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Zarcata

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Everything posted by Zarcata

  1. I think it would be better if PvP was structured differently in general. You build a ship and the design itself doesn't matter. (Appearance = all) Only then come PvP values to it, these result from the core size, number of weapons, number of shields, number of "placeholders, if I think of something". In itself a ship can be equipped with passive and active weapons: - there are automatic weapons (controllable by the pilot, can only shoot in flight direction) - there are usable weapons for players (to put in, aim, load, reload, shoot,....) Each core (depending on its size) has a maximum number of active elements that can be included. As an example: 5 containers, 5 ammo containers, 5 weapons, 5 batteries, 3 shields = 23 slots. Accordingly, you can also swap the occupancy of the number, more containers or more energy and more shields, but something else less. The larger the core, the higher the number of slots. A weapon can only be operated by one player (the only exception is the pilot weapon (automatic)). Means: A ship with 5 usable weapons, needs 6 players to operate all weapons and the ship. (5 weapon players + pilots) Likewise, you could bring additional radars into the game, which also need to be manned by a player. An additional radar gives the player more range and more targets. Likewise, special ailerons could be introduced for faster turns, these must also be activated and held by players if you want to use them. (Especially useful for large heavy battleships, which would otherwise have an enormous turning radius. So far understood where the journey is going? Means, a solo player would sit down optimally in a xs-core or in a s-core, would, the larger the core is, but then several slot possibly not "meaningfully" solo occupy, eg, because he can operate as a pilot no weapons / radars / rudder. The firing itself then goes according to the principle. put in the cannon, load the cannon with ammunition, unlock and shoot, by thread circle and in the direction where you want to shoot. However, this also means that players sitting in weapons on the left side of the ship cannot hit a ship passing by on the right side, unless the pilot turns or steers the ship in the direction of firing. The weapons themselves then have a maximum turning radius (<) to the direction. Means: away from tab-target (click-click-wait), towards real shooting and treamplay. At the same time, I would drastically reduce all the distances at which you can attack ships, so no more 2su, but rather a maximum of 0m - 800m (except, of course, the radar range, which can remain as it is, otherwise you fly blindly through the vast space). I hope the translator reflects what I want to express. Of course I don't know if this is technically feasible in DualUniverse, maybe someone knows it better).
  2. ⚠️ Maybe sarcasm in general should be urgently marked with many smileys or a sarcasm warning, otherwise NQ might actually implement some ideas to him false belief. ⚠️
  3. It plays a significant role, as those who were interested in DualUniverse have long been in the game, or at least have been before. The wipe issue is a very complex one, as there are currently a lot of players who are already paying for the game in beta form and there were various purchase arguments that a wipe in general could also result in refund claims. (Unless it would be technically impossible to release the game without a wipe). Why should players from solar system 1 be forbidden to create accounts for solar system 2 and to pay for them constantly via subscription? I have also not talked about 2 different servers, but on the same server, if I understood it correctly, everything runs for us players anyway in the same room.
  4. A wipe will not change anything. There will always be players who get very rich very quickly. There will always be players who, because of the knowledge/experience/time/money in many accounts/...achieve more than the normal standard player. There will also always be players who achieve more because they work together than many who try solo. Currently, a wipe aims purely nothing. The conditions that prevail now will be the same in a few weeks. I think NQ can't afford to do a wipe and lose a lot of players in the hope that it will attract new players. It remains a lottery game. As a real solution for new players, you can insert a second solar system for new players at release and protect it with a barrier until the society there has worked its way up to a development point. The solar systems must then each build a stargate so that this barrier is removed and the solar systems are connected. This would be good for old and new players. Depending on the interest of new players, more solar systems could be activated this way, should there really be an increased player request. At the moment, however, I see little demand for the product, as it simply appeals to a small potential minority in this category of games on the market.
  5. Robots will be better workers than humans are. More effective, faster, cheaper and neutral. Humans are too vulnerable to many factors. The problem will be, what do you want to do with so many people when they are no longer needed or have no use? I cannot think of any work that could not be replaced by a robot. (Of course, it depends on the state of the art, currently many things are not generally due to the implementation, but to horrendous prices).
  6. Give us a wall-e for each area, which can then pick up the ores in the area and link to a container. It would be great to see tiny little robots moving around on the ground, like busy little bees. Alternatively, I also take mini Borg drones.
  7. It would be much more interesting if the asteroids were replaced by a whole asteroid belt, constantly moving in an elliptical orbit through the solar system, without any timer or respawn times. If most players play on weekends, why don't the asteroids respawn already on Fridays, to have no waiting time on Saturdays, when where which asteroid could appear? The whole Saturday is only a waiting loop
  8. On the point of organizations and their constructs slots (did I get that right?). I think you could delete a lot of organizations or players don't need their own organizations if the character itself had more construct slots, which would allow a player to build according to his ideas without reaching construction limits too quickly. At the same time, the construct slots for organizations should be drastically reduced. I would go so far as to swap the skill trees of the characters with that of the organizations. For the organizations, there is then a passive bonus that allows 2-5 more cores per additional player.
  9. Meaning, which games had triggered some experiential or positive/negative events or were generally some kind of memorable experience? Especially with our developers, I would be very interested to know which games they played and which of them they found good/bad and why. So, I'll start. I got my start "back then" with Baldur's Gate. It wasn't the first game (that was Tetris) but it had more to it than just being a game. I found it very atmospheric to walk around in a cozy tavern, explore the world and collect things. However, I noticed that over time the game no longer appealed to me, as it was pre-set and you only had one choice, but it didn't always match what I had in mind. After that, I quickly moved on to world of Warcraft (again, there were many games in between, but WoW is the only one worth mentioning here). It fascinated me that the world had been so big, it had taken a really long time to travel from a to B, to look at the world, to distribute skill points, equipment, to be able to improve constantly, to be able to defeat gradually also stronger and stronger opponents. For lack of alternatives, I even remained a loyal player there for more than 10 years, although I partly did not agree with many decisions at all, I built up a kind of bond with friends that you then also met in real life. In between I tried to find other games, from Aion, Gw1+2, BlackDessert, Neverwinter, StarTrek Online, Rift, Wildstar, mincecraft, Sims, SimCity, ...., but I was not really satisfied. At some point I came across ArcheAge, where I really liked the trade, economy and class system. I found the free housing system most exhilarating and of course the PvP possibilities there in raids and with your own ships on the sea to fight against others. The variety of your own group, tanks, healers, ranged fighters, spellcasters and many supporters in harmony with the ship, the ship's equipment and the tasks on board, whether the lookout, to set the sails correctly, the operation of the cannons and the steering of the ship required teamwork to the smallest detail and was extremely fun. Many great evenings passed on the high seas, whether you had lost or won a battle, the enemy factions were after the battle in Teamspeak/Discord one exchanged his experiences and helped each other in repairing the ships. The game itself had extremely great potential, but was destroyed by many bad decisions to the point that there are hardly any players left in the game. After that there was a break from games, I stumbled in here and there, browsed an alpha beta or other projects and then the last games that interested me were StarCitizen (will it ever be finished?), Starbase (I don't like the Lego technology style at all) and now DualUniverse. Otherwise, there seems to be more of a gaming lull, although I would like to tie myself to a game for decades again, because it offers just what I hope for, whereby the demands have been set higher and higher over the years and you would like to see a lot of game content from many games united in one game. Oh what I wouldn't give for that feeling from archeage with the ships to be transferable to DualUniverse with spaceships. It would be an incredibly vivid PvP experience. At the same time I would have taken the sheer mass of housing elements from archeage or the arenas and dungeons and raids from WoW. i think something like that should be created under Metaverse then.
  10. I rather think that these wrecks are some kind of random candy, because searching for them separately would be much more effort and costly, out of reasonable proportion to the reward. What's a shame currently is that you can't randomly stumble upon them anymore because you're collecting ores in the ground, since statistically it's much more likely to find something while digging and scanning areas than it is now. There is simply no reason to "explore" a planet.
  11. So will you be able to warp with the mission packs soon? That would make a lot of things easier, great.
  12. I think the low ore prices are great at the moment, some could go down even further, since the products on the market can be offered much cheaper, at the same time the entry into the PvP area becomes more interesting, since a ship loss there is no longer an insurmountable disaster. What is currently missing would be more market bots for T2-T5 ore purchase, they are set relatively low, but still allow an increase in value per tier level. Just as positive, lower ore purchases also make it more interesting to fly missions, as the rewards now feel more meaningful compared to the time invested. What could be done about the tax, either drastically lower it or do away with it altogether and tie player and organization territories to an active subscription. Alternatively, you could introduce a maximum number of unlockable areas in the skill tree, just like with constructs. For example: without skill: 3 tiles per skill level (T1-T5) additional 2 tiles ____ What I would be much more interested in, though, is how should players behave in their building behavior from a developer perspective? I have had several bases on Alioth, Thades and Madis, Jago, Talemei and Ion and have had to abandon them due to taxes and upcoming safezone changes on the outer planets. I then moved everything to two bases on Alioth and was building there for a very long time because I like building. Created a mine and many "Borg style" buildings. In the meantime, however, these have also become less and less due to the construct number restrictions. So now I'm left with a space station, a smaller station on Alioth and the dead field on Sanctuary, where I don't like to fly to because of the atmosphere, I also don't like the enormous orange light ratio. The area taxes have then ensured that even fewer of the areas are built on. So purely from the play style I have over the last changes very reduced and limited... What would interest me further, how do the developers see DualUniverse currently? Should it no longer be a sandbox building game? Do I have to be afraid that my space station will have to be deleted, too, because there might be space taxes soon or current safezones will be dropped? Ich liebe es zu bauen, ich interessiere mich im Moment nicht für PvP, weil mich die Implementierung von PvP in DualUniverse überhaupt nicht interessiert (ich stehe mehr auf PvP wie in ArcheAge oder WoW /Gw2), aber es verringert meine Lust zu bauen, wenn ich nicht abschätzen kann, was man wirklich mit DualUniverse und dem Gebäudeinhalt machen will und welche anderen Einschränkungen es gibt. @NQ-Deckard Not against asteroids themselves, for that I also fly through space much too rarely, since it is not interesting for me, who only wants to build, to fly through empty space. My teammates in the organization, however, have already experienced many near-collisions. Whereby it is probably also partly to blame that some simply go AFK during a 4-5 hour mission flight and watch a series or start cooking lunch during this time. This immediately raises the question - is such Afk game content really wanted by NQ? Having a game open for hours, burning power even though you're not even playing? in this day and age, that's honestly sickening behavior and I don't understand how you can encourage such things.
  13. I don't need a tax system, as the meaning behind it could also be linked to an active subscription. Taking Quanta out of the game can also be done with market bots that offer goods that no other player offers in the market, likewise schematics are expensive enough. A player-driven game looks different.
  14. There have been so many replies to such requests in forums, Discord and Facebook: "I can't provide a link right now, but it's something like this: We still have no intention to reset everything at this time, and will avoid doing so if we can.
  15. Interesting interim update. I hope not too many players have dropped out during this time, so that the positive changes, if they come, will make for smiling and happy faces. The space wrecks, will these be found directly in space and thus be considered a source of danger? So I like to travel through space, mostly with the 30,000km/h. Question: If such a wreck then comes towards me and I can't avoid it because of the distance, the speed or simply because I'm AFK on a 5 hour mission flight, will it therefore kill me and destroy my ship "somewhere in space"? Will space then be just as dangerous as all those hemlines of constructs or voxel libraries in the air? Is it possible to make such constructs simply transparent to "fly through" from 1,000 km/h and only active when approaching slower? Please take taxes out of the equation completely, thank you. Cleaning up" constructs so that they don't clutter up the game can also be tied to an active subscription without any problems. The taxes only make the game feel like a chore and not a relaxing game. It should be game-driven and the player free in his decisions, or has the approach been revised in the meantime? I really hope that the new roadmap will be full to bursting, in the meantime there have been a lot of suggestions on how to design the game to make the different player interests happy. Also remember, happy players stay in the game, then investors will also be happy...
  16. I've honestly thought for a while that what players want and what NQ wants to implement are something fundamentally different. Then there is also whether it is even possible to be implemented. Maybe I expected too much from NQ's website and the promotional videos for DualUniverse and cling to little things that are important to me, even though reality is already smacking me in the face and telling me what will really be. At the moment, I'm honestly tired of putting even more time into suggestions, improvements and ideas so that a currently boring game could become something better, more successful. My goodness, I must have been extremely naive when I soaked up all the blah blah blah covers of NQ and thought that you could work together with developers on a game and the different points of view would show pro and con aspects.
  17. You can also simply make voxels purely cosmetic on dynamic constructs. i.e., without weight, without values, etc. Accordingly, no calculation for width-length-height and the flight characteristics. So you can then build from the design free fancy PvP ships. What is still missing are more variations in the ships as far as elements are concerned. I would like to have >10 different designs for a wing M, so I can choose the best design for my ship and not have to adapt my design to fixed elements.
  18. The beauty of a sandbox is that we have a huge PvP zone here in DualUniverse, but we can use it the way we want. Meaning, you can attack anyone you want in the PvP zone, but you don't have to. We could also make our own rules as a community and say we are building a peaceful society and sort of ignore the ability to PvP. (I'm not talking about we have to do it that way, just that the option is there). That you can't completely enforce and control this is of course something I'm aware of. Also, that there are already "organizations/alliances" that want to enforce something like this more or less for themselves internally by simply saying "the whole PvP area is ours" and then shooting down everything accordingly that hasn't joined that alliance. So would it make sense if everyone joins this alliance and then suddenly there is peace, because there is no one left to fight? Interesting idea.
  19. relog! Close the Game. Start the Game new.
  20. you will not manage to add PvP in DualUniverse, which many may wish or imagine. Some dreams remind me more of games where you have several ready ships and only have to choose the equipment to then fly off and fight accordingly with a group or automatic firing systems then against other players. There will be no direct damage in DualUniverse. You will certainly never aim a weapon directly at another ship, target it and shoot it down following the movement and setting it in front. All we have here is a simple target click and button press fight. Dreams: Reality: here miss a standard ui picture from gunnersitz control...
  21. You can see it however you like. The game is not dead because of that, since almost all games have such mechanics, sometimes more, sometimes less threatening for the player. I myself can understand it well, the tax also bothers me a lot, because it forces the player into the game and gives game defaults that just weren't there before. In addition, it contradicts the game idea that we players are free in our development here. This tax is simply wrong in the game and the idea behind it, to get rid of old, abandoned constructs with it could have been tied simply by subscription obligation.
  22. Everyone understands fun differently. I don't think it's fun to hunt Hauler with meta-PvP ships. It is and remains no "PvP" as in a competition, where it is about who is the better fighter, but is probably comparable to when wolves attack a flock of sheep. The winner is already determined, with luck a few sheep survive because they could flee or the wolves lose interest. What is missing in DualUniverse is fair PvP, but that doesn't seem to be the goal for the majority of PvP players, as some are just bad PvP players who only look for sheep and not for strong opponents. As for the radar range, it should be reduced by at least 70% right away with all weapons. The solar system should really be an experience of endlessness. Meeting other ships is like winning the lottery. If you want PvP, you should meet at warzones and fight big battles there. I want to see my opponent in battle, want to see the damage weapons do, in the game right in front of me and not in a browser window like any f2p game can. Is the game even capable of sustaining large battles of fleets? At the moment I have very big doubts about it.
  23. It would be enough for me if the current elements had more variations. So not only Wing M, but 10 different designs of Wing M. The values remain the same, but have different designs to choose from, if in the end then the best look is only available in the ingameshop to keep DualUniverse financially afloat, this would also be a possibility.
  24. You can pre-pay your taxes with 13,000,000 quanta per territory, so you can protect it for 13 weeks. Likewise, you can put up to 5 of your territories on HQ without having to pay taxes there. Also, each player has the one territory on Sanctuary that is always under protection, since there are generally no taxes there.
  25. Seriously, "The journey is more important than the destination" is just a saying that In DualUniverse, where there is nothing to discover along the way just wrong. What should one be able to find or discover in the solar system or the planets/moons? I had started before Demeter to create cave systems with terraforming, have hidden there puzzles, built small monsters and spider caves and much more. Yes, you could discover something if you are into that kind of thing. Otherwise, from the game side, it's just dead land, no matter where you fly or run to. There are games where you can walk for hours through the area, because it was just beautifully and interestingly designed, no matter if you just looked at the worlds, roamed through caves, discovered interesting plants, animals or mini-treasures - it was an "adventure". There is NOT anything like that in DualUniverse! We are also in a game, here you should be able to create more creative and limitless content, why always this urge to recreate a real world dull with its rules? It's boring! I want to experience more than just something, I want to see developers really come up with content that makes me marvel at what they can come up with. Currently, I don't think any of the developers have even the slightest bit of "imagination".
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