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W1zard reacted to Kurock in Make the glowy rocks stop glowing
I like immersion. DU's asthetic is supposed to be scifi but more on the side of realism. The glowing rocks simply arn't realistic. Now there are certain rocks that do glow under certain lights but not nearly to the extent depicted in DU
Idea: These rocks should look like normal rocks except when you have the harvest tool equipped then it they look like this. This makes them easy to find when you want to harvest but doesnt look terrible when you don't.
What say you?
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W1zard got a reaction from Omukuumi in Gathering your questions for the Q&A on Wednesday, December 1st
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.
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W1zard got a reaction from Jasper_1 in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard reacted to Omukuumi in Gathering your questions for the Q&A on Wednesday, December 1st
The "extractions efficiency" and "calibration charge efficiency" talents don't work in VR, like missions, you don't think this will worsen the imbalance between players with one/few accounts and those who abused with 40+ alpha key or else by being able to leave his characters on site or in the mission ship?
This update is really difficult for new players, they can no longer easily use the services of other players for missions, especially in PVP where the presence of a foreigner on a ship is dangerous.
VR is like using a robot remotely, how can you not carry a simple package with them and put it in a container?
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The changes in PVP are too weak and misguided to encourage interesting gameplay. He pushes people to play alone, in a ship without voxel, as small as possible and we lose everything that made the charm of DU, the multi crew.
You have to review the functioning of the shield and the CCS, understand what your game can support the most and orient your balance around that, to allow all kinds of gameplay and not just single player gameplay.
Do you think that a new round table around PVP would be possible? With the different groups that are involved in it, pirates as well as hauler pilot or roid miners.
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Do you plan to leave friendlist lock that won't refresh? Because to follow allies on the move or in combat, it has become very hard.
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W1zard reacted to CptLoRes in Gathering your questions for the Q&A on Wednesday, December 1st
Please explain your vision for how new and casual players and solo builders should be able to find an enjoyable game loop with Demeter.
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W1zard got a reaction from LaGrosseSlayeuse in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from Jasper_1 in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from Omukuumi in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from Omukuumi in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from hdparm in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from hdparm in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from decom70 in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard got a reaction from Barbecue95 in Gathering your questions for the Q&A on Wednesday, December 1st
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?
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W1zard reacted to Aranol in Gathering your questions for the Q&A on Wednesday, December 1st
Now, if you want quanta with mission, you need to subscribe many alt acount and let them disconnect on you mission ship instead of VR
Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result.
Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission
I realy don't see the goal of that idea.
It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that
So this year NQ remove :
Hauler gameplay
Combat Engineer gameplay
Multi-crew PVP ship gameplay (still possible but useless)
etc...
any plan to bring back this gameplay to the game ?
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W1zard reacted to JayleBreak in Territory Scanner shuts down when you get too far away - Intel vs AMD
If by "runs" you mean the server records when you started an industry element and what the job was - then sure. But the actual results and the cascading effects are not computed until some player (client) comes within range of the construct (which is probably why links can't span constructs). A detector triggering a programming board to run is another example of this way of operating.
And yes, I see no reason why scanners (which are deployed in constructs) can't operate the same way. Perhaps the client that started the scan job has to (or did before Demeter) compute a lot of data (node sizes, locations etc) and upload it and that stopped if you moved away from the construct. But now all that needs to be stored on the server is the result of a random number generation for a tile (if even that - it could be purely algorithmic with the tile ID seeding the random number generator).
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W1zard reacted to Gunhand in Territory Scanner shuts down when you get too far away - Intel vs AMD
Though now that it has been pointed out to me that not everyone is able to do this it puts me at a serious advantage to other players and as much as I may probably be shooting myself in the foot if it gets patched out. I use an M Core with 13 singular pods with scanners attached to it. With Demeter and the new way that ore spawns in clusters that depreciate the further away from the centre you get I can cover massive areas and map clusters very easily in a short space of time. If it is indeed AMD users that can't do this then it would be entirely unfair to them as the best they can do is drop a tri-scanner and wait.
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W1zard got a reaction from Vhaeyne in Territory Scanner shuts down when you get too far away - Intel vs AMD
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)
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W1zard got a reaction from Vhaeyne in Territory Scanner shuts down when you get too far away - Intel vs AMD
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.
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W1zard got a reaction from Talonclaw in Territory Scanner shuts down when you get too far away - Intel vs AMD
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.
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W1zard reacted to Musclethorpe in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
Remove the ability to go into build mode while the PvP timer is active. There is no legitimate reason why players should be doing this during a battle. You've added your jetpack feature, now make people use it and all the pitfalls that come with being outside of a ship while it's in motion.
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W1zard reacted to LouHodo in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
No, I believe he is saying that you should not be able to just float around outside of the ship immune to all damage and plop down new parts because you are "repairing".
Repair is fine.
Build mode is not repairing, it is building or refitting.
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W1zard reacted to Akroma in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
why having to increase the pv of light voxels not only to have lower all the life points of voxels ? Carbon - 68 hp / kg Silicon - 68 hp / kg Aluminum - 64 hp / kg Steel - 34.5 hp / kg Copper - 32 hp / kg Silver - 28.5 hp / kg Gold - 16.5 hp / kg which makes the voxels of T1 [Carbon, Silicium, Aluminum] superior in armor to the voxel t2 t3 t4 t5 is that it is not normal. -
W1zard got a reaction from le_souriceau in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
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?
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W1zard got a reaction from ch3w8a in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
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?
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W1zard got a reaction from Akroma in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread
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?