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Zarcata

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  1. 9969 = 100% 117 = 1,17% (alpha) 913634 = 100% 55057= 6,02% We can speculate about numbers, I assume that in DualUniverse also the time of the highest active player numbers is long gone and there are only very few players currently. Not to mention the countless twink accounts. I don't blame DualUniverse or Starbase, since both are still stuck deep in an alpha stage and there is still a lot of content missing that can't be evaluated or tested. In contrast to that is the comparison to NewWorld. Find it very sad that this game could not maintain or expand the player numbers. I'm primarily guessing the permanent intrusive grind and comparatively lousy character control. (But everyone has to decide for themselves) I'm more curious about the numbers when Starbase, StarCitizen or DualUniverse are released. What do these games offer then? And, do all these players make it to a release?
  2. The same is said about DualUniverse, StarCitizen, NewWorld and the best example of "the game is dead" is probably World of Warcraft, which is supposed to be dead for over 10 years and still has several million players.
  3. Ever played Archeage? Certainly not a grandiose graphic splendor, but atmospheric. Also no singleshard technology, but PvP battles with over 200 players, machines, cars, ships, cannons, etc. easily doable. The battles on the sea alone are phenomenal and bring hours of fun - not just one player, but many players. You sail on the sea, some looking for schools of fish, others to search for sunken treasures or, to bring valuable cargoes to other continents and see the horizon in the distance. Then the one on the mast first sees one, two, five enemy ships, unrest spreads among the crew, buff food is eaten, magic potions are drunk, the cannons are manned with players, ammunition is distributed. A few players are assigned to secure the masts, then strike the sails during quick turns. At the same time, the support classes provide plenty of buffs and protection spells, and the healers prepare for the worst. Mages and ranged fighters look for the best positions on the ship and the tanks and melees wait below deck for the signal to board. Whether you will be the attacker or the defender, the underdog or the winner, it will be a grandiose day and the players will have fun. The ships will be aligned, the wind direction will be observed, the right sails will be set and the enemy ships will be flanked. It is the whole group that decides, each individual contributes to the victory or defeat. What cannons to use, what ammunition, what sails, what figureheads, what masts, rudders the ship has, how it was loaded, how many players are on the ship to ensure the weight and thus maneuverability. So many possibilities in ship selection, in equipment, in over 200 different classes of characters. But the game offers even more...castle battles, area battles, guild wars, housing without phasing, arenas, Battlegrounds, raids, dungeons, quests..... In the end the developers made grandiose mistakes and the game almost died out - while the potential, content and server stability was top notch, far superior especially in mass battles. And here in Dual Universe? Seriously? we get excited because you can see a mega tower or huge building areas like runways from far away? We are happy because there is an arbitrary number of distance given? you could just change the numbers there and make kilometers into miles, then you can see even further? One sees also in the Space no ships on 2SU, but a marking of the position. So you shoot at a marker and don't have a real close combat where you really see the damage - and no, the browser window in the gunner's seat isn't half great and doesn't give a gameplay feeling of really participating in a battle. The huge area in DualUniverse is not really positive either - it just feels empty and dead. The planets, moons are uninhabited, no living creatures, no vegetation....nothing, except for a few MininUnits every now and then. Mass battles? not possible in DualUniverse (yet?)! Ever flown with 3-5-10 ships side by side? the game doesn't even give a clean display of the ships' positions. Mostly not even the ships are displayed, but only the markings of the ships, because the distance for rendering is much too large. You can also see as a browser game, there you also only see something on a map - but is not in the middle of a real battle. So what is it about DualUniverse that makes players want to play it? Even the "Housinig" is ridiculous with so few housing elements, alone the tiny selection of beds, wardrobes, pictures.....make other games better. What really remains in the end is the voxel system, where you can still build something, but which is also increasingly limited. You can hype DualUniverse all you want - currently it would just be a failed dream. Hopefully, I still look at the next 3-5 years of development.
  4. It does not require destruction in the PvE SafeZone area. There is a lot of ore in the voxel area, more than it is destroyed in PvP. If one wants more destruction, this should exist exclusively with the PvP areas. There base wars on planet-moon spacestations would devour so much material, if one would really expand PvP and bring times sensibly into the game. Reduction of the damage per hit, but less time intervals between the bombardment, so that you can shoot more ammunition. At the same time, the volume of ammunition should be significantly reduced so that you can take more of it with you. When will surface warfare be introduced in the PvP area? Perhaps an organization war would also help, where you could declare war on opposing organizations. Once they have such a war status all planets and moons (Except the 3-planet safe zone) are PvP area. In general, why do the safe zones around the T4-T5 planets/moons remain? War status there would increase the ores' value significantly. Likewise, it would make sense for all elements to be destroyed in PvP - no 3-lives, but destruction. For this one can feed these elements in a recycler, in order to receive from it remainder raw materials in small quantity. One could also consider considerably higher resources for T4-T5 elements, so that the gap from T1-T3 is then considerably more noticeable on T4-5. T4-5 should be the final content that requires noticeably more resources. Alternatively, one could introduce T6-7-8....(or do higher tier levels remain for new solar systems?).
  5. I do grow many varieties of potatoes at our place, but I haven't pulled anything so riddled with craters out of the ground yet.
  6. Good morning First of all, the ore is worth even more than some of us here claim. who sells Garnerite (T3) for 31 quanta, just because that's where the buy-it-now bids are, it's his own fault. The real values at the sale bid are mostly between 60-120 quanta. (By the way, this applies to all ores, you don't always have to click the buy-it-now button here just to sell it immediately). So, now to the problem with the quanta ore and the economic cycle. DualUniverse is first and foremost a building game. Collect ore to build something out of it. But now every player who wants to build something can mine ore himself. At least everything that concerns T1. If you want T2/T3, you have to search for suitable areas with production. Whoever finds it will have a powerful tool for his own supply. If you just want to build fancy things as a designer, you are completely covered. If necessary, you can sell some ore to exchange it for others, or you can trade ore for ore with players and bypass the market with the taxes. DualUniverse has now introduced area taxes. Well, players now adapt and bring even more of their own ore to the market and build accordingly less themselves, because you now need Quanta for the taxes. Alternatively, there are only the missions. (These, however, are not lucrative, are also no fun (time-use) and depending on the mission it is easy times 5-6 hours afk to fly through space ... I certainly do not turn on the game for that!) That there are ores is therefore no problem, so we can only build more, produce and generate fun together. Currently, however, due to the few players only a very small market is available. In addition, many players are partial or self-supporters. accordingly, the demand is also low. Another problem is the twink mechanic. A player can create many more accounts and cover his own needs for all ores. So it is the same problem as in the real economy. We produce more than we need, just to maintain employment, but at the same time cry that the products by competitors and the produced mass -but no demand- from the value/price fall. By the way, I don't know of any game or real economy that would work without problems in the long run. So why should it work in DualUniverse?
  7. What conditions are attached to the energy system in their mind? In general, these energy rules should apply to all cores, i.e. static-dynamic-space? Should an amount of energy be needed as soon as industry is running there or already as soon as the core is set? What happens with mega constructions which hundreds of cores as e.g. whole city or space station was built up. Because of the number of cores it will certainly not be possible to supply these buildings permanently with energy.
  8. in fact, if i'm a YT channel or a twitch streamer, i'd probably rather play minecraft, since there's much bigger audience there to build the channel. I'm looking at the categories on Twitch right now: DualUniverse: 16 viewers Minecraft: 65,257 viewers StarCitizen: 3845 viewers Eve Online: 883 viewers But well, why am I even worrying about that...?
  9. Seriously, as a gamer, I don't care what technology is behind it to make the game run stably and with high quality. I play to have fun. Content isn't fun in any game when constant lags and disconnections dominate the game. It's also no fun to get into a game where various content is promised that isn't even there or possible to be implemented. There are thousands of games on the market, all of them offer "something" that makes them good and attracts players. Sometimes more players, sometimes less players. The greater the selection in a game and the higher the quality, the more players are attracted. World of Warcraft had more than 12,000,000 subscriptions in its prime. There were so many of them because there were hardly any good alternative games, which over time started to affect the status of the game when there was more and more choice on the market. In general, the game market became bigger and bigger over time - think about it "in the past" a gamer was a NERD - today he is a hero and even earns money with luck and planning. What DualUniverse needs is content that attracts and positively engages gamers. It also needs diversified content in the game to attract many interest groups. Right now we have the voxel game, which only attracts a minority and with luck can pull some players away from Minecraft. But then what? The "PvP" is so broken, players prefer to stay in other PvP-based games, especially since there is only one type of PvP here and other games offer whole different PvP activities: (AvA, different arenas, battlegrounds, rated battlegrounds, openWorldPvP, castle battles, ship battles, faction wars, guild wars, ...). What's more, this content is very easily available when players come home in the evening and just want to "play" for 1-2 hours. Turn on the game and play, just log into a battleground, get invite and off you go....the same principle exists in the PvE area. Dungeons, raids, quests, world bosses, world riddles, achievement systems, collection systems, pets, mounts, housing, professions..... Even sandbox games like ArcheAge offer a minimum of game content to keep players positively engaged. A player needs to have a choice between mining for a higher goal or just playing free for a few days and relaxing while playing. Right now, DualUniverse is a niche product because it attracts a tiny minority of potential players - and therefore customers.
  10. How it turned out for me? When I think about it, not much has changed. There are still lags and severe performance drops. Especially in heavily built-up places and markets, but also from one construction zone to another zone, you notice problems again and again. Conclusion: no change. Getting resources to build something in the game. There was a change, digging was abolished and replaced by MiningUnits and limited, at the same time also a tax was introduced, if one wants to mine on areas, which does not correspond to the one tax-free area on Sanctuary. So, before: run around somewhere, scan, dig tunnels and mine ores. Now: procure an area unit, take an area, then procure Miningunits, these then to container connect, which one must procure thus before also, in order to calibrate then one can use some liters by the calibration immediately, for more it means then: wait. Either for more MiningUnits, more calibrations or simply that one beautifies the time with something else. As an example: asteroid mining. That's right, a Space-Atmo ship is missing for that. So: wait. Any other changes? That's right. Shields! So, who has waited enough, had finally worked out a ship by waiting or flying missions that are ultra interesting because you can watch great series up to whole seasons of series during the flight, so now you need shields instead of great voxels. But wait. Without shields there were only flights in the safe zone, otherwise you would have been shot down within a few seconds by pirates or simply bored players. with the shield you are at least lucky and can survive 2-5minutes longer. Is then but also dead and loses his ship. Conclusion: Even a shield does not make PvP better. Fortunately, the weapons were also worked on. At least the values have all been re-diced, the result seems to be the same: precisions laser. But it hardly matters, because you are shot down from far away anyway and the fight is often over before you get from the asteroid to your ship to defend yourself. Almost forgotten, there are new effects such as dust and snowdrifts on planets, although I hardly notice them, since I no longer visit most planets, since you can no longer mine anything. What is of course great, you can now capture territories and simply rob other players who are currently pausing the beta phase, if they have not secured their territories before or protect them at least for a short time by paying many millions in taxes. However, robbing only works on static constructs, the hundreds of dynamic constructs still seem to be standing around everywhere. What else was so great? That's right, the core limit was introduced (or was that already two years ago?) This prevents players from building too much. But it's enough to set 275 cores, we don't want the game to become too expensive to maintain. If you want to avoid the limit, you can (still!) create another 4 organizations to set 275 cores there - but this will also be changed soon, so think carefully. Fasst forgotten, the illuminations would be changed, so that the light effects now create other effects by lighting, if these are reflected against objects. Advantage: more blingbling. Disadvantage: some buildings now look stranger and you have to rebuild. Ah yes: taxes have been introduced. So now if I want to have an area outside of the one protected area on Sanctuary and also use it for industry, I now have to pay 1,000,000 taxes every week for each area. That means I can no longer log in and do what I want and when I want and how often I want - no - I now have to pay taxes and so somehow I have to get Quanta. So I have to sell some of my ores: so as we learned: more waiting. Or I just do missions and watch series. So basically they've introduced a login compulsion and of course made it a little bit colorful so that not everybody notices it right away. Otherwise: everything runs as usual and I'm waiting anxiously for the roadmap for 2022-2025.
  11. I guess it depends more on which way you look at it. In the movie, too, the "bad guys" were striving for power and wealth and...against that, society and each individual stood as losers in a broken world. Of course, a businessman then thinks of profits and not whether there are a few people who then suffer. It took years before Facebook blocked various accounts and disclosed data for tracking criminals through drug, weapons and human trafficking. He" is certainly not a good person.
  12. I am very curious to see what will be on the new roadmap. When I read through the player requests and all the ideas, one can only be disappointed with the roadmap. Many seem to wish much more into DualUniverse purely, than it is at all possible to be really implemented in the game.
  13. Since he is my uncle, of course I will help him escape. Later it will surely come to take revenge for everything inhumane that was done to him....
  14. One should first clarify what exactly one wants to understand by metaverse and what it really is or, what it could be. Ready player one" is always cited here as an example, but we are still decades away from that. Even Facebook Meta and the like are not even close to being able to really implement such a "vision". Facebook is currently still just a data octopus that is becoming more and more powerful and larger, because it absorbs all possibilities of data retrieval as sources and integrates them into the company. PR also plays a powerful role there, more gossip and vision than real implementation of a virtual connected world. Facebook dreams of networking, of bringing people together all over the world. Great, I can trade drugs, slaves, and weapons everywhere via Facebook, Whattsup, and the like....as long as I bring in traffic, information, and money for Facebook, I can get away with anything. It's amazing that we're always talking about data protection, worrying about privacy, afraid that the government might oppress or spy on us, but at the same time we're so transparent today that we're literally walking around digitally naked on the Internet and thus in the real world. Whether you like Facebook or think it's evil and prefer to use something else, The Group, and therefore the data, are all bundled together. So it doesn't matter where you log in and share your information. Facebook, Whattsup, instagram, Oculus, Facebook /Messenger, Workplace, Novi, Diem, ..... I don't see this as a metaverse in the gamer's sense, but rather a metaverse around the topic of data collection, statistics, transparency of the users and, to that end, a management, monitoring and control of the global population. It doesn't matter whether you're steering, controlling or spying on a single individual, a group, a party, a state or an entire government or country.
  15. I do think that the technology behind it, especially the scalability works. At the moment, however, it seems to be going more in the direction of minimalism in order to save costs or to see how little you could still manage the game itself. From time to time, you can clearly see that the performance is much better than it currently is.
  16. The pages are relatively old after all and the info with the PR laugh has already flattened out. Here is the page I posted weeks/months ago. https://www.novaquark.com/
  17. The problem was and still is that no matter which of these minorities (builders, industrialists, PvPers, mixed players) it would not have been enough in terms of numbers. DualUniverse, like Eve, is a small niche product and generally appeals to only a small interest group. If you want more players, you have to attract more interest groups. Listening only to PvPers would be wrong in this respect, since this group is also only a small minority, which alone is unimportant for the game. All groups together make up the game and the player group.
  18. I'll just throw into the thread here as information. https://www.novaquark.com/
  19. This is only one point of view, there are certainly many, but I would like to mention another in fairness: There are players who have put a lot of time and money into the game, but who don't like the current state of the game or simply don't have the nerve to endure this alpha/beta any longer. But these players would come back when the game is released, provided that there is a positive development until then. So do you want to just take everything away from these players or force them to sign up for a 1 month subscription to set their tiles as HQ? Allowing these players to automatically assign their own territories and constructs there was a right decision, also because they will be potential customers to come back later. I can understand every player who currently has no more nerves for this state of the game and just wants to wait for it to improve drastically with the release. So they themselves are quitting now...so would they like it if in two weeks NQ decides that their buildings will just disappear and be released for looting? If they never come back, they certainly can't care, but if they still have hope that the game will still develop positively from the current testing phase, it would certainly be a painful loss. You also have to remember that not everyone has free BetaKeys, but has to pay fixed subscription fees, as if it were already a finished game and not a construction site.
  20. A good example of how unimportant balance is can be seen for over a decade in World of Warcraft, where every class with a skill is sometimes pushed way up or nerved deep into the abyss. Players spent weeks and months creating countless twinks for every occasion to cover many or all classes and be prepared for the constant changes. The worst thing I felt in WoW was that they kept changing each class and their unique playstyle, so you felt like you were playing something else, just not your class that you had chosen just because of the playstyle.
  21. At the moment, I don't see any light at the end of the tunnel. We have experienced many limitations, which were associated with cost savings or performance gains. Demeter was supposed to provide strong performance improvements, but instead the improvements have been used to reduce costs. At the same time, Demeter has slowed down the game tremendously, all the progress a player makes is now slower. Likewise, the MiningUnits added a kind of mandatory login to the game, I usually only know this from f2p games and the daily login bonuses and bonuses if you log in more than 5-10-20 times a month. What the other players offer though is content, no matter if dungeons, thousands of quests, dailies, weeklies, arenas, battlegrounds, raids, OpenPvP, scenarios, pets, mounts, buff food system, equipment for the character/mounts/pets,... In DualUniverse you can feel the savings everywhere, you can only hope that enough players will join this scenario in the end and can keep up the game accordingly via subscription or later ingameshop. At the moment, however, it looks rather bad and more and more players lose the air in the daily calibration grind. Many simply click through the MiningUnits to push the rates to 100% and simply leave the surface ore. Mind you, after such a short period...what happens in a month? Does no one then want to calibrate the MUs via VR? I'm super-mega excited about the roadmap 2022 - too bad, I would have liked this info already at Christmas time as a small sweet surprise...most likely they are probably still working on filling a roadmap with content....what I just hope for 2022 and later that there will not be more restrictions. It feels like the game is getting smaller and smaller and the possibilities for players to live out their lives here in the sandbox and be creative are becoming more and more limited.
  22. I use the 7 field system, am lucky enough to be able to mine T1-T3 there and bring half of the ore to the market to sell it. From this I then pay the taxes, the rest I put into my construction projects, which are thereby enormously delayed.
  23. A PvP player can simply fly after the one, especially on Saturdays and Sundays there are so many on the road, no "pirate" needs 40 minutes to find a ship. The ship appears on the radar and is shot at, what cares about an asteroid? The asteroids are only the lure.
  24. NQ-Deckard — heute um 17:32 Uhr Hello Noveans @here, We are currently investigating an issue with the server, we will inform you when we have more information. Thank you for your patience and support!
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