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Zarcata

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Everything posted by Zarcata

  1. You shouldn't calculate the market only according to ore prices, it just doesn't work. The ore price has two indicators: buy order and sell order. These are usually quite far apart, so what a player is willing to pay and what a seller wants - two different worlds. The industrialist who farms his ores himself to start production can choose a price as he likes. The other producer, who simply buys ores on the market to start his industry, is bound to the market price at the purchase price - but at the same time can be undercut at any time, whether with or without skills. The economy in the game is not comparable to the real economy, as we have no wages or other costs in mining the ores. The only thing that counts here is the time to mine.
  2. This is then not free, but rather quite expensive if you then divide the quanta fairly. the miner gets a share, how many shares do you get? You can also join another organisation, which only takes 10% of the ores, but also takes care of the security, transport and tracking of the asteroids.
  3. What do they always have against Singleshard? It is a new technology that is currently being tested and still needs to be worked on. We will see whether it works or not, but it still needs further progress in technology. There are enough developers who simply copy the standards and don't think beyond their own horizons. But we want to develop further as a society and not stand still. Here I would rather wish that NQ would talk more openly about what is currently failing and how it could be supported in a meaningful way. Burying your head in the sand doesn't help anyone.
  4. At least the subscriptions will bring money into the system, as well as the started Refer a Friend programme will bring money in, the question is rather how many new players will the programme really bring into the game and be able to keep them permanently, or is it more likely that the majority will be dead self-created accounts in order to grab the bonuses?
  5. PvP needs attention, of course. However, the entire game or any content still needs a lot of attention. In the first place, however, the general performances should take the most important role. What's the point of PvP if you can't play battles bug-free or lag-free? The basic framework should be built up properly and then the content added and revised. There are still so many construction sites and gaps at the moment...it will take years before the game is ready for release.
  6. There were indications that the Make a Friend programme was suspended. You don't just recruit friends into the game because of the few rewards, but so that these friends have fun in the game. So it hardly makes a difference. Many of those who have been recruited so far came into the game via the beta keys anyway and have played for free the whole time. The programme currently rewards accounts that really actively have a paid subscription. There is enough time to recruit new friends and gradually unlock the few bonuses.
  7. Relatively little or much is missing to build. In which direction should the game develop, which types of players should it attract and keep? One could add a huge housing content, starting with tableware, many models of tables, chairs, beds, toys, kitchen furniture, cushions, pictures and entire picture collections, soft toys, and much more. This could in turn be integrated into the achievement system, collect all beds, collect all soft toys..... There are still more decorative items missing, more bushes, trees, flowers, rice plants, corn plants, etc. to grow, you could start with seeds, herbs or bulbs, pick them, harvest them, grow them, harvest them....you could then make food/drink or energy boosters for your equipment and of course integrate them into the achievement system here too. There is also a lack of interesting things that can be moved, wind turbines, solar panels, hydroelectric power plants, pumps, etc. could be easily integrated into the energy system and expanded at will. But let's cut a long story short: What direction and how much content do we want? Should it go more in the direction of Sims or SimCity? Or should it be more in the direction of WoW with dungeons and raids to fight big alien monsters from planets? Maybe we'll build futuristic castles and cities like in NewWorld and fight for territories or add thousands of quests. We could also build gigantic space portals as a community and use them to travel to other solar systems - this could be promoted with huge amounts of materials that are needed for the construction and are then unlocked. What then awaits us in the new solar system? Dead and empty planets with ore deposits again? Could we cut down the trees, gather herbs, draw water,....? The possibilities that a game could offer are almost infinite, it is only the creativity that is lacking, the players who need their limits, as they are otherwise seemingly overwhelmed, and of course the performance to implement gigantic player projects. Why do I as a player have to choose between WoW, Gw2, Aion, ArcheAge, SimCity, Minecraft, Dualuniverse,.... when you could combine the best of all games in one? I doubt very much that DualUniverse will be a success with empty, dead planets, bare moons and asteroids popping up. Ah right, the PvP won't blow anyone away as the PvEers stay in the savezone and the PvPers switch back to EveOnline or buy Starcitizen or Starbase. So, will it just be a niche product for very specific customers?
  8. Currently, one should not want to take anything away from anyone. There are a lot of players who have played Alpha/Beta and built something there, but are now waiting for the game to get to a better version. So should we punish players for not enduring the current beta? There are so many beautiful buildings in the game, it would be a shame if they disappeared, especially as I'm sure a great many players would come back later. We should not forget that it is a beta version that is more like an alpha, so it is understandable that not every player finds this version bearable or even wants to endure it for weeks or months. What should you do for months in the game, players want to have fun and experience something in their free time. If I didn't have my building projects, I would be just as bored and would look at other games in the meantime. So if someone took away everything I had built, I would have no reason to come back. It's also important to remember that the solar system is very big and is still being expanded, so we're still a long way from introducing some kind of tidying up. It's simply unnecessary and only seems to serve as a reason for vultures to look for corpses - disgusting behaviour to me.
  9. Thank you. The current safe zone is great in terms of size and in relation to the PvP zone. So you have the freedom to play the game the way you like it. I really hope that nothing will be changed about the current size. At this point, however, I would ask that as soon as the universe is expanded with more solar systems, there will also be more safe zones. I would be very much in favour of finding "hidden" safe zones throughout the universe, sometimes a lunar area or a planet or simply a larger area in space to set up a distant space base. "Hidden" because these are not displayed on the map, but players can fly through PvP space by chance and discover such "islands of safety".
  10. Some kills are also just luck because the warp bug showed up, otherwise some ships would have escaped, since you normally can't warp after a victim with the PvP timer. So you should be fair enough to let the unarmed opponent escape if he cannot be stopped legally, but only by bugs. I have nothing against PvP - that's what the PvP zone is for, but then please fair PvP without exploiting bugs that are obvious.
  11. Do I understand you to be happy about one aggressive player group taking the throne from another aggressive player group? What exactly will be the advantage for the normal players who belong neither to the Legion nor to the Russians? It's just an exchange of a position of power.
  12. It depends on which investors were really attracted in the case of DualUniverse. My guess is also those who are more interested in the server technology behind it than in the game that you run as a demo, so to speak.
  13. There are more than just these 2 types of players, because there are still many players who have a mixture of interests and do not just stubbornly follow one direction. DualUniverse is not Eve online - fortunately. The game is so uninteresting and full of multi-accounts and aggressive players...no, I just had a look and quickly left again. The main focus in DualUniverse is the build-up, i.e. the landmark players, and the last changes and patches were added in favour of the small PvP group. I understand that this didn't really make PvPers happy, because it wasn't good PvP that was implemented, but half-hearted content. However, the standard PvPer has also ruined the game for itself, because almost all players have joined a group and now there are no PvPers to fight with. So it would be more interesting if the PvP group would split up and fight each other so they can enjoy their content. I think for PvPers StarCitizen or Starbase would be a more interesting game. The focus there is also much more on shooting and shooting around.
  14. How do we get them into the game without kidnapping them?
  15. True, but at the moment I think more PR would do more harm than good, since there are hardly any positive innovations worth mentioning in the game. At least they seem too small in relation to what has not (yet) been implemented to attract permanent players. So there urgently needs to be more content in the game.
  16. I think it's a great idea that the pirates are not allowed to fly into the official safe zone or can only do so with shelling. But I also agree that the pirates should be given their own moon or planets with moons as a save zone. In this respect, NQ can add this to the game quite quickly and we would then have at least 2 factions to choose from. How quickly can NQ introduce a permanently safe planet with a few moons into the game? What will be difficult is who belongs to the pirates? Does that mean the sneaky or does it mean Legion or even both? Because they also shoot each other down. In the end, we need several factions anyway and a retreat for each.
  17. Personally, I don't take Twitch as an indication of success. As long as half-naked women sitting in a pool get hundreds of thousands of followers...it just shows how bored our society is and how it doesn't know what else to do. DualUniverse cannot succeed via stream either, there is simply no interesting content. Ships fighting each other is a kind of browser game via periscope. It's just as exciting as the mission table in WoW at the garrison. What is missing here is a better and more direct way of playing that also allows proximity. Space battles tend to take place at a distance of 1-2 SU, proximity only arises because you have to fly in to loot. So, how to impress the followers? With hours of digging up ores? Or voxel the same assemblies over and over again? That lasts a few hours and is boring afterwards. No matter which DU streamer, they hardly have any active viewers any more.
  18. What is the point of presenting anything now? It's better to wait another 3-5 years and then have real PR when it's released. What would be more possible at the moment is another push of beta testers through beta key events or another fundraising event like the Kickstarter programme back then. At the same time, it should always be pointed out that the game is still in alpha and a finished game can only be expected in a few years. Translated with www.DeepL.com/Translator (free version)
  19. At the moment, you can see an enormous grind at NewWorld. There, however, it is tolerated and seen as a way to reach the goal of skilling professions in order to get equipment and consumables. But in DualUniverse there is no real goal, you don't have any equipment to improve, you don't need food or potions or gems or..... One has no choice of ores-plant-herbs-trees, fishing, hunting, lacing, ....es generally lack "professions to specialise in. In DualUniverse I can build a propeller but also engines, toilets, other ship elements. But anyone who wants to can do that. But what do you need all that for anyway? For many players, T1 ores are enough to build voxels from in order to then implement their building projects. Everything else makes no sense, because you don't have to find and fight monsters, there are no dungeons, raids, open-world bosses,... so what's the point of collecting higher-value ores - if you don't need them? The only thing to do now would be to call it "PvP" - but what for? Only a small part of the community is interested in PvP, as in other games. The PvP in DualUniverse is not even good or balanced. If you have the meta, you win. If your opponent also has the meta, the one with more meta ships or those who currently have fewer bugs (shield bug, warp bug) wins. But what exactly happens in PvP? Broken down, it only destroys and shifts resources that previously had to be collected at great expense. War is very expensive, so you have to be able to afford PvP and put a lot of time into the game. DualUniverse itself is for me still in an alpha state and therefore far away from a beta or even further away from a release that would really attract a larger player mass and keep it permanently. There is simply an insane lack of game content, tools and balance. I won't mention that the performance is also a major construction site for now - I think everyone is aware of that anyway.
  20. Let's take a look at the DualUniverse website: or here: The game does not impose any rules, each player can play what he or she wants. No matter whether solo, small groups or powerful alliance structures. It is also understandable that players who work together on goals can also achieve them more quickly than solo players. The point here is "faster", not generally possible or not possible, because a solo player can also achieve everything in the game, even setting up a warp beacon line. In the end, we players all sit in the same sandbox to have fun, even if everyone wants to define fun differently. There should only be one rule, which is: everything is allowed as long as it promotes everyone's fun, because it's only fun until someone starts crying.
  21. There is no Right Parts Specialisation that gives a fabricator any real advantage in fully skilling it. The current bonuses are not far-reaching enough and not deep enough to have to decide properly, especially since one can simply acquire all skills through countless other accounts in order to continue to be independent. The skills system itself should be urgently revised. It needs a demarcation for the industry/economy talents. At the moment, you can produce a final product without help, because you have to skill a lot of a production line anyway in order to build the higher-quality products. For players who are new to the game, there is no more room to fill a gap, as the low skills have all been skilled through and all players have now reached T4 - T5 skills. Catching up is not possible in the system. In 1-2 years, more and more players will have all the skills, if you look purely at the industry part. The monopolies are already there, Schematics have not changed anything about that, except that smaller players with less playing time have been sorted out. So what we see in the game, it's not a lot of small companies producing parts, it's mostly one big corporation that has the market power and has swallowed up or destroyed all the smaller ones. So cities have no benefit at the moment, except that they drag down the performance of the game enormously. Translated with www.DeepL.com/Translator (free version)
  22. What's with the real-life comparison? DualUniverse is and remains a game, a virtual reality, nothing more. If I want real life, I expand my house there, extend the roof or buy my neighbour's land. But in a game I want to experience more, without restrictions like in real life. There will be no cities in the game, it seems to be a technical problem to make big cities playable with many inhabitants. Now the server doesn't even allow you to hold smaller events without having to live with lags and DCs. No matter what, the sizes hardly fit either, if you consider that some machines are gigantic in relation to the fact that you only produce screws/nuts, but then oversized for other frames. From a purely industrial point of view, it is difficult to set up a real factory. In other words, a factory on a road with other supplier factories next to it. In addition, you don't need your own "home" in the game. All you need is an industrial site that varies in size according to how much you want to produce for yourself or others. What is missing, however, are meaningful buildings, tourism points, or proper living areas. Shops with supplies - food, drink, decoration, .... - are not needed because everything is in the industry module anyway. There is a lack of cultivation areas, fields for supplies, potatoes, rice, maize....and there is a lack of recreational opportunities, possibly swimming pools for a bonus for the character. There is a general lack of something to "play", an occupation that does not only consist of mining and PvP. The game itself is ingenious, if it were more than just a sandbox with too many rules and limits - but too few tools.
  23. not to mention the shields for spaceores. I also think it should be possible to install light automatic weapons on space stations.
  24. Battles between ships take place at a distance of ~2su - how could you jump from ship to ship at this distance? That would only work if the other ship had lost its propulsion and you could approach it, but at the moment that would almost mean a completely destroyed ship.
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