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Zarcata

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Everything posted by Zarcata

  1. A player who just wanted to build something could just play as he wanted. There was no direct compulsion to do something because you had to, but only because you wanted to. Once upon a time: -> Player A builds a building for 1 year and this fulfils this player, it is fun. He builds and goes to collect his own ores as needed. Current: -> Player A builds a building for 1 year and this fulfils this player, it is fun. He builds and goes to collect his ores as needed. However, he still has to sell some of his ores or fly missions to buy schematics, otherwise he cannot produce all the honeycombs he wants to use. Demeter: -> Player A builds a building for 1 year and this fulfils this player, it is fun. He builds and goes to collect his ores himself as needed. However, he still has to sell some of his ores or fly missions to buy schematics, otherwise he cannot produce all the honeycombs he wants to use. He must now also sell some of his ores on the market and/or fly more missions to pay taxes. Collecting ores is then only possible via asteroids: So he needs a ship or he needs modern mining units and has to spend some time on a repetitive mini-game. Likewise, he must now have an active subscription at all times so that one does not suffer a loss of all earned content.
  2. Some questions that were asked were probably lost here. Quanta and quanta difference There are quanta that can be created out of nothing. - Login Bonus - missions There are quanta that you will only push from a to b. - Player A buys something from player B (via the inventory or a dispenser) There are quanta that will be shifted from A to B and will thus shift - Player A buys something from player B via the market and pays tax on it There are quanta that simply disappear from the game. - Taxes on territories (Demeter) - Acquiring tiles generates a fee - Buying/selling via the market removes taxes from the game.
  3. The fact that a wipe is still under discussion on the part of NQ is a big problem for active and new players. Active players play in the expectation that the game itself has already "started", because in this universe you should keep everything that you have created and earned since the start of the beta. At the same time, these created values were intended as content for the new players. This means that we beta players build the game for the new players. Problem: It doesn't work. When a new player comes into the game, all the content has already been completed by the old players. Everything that needs to be discovered or explored is already there. Whether warp drives, exotic weapons, skills for everything and lots of products/elements and massive amounts of ore. The best tiles have already been allocated and the PvP zone with the asteroids divided among the PvPers. So what content is left for new players in the game? You don't need an industry, because other players have already built everything dozens of times and with all the skills. The metaships are already available in many designs and the suppliers undercut each other in price until one even sells below the ore value. No matter whether pilot, radar, miner for asteroids, no matter where....man is months behind without skills. even Quanta is a problem, as a beginner you are happy about the first million to pay your taxes, while the old ones sometimes sit on billions. We active players haven't created a proper society or content that would really be worth players enjoying and actively using.....(except for a handful of exceptions like race tracks etc as just for fun). Now the question is whether there will be new players at the release or whether those who would be interested in a game like DualUniverse are already here or have been here. Whether with or without a wipe, players will always be treated unfairly. No matter if it's a full wipe or only parts or none at all. The game has to offer content, especially long term improvement that is still fun after 100 times and not a compulsory event and monotonous logging in and working through...
  4. could well imagine that this could lead to claims for compensation when it goes back to alpha, at least for those who have an active subscription and have to pay.
  5. Questions: You mentioned an ore pool difference between the inner and outer planets, as well as that the higher grade ores would be more likely to be found on the outer planets. Will there also be general differences in the level of T1+2 ores between the planets in the safe zone or are the deposits there identical? (Madis-Thades-Alioth) Will there be differences in the moons there, specifically T1+2 deposits. Would you please also clarify again that the safe zones of the outer planets and moons will be abolished? Or will PvP content be moved to a new solar system and planets there? Are the developers aware that with a funding amount you can also influence the players to settle permanently on other planets? Do the developers want us to settle on other planets at all or should planets/moons only be used for ore extraction by the MiningUnits?
  6. If there is to be a wipe, then it must be a real complete wipe. One should not only concentrate on what brings one personal advantages. So, quanta gone, skill points gone, constructs gone, in short: everything. What you could do: Grant magic blueprints, which however do NOT contain materials, but are only plans that you then have to gather again. That way, everyone really starts with nothing. So now the question: do people really want such a "fair" wipe?
  7. This works until they move the markets again. It wouldn't be the first time that the markets were changed from the position.
  8. When I cancelled my account and did not renew the annual pass, I noticed in the subsequent survey that various (important?) points were missing as a selection. - I liked the game, but it is developing in an unfavourable direction for me.
  9. At least you can feel very strongly in which direction NQ wants to steer the players. However, I think that very few people will get involved. Nice idea, but it won't work.
  10. which centre? We, the active players, determine the centre. If market 6 is suddenly surrounded by empty tiles and no one wants to sell there anymore, it is easy to simply move on to other markets to build up a supply there. Alioth was mostly chosen because it was free and easy to get there at the beginning and at any time from Santuary after the start of the game, and also because it is a more friendly planet, unlike Madis. Another feature: it is located in the confirmed permanent safe zone. Therefore, it is probably not an option for many players to settle somewhere else, because all other moons and planets eventually fall victim to PvP. If there is another solar system (if that should ever come again), this could be a new attempt to choose a new home there, should there be a safezone, if it is nicer or more interesting there than on Alioth. But I think many players really just want to build for themselves to relax and enjoy their free time. Why the developers now feel an urge to tell players how to play just shows that they don't know what playing is anymore. Unfortunately, a lot of people in our society are just dead beings who follow their 0815 daily routine.
  11. I have read this sanctuary so many times now as a choice for all problems. Honestly, have you ever tried to build something on your own tile on Sanktuary? If your neighbours have already built something, your area is extremely small due to the rdms problems and the building distance. Also, there are so many constructs already there that have been sitting around for months and years and are weighing down the balances, if everyone who is now unhappy were to actually move, Sanktuary is unplayable. The huge problem is also that you can't even move the area to avoid this mass. Likewise, you always have the problem of flying, ever crashed on someone else's territory or got stuck in mid-air? Sanctuary is something for a short beginner's stay, otherwise the players should spread out over the solar system(s). If the players were better distributed, it might also run more stably.
  12. Do you really think that all beta keys will remain free forever? At the latest with the release of the game, all beta keys may be converted into normal subscription accounts. There will be a flood of orphaned multiaccounts because players would suddenly have to pay real money.
  13. Alioth has almost 260,000 territories. Divided by 20 territories, there would be 13,000 players on Alioth alone. This number corresponds to a normal to full server in other games, sometimes even overcrowded servers (depending on the game). DualUniverse has no problem, even if each player has 100 tiles, there are still enough free planets and moons to occupy. Even if with 1,000,000 players there will be new solar systems....it's not a problem how many tiles a player has, but a problem that DualUniverse cannot handle so many players and so many constructs. Currently, there are over 920,000 territories in the solar system. So enough for everyone, especially since most planets are not even 40% full. (Sanctuary with 37% is the maximum).
  14. What is the biggest organisation at the moment, purely in terms of actual, active players? I'm guessing orgs with max 35-40 players?
  15. Risks and challenges Developing a game, and a MMO in particular, is an incredibly difficult and complex task. Our 25 people team is experienced and has worked and shipped several titles already before, and therefore we fully measure how challenging a project like Dual Universe is. Here are some of the things we are facing: - We don’t create content, or traditional game level design. We do high-level game mechanisms, which are complex and hard to balance. - We have several new technologies, in particular the server technologies, that are trying to solve problems that have never been solved before. It may not work as planned, or as our current testing suggests. - We have set for ourselves an ambitious fast release cycle. We may encounter unseen problems that could delay our schedule. Unless what you do has already been done before countless of times, you can never be sure how much time it will take. - The whole game is a brand new way of doing MMO. What will emerge from this universe? It’s at the same time exciting, but also very risky. We try to orient the game design towards interesting dynamics, but we cannot be sure. The energy that drives us is the energy of the explorers. We have done that before, we have explored, we have innovated, the whole team is an incredibly talented and world-class, so we are both excited and confident that we can deal with these challenges. In any case, here is what we can promise you: - Absolute transparency about the development progress - 100% of the funding will go to the development of Dual Universe, more specifically to pay the developers & artists. The whole point of Novaquark is Dual Universe, and we are not doing anything else. - Engage with the community and listen to your feedback, with new and innovative ways to get you directly involved in the roadmap decisions. With your help, nothing is impossible. We are so excited and happy to have this opportunity to make this old dream come true: the first online virtual civilization, Dual Universe! Thank you so much for your support!
  16. What about those players for whom these 13 weeks are not enough? Many people are deployed abroad and often have no access at all, and these deployments can last 6 months. I'm happy to take out an annual subscription, but these taxes are a disgrace!
  17. I'm afraid I have no + left to value her contribution. I agree with the tax opinion. Taxes are implausible and unnecessary, especially since they make no sense in DualUniverse so far. While they try to justify it by "controlling the areas and doing so through a purge", to do so the mechanic could have been tied to an active subscription quite easily. I think it's the wrong way to go about it, because the system of compulsory taxation doesn't fit in with the sandbox idea of the game. It would have made more sense to introduce an energy system to power your production lines. There are great elements that could be built into the game. Wind turbines, water turbines, solar panels and everything with different designs to choose from...that would have been ingenious content that also fits into the current climate protection situation in the world. The taxes, on the other hand, are more compatible with typical f2p or p2w games, the main thing being to forcibly impose a play style on the player. And yes, there is coercion in the game, although freedom was advertised. Translated with www.DeepL.com/Translator (free version)
  18. Honestly? No buildings of the population can withstand a targeted air raid during the war. The buildings that remained standing during the war were mostly left standing by chance, because they were only exposed to indirect forces. When a real war comes to a city, it is a field of rubble! It doesn't help to watch films, but to go to war zones in real life. No film or photos can compensate for the impression. In the game, the focus will be on meta-buildings made of elements and shields, just like with the ships. Who builds great designs for weeks just to lose them? that's wishful thinking!
  19. How exactly do they mean that? The HQ are not tax-exempt. They can be tax-exempt, but then they have no benefit for industries or mining units. So it's only good if you just want to park your constructs there or build freely.
  20. Since players now have to do several things (taxes, active subscription) to keep their buildings, spaceships, territories, I have a question about this. Will there be other offers for longer periods besides the 1-3-6-12 month subscription? I'm thinking 3-5 years or some kind of lifetime subscription.
  21. All industries cannot be used. Mining units become inactive. However, the protected status without taxes only applies as long as you have an active subscription. No subscription means no protection, regardless of whether it is a normal area or an HQ tile.
  22. After the territorial limitation through taxes, will there be further limitations, for example a tax on the number of cores, for players?
  23. Since I have now given up a lot of territories and had to tear down massive amounts of buildings and outposts in order to escape the tax pressure, I am only interested in one thing about the whole new system: -> Will space stations remain permanently free of any taxes or obligations for players in DualUniverse? I would just like to keep building. No obligation for taxes or obligations to always log in, even on holiday or in hospital/rehab. Please, at least leave the space stations alone for peaceful builders. Translated with www.DeepL.com/Translator (free version)
  24. For many games, there is simply some kind of maintenance/control to control the f2p games. Otherwise it's mostly just a cheap compensation for lack of content. DualUniverse actually wanted to offer something fresh and new and not the same thing that can already be found everywhere by the dozen. Innovations are different!
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