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WildBunny

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  1. Like
    WildBunny got a reaction from m0rrty in Ship crash breaks ALL 200 small elements, repair takes 30-60 min of my life for DULL repair actions   
    Not sure that is that broken.
    I mean, Glasses do have HP.
    Voxels do have HP.
     
    What your ship flying through an obstacle doesn't do is inflicting damages.
    Considering a moving object as a weapon that can inflict damages depending on mass/speed e=mc² ? could easily solve the problem.
     
    Shouldn't take some hard long coding to do too.
  2. Like
    WildBunny got a reaction from m0rrty in Ship crash breaks ALL 200 small elements, repair takes 30-60 min of my life for DULL repair actions   
    As I said after, if they implement damage done by construct as a weapon, then the problem is solved.
    So that's no big deal to solve.
     
    That's all I'm saying.
  3. Like
    WildBunny reacted to Taelessael in pay to win   
    Debatable. Yes people can multi-box and pay for multiple accounts, but groups of people running only single accounts can also just cooperate. Also, if someone is willing to pay for the half-dozen subs just to collect daily rewards they'd need to outperform a single moderately active miner and have a few extra talents they can apply to a construct via re-logging, I'd be inclined to let them have it. More money to NQ helps them do what they need to do to give us all a better game, and a half-dozen people working together will blow a single guy with a half-dozen alts out of the water near about every time (and please don't argue that it isn't a guarantee means it will ruin the game for everyone forever, exceptions can exist, and all of them are small).
     
    When beta launched I was with a group of 20+ guys that b-lined for what we knew would get us easy money at the time. The group would mine, and then since I had classes at the time they were on I would load up the stuff they collected and afk-haul to the market. Sell it, and fly back with the cash. After that, we'd have our 20 guys buy TU, drop them all where we needed more hexes (it was cheaper to have individually owned hexes that were just shared) and keep on.
     
    Later, when we got in to PvP, we'd have ships with 1 dedicated pilot, and (if I recall correctly) as many as 5 gunners. We weren't multi-boxing, we were just an actual group of people playing an MMO cooperatively. 
     
    If there are people botting, then something needs to be done to stop it, but please be extremely careful in complaints of "pay2win-cause-multibox". Most of the time I hear that argument it is coming from people trying to either solo-play the MMO, or play with only a very small group and getting frustrated that they cant keep up by themselves with a much larger faction. 
  4. Like
    WildBunny got a reaction from le_souriceau in Does this game still have hope?   
    Been playing it for a few months now, and these last week have been a nightmare to play. My corp is slowly dying because well... it doesn't evolve much.
     
    I'm 46 years old and been on quite a few MMOs for the last 20 years. The closest thing to DU I played? A Tale In The Desert.
     
    Basically, I would sum up DU like this:
     
    Too much anything.
     
    At some point, you have to decide what is your "finished product". I put this between quotes, because well, by definitions, MMOs are never finished, bugs are always here 2/3/4/5 years after launches. That's how it is. Right now I'm not sure NQ does have a definition of what their "finished product" his. It's cool to have a loading page with all the incoming features. But if they wait to have them all to call the game finished, we're good to wait for a few years. Not sure my patience will last that long.
     
    Some problems:
    - Too many planets on the system. Those IG are less than 10% populated, and I'm being nice. And you're woring on a new system? That's a loss of ressources that would be helpful somewhere else. Shrink that system to 3/4 planets right now and ride with it, that will force interaction between players. Right now you can spend months without seeing somebody else. You don't have an MMO in players do not interacts. Be it friendly or not.
     
    - Space PvP guys... Who thought that this PvP would be fun? Ideas are good, but badly implemented. That part should be fun. That's where you need space dogfighting with big ships shooting on everything around. Reworking the way you move in space should be priority N°1 here. Stop going straight and shoot 400kms away. Go back to basics, like X-Wing vs Tie Fighter, and add joystick control.
     
    - Schematics, idea was not bad, but badly implemented. And too late. Newcomers starts with a huge disadvantage here from vets. A freaking one. Sure you could join an organization or whatever, but well, see point 1.
     
    - Since ressources are a finite number on every planet, that's a problem that'll rise at anytime soon. Mining units are supposed to be a solution, except well, they still aren't IG and aren't really viable either. A new system won't help as players will have to go to the next zone and start from scratch again. That should be a problem solved from day 1 too...
     
    - Skills, here again, it's too many, way too many skills. I get the point, but crap, it'll take eons before all these are completed. I'll have to try to add everything in the queue and see how long it'll take. A few years probably. Sure you don't want players to be perfect in everything, but if that's what you want, have them choose their way early in the game instead of this. Links back to point 1 as well.
     
    - Players needs directions. Even in sandboxes type of game. Mission system should have been a Day 1 feature. It would have been good for organisations building and cohesion.
     
    - Can't believe there's a spawn/despawn protocol for ships when players are logging in/out. Result is here for everyone to see. Go to District 6/7 on Ailoth. That's a nightmare. OK. That's cool for players to see what others have done, but I don't want to see ships that where done by guys that don't even play the game anymore. Either despawn them, or allow players to deconstruct them. Let's be ecologist here.
     
    - Finally, on the mechanics of the game, lots of stuff is done client wise, not server wise. Idea of having just one server is good. But doing calculation client wise is really bad. How do you prevent hack from the client then? That's a huge problem here. Especially in a PvP game. If you don't have a solution here, you don't have a game, because hacking usually kills the fun out of the game.
     
    So well, not everything is beyond hope, but guys need to shrinks their dreams down and go back to the basics of playing and have fun playing.
    And fast!
  5. Like
    WildBunny got a reaction from SirJohn85 in Does this game still have hope?   
    Been playing it for a few months now, and these last week have been a nightmare to play. My corp is slowly dying because well... it doesn't evolve much.
     
    I'm 46 years old and been on quite a few MMOs for the last 20 years. The closest thing to DU I played? A Tale In The Desert.
     
    Basically, I would sum up DU like this:
     
    Too much anything.
     
    At some point, you have to decide what is your "finished product". I put this between quotes, because well, by definitions, MMOs are never finished, bugs are always here 2/3/4/5 years after launches. That's how it is. Right now I'm not sure NQ does have a definition of what their "finished product" his. It's cool to have a loading page with all the incoming features. But if they wait to have them all to call the game finished, we're good to wait for a few years. Not sure my patience will last that long.
     
    Some problems:
    - Too many planets on the system. Those IG are less than 10% populated, and I'm being nice. And you're woring on a new system? That's a loss of ressources that would be helpful somewhere else. Shrink that system to 3/4 planets right now and ride with it, that will force interaction between players. Right now you can spend months without seeing somebody else. You don't have an MMO in players do not interacts. Be it friendly or not.
     
    - Space PvP guys... Who thought that this PvP would be fun? Ideas are good, but badly implemented. That part should be fun. That's where you need space dogfighting with big ships shooting on everything around. Reworking the way you move in space should be priority N°1 here. Stop going straight and shoot 400kms away. Go back to basics, like X-Wing vs Tie Fighter, and add joystick control.
     
    - Schematics, idea was not bad, but badly implemented. And too late. Newcomers starts with a huge disadvantage here from vets. A freaking one. Sure you could join an organization or whatever, but well, see point 1.
     
    - Since ressources are a finite number on every planet, that's a problem that'll rise at anytime soon. Mining units are supposed to be a solution, except well, they still aren't IG and aren't really viable either. A new system won't help as players will have to go to the next zone and start from scratch again. That should be a problem solved from day 1 too...
     
    - Skills, here again, it's too many, way too many skills. I get the point, but crap, it'll take eons before all these are completed. I'll have to try to add everything in the queue and see how long it'll take. A few years probably. Sure you don't want players to be perfect in everything, but if that's what you want, have them choose their way early in the game instead of this. Links back to point 1 as well.
     
    - Players needs directions. Even in sandboxes type of game. Mission system should have been a Day 1 feature. It would have been good for organisations building and cohesion.
     
    - Can't believe there's a spawn/despawn protocol for ships when players are logging in/out. Result is here for everyone to see. Go to District 6/7 on Ailoth. That's a nightmare. OK. That's cool for players to see what others have done, but I don't want to see ships that where done by guys that don't even play the game anymore. Either despawn them, or allow players to deconstruct them. Let's be ecologist here.
     
    - Finally, on the mechanics of the game, lots of stuff is done client wise, not server wise. Idea of having just one server is good. But doing calculation client wise is really bad. How do you prevent hack from the client then? That's a huge problem here. Especially in a PvP game. If you don't have a solution here, you don't have a game, because hacking usually kills the fun out of the game.
     
    So well, not everything is beyond hope, but guys need to shrinks their dreams down and go back to the basics of playing and have fun playing.
    And fast!
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