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W1zard

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Everything posted by W1zard

  1. For me It's an 8. Not 10 because it's missing too many qol features, but that will be refined i hope. Some of the negatives I can point out is lack of demand on products, I will be very happy if they return element destruction in safezone. Because It's not very profitable to produce items if there is no demand, so the demand on ore itself goes down. What I see, is that Demeter is very good basement for territory wars in future, and that is what I really love about it, now we have points of iterest (t4-t5 ore pools for ex) to fight for. I am looking forward to see space territories with some kind of gas-mining there.
  2. I don't see this as a critical downside, as alts also need a subscription. And you can't use an alt to actively do repairs while you are piloting, atleast not as effecient as another real player would do. That is definitely not the case. We have an active PvP organization and we were flying multi-crew before they introduced shields (we had multiple gunners and even combat engineers on board to do the repairs), now we are all flying solo in separate ships because it's more effective in current meta. With my proposed ideas your still able to fly a ship solo with default setting of everything. Or even do fast seat-swapping to adjust settings if you are skilled enough pilot.
  3. So with all recent updates multicrew is literally gone from DU. You can totally handle all ship by yourself even in tough pvp scenario, and it benefits you to have multiple ships, than flying a big one ship. 1. Combat engineer role: With all damage increase and addition of shields and CCS it's now not needed to repair ship while shield is active and almost impossible after that. 2. Multigunner ships: Again with shields it's now more profitable in total HP amount to have seperate shields rather than having one big ship with many people on board. Here is my few thoughs how these can be reintroduced to DU without big changes. 1. Make shield absorb only part of damage (e.g. 80-90%). This way, despite having a shield active you will still need a combat engineer to fix your elements while in active combat, and not being impossible to do so (like with current damage L weapon will oneshot every element) 2. Make a dedicated engineer role. Indroduce a new seat and interface for a new role that can do some old and possibly some new things. Here is some ideas what that role could be: 2.1 Analyzing and changing shield resisntaces only from that new seat. (You can still fly by yourself with default resistacnes, but it will benefit you to have dedicated person on board) 2.2 Very basic power managment with three options: Weapons, Shields, Engines. (Make it same like resistences, so you can have a default even layout, but one can be lowerd to increase others). And make it available only through this new seat and interface. 2.3 Long-range radar available only in this new seat. (Like 3 or 4 s.u. detection range). With adding benefit of other roles on board it will be more valuable to have multiple gunners on same ship, because if you want to separate them on other ships, you would need extra engineers there, and that will make it not really viable.
  4. There are already benefits to non-PvP compared to PvP players. Have you checked the cost of PvP-oriented talents? To be successfull in pvp you really need to commit in those talents. As a non-pvp player you can benefit from having mining, industry, handling or any other talent tree.
  5. 1. PvP is already very low-rewarding in DU compared to fuel/cells/ammo costs required to make a succefull encounter They even disabled the access to build mode in combat lock to exactly prevent what you are suggesting, because people were trashing their ships under attack just to make shure pirates will get nothing. Your idea sounds like "I don't like to get killed in PvP-oriented game so let's make PvP so non-profitable that I can safely go out" 2. There IS a way you can make your trip into PvP space more safe - you can simply hire an escort to defend you. This is an MMO game, it SHOULD encourage people to communicate and play as a team. Have you tried to think how your limitations can be avoided? I already see a Bomber Desing that is an S-core ship with a res node and a bunch of docked XS that I can undock at any moment, shoot from my S core and blow it up, returning back to res node on the S-core ship, repeating this process until everyone around are dead. Your idea not going to add any balance, but only will add more exploitable mechanics, less reward for any player that decides to go PvP. If you don't like PvP or don't like risking your loot - stay in safe zone, there are plenty of activities you can do there.
  6. Will there be an ability to group territories and pay taxes for a group at once? It's very annyoing to deposit quanta for each territory when you have a lot of them.
  7. Can we have an option to not publicly display territory names to other players? I have a lot of territories claimed for auto-mining, and I want them to be organized in my tax-screen, but I don't want to let other people know what I have on my territories by clicking on it on the map and seeing a territory name.
  8. If I understand correctly current tax system, we are able to pay taxes for one week, then make it go inactive for one week, and then again pay taxes, etc. So you can pay only 1mil every 2 weeks for the tile to remain claimed, but being active only half the time. Can we have some kind of "half-taxes" mechanics that will remain tile claimed but not active, like we have above, but with proper game mechanic, not with juggling the taxes in and out? p.s. I have not tested it yet, but if inactive tiles still provide adjacency bonus, paying taxes only every second week can make huge difference.
  9. With current shields and CCS mechanics it's encouraging playes to fly on different ships, not as a one big crew. Because you can have big ship with 40 mil CCS and 20 mil shields for two gunners, or you can have two different ships with 20 mil CCS and 20 mil shields each. (Which would result in more total HP) As DU is an MMO it should encourage players to fly together as a crew (at least that's how I see MMOs), but that's not the case currently. Will that be changed?
  10. With demeter weapons balancing this is how DPS from one gunner seat looks like currently. (considering max handling/ops talents). In changelog you guys said But as you can see from the graph, that's definitely not the case, railguns are not dominating long-range. They are doing more DPS only on 1.9+su range, and that's not possible to hold that distance in active combat with only 2 su visibility and lock ranges. This is how DPS graph would look like if you lower the required PvP-Capacity of railguns by only 2.5% so we can fit 4 railguns in one seat. Now you can clearly see that railguns will have most dps on ranges 1.4+su which for me sounds like it should have been. So now to the question: Will we see proper weapon balancing in near future?
  11. Difference here is that industry runs on server-side, while scanners run on client. So unless they make scanners server-side there can't be same behaviour (e.g. they will stop with client reboot even if they fix distance issue)
  12. Yesterday flew 50km away while scanners where active. When I came back in 10 minutes, they still were active. Not sure about your guess about hardware, but I have Intel, so it kinda matches your point.
  13. A lot of peole don't want to play a Beta (especially with so much bugs as DU have right now). Also right now there is a lot of mechanic-changing updates and tweeks going on, you can't be sure what to expect. "Launch" will be consireded from people around there that a game now is in a stable state. I personally have a lot of friends that like the concept of DU, but won't be playing until the game hits it realese date. From what i see (discord activity, flying constructs at distant planets, ingame chat activity) this update bring numbers up, not down. Not sure if this will last long, but that's my observations.
  14. NQ, please take a look at this. This is how seat DPS would look after Demeter update. All wepon types are pretty balanced except rails, they are totally useless This is how it would look if there will be 4 rails in one chair, which would make much more sense
  15. PvP is broken. Flying dead cores, 100% misses, and a lot of other bugs. How do you want us to test pvp balancing changes, if whole pvp aspect of the game is currently not working properly?
  16. Yeah i get that. But this mechanics was implemented to stop players from stopping their ships via log out. So while it's technically stays in place, it's still not "stopped" and have speed. So if you not "stop" your ship in safe zone, it's quite obvious it can travel outside of safe zone with time. It's just realization of this mechanics, that for construct to CONTINUE moving it requires someone onboard. But how is unfreezing ship can be treated as exploit and be forbidden, if it was intended. I think that if restoring constructs speed is forbidden and counts as an exploit, then this mechanics should be removed.
  17. If you jump on a moving a train with the purpose of moving it, are you moving the train? Will we ban now for purpose others think we have, or for the actual actions?
  18. There was no "Pushing, Manoeuvring, Bumping, Docking, or in any other way moving a construct that does not belong to you" involved. At ALL. Ship moved by itself via INTENDED game mechanics (that was added specifically to avoid stopping undocked ships via logout) of restoring speed. Counstruct moved itself out of safe zone, not the pirates. No, not enough clear, because there is no "moving a counstruct" involved. If you are jumping in a train that goes with some velocity you do not move that train by jumping on it. It's the train who moves you UPD: If ships leaved in safe zone should stay there, then just rollback that mechanics which restores construct speed
  19. Okay, NQ released 1.23 patch to block the ability for someone to stop their ship via going log off. Let's assume I am flying towards pvp zone at 30k and I see someone at radar, probably pirates. I will log off while still in safe zone to stop my ship there. If pirates then step on my ship so it will restore it's speed and will fly out to pvp zone, will this be an exploit? And if it will, who's exploit it will be, mine for stopping my ship via log out, or pirates for dragging my ship to pvp zone? IMHO this is not an exploit from either side, It's a game INTENDED mechanics.
  20. If I understand correctly, docking and parenting are the same process looked from two different perspectives. If you fly your ship to station, you "dock" your ship to a station. If someone else's station flies towards your ship and your ship magically attaches to station (without you wanting to dock there), that means station "parented" your ship. I know station can't move, you can change "station" to a bigger dynamic core, logic won't change.
  21. The game currently have issues placing us accurately in space at 30,000 km/h. The PvP encounters on max speed are so bugged, you can not even imagine. Disappearing ships, teleporting ships, dead cores continue to fly at 30k km/h, etc. If they will increase the speed limit it will be even more bugged
  22. To build a large space city for an org it would require massive amount of space cores to restrict other random ppl of placing a core and building a cube in between their assets. And if there will be some defense mechanics like planned with regular TUs (only the most outer ones can be attacked) this will create an opportunity for big orgs to build a somewhat-safe trade/military/other outposts in the wild space
  23. @NQ-Naunet One really major point i haven't found in comments of this thread is: - What happens to the destroyed ship in PvP at max speed? Currently it stops because all player on the ship are killed when the core explodes and ship stops as there are no players in range. If the dead ship calculation will be transferred to my PC, i will be flying close to the dead ship on max speeds and will have no option to capture the ship or even the cargo. PvP at 29,999 km/h should be taken into consideration as well. We need some way to stop ships (at least dead ones) on max speed before making such changes.
  24. W1zard

    Warning Placards

    If you add proper svg with proportional height and width (not absolute in pixels) seems like it does not resize, move or jitter when you move around it. Adding textures like this will increase on-disc game size, and I don't really see any gains from this. Screens are much more customizable and you can create any king of signs on them (There are even special screens for that called "Signs") with much higher freedom than just predefined textures.
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