation no longer offers core places and you only have the places of your character. @NQ-Deckard Should I start tearing down all my buildings?
  10. I would like to suggest that more engines for our spaceships be implemented in the game. I don't like having a whole wall full of engines. it also doesn't look nice in many cases and seems a bit old-fashioned considering the millennium we are in. It would be enough if there were engines that you could install inside or on the sides or directly on the front. Somehow more possibilities to create one's own design more freely. I'm not talking about values here to provide better, more powerful engines, but simply to provide design elements and not to put the same engine 20 times in the back wall.
  11. We don't need any more Quanta departures, what we really need is game content. Many players, myself included, just want to build - so why do I need quanta? Quanta has already been introduced for schematics as a constraint, as well as taxes being brought into the game as another constraint. Why should even more paternalism be added to the game if no game content can be created with it? The energy system can be a lot of fun neutrally and can also offer great design possibilities depending on the implementation. However, if it becomes like a tax and penalty for players, more players will leave the game.
  12. The topic is overlapping with other topics, but yes, it is sad that there are and will be more and more restrictions, although there was talk of great freedom at the beginning. I also miss a clear indication of this on the part of NQ, so that players don't run after a dream that can no longer be fulfilled. ->> Everything in the game is player-made: ships, cities, orbital stations,... with no limit in size. The world is fully editable. ->> Build a giant space station the size of a moon with your friends-> > Gather along with thousends of others in player-made cities
  13. Are these technical problems or restrictions of a general nature or only due to current financial aspects? I myself would very much like to know how DualUniverse will continue, how and where I can still build freely and to what extent I will be restricted, whether by limiting the number of cores, the core size or by a limitation through elements or, as some players assume, through energy systems. Please don't get me wrong, I love this game, but it takes away the incentive to build something if I have to lose it or tear it down. I also don't manage to create many organisations in order to use all the cores there "just yet", because the number of space cores for my project costs an enormous amount of money (quanta and resources). Will there be a revision to change the number of cores? (Will there be fewer or more cores?) Changes to the number for organisations? Changes for the number of character? Will it be possible in the future to book a premium subscription to unlock more cores or will you be forced by the number to use multiple accounts? Is it possible to include this strong limitation of playful freedom in the information for the game and to delete such information that associates the opposite of a strong limitation? You can still find false information about the game on Kickstarter, which can and will irritate interested players and raise false expectations. (that's what happened to me) https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg?ref=discovery&term=dual%20universe
  14. But then you shouldn't advertise a 500hp car either, but say up front that there are limitations to building the sandbox. Once in the quantity and once in the size of what you have as a building project. I can no longer implement my building project - accordingly, I have to make everything much smaller - but then it no longer looks right in terms of the size ratios.
  15. I don't understand how you can do negtaive business with the calibrations, unless you haven't understood the system behind it. You get 3 areas that are adjacent to each other, so you get +20% for all three areas. Then you just set up your MiningUnits (Basic-MiningUnit-L, maybe the one for T2 or T3 with a lot of luck). As a rule, you can then mine enough on Alioth to pay your taxes, as well as build up a cushion, and still have ores left over to use for building or to exchange for other ores. For your current areas, I had to look at simply mining all the T1 there, or you can simply make headquarters out of the areas, put up to five and you're covered.
  16. I would be very happy if there were bigger cores. My main building alone measures 27 space cores. What bothers me most is that I can't link from core to core, so I had to divide my factories among several cores. It ruins the design and at the same time makes a factory unnecessarily complicated. I've already reached the point where I've deleted all my interior construction and only the shell is left. What I would be interested in with XL and XXL cores is how exactly these "gigantic" cores should be displayed in the radar. now I fly up to my station (180 Space-Core-L) and this is then loaded little by little. So I only see the core badges in front of me at the beginning. With enormously large cores, however, you would probably already be in the structure, since the core boundaries are much further away from the actual visible core centre.
  17. It depends on how you would bring that into play and make damage calculations. It should be believable, because simply an XS core with an engine and a tank on it doesn't cause as much damage as a fully developed xs core. So I don't think the kamikaze system is that simple. As for PvP in general, I don't find the PvP in DU to be fun content that would attract many. (Sure, there are always smaller groups who just like something like that) but to attract a large mass of players it needs much more dynamic fun and that's what I'm looking for how to increase the fun factor. because if I would play 1-2hours in the evening, I want to have fun, then I wouldn't care if I lose my ship, as long as it was a great evening. P.S. Great that you noticed my fancy green color,...?
  18. Would it be possible to make PvP and calculations different in general? We have only differences of the core sizes (XS-S-M-L) that are "only" 4 variables. Secondly, we then have how a ship is equipped. This is divided into the voxel area and then into the area of the elements, such as wings, engines, weapons.... At the moment I miss the area where several small ships can dismantle a larger one, just because of the maneuverability and tactics of the players and not just because the values decided a victory before the battle. I also miss the possibility to steer with smaller ships directly into a ship to cause damage there. So a minifleet consisting of 6-7 ships could decide that 4-6 ships fly against the enemy and sacrifice themselves to bring the 7th ship to safety. (Numbers serve as an example only) It is currently missing (for me) the dynamics in PvP. Had it already in other posts I think written enough. But think that we turn as a community and with NQ rather in a circle.
  19. I assume that from NQ's perspective, an energy system should limit players in the first place. But since currently mining has already been removed and a fixed limit has been built in through the calibrations, you don't need an energy system to give further restrictions to the players. therefore, the system as such could simply be built in as a design element here, which could then also be used as a trade in energy for large industrialists on the side. It should not be another serious restriction. (Except for those with mega factories) but an interesting and fun content that brings some variety to the game. I think good games thrive on creating content that is fun, has creative elements, and connects players to each other in a positive way without getting too deep into the individual player's whole game. At the moment, DualUniverse still lacks variety for me. the energy system offers enormous design possibilities, new elements, a new demand on the market. At the same time, I would also bring more "housing elements" into the game. More, furniture, more plants, trees, flowers (By the way, there are over 500,000 different types of plants in the world, if you took those 1:1 into the game, it would be gigantic content, and everyone could grab a part of it as a player and build it up to provide for other players. There could be parks, forests, tropical forests, there's a tremendous amount of design possibilities because of that. Likewise, you can use that to build other systems of the game world on top of that, because you can create other things out of plants as well. You can make potions, medicine, buffffood or pigments for color designs and much more. I don't understand why there are so few creative possibilities in the game.... the possibilities are endless, as is the time players could spend on them.
  20. Since I am thinking about how to proceed with an "energy system", I have written down some ideas that I could imagine without such a system degenerating into a kind of permanent commitment. I would be in favor of an energy system if it were some sort of roleplay or design idea. As an example, one has an industrial plant and it needs (number) a lot of electricity, the bigger this plant, the more electricity I need. Now I can imagine, I need: - Solarpannel /blast furnaces/coal factories/atomic piles/wind turbines/water pumps/totally creative alien technology stuff. I then need to place these on the core or the area (? area would be better to build it more stylishly into the terrain) so that they generate electricity. After that I have to lead them with lines to substations or transformer stations or into energy storages ...... - and that's it. The energy is always generated, depending on the type of current, no calibration, no maintenance or any compulsory play. The setup for this has to be appropriately costly and the more industry you want to run, the more of the power stuff I need. You could also go and introduce some kind of overproduction, then offer it in an energy exchange menu and trade it. If someone wants only green power or others do not want any power generation at all for style reasons on the area.... I have translated the whole thing, since I am not sure if the translations are always correct, here is just my original.
  21. What damage do they mean? The few quanta and players who got some schematics at the wrong price? Or those who had copied various things through bugs? They are minorities that hardly play a role in the overall economy.
  22. What does unrealistic expectations mean? The game itself didn't want to offer rules per se, but to give players complete freedom in how to play DualUniverse. complete player-driven economy and co. There were no schematics or taxes, so you didn't need Quanta, but had to trade with players yourself. No matter if a ship or a voxel template, you just paid in ores. What was good about the system? Exactly, you could dig up ores whenever you wanted. There was no time limit neither in hours, days or weekly cycle. You could just log in and play. Currently, however, in order to play, you have to play some mandatory content, unless you mine your previous possessions and move back to Sanctuary. Alternatively, you mark your territories as HQs, but then you can't use the industry without owing taxes. Meaning, without these mandatory contents, one's game is slowed down tremendously, worse, once you enter the hamster wheel, you have to run, run, run or you go back for a break to recover. At the moment, if you want to play relaxed, just stay on sanctuary, set up your 4-5 MiningUnits there and build what you want with T1, you also manage to exchange T1 for other T-ore at the market. However, everything then in very slow play. I think a lot of players are now just bothered that a bit of that freedom has been taken away from them that drew you into the game in the beginning.
  23. A wipe will not solve any problems in the economy. The only thing that will happen is that you start again from 0 and then the broken economic cycle starts all over again and heads exactly where we are now. As in real life, there is no healthy and functioning economic cycle.
  24. This is not quite true. Explanation: The ore on the moons and planets was "theoretically" finite before Demeter, but due to recurring surface ore it was already infinite at that time. The ore to dig out was also only partially infinite, because the total ore in the solar system was so much that we players can still mine years of it, it would not have been temporally possible to let it become "empty", the same applies to the information that one could bring new planets / moons or if necessary a complete solar system into the game at any time by NQ, so that there would have been no ore shortage. The only thing that limited ore was the number of players times the available time per player. Now hardly anything has changed in this respect. Whoever wants to set up MiningUnits and then receives depending on calibration and care every hour ore or every 24 hours surface ore. At the same time, each player can also visit the asteroids to mine ore there, whether safe zone or PvP area, currently there are many asteroids with a lot of ore deposits. At the same time, this deposit is replenished every week. Conclusion: Neither then nor now is ore infinite, because there is a natural limit. (Number of players and time per player)
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