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xTru

Alpha Tester
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  1. Like
    xTru got a reaction from Cybob19 in NEW SCHEMATICS - Discussion Thread   
    They are forcing me to have friends. I am not ok with this.
  2. Like
    xTru got a reaction from Hazaatan in NEW SCHEMATICS - Discussion Thread   
    Remove schematics. I already have a job, I dont need another tedious game to drown myself completely in it.
    I see a lot of games lately start using schematics. Who in the world came with this idea??? They were not meant for this type of game.
    I`ve got a feeling that in the game industry there is a budle idea on how to terminate a game without causing too much rage, and in this bundle there is "schematics".
    We are suppose to discover the game, not losing our selfs into an ocean of meaningless things that makes you completly forget what the game is all about, Anakin !!
  3. Like
    xTru got a reaction from Zireaa in NEW SCHEMATICS - Discussion Thread   
    This is not limitation. This is just slowing down the enthusiasts. Limits would be nice.
    This only increase the gap between enthusiasts and non enthusiasts. It will completley discurage the non-enthusiasts to have any form of basic industry while the enthusiasts...well...they will still get there eventually.
    I believe that a non-industry person should still have access to some form of basic industry without all the hassle. At the momment it does not matter how small or big is your industry...it`s still a hassle and schematics makes it even worst.
  4. Like
    xTru got a reaction from Zireaa in NEW SCHEMATICS - Discussion Thread   
    Remove schematics. I already have a job, I dont need another tedious game to drown myself completely in it.
    I see a lot of games lately start using schematics. Who in the world came with this idea??? They were not meant for this type of game.
    I`ve got a feeling that in the game industry there is a budle idea on how to terminate a game without causing too much rage, and in this bundle there is "schematics".
    We are suppose to discover the game, not losing our selfs into an ocean of meaningless things that makes you completly forget what the game is all about, Anakin !!
  5. Like
    xTru reacted to NQ-Wanderer in DUAL ACCESS COUPONS - STATUS UPDATE   
    Hello, Noveans!
     
    We have good news: DACs are coming to Dual Universe! As many of you already know, DACs are an important feature of the game’s economy, allowing players to gain game time with quanta. We will initially be releasing a website-based DACs system in the coming months and will then be further developing the system moving forward.

    WHAT IS A DAC?
     
    A Digital Access Coupon (DAC) is equivalent to a month of subscription. Think of it as a digital coupon that you can use to gain 30 days of subscription time or transfer to another player. 

    HOW CAN I REDEEM AND TRANSFER DACs?

    Players will interact with this first iteration of DACs on our website. You’ll be able to see an overview of your DACs and be able to redeem as many as you’d like in exchange for game time. You’ll also be able to find other players by searching for their name and transfer DACs to them, but in order to receive DACs, a player must first have an account or create one on our website. There are no limits to the amount of DACs that may be transferred from one account to another.
    You will also be able to view your DACs history, giving you an overview of previous transactions.

    HOW DO I GET DACs?
     
    The initial set of DACs being released has already been purchased by our Kickstarter backers through the Founder and Supporter packages. You can however receive DACs from any player who has already purchased them, for example in exchange for quanta, allowing you to buy Dual Universe game time using your in-game assets, or to gift game time to friends.
     
     
    Just as a reminder, we wish to reinforce that this is only the first iteration of DACs in Dual Universe. We’ll be adding to this system over time and will work on integrating DACs into the game as an item that can be traded directly from a market. As always, we welcome your thoughts and look forward to reading your feedback in this forum thread.
     
  6. Like
    xTru reacted to Guumaire in Anyone still playing Dual Universe? If not, what made you quit playing?   
    The schematic system is the most unfun thing I've ever seen and have since quit the game.
  7. Like
    xTru reacted to Kruzer in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    @NQ  At some point you will have to decide what kind of game you are making.  Are you making a creative mode game for people to build their sand castles?  If so, wipe nothing and you're pretty much done.
     
    If you are still intent on making the game you advertised where the game is driven by large scale player interaction then you will have to wipe everything completely and you are going to have to make serious changes in the game.  Safe zones completely fly in the face of such a game.  Resources and territory ownership are things that should have to be defended.  The idea that major resources (mega-nodes for example) or prime real estate can be defended by a mere TU negates the need to form an org for defense or the need for orgs to interact through conflict or treaty to divide those resources.
     
    If you want piracy then pirates need more tools to give options beyond the complete destruction of their targets.  This would make haulers more open to piracy if encounters didn't always lead to a total loss.  Piracy also needs to carry some in game consequences.  Without safe zones, the price of piracy is living on the run or forming large pirate alliances.  Now you can pillage a hauler and then camp safely in your base within the safe zone.  Also, elements should be not be repairable.  The idea that a small pirate ship can pirate a meganode worth of ore by simply field repairing a totally destroyed hauler is nonsense.  If a pirate org wants such a heist they need to decide either to attack as a group and bring their own hauler or only disable the target hauler and take it over.  At a certain point, total destruction should mean a total loss of the ship and cargo (this isn't possible in the current game).  
  8. Like
    xTru got a reaction from GraXXoR in Look back at 0.25, look ahead at 0.26 - Questions thread   
    Will BPs have screen snip of the actuall ship ?
  9. Like
    xTru reacted to NQ-Deckard in Look back at 0.25, look ahead at 0.26   
    The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.
     
    Our 0.25 updates brought players:  
    Voxel compression  Constructs LOD  Hauling Missions The Job Forum The first of a series of Challenges The integration of PopcornFX for visual effects And, of course, many bug fixes and additional improvements  
    If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects. 
     
    About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time. 
     
    Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics! 
     
    In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates. 
     
  10. Like
    xTru reacted to Sabretooth in DU as Civilization Gone Wrong (Poor game design)   
    If you look at the achievements list, you can see some stuff they were trying to achieve.
    Like transporting 100 peeps! But how does one get so far to implement it in the game?
     
    Well... I think they never thought of that, or most of their first ideas.
    "Roaming the galaxy"... in a system that has 11 planets on a 2D map isnt what I thought of when they said that. I thought it would be like no mans sky galaxy....
     
    Now, the game is just a 1-server museum for builds, where you can waste time by either flying or mining.
  11. Like
    xTru reacted to IvanGrozniy in DU as Civilization Gone Wrong (Poor game design)   
    A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions:
     - JC is a scientist, not a game designer
     - JC is a micromanager
     - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics)
     - Because of the assumption above, I also assume there's a degree of conflict between devs and JC
     - I assume a lot might change up to release since this is a beta, but something tells me... not really, given the track record so far of very good ideas being thrown away or not listened to (classic examples include bot market orders screwup in beta, this was talked about extensively by Blazemonger and a slew of other people in the community, was completely ignored, and the results are clear)

    Lets get the whole "but it's a beta" shtick out of the way... if you can't, just pretend that you can.
     
    To the point:

    The game suffers from very bad game design choices. My stance is, if this game was really about civilization building, the mechanics of the game would be very different than they are now. What is civilization?
    organization of individuals into social bodies due to selective pressures characteristics of civilization include: social structure and hierarchy, efficiency, work organization, supply of needs, development of more efficient technologies selective pressures that create civilization include, but are not limited to: resource shortage, non-uniform resource distribution, geography, weather, proximity to neighboring civilizations, war, dangerous environment, dangerous neighbors  
    I'm sure a lot of you have seen (or were part of groups that tried to build) cities in DU. Some have actually done so. The problem is, they are completely useless and empty. They look nice, there was tremendous effort in making them, but they are completely nonfunctional because no one needs to be in a city. And that is due to the fact that there really are no selective pressures for civilization at all. There is no reason to be in a group because there is no danger. There is no scarcity of distribution of regular ore. We have safezones on all planets, and a big giant safezone around three planets. Why would anyone live in a city? There are no "white-collar" and "service" game mechanics that characterize cities.
    DU has no danger element at all (even in pvp zone, if you don't fly in the pipe, you're pretty much golden) DU has no progressive tech tree DU has no progression, it has quanta gates for elements that anyone can acquire and use given they have the quanta for it I can go on, but for an analysis of "civilization" just read this discord post: https://discord.com/channels/184691218184273920/304455542162587649/80629454165311491
    I know this is wishful thinking at this point, but DU would be much better off with actual game design:
    Better Talent System: scrap the Eve talents system (some things should really not be copied), instead have a tech progression tree where you unlock technologies you can use. And have the skill grow based on your activity in the game, not a set amount of points per hour. It's gamey , it's simple, it's fun, it's very intuitive. And you can always add more tech to the tree indefinitely as the game grows. This will allow whole orgs to gravitate towards a direction in the tech tree so we actually get diversity in org playing styles. For example, one org can develop their pvp armadas with ballistics (machine guns, gattling guns, big bertha weapons), another org might focus their armada pvp tech research into laser or electonic warfare. The same can go with unlocking building technologies. The same can go for politics and leadership styles within an org. Have it all be a research tree. There are countless ways of adding diversity and different paths to a game using this mechanic instead of the Eve Talent Points system. Safe Zones: seriously.. is Sanc Moon not enough? The game lacks any danger and people just stop playing because of tedium and burn out. You won't believe how hard it is to convince people to gather into PVP events in this game because they're just too bored of it, it has zero consequence. Sanc moon is a sanctuary moon. That is its purpose. Better Consequences: This game has the wrong consequences. What seems to be happening is a bunch of nerfing to create more consequences in the game, such as talk about nerfing linked container distance, brakes, mining, this whole permadamage to elements, etc. How about actual danger, not the tedium of fixing and replacing parts? How about lowering the cost of building guns and ammo? Halfing most of the voxel HP? How about designing the game so that more people can get into pvp easier, and if they lose, the cost isn't too great that they are discouraged from ever trying it again? JC should actually listen to his devs and game designer (if he has one): lets face it, economists, mathmeticians, scientists, or whoever NQ may or may not consult about their game.. they are not playing the game. WE ARE. What we are witnessing is the result of the disconnect between how gamers play and how JC thinks a game should run. And it is our wallets that are paying. This means JC should listen to his devs. This means JC should really hire a game designer, they are a rare species and it's difficult to find a good one, but if you do, please listen to that person. JC may know stuff about robotics, but as I see it, he has no clue about human psychology, especially gamer psychology.
    My rant is over. Catch me outside how bout dat.
  12. Like
    xTru got a reaction from admsve in [Discussion] DevBlog: Rebalancing the Universe   
    The rich get richer and the poor get poorer. 
  13. Like
    xTru got a reaction from blazemonger in [Discussion] DevBlog: Rebalancing the Universe   
    The rich get richer and the poor get poorer. 
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