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Lethys

Alpha Tester
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  1. Like
    Lethys got a reaction from Aleksandr in Why PVP is important to the game.   
    If they don't stick to their original promise here then many many players will be out.
     
    Thats why there are safezones. That's why you shouldn't be in the ffa Zone if you arent prepared to lose stuff. Dont really see how this doesn't work. With the right mechanics and a good and well prepared devteam.....oh, I see the problem now 
  2. Like
    Lethys got a reaction from IvanGrozniy in Why PVP is important to the game.   
    If they don't stick to their original promise here then many many players will be out.
     
    Thats why there are safezones. That's why you shouldn't be in the ffa Zone if you arent prepared to lose stuff. Dont really see how this doesn't work. With the right mechanics and a good and well prepared devteam.....oh, I see the problem now 
  3. Like
    Lethys reacted to Physics in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Do I feel that warp should be looked at while NQ are finally addressing the lack of PVP content? Damn right I do. The Get out of pvp free card needs to end and replaced with counter measures. Warp needs to be more dangerous to use, not a free pass. 
  4. Like
    Lethys reacted to blazemonger in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Anyone else wondering where the power management mechanic has disappeared to?
  5. Like
    Lethys got a reaction from Zarcata in Why PVP is important to the game.   
    If they don't stick to their original promise here then many many players will be out.
     
    Thats why there are safezones. That's why you shouldn't be in the ffa Zone if you arent prepared to lose stuff. Dont really see how this doesn't work. With the right mechanics and a good and well prepared devteam.....oh, I see the problem now 
  6. Like
    Lethys reacted to Noddles in A response to the recent devblog series from an ex DU player.   
    Probably the best break down of the current situation of the game that anyone has posted. It sums up the thoughts of just about every former player I know. 
  7. Like
    Lethys reacted to IvanGrozniy in Why PVP is important to the game.   
    Could be. They did use TW in conjunction with space to feel the ground so to speak (pun intended). Nonetheless TW is delayed, AvA is delayed (not even happening ever I expect). Did they just realize that building an mmo on cloud flare is expensive?)
     
     
    In terms of PvP idk... it's so broken that adding more systems to it will only increase bugs. If your baseline combat system is not smooth and, most of all, fun, then adding stuff to it won't make it fun either, only more tedious imho. When a rifle is trash adding fancy scopes, lasers, and pink guerrilla camo skins to it may deceive the average newb but it won't improve the rifle.
  8. Like
    Lethys reacted to IvanGrozniy in Why PVP is important to the game.   
    Lol Snipey... 
     
    It's like you woke up, put on a left sock, got an alarm that the Staff of Wisdom struck again, and just ranted some crazy nonsense no doubt connected to your dreams of Blazemonger terrorizing you witb chopsticks and voxel checkerboard... and then you went to have a smoke on the balcony and realized you were butt naked.
  9. Like
    Lethys reacted to Noddles in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Yeah really hoping the following blog posts arent just about new systems but how they view old systems fitting into the ecosystem. Its alot easier to make suggestions if we all start from the same understanding. 
  10. Like
    Lethys reacted to Olmeca_Gold in A response to the recent devblog series from an ex DU player.   
    About a year ago I fell in love with DU's tech and the promise. Launched my organization (DIA) with the beta. I have grown it to a relevant proportion. I then left the game due to what's basically a lack of content. This devblog series does not rekindle my hopes for the game. Here is what I think about the game's current state and my open letter to NQ and response to the devblogs.
     
    Is DU a Tech Demo, a Beta, or a Full Launch?
     
    Dear NQ,
     
    A fundamental thing about why this game is losing so much momentum is you calling a tech demo a beta, then expecting players to actually play it like a fully launched game.
     
    From a game mechanics perspective, Dual Universe is a tech demo. The only sustainably enjoyable and interesting gameplay has been construct building. Most playstyles this game should have been featuring are out of balance, boring, or nonexistent. Player support is a nightmare. The game regularly experiences bugs and exploits most of which affect the universe and enjoyment of all players, not just the ones who interact with the bugs.
     
    From the your official perspective, DU is a beta, because you wanted to be able to charge the players for the game, yet make drastic changes to the game without angering the playerbase.
     
    But from the player perspective, DU is a fully launched game, because you are letting players accumulate wealth, experiences, organizational structures; and carry it over to the actual launch. Let me explain why this matters so much.
     
    Why Would People Play DU?
     
    Your failure to recognize the fact that this game isn't a beta for the player showcases a fundamental lack of appreciation on why people play single shard sandbox games. People do not and will not play DU for the immediate experiences of mining, building, industry, ship flying, or PvP.  Your main problem isn't the immediate "gameplay loops" that the players are put into. These are not the primarily outstanding features of DU gameplay. There are much better games out there for each. I could play Star Citizen or Elite Dangerous if I was super into spaceship flying. I could play Satisfactory for a way better version of DU's experience of industry. Literally any game has better PvP than DU. 
     
    [I exclude construct building from the above list of activities as it is pretty high level compared to games of similar nature, such as Minecraft. And guess what; it's your most time-invested and early-developed feature.]
     
    We are early adopters of this game, because we want to play a game which we don't just log in and do our favorite activities, but we also want a game in which doing these activities matter in the context of the greater sandbox universe. The ore I collect could fuel a war. The PvP I do could save or collapse an organization. The ship or LUA I designed can be adopted by thousands of players, ultimately be used to tremendous ends. The factories I build could be the backbone of my space empire. We are here waiting for this emergent content to emerge. We are want to get ahead, be relevant, be famous, be helpful in our different ways in this universe. We want to be a part of something greater. That's what a single shard sandbox is about. The fact that whatever you are doing matters in a greater scheme of things, is why we are playing this game. This is also why game changes, exploits, lack of support and lack of content matters so much.
     
    The Frustrations
     
    We cared about playing in the context of a greater, living universe. So we sucked up the broken mechanics and the lack of content, and started seriously investing our time in DU. This is because if we didn't, we'd have fallen behind. In other words, we had no choice but to treat this game as a full launch in our time investment decision, because otherwise we'd be punished with respect to why we are playing the game. You basically forced yourself into a position which you constantly frustrate players, because you gave them a tech demo but pushed them to play as if it was a full game. Let me elaborate on concrete examples.
     
    The vast majority of specific frustration cases in DU can be categorized into three.
     
    Firstly, there are game design changes that invalidate people's hours. The industry patch, screen updates, and every other perhaps much-needed change that would invalidate hundreds of hours of people's time. Now since the game is mechanically a tech demo, you want to be able to make drastic changes. But since people play it as a fully launched game, they commit their full selves and do become frustrated when major changes that are very much necessary invalidate hundreds of hours of their time.
     
    Secondly, there are bugs, exploits, and lack of support. People derived truckloads of money and benefits off them (e.g. the blueprint market bug, the initial T4-T5 bot ore purchases, old broken industry, and lots more). People who didn't get support fell behind (even in DIA we lost a warp beacon, and we didn't have DRM ownership of our factories due to the lack of support). These exploits and broken gameplay elements aren't things that you can shrug off when you fix them, because their repercussions in the DU universe (aka the illegitimate wealth people acquired, etc.) carry over even into the actual launch. And you didn't (in most cases couldn't) address that in most cases. You didn't remove the profits earned by the exploiters of the blueprint bot order fiasco, for example. When players earn billions off bugs and exploits, that makes the rest of us who has to do legitimate work to earn that income invalidated. That's game-breaking, because again, most of our enjoyment of DU derives from our activities in the context of the greater DU universe than just the activities themselves. Again, you launched a tech demo in which you didn't have the manpower to do cleanups (e.g. deleting the income) after exploits, and players playing it as a full game pay the price.
     
    Thirdly, there is the lack of content because the game is underdeveloped. The path from a tech demo to boredom is pretty self explanatory with this category of frustration.
     
    The truth is many players wouldn't have invested that much time and effort in trying to do things that matter in this sandbox, if the game reset once it's properly launched at an acceptable quality. And no, it obviously isn't enough to argue that "players knew that they were going into a beta" because you committed to not wiping the game, including designs. Because, again, people mainly play DU to matter and to be relevant in a universe, and you left them a choice of either falling behind of that goal, or playing a semi-working tech demo.
     
    Emergent Content
     
    The second big picture issue I see with your decisions is about your views and predictions of how emergent content emerges. Emergent content does not emerge unless the game creates the right conditions for it to emerge. The lack of conflict and content driving mechanics mostly made it impossible for it emerge in DU.
     
    [I am saying "mostly", because the one playstyle which is an exception to this is construct building. Great construct creations (although only in looks, not as much in functionality) are the only emergent content this game provides so far. And guess what, the content around this playstyle (ships, stations, expos) are the only thing NQ Twitter can mention daily.]
     
    For even a beta, DU should have emerged as many stories in war, piracy, theft, great empires, great trade deals, and so on. These are the kinds of things Eve players should be familiar with. The fact of the matter is that for any other single player experience, there is a better game. But for the emergent sandbox-wide content, DU could have been the best game. Meanwhile, we got JC's "puzzles" which were badly envisioned attempts to generate that content. They were one-time events generating one-time content. They were pretty exclusive in terms of the ratio of DU players engaging with it. They were probably a waste of your devtime. An elaborate "puzzle" is an example of how not to introduce emergent content to your sandbox. True sandbox content is typically unintended, unplanned. 
     
    Here are some immediate choke points on the game design which makes it non-conducive to emergent content.
     
    Industry: All processes in DU leading up to construct building are fully vertically-integrateable solo (if not with a small organization). If you have 10 people, no reason to not to everything in-house. The game should have been designed from very early on in a way which deep specializations are needed to prevent self-sufficiency. Instead, your "gameplay loop" and "DU shouldn't feel like work" worries pushes you to introduce even more self-sufficiency (aka mining units). In a true sandbox people who don't want to mine would have other opportunities of value generation to buy the ore. Moreover, this is a bad case of "listening to players". Most players have no idea what makes an overall high quality sandbox. A builder will just want free materials to build. That doesn't mean that's a good implementation for a sandbox MMO.
     
    Trade: JC's allergy to API, ESI and such removes huge depth from trading for the sake of trading.
     
    Organization-Building: There is no value organizations can provide to members which they couldn't have gotten elsewhere. There is no service and value-generator members couldn't have gotten elsewhere unless they join. And inversely, there is no reason why members should pay "taxes" or invest in their organizations. Thus, there is no point in creating a deeply structured organization. Anything can be done better as 1 or 2 dedicated players, without all the hassle of people management.
     
    Consensual PvP:  There is no structure in which players can find PvP. Solo PvP isn't even viable (at least to most who don't use remote controllers) when 2 players can man an L core that can one-shot your ship. It is a huge deal-breaker for a sandbox game if one can't hop on their ship and find daily PvP at their small time window. Frankly I don't see how you will be able to circumvent this problem in the next year or years. The devblog certainly does not provide an answer here.
     
    Organizational PvP: Can be summed up as "nothing to fight over". Even if you introduce territory warfare, huge mining and resource distributions revamps will ne required to make territories worth fighting over.
     
    Non-Consensual and Asymmetric PvP: Piracy is near-impossible because avoiding potential pirates is easy. There is no mechanical depth to generate a meaningful risk/reward space in which some players die to pirates, but not in a game-disabling fashion. Similarly, there are no asymmetric (big org vs. small org) opportunities for the same lack of depth. 
     
    No PvE Content:  You don't seem to have money for any.
     
    No Exploration Content: You don't seem to have interest for much. One can do construct and planet exploration, but it gets old pretty fast without any reward. Moreover, exploration gameplay was a very low hanging fruit to generate right at the beta launch. Just sprinkle some exclusive rewards in a manner which someone roaming regularly would find these rewards at least once half an hour (and this is how you botched shipwrecks).
     
    The Trajectory of the Game and DU as an Ecosystem
     
    Reading the devblog does not excite me about the future of the game and on whether you learned meaningful lessons. Emergent content will not emerge unless you begin thinking about Dual Universe as an ecosystem. In a single shard sandbox, playstyles and activities should be interconnected in an ecosystem of relations. Yes, you do seem to realize that there is a lack of content, conflict driving mechanics, and more "sand in the sandbox". You don't however, seem to appreciate the role this interconnectedness plays in generating content. 
     
    For example, you want to implement space mining, but you don't think about the demand-side. Ore itself is only valuable if there is demand for it. The lack of PvP losses, the availability of ore in safe-zone players, in the market, and in people's long term stashes won't make ore worth fighting over. So you need new things with demand. And even when you meet this challenge, you have to solve the n+1 problem. For players, the optimized way of engaging with big-reward mechanics is creating consortiums and monopolies. Good conflict drivers involve inherent game designs against these. There is nothing for example, that yields advantages to smaller fleets of ships over larger fleets in DU PvP. This example illustrates how sandbox conflict drivers are supposed to be grounded on mindful and deep PvP mechanics, as well as meaningful balance of risk/reward to drive the conflict and the fun. It is unfortunately predictable that you will put some ore (or new items) to PvP space, and wait for people to sustainably fight over them, which won't happen. The nature of the reward and the nature of the PvP to obtain the reward are as much inherent to content emergence as the placement of the reward.
     
    I have a pessimist prediction, because any earlier game design decisions involving ore distribution to planets and hexes, territory scanning, bot orders, industry flows, etc; indicate a similar lack in conceiving Dual Universe as a single interconnected ecosystem. Earlier decisions could have easily generated a more meaningful distribution of value to territories (the most valuable hex is cleared in a day, which is also connected to mining mechanics), things to fight over (if we would have construct PvP on asteroids, there is no reason why we didn't have construct PvP on some planets), exploration (for example, it's not costly to add 10 valuable NPC ships with sub-par AI at a given time to orbits of planets), and so on. Similarly, some future plans show the same lack of appreciation to DU as an ecosystem; such as mining units which will predictably devalue mining by underestimating how much effort players (and botters/RMT'ers) would spend to create big passive income setups.
     
    Overall this all just feels like different teams at NQ are given different aspects of the game and they are all implementing their individual designs. There is no wider orchestration from upper level game designers and producers who truly can conceive DU as an ecosystem, and who can appreciate the interconnectedness different systems in the game should exhibit. JC looks like a person who has a great big picture vision, who wants his metaverse, but who does not have the necessary specific visions and approaches to sandbox/ecosystemic game design and development to get there.
     
    DU's Project Management and Finances
     
    As a final remark, it seems that most of this "lack of content" and the launch decisions could be due to high level decision-making for financial or technological reasons. Perhaps you heavily needed the subscription revenue. Or you needed players to truly commit to the game so you can test the tech. Even if so, the plan seems to have failed. The people who pitched the game to investors should have conducted better expectation management and better financial/business planning. 
     
    I am speculating JC was put on the bench for related reasons. If so, then that's perhaps a good call depending on who replaces him. If this is the most you could deliver given the money you have, I don't see how using the same money better would have delivered a timely product. The game might have just needed more money and several years more of development to reach a workable design and launch track. If so, then the responsibility is with those who planned DU and NQ as a business and project model.
     
    That said, I hope the investors keep up with it, because I think the initial promise of the game (provided good future game design) is pretty sound. It might need two years more development and a bigger team though.
     
    I'll keep following how the game progresses and I hope it succeeds. I don't find the money I spent on it a waste as I already played hundreds of hours.
     
    o7
     
    EDIT: Corrected some grammar and sentencing.
  11. Like
    Lethys got a reaction from Noddles in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    So.....the overall picture is painted now.
     
    On to the details with many  more blogs and explaining how you envision certain mechanics in detail 
  12. Like
    Lethys reacted to blazemonger in Why PVP is important to the game.   
    Well, no that I have your attention, yes I do think that PVP and specifically combat PVP is important to DU. It is not vital but it is important, if not very important.
    For Combat PVP to work it is required that the mechanics that drive it are stable, solid, balanced and well tested.
     
    In that regard I think two things that I expect will happen and/or we know will happen are vital
     
    1. Asteroids and Asteroid Mining
    For this to be a good driver in combat PVP, it will need to first _actually work_ and in a live service game where there is hordes of bloodthirsty players who are craving their shot of pewpew, testing this mechanic outside of safe zones is a risk. Keeping the mechanic safe at least initially makes absolute sense even when it means  that the pewpew will need to wait.
     
    Asteroid mining wil need to be lucrative, flawless and worth the risk for those that want to get the goods to venture in to PVP space. If the value of the mechanic is not established or if attempt to get to them is quickly bashed in by pewpew flotillas camping these sites they will die a quick death. I'm sorry you guys, but the pewpew will need to wait
     
    2. TW in space
    Could this be a ploy by NQ to tick the TW box and move planet side TW beyond release as they will do what they must to hit release end of the year and will push out what they can to get there? Of course that is possible and frankly not outside of the possible outcomes.
     
    I think and hope it more likely NQ wants to be able to gather data and get experience wit the core mechanics in a more controlled environment which is PVP space. This intermediate stage would mean a better way to test and control ECM and shielding, an initial option to test base and tile defenses. Frankly, from a game design perspective it makes sense. 
     
     
    Overall, NQ once more shows their lack of understanding the need to set clear expectations and drive understanding of their choices through clear communication. It's almost funny to see how some of the things they say they have understood and will need to do better going forward are already thrown out the window on the first opportunity they have to show they mean it, the third part of those blog posts.
  13. Like
    Lethys reacted to Noddles in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    I mean everything sounds good, except for one small part. 
     
    We're delaying atmo pvp/territory warfare again?
     
    First it was gonna be the first big thing in 2021. Then it was gonna be after the pvp revamp. Now its gonna be after space territory warfare? There is no risk for players if they can just keep warping from safe zone to safe zone. Hopefully space territories have good bonuses or it won't be worth it to hold them for more than a few days at best.
  14. Like
    Lethys reacted to blazemonger in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    And all of this to be completed by the end of the year?
    Why is NQ not coming clean and out by making it clear that release of the game will be pushed out
     
    There is a lot in this blogpost that could be good, also a lot that could not. It's a lot of "working on, planning, looking at, considering, might, may". Where is the actual roadmap update that frankly is clearly needed as from this blogpost one can easily deduct that most of what is still to be done is not even in implementation stages yet and still on the drawing board if not in the conceptualize stage leading in to that stage.
     
    Based on this blogpost, a release ready game is at least 18 months away, probably longer.
     
     
    Also, IMO too much here seems to imply NQ is looking to make the game "more accessible" for new players. I am not sure how that is even needed. Why should surface gathering yield even more resources? and why do I get the feeling that NQ is actually trying to find a way to roll back schematics and "reimburse" those who bought them instead of designing and creating gameplay solutions that will allow _players_ to find and create schematics which can then be researched, enhanced, copied and brought to market.
     
    for most of the mentioned mechanics there is no change or even a signal of progression in the concept of these from what was shared in December. Why is NQ rather clear in part 2 that they need to fix the back end and the core of their technology and then in part 3 just goes back to their usual spin on all the kewl things that are coming.
     
    Overall, these three blogposts have not told us anything we did not yet know outside of maybe giving more clear signals that NQ is very, very far away from getting close to a game that could be released.
     
    The actual value of these posts is minimal at best. It's fluff and filler. While I get that currently the company has other things to get sorted, why not communicate that more clearly and create time for yourself to make that happen. This just feels like it's mostly ignoring the reality of what NQ is going through which unfortunately is more of the same.
     
     
  15. Like
    Lethys reacted to spacecat in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    just curious, I thought the mission system was suppose to be released as part of 0.24? Was that not true? I really like playing DU but it does seem like talking about 0.25 before the full release of 0.24 is creating confusion for me at least. Is NQ going to finish the release of 024? is the mission system coming? What is the NEXT thing happening. You keep speaking about the "Road map" but it doesn't seem very clear to me.
     
    are we getting the second half of 0.24?
  16. Like
    Lethys reacted to Cajanegra in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Pretty much yeah... I mean... like a post before said "how to say nothing using a lot of words". 
     
    I want real changes and progress, not... this... for my taste this is just another "We've heard you" for 6th time.
     
    But hey, if people are supporting this instead of actual changes/progress, I guess there is nothing else to do/say.
  17. Like
    Lethys got a reaction from FrozenFace in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Good for NQ to officially say something which players pointed out months ago. 
     
    Third blog will be more interesting tho and we will see if they keep communicating or let it die again
  18. Like
    Lethys got a reaction from ZeroPainZeroGain in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Good for NQ to officially say something which players pointed out months ago. 
     
    Third blog will be more interesting tho and we will see if they keep communicating or let it die again
  19. Like
    Lethys got a reaction from Noddles in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Good for NQ to officially say something which players pointed out months ago. 
     
    Third blog will be more interesting tho and we will see if they keep communicating or let it die again
  20. Like
    Lethys got a reaction from Cajanegra in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    Good for NQ to officially say something which players pointed out months ago. 
     
    Third blog will be more interesting tho and we will see if they keep communicating or let it die again
  21. Like
    Lethys reacted to Elusive_Voltis in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread   
    tl;dr rent is too damn high. 
     
    I hope part 3 is talks about how you plan to make the game fun. 
  22. Like
    Lethys reacted to blazemonger in DEVBLOG: THE FUTURE OF DU PART ONE: REFINING OUR PROCESSES - Feedback Thread   
    This is expected in line with the general MO of how NQ "communicates", yes. What is concerning to me is that the dev blogs now are mostly about spinning  opinions and trying to pacify the community and less about actual changes, improvements and features.
     
    To be honest, if NQ would announce pushing out release until next year at least, three months of radio silence and development freeze as they restructure, regroup and then come out with a new plan they intend to stick with/to, I'd be absolutely fine with that and that would be the first _actually_ structural communication we would have seen in a long time.
     
    "We know we messed things up, we realize we need to fix it. We can't do that while we keep addressing these things in public so we ask you to give us this time to make things right. We'll come out guns blazing and refreshed to show you how we will improve things going forward" .. now that would be a message I could accept, understand and get behind. Would I be skeptical? Absolutely, but I would also see the reason in that and accept it.
  23. Like
    Lethys reacted to Physics in DEVBLOG: THE FUTURE OF DU PART ONE: REFINING OUR PROCESSES - Feedback Thread   
    The Future of DU Part 2: The road to War
     
    Now that you have spoke about the process, how about some of that sweet transparency telling us what NQ aims to release content wise over the next few builds? ?
  24. Like
    Lethys reacted to blazemonger in DEVBLOG: THE FUTURE OF DU PART ONE: REFINING OUR PROCESSES - Feedback Thread   
    Sorry, but this is just the next iteration of "we heard you"
     
    There is nothing substantial in this post, it does not commit to anything and just reiterates how NQ has failed to listen (which is not the same as hearing in case you wonder) to what their community is telling them.
     
    That hey seem to think that much changed from Alpha is frankly very funny as they have just continued their attitude and ways from there with little to no change, that they seem to think or try to make the claim they did is probably the most worrying aspect of this post.
     
    The proof wil be in the pudding here but based on the many previous attempts by NQ to spin their mistakes and shortfalls by not really taking ownership but pretend they will does not give me much hope for change.. But we'll see
  25. Like
    Lethys got a reaction from Zorgon in Locating a mate in the world   
    Or add him as a friend and target him. Then you see where he's at 
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