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choxie

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  1. Like
    choxie reacted to Msoul in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game   
    There is already an active thread dedicated to this topic so perhaps share your thoughts there. Also could you please elaborate a bit more when you do. Its obvious that you have some opinions on the ore distribution but its not exactly clear what they are. The figures you quoted highlight the exceptionally high rate of tile acquisition for Talemai so I presume you believe that needs to be decreased. I tend to agree but I don't see how that ties into the ore distribution. Furthermore the opinions I have heard regarding said distribution have been all over the place. Some believe everyone should have access to a T5 tile, some want it to remain a scarce resource, and some want territory mining completely removed. There are also concerns regarding the current permanence of tile ownership. Some think its perfectly fine, some think territory warfare will eventually balance everything, and others think we need an interim solution. Unfortunately most of these thoughts get thrown around without context or justification so its hard to say why certain players feel the way they do.
     
    Just overall, I think it would help if more people chimed in with detailed thoughts on a given forum topic. Yes the witty one liners and gut reactions can be fun on occasion but I feel like its become too commonplace and causes topics to derail rather quickly. I want the community's voice to be both heard and understood when it comes to serious topics. Now I get it, some people can be really passionate, but if and when NQ peaks in on said discussions, it would be nice if there were less people flailing around and trying to set the room on fire. Ideally that will also encourage other players to share their perspectives.
  2. Like
    choxie got a reaction from dogface in Let us "thumbs up" constructs we encounter   
    It would just be wholesome and community-like. Let us right-click any construct we see and have the option to give it a "like". Maybe have the option to "like" anonymously, but being able to see who gave your construct attention would feel pretty cool. And yet another flex-metric, naturally
  3. Like
    choxie got a reaction from dogface in The game's flight model is amazing and undersold, Pleeeease add HOTAS support   
    I personally have several friends who would play this game just to play it like a flight simulator. With a better mission system and missions that are different based on your location, HOTAS support could pull players from other HOTAS-supporting space games I shall not name (and similarly have some notorious reputations).
    I play all the space games and DU's flight model has spoiled me. I think its one of the best aspects of this game, and I think it's heavily undersold in the promo material. Realistic space flight is almost unheard-of in this genre. Please consider moving HOTAS support up the list of priorities! I guarantee it is a feature that will grab players on its own (and ones who don't care about amassing assets or creating excessive data load)
  4. Like
    choxie got a reaction from dogface in Mining unit fiasco   
    DU, we're all here because we love you, and we want you to get better.
    I, like many leaders of small orgs or solo players, were hit very hard by the mining unit changes. We had just secured enough T2 and 3 burn-tiles to supply us with what we need, sell the rest, buy what we don't have, and craft t2 and 3 elements to participate in the economy. All of that was immediately pulled out from underneath us with the removal of "calibration mining".
    I haven't played since, but I have been lurking and watching the progress of the game. It seems the removal of bot buy-orders was even more ruinous, which makes sense as I know not everyone relies on mining units.
    The thing is, more players with access to 2s and 3s is not a bad thing, and in fact is a sync in its own way: It takes exponentially more T1s to crafter higher tier stuff, essentially allowing T1s to retain their value even in a market with no shortage of T2+ rocks.
    I thinking mining unit gameplay is actually kind of fun, I appreciate the combination of active-resources you can get from burning charges and the reliability of its passivity. I have no problems keeping my account active just to log in every 4 days and keep my MUs up, doing large market runs once that big hauler fills up.
    At the moment, there is no reason to build a ship larger than a S core market hopper, to say nothing of the pvp meta.
     
    All of this is to say that calibration mining should come back in some form, but the idea is to provide an individual player with just a few thousand (instead of 2-3k per charge) higher tier ore in a single "outing", allowing them to get involved in higher tier markets, either by safely selling them or starting their own small industry. (I personally just run a couple of assembly lines, no massive mega factories. Just enough to print some lights and screens and L engines, the stuff my orgmates and myself use the most. The idea was to eventually start crafting warp cells so we can easily get to our other resource spots on other planets, creating a gameplay loop for ourselves. It's all impossible at the moment.)
     
    Add another button to the mining units. A "burn charge" option. It can deposit the smallest amount of surface rocks possible, like the amount of a 40% calibration with no battery. You can even deposit them directly into a box so we can't benefit from surface-harvest talents (which would kinda suck because the synergy of the mining talents is very satisfying at the moment) It also doesn't even have to be instant, maybe taking a minute or two. But no cooldown. Maybe talents to reduce the time, just spitballin' here.
     
    It would also be very interesting and provide for some fun times if this "calibration-mining" system could be used on dynamic constructs, and maybe even in space. Another mini-game (or not, people seem split on the current ones) that can spend a calibration charge to spawn/locate a small rock in space that you mine with the mining tool instead of the surface harvester. Some system can be used to pinpoint specific ores, and certain ores can only be found in certain parts of space/around certain planets (in pve space, please)
     
    Either way, the market is crashing for a number of reasons, but the sudden removal of access to materials for smaller groups and "casual/average" players is among the most disastrous. Calibration mining needs to return in some form, even if it is significantly less lucrative than asteroid mining, it should be a way for players to sustain themselves.
  5. Like
    choxie got a reaction from dogface in Mission system solution   
    Randomly generated missions. Different for each player and rerolled at random intervals, if not able to be rerolled by the player.
    Missions will have random starting and ending spots, and random volume/weight to move. Payout is calculated by distance and weight.
    It would be possible to (wait to) reroll missions until enough were similar across a series of alts and still game the system as it is now, but it would be significantly more laborious, especially if there were a lot more pick-up/drop-off points.
    On that note, let players create pick-up/drop-off points for NPC missions, an element they can place on their base. Generating traffic between player tiles should be a top priority if "community" is a gameplay aspect to be emphasized. To prevent exploits, like players placing these far out of reach, let us have some context-menu option to operate the element from a distance (maybe "get package" from an "active missions" tab, so you don't have to be physically interacting with it and players can't be trolls)
    Other possibilities:
    Missions should be granted by a mission hub, another unique interactive element, instead of taken from an F- menu. This would mostly be cosmetic, but this element can also be one that players build and can set up to be public, like a DSAT, again generating traffic between player-made cities.
  6. Like
    choxie got a reaction from Novean-61657 in The game's flight model is amazing and undersold, Pleeeease add HOTAS support   
    I personally have several friends who would play this game just to play it like a flight simulator. With a better mission system and missions that are different based on your location, HOTAS support could pull players from other HOTAS-supporting space games I shall not name (and similarly have some notorious reputations).
    I play all the space games and DU's flight model has spoiled me. I think its one of the best aspects of this game, and I think it's heavily undersold in the promo material. Realistic space flight is almost unheard-of in this genre. Please consider moving HOTAS support up the list of priorities! I guarantee it is a feature that will grab players on its own (and ones who don't care about amassing assets or creating excessive data load)
  7. Like
    choxie got a reaction from GraXXoR in Let us "thumbs up" constructs we encounter   
    It would just be wholesome and community-like. Let us right-click any construct we see and have the option to give it a "like". Maybe have the option to "like" anonymously, but being able to see who gave your construct attention would feel pretty cool. And yet another flex-metric, naturally
  8. Like
    choxie got a reaction from Hecticus in Let us "thumbs up" constructs we encounter   
    It would just be wholesome and community-like. Let us right-click any construct we see and have the option to give it a "like". Maybe have the option to "like" anonymously, but being able to see who gave your construct attention would feel pretty cool. And yet another flex-metric, naturally
  9. Like
    choxie got a reaction from huschhusch in The game's flight model is amazing and undersold, Pleeeease add HOTAS support   
    I personally have several friends who would play this game just to play it like a flight simulator. With a better mission system and missions that are different based on your location, HOTAS support could pull players from other HOTAS-supporting space games I shall not name (and similarly have some notorious reputations).
    I play all the space games and DU's flight model has spoiled me. I think its one of the best aspects of this game, and I think it's heavily undersold in the promo material. Realistic space flight is almost unheard-of in this genre. Please consider moving HOTAS support up the list of priorities! I guarantee it is a feature that will grab players on its own (and ones who don't care about amassing assets or creating excessive data load)
  10. Like
    choxie got a reaction from Yoarii in Mission system solution   
    Randomly generated missions. Different for each player and rerolled at random intervals, if not able to be rerolled by the player.
    Missions will have random starting and ending spots, and random volume/weight to move. Payout is calculated by distance and weight.
    It would be possible to (wait to) reroll missions until enough were similar across a series of alts and still game the system as it is now, but it would be significantly more laborious, especially if there were a lot more pick-up/drop-off points.
    On that note, let players create pick-up/drop-off points for NPC missions, an element they can place on their base. Generating traffic between player tiles should be a top priority if "community" is a gameplay aspect to be emphasized. To prevent exploits, like players placing these far out of reach, let us have some context-menu option to operate the element from a distance (maybe "get package" from an "active missions" tab, so you don't have to be physically interacting with it and players can't be trolls)
    Other possibilities:
    Missions should be granted by a mission hub, another unique interactive element, instead of taken from an F- menu. This would mostly be cosmetic, but this element can also be one that players build and can set up to be public, like a DSAT, again generating traffic between player-made cities.
  11. Like
    choxie got a reaction from Aaron Cain in Mining unit fiasco   
    DU, we're all here because we love you, and we want you to get better.
    I, like many leaders of small orgs or solo players, were hit very hard by the mining unit changes. We had just secured enough T2 and 3 burn-tiles to supply us with what we need, sell the rest, buy what we don't have, and craft t2 and 3 elements to participate in the economy. All of that was immediately pulled out from underneath us with the removal of "calibration mining".
    I haven't played since, but I have been lurking and watching the progress of the game. It seems the removal of bot buy-orders was even more ruinous, which makes sense as I know not everyone relies on mining units.
    The thing is, more players with access to 2s and 3s is not a bad thing, and in fact is a sync in its own way: It takes exponentially more T1s to crafter higher tier stuff, essentially allowing T1s to retain their value even in a market with no shortage of T2+ rocks.
    I thinking mining unit gameplay is actually kind of fun, I appreciate the combination of active-resources you can get from burning charges and the reliability of its passivity. I have no problems keeping my account active just to log in every 4 days and keep my MUs up, doing large market runs once that big hauler fills up.
    At the moment, there is no reason to build a ship larger than a S core market hopper, to say nothing of the pvp meta.
     
    All of this is to say that calibration mining should come back in some form, but the idea is to provide an individual player with just a few thousand (instead of 2-3k per charge) higher tier ore in a single "outing", allowing them to get involved in higher tier markets, either by safely selling them or starting their own small industry. (I personally just run a couple of assembly lines, no massive mega factories. Just enough to print some lights and screens and L engines, the stuff my orgmates and myself use the most. The idea was to eventually start crafting warp cells so we can easily get to our other resource spots on other planets, creating a gameplay loop for ourselves. It's all impossible at the moment.)
     
    Add another button to the mining units. A "burn charge" option. It can deposit the smallest amount of surface rocks possible, like the amount of a 40% calibration with no battery. You can even deposit them directly into a box so we can't benefit from surface-harvest talents (which would kinda suck because the synergy of the mining talents is very satisfying at the moment) It also doesn't even have to be instant, maybe taking a minute or two. But no cooldown. Maybe talents to reduce the time, just spitballin' here.
     
    It would also be very interesting and provide for some fun times if this "calibration-mining" system could be used on dynamic constructs, and maybe even in space. Another mini-game (or not, people seem split on the current ones) that can spend a calibration charge to spawn/locate a small rock in space that you mine with the mining tool instead of the surface harvester. Some system can be used to pinpoint specific ores, and certain ores can only be found in certain parts of space/around certain planets (in pve space, please)
     
    Either way, the market is crashing for a number of reasons, but the sudden removal of access to materials for smaller groups and "casual/average" players is among the most disastrous. Calibration mining needs to return in some form, even if it is significantly less lucrative than asteroid mining, it should be a way for players to sustain themselves.
  12. Like
    choxie got a reaction from Aaron Cain in Let us "thumbs up" constructs we encounter   
    It would just be wholesome and community-like. Let us right-click any construct we see and have the option to give it a "like". Maybe have the option to "like" anonymously, but being able to see who gave your construct attention would feel pretty cool. And yet another flex-metric, naturally
  13. Like
    choxie got a reaction from Frankyb in Mining unit fiasco   
    DU, we're all here because we love you, and we want you to get better.
    I, like many leaders of small orgs or solo players, were hit very hard by the mining unit changes. We had just secured enough T2 and 3 burn-tiles to supply us with what we need, sell the rest, buy what we don't have, and craft t2 and 3 elements to participate in the economy. All of that was immediately pulled out from underneath us with the removal of "calibration mining".
    I haven't played since, but I have been lurking and watching the progress of the game. It seems the removal of bot buy-orders was even more ruinous, which makes sense as I know not everyone relies on mining units.
    The thing is, more players with access to 2s and 3s is not a bad thing, and in fact is a sync in its own way: It takes exponentially more T1s to crafter higher tier stuff, essentially allowing T1s to retain their value even in a market with no shortage of T2+ rocks.
    I thinking mining unit gameplay is actually kind of fun, I appreciate the combination of active-resources you can get from burning charges and the reliability of its passivity. I have no problems keeping my account active just to log in every 4 days and keep my MUs up, doing large market runs once that big hauler fills up.
    At the moment, there is no reason to build a ship larger than a S core market hopper, to say nothing of the pvp meta.
     
    All of this is to say that calibration mining should come back in some form, but the idea is to provide an individual player with just a few thousand (instead of 2-3k per charge) higher tier ore in a single "outing", allowing them to get involved in higher tier markets, either by safely selling them or starting their own small industry. (I personally just run a couple of assembly lines, no massive mega factories. Just enough to print some lights and screens and L engines, the stuff my orgmates and myself use the most. The idea was to eventually start crafting warp cells so we can easily get to our other resource spots on other planets, creating a gameplay loop for ourselves. It's all impossible at the moment.)
     
    Add another button to the mining units. A "burn charge" option. It can deposit the smallest amount of surface rocks possible, like the amount of a 40% calibration with no battery. You can even deposit them directly into a box so we can't benefit from surface-harvest talents (which would kinda suck because the synergy of the mining talents is very satisfying at the moment) It also doesn't even have to be instant, maybe taking a minute or two. But no cooldown. Maybe talents to reduce the time, just spitballin' here.
     
    It would also be very interesting and provide for some fun times if this "calibration-mining" system could be used on dynamic constructs, and maybe even in space. Another mini-game (or not, people seem split on the current ones) that can spend a calibration charge to spawn/locate a small rock in space that you mine with the mining tool instead of the surface harvester. Some system can be used to pinpoint specific ores, and certain ores can only be found in certain parts of space/around certain planets (in pve space, please)
     
    Either way, the market is crashing for a number of reasons, but the sudden removal of access to materials for smaller groups and "casual/average" players is among the most disastrous. Calibration mining needs to return in some form, even if it is significantly less lucrative than asteroid mining, it should be a way for players to sustain themselves.
  14. Like
    choxie got a reaction from Sejreia in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  15. Like
    choxie got a reaction from Cabana in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  16. Like
    choxie got a reaction from Megabosslord in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  17. Like
    choxie reacted to Knight-Sevy in Exploit with mining units   
    Stop talking about legal action.
     
    To kickstarter NQ only needs to deliver a game "one day". This day has long since arrived, the alpha deliverable was already ok from a legal point of view.
    And since the 27th we've been talking about a proper release.
     
    So stop dreaming if you think that one day NQ will have a lawsuit against someone. Let alone a trial with someone who has a chance of winning a few things.
     
    Take a look at this example:
     
    https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging
     
    This is a scam, the man paid the entire funds as a salary for himself (8 million). Perssone cannot currently sue him because he publicly announces that he will "one day" deliver his game.
    Just pretend for a few decades until prescription.
     
    What do you think you can win against NQ which is a real company with employees actively working on the game (at least the day I write these words)?
     
    An "lawsuits"  LMAO
     
  18. Like
    choxie reacted to Doombad in Exploit with mining units   
    People running missions are making billions. People hand calibration mining are not. Charges are limited and throttled.
     
    This change only hurts solo players, new players, and small orgs. 
  19. Like
    choxie got a reaction from Wolfram in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    Yes Hi I'm here to agree with OP. This ruins the game for a whole lot of us, especially smaller orgs that were only able to get tiles with 2L/h of T2s or 3s.
    Please reverse this change. You said that this is not an exploit. This makes industry and even a huge amount of income completely unattainable. Change this now
  20. Like
    choxie got a reaction from Doombad in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    Yes Hi I'm here to agree with OP. This ruins the game for a whole lot of us, especially smaller orgs that were only able to get tiles with 2L/h of T2s or 3s.
    Please reverse this change. You said that this is not an exploit. This makes industry and even a huge amount of income completely unattainable. Change this now
  21. Like
    choxie got a reaction from PapaClammy in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  22. Like
    choxie got a reaction from pmota in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  23. Like
    choxie got a reaction from Doombad in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  24. Like
    choxie got a reaction from TacticalDonut in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  25. Like
    choxie reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

    With the launch behind us, it’s time we give you better insight into our direction of development for Dual Universe.

    Before the release, our Creative Director gave an overview of many upcoming game features, and we want to expand on his letter by giving you a more precise look at what we’re working on specifically in our upcoming updates.

    We are currently continuing to focus our work on the initial stabilization and resolution of issues following the launch, and we are also working on update 1.1 which we are aiming to release in December.
     
    What’s Coming in Update 1.1?
     
    Kickstarter Rewards: Part Two

    We want to take this opportunity to thank you once again for your incredible support and patience. Kickstarter backers are the supporters that helped start Dual Universe. We’re working hard to deliver your rewards.
     
    In update 1.1, you can look forward to the following:

    - Two versions of pets, with a total of eight variations.
     
    Automata Tier 1: Automata Nora-SP pet_agnes_tier1.mp4
     
    Follow us on our social media to see the others in the coming days!
     
    Automata Tier 2: Automata Nieve Automata Tier 3: Automata Spud-7 Automata Tier 4: Automata Max-E  Automata Tier 5: Automata Elite  
    Anicham Tier 1: Anicham Scrap pet_alex_tier1.mp4
    Follow us on our social media to see the others in the coming days!
     
    Anicham Tier 2: Anicham Comp Anicham Tier 3: Anicham Max 
    - Avatar skins for both body types:
     
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    Alpha Team outfit
     
    Follow us on our social media to see the others in the coming days!

    (Silver+ / Contributors / Sponsors / Patrons)
    Arkship Passenger outfit (Bronze) Military outfit (Gold+ / Sponsors / Patrons)
    Arkship Passenger outfit (Silver) Earth Legacy outfit (Silver)     (Ruby+ / Patrons)
    Arkship Passenger outfit (Black) Earth Legacy outfit (Black)
    - New emotes:
    (Gold+ / Sponsors / Patrons)
    Dance
    Cry
    Thumbs down
     
    Follow us on our social media to see the others in the coming days!
     
    Thumbs up Just DU it  
    (Ruby+ / Patrons)
    Victory Threat Facepalm Silly dance Salute  
    - In-game titles
     
    Features
     
    - Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.

    - Steam Achievements

    - Element recycling : dismantling elements back into a portion of their components.

    - Eight new talents linked with schematic creation.
     
    Looking further into the future, What’s in the 1.2 Update?

    - Tactical Map: a visual display providing a tactical view of surrounding constructs detected by your active radar.

    - New tools for finding wrecks and a minor revamp of the radar system.
     
    - Changes to the Deep Space Asteroid Tracker and the asteroid system.
     
    - Adding the ability for repair units to use scrap.
     
    - New Orbital Delivery Challenge.
     
    ----------------------------------------------------------
     
    We still have a lot of development planned in the longer term which you can read more about in the letter from our Creative Director, and we hope that we’ve given you a clearer picture of our immediate direction for Dual Universe. We will update you should this planning change significantly, and look forward to hearing your thoughts and feedback in this forum thread.

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
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