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DekkarTV

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  1. Game is far from dead. This is just a few "nay-sayers" that push that propoganda, like they do in every MMO. (you said you played hundreds, then you are aware of this). Financially speaking the game isn't broke and is still on full blown development cycles. We can see this based off the time between regular updates/announcments. The main issue you are feeling (which is common) is that you don't see people. The main reason for this is the sheer scope of the size of the solar system itself. (it takes 7 hours to fly to outer planets without warp for example). That's like saying a Country is Dead because you don't see people on the back roads while travelling across the country. DU's population suffered a major hit in November due to the schematics update that was not well received, this is true. However most of the people who pushed through this update are still around. Its also hard to compare the server population via the # of twitch streamers due to the sheer resource cost of running DU and OBS together often requires a 2nd pc for streaming, this limits the number of streams. It also helps if the people streaming are "actually" entertaining. No offence meant to any, but some of the streams are basically just Discord streams to friends that someone decides to put on twitch. There is no "show" attached to the stream like there are in other games. Not to mention DU is not a "stream" friendly game, many of the gameplay loops are boring to watch others do. This does leave some great "chatting" streams though and these are where the DU twitch community engages in amazingly fun discussions and "theories" about what NQ is up too. But remember we always hear the "loudest" voices. Make your own decisions. Also of note on General Chat- this chat function is literally a month and half old. Ie: prior to this we didn't have general chat. Its a newly added feature that was just included a few patches ago. You also cannot see the general chat while you are in build mode, and since the vast majority of the games players are building something for most of their play time, they don't actively chat. (people you see chatting constantly are likely people with nothing to do, no motivation to do anything, or scammers looking to recruit new player mining slaves.) From those that aren't builders are the miners, and they are usually lost in an audiobook or watching netflix (other shows) while mining mega nodes of 2+ million ore. If you like playing with voxels and building you will enjoy the game longer than if you are waiting for NPCs to fight. If you just care about shooting npcs, you will want to move on. If you are content with shooting players instead of npcs then you can have hundreds of hours of gameplay ahead of you. Simply min-maxing your pvp pirate craft can take you months of tweaking, learning and fighting. Final note: Game isn't dead, new players join everyday and the finances of the dev team aren't even at the point of reliance on player subs, the investors are still on board and working with NQ to continue to develop. But DU is a game where time=ability and time=wealth. So that said, many people who started in September that are still around are super rich and have maxed out the talents they wanted, they are currently waiting for content. The best advice I can give you is this; It only costs 1 Starbucks coffee to play DU per month. Not many MMO's are this cheap. If you play 2 hours a week or 16 hours a day makes very little difference to the "grand plan" of the developers(also talents develop over time so taking breaks is encouraged by design). DU is a game where you get out what you put in and like any game if you cannot find something to be passionate about you likely won't remain. I for one put in my daily 6 hours, but then I go play other games to not burn out, however when I find passion in a build then I can easily put in 16 hours and maybe not go to bed on time either. Make your own decisions, gaming is about having fun. Don't let a few voices ruin your fun and remember, there are a lot more positive quiet voices that NQ listens too, then the few "super complainers" everyone else hears.
  2. Hello Perry666 and welcome to DU. I wanted to give you some answers that might help out your gameplay experience overall. Most of these answers can be found by searching youtube for DU or reading through the forums but here are some simple things, I hope they will help you. 1.) Early game in any sandbox mmo is going to be difficult. It isn't meant to hold your hand, its meant for you to figure life out on your own. But I can tell you that once you do, the experience you will have will be vastly different. The original tutorial validity has changed compared to where the game state currently is, and the only reason to do the tutorial options is for the bonus quanta/talent points early. You can see "claimed tiles" on the map, but no "heatmap" because this is by definition a pvp game, and although territory warfare is not yet implemented, it will be coming soon. You can easily find combat in pvp space, but to succeed at it requires knowledge and talents. Even then doing it alone will not be easy. The starting "speeder" is crap, its designed to be that way. But did you know you can buy 1 xs engine and 1 xs wing, and then attach them to it, suddenly you are at double the speed and actually flying instead of hovering. Now imagine what you could do with larger engines and bigger wings. This is why the speeder sucks, so that you move on to build your own. 2) The game is laggy. This issue can generally be solved by fixing up your graphic settings. DU is a hungry game, more hungry for resources than any other game I've seen. Its well known amongst the community to set your graphic settings with the following options; # of Threads set to 2, Voxel Quality set to 1.4, and keep shadows on and "low or medium". If you change all of these you should have a much better gameplay experience without as much "lag". The game will use "as much resources as YOU allow" and this often results in new players experiencing 100% CPU usage. Markets will always be slightly laggy, as will some massive buildings. This lag does disappear though once you have "loaded" all of the shapes/voxel details from the server. (I live in a massive base that when I have cleared my cache will be laggy for about 5 minutes, then perfectly fine to run around in until I clear my cache again) 3)Mining can be improved with knowledge of "how" to mine efficiently. Surface rock mining is trash, for good ore you need to be in the ground. However there are many things you can do to improve this. Talents that don't take to long to learn, few hours to a few days, to get yourself into a position where mining becomes a lot more fluid for you. There are items called Territory Scanners (expensive) that you can buy off players/markets. When these are placed on a construct and brought to a Hex (the tile on the map) and then activated, after 15mins it will tell you all of the ore it scanned under the ground. Then its just a matter of finding it. Tier 1 nodes for example range from 6000 ore to 4 million of a single ore type in some tiles. This takes some luck to find the "mega nodes" but they are still out there. 4) NPCs are not something currently planned for implementation according to NQ from the many many new players that have asked. Secondly you as a 3 day old player are in no position to actually defend your stuff if it was. Combat requires knowledge of game mechanics, systems and defenses. There is no "alien invasion" that has attacked this system at this time, therefore no NPC to actually push at us. If you followed the lore of the game even just slightly then you would know that we are technically by the lore the last remaining survivors of humanity and we arrived here to start a new life for humanity. Humans now called Noveans, have only been in this system for a short while and although we have not found an "alien" species to fight yet, there is plenty of fighting going on outside of the safe zones. There are many PVP orgs out there, many pirate orgs and if you want to experience combat there are many players who can help you find that experience. Conclusion: Yes Perry this game is new, its system of design is not for everyone its true. However this is a gem of a game, not only is there many things to learn through the early game, but the game provides the ability to use your imagination and build/do whatever you want. It takes time to learn this game. Unlike Conan Exiles. This game takes what you build with voxels and converts it to 3D meshes upon leaving build mode. (no other game does this). This game pushes the technology bar for new game technology that doesn't exist in the market currently and hasn't since EQ Next was shut down by Daybreak. This is NOT a SOLO game experience. This is a community game, join the community, find friends, bring friends, make alliances, make enemies, or frenemies. This game is all about what you make of it. I played SOLO for 6 months and struggled as you did, learning as much as I could, but once I mastered many things, I quickly realized that in order to attain my own goals, I would need friends to help me or I just wouldn't make it fast enough. Lastly I would say that the DU community is very tight knit, very friendly and helpful and always accepting of new players. You can easily see this by tuning into any of the twitch livestreams as the chatters and streamers are all friends and seen in each others streams regularly. If you want the best experience then its the community you want to seek out, and we will help you get to the "sense of this is a good game" rather quickly. Salute! o7
  3. DekkarTV

    Anchor unit

    The basic ECU element script is "entirely" broken at the moment. It triggers adjustors that won't shut off, can cause flat spins in space and loss of ships. This can be countered by a smart LUA person putting a script on the ECU, however by default its bugged and does not work correctly. If NQ fixes this default issue, then you are correct it would work as expected.
  4. @NQ - Fixing industry is a struggle we all understand, from the full blown industrialists to the part time weekend machine starters who destroy the economy with underpriced goods. There is are some ideas that have floated around the pvp community as well as the pve community and here are just some thoughts from those discussions; 1. Like Moriar said, fix the talents that aren't working. (Step 1) 2. Provide a "Parts recycler" for salvaged (damaged only) parts from destroyed pvp ships and haulers, these damaged parts go into the recycler and provide a "unique" item. Something not currently used in industry, but could be a part for "upgrading" machines/elements. Here are some examples: Low Burn Efficiency Atmospheric Engine Upgrade- Provides more thrust at low atmosphere levels. Industry Cable Management Module - +1 link per machine when installed. Advanced Fuel Combiner - Allows similar fuel tanks to be linked together. (ie Atmo/Space/Rocket) So you can fuel all the tanks from one location. 3. Add Salvager Talents that allow players to remove parts from damaged pvp ships with a "RNG" chance to proc one of these Upgrade Parts but remove the ability for players to "remove" damaged parts without the talents. (This would add a whole Salvager gameplay loop) -Combine Salvager Talents with Industry Talents and require both Industry to Craft the Upgrade and Salvagers to get the parts. This is what other MMO's would call "chase items". Items that players would need to go out and blow stuff up in order to acquire. Those who love pvp would engage in this practice, but it doesn't affect those who don't want to pvp, as these items could be sold on the market by pvp players to earn some quanta. These items could not be "mass produced" as they would require "parts/components" unique to pvp salvage, and the market supply would determine the Industrialists chance to produce these. (smart industrialists could put up "fair" buy orders) The main issue with industry vs mega factory is the fact that once the factory is up and running with schematics, there is really no "future" gameplay loop for these players at all. Its a simple; Buy ore, produce X, Sell X to players/markets. There is nothing for them to "chase" (other than t3+ ores) which is currently going to be solved by the Asteroid post previously announced by NQ. I could easily generate hundreds of these "unique salvaged parts" just simply based off of feedback from the community in various discussions. Many "I wish this could do...X better" conversations and I know NQ could as well. Within the spirit of Dual Universe is the motto "interconnected gameplay" which is something that currently does not apply to DU. Miners spend 1000+ hours alone in tunnels, Industry tycoons spend the same time alone in their factories, and builders never talk to anyone because they can't even see the chats in build mode (don't change this). So currently there are only 2 interactions I see between players frequently. Ship Designers/Sellers interacting with players looking to buy ships. And PVPers destroying ships. If NQ adds more reasons for pvpers to engage in communication with ship builders, and with industrialists, we might actually get somewhere on this motto. Just my thoughts on this. (I have 2 mega factories I help with and use parts from, I know the complexity of industry and the difficulty to source parts to build ships on distant planets)
  5. With all the FX changes and the announcements of the fun new tools NQ has to play with in association with these new FX can we please get the following; Graphic Setting to remove FX/Lower FX. (some people suffer from color blindness/eye strain due to prolonged use during building/mining, for example the deploy tool scintillating red color) Can we please get the following FX options; Engine "Emitter" RGB Color Changer. (Let us pick the color of the energy that comes out of engines, instead of always blue/yellow just like lights) -Right click enter RGB code. Pulsar "Glow" RGB Color Changer. (Let us pick the color of the glow on the pulsars for antigrav units) - Right click enter RGB code. Hover/Vertical Booster RGB Color Changer - Right click enter RGB code. Options to "hide" rez node emitters. I think these options would give builders "more" of a palette to use when thinking/designing ships.
  6. Yes Bobbie there is no warp during missions, this has been known since the system went on the PTS several months ago. It's designed to encourage the pvp aspects of the game and provide content to pirates who want to shoot haulers. Tip: Don't fly the pipe.
  7. I'm the largest purchaser of salvaged parts in DU, so no I don't rely on the welfare check. Unfinished systems when we provided feedback about these exact issues on the PTS is not suitable for release to live. (in my opinion) Many people in DU have been waiting for missions to "generate content" for the DU community as a whole, I get you are opposed to my suggestions but limitations in this game are what drive people to "NOT" partake in systems introduced. All this does is remove our ability to provide content as players to other players. 3 missions isn't even enough to put one mission per planet. Not all players in DU have 1 single minded purpose, some have bases at multiple planets, some have "jobs" across multiple orgs that need to be able to use the system in positive ways. 3 missions (until completed), 24 hour limit, these restrictions are in no way beneficial to the game, or its economy. Combine this with an easily exploited mission rep system is going to simply drive players away from using the system to "generate" content. Yes you can still use it for that 1 off pick up at market when you are too lazy to fly, but this will not result in "massive" hauling networks, transportation jobs, increased pvp or anything if kept within the confines of these limitations. To clarify- Increase the mission allotment, increase the time limit for the post(72 hours)to allow players in other time zones enough time to complete the missions, reduce the investment cost to allow people to use the system to its full benefit. We have already seen the negative effects on the community numbers due to previously implemented limitations and I simply wished to voice my thoughts on the new mission system. My post hasn't even touched on the fact that people are using alt accounts to mass wealth from these missions in the current "bragging" of about 80m/hour from the npc missions across multiple accounts.
  8. Okay NQ Idk what you were thinking with this mission system. 1. Missions are designed to help players bring "Content" to your game -Why limit it to 3? 2. Missions aren't able to be posted by Orgs specifically and only viewable to orgs. -Why can we not post as an org, some of us have jobs for different orgs? 3. Mission creations are only available for 24 hours? -This creates an ONLY TODAY mentality, in this game which is international and some players wake up 12 hours after the others, this time limit only further restricts our ability to do content. 4. 50k mission creation cost- A new player can create 3 missions per day with the 150k we get for logging in. However this cost further limits the game and removes quanta from the economy. (Like bots remove ore from the game) TLDR: - Mission limits to 3, 24 hours posting only = Another reason why we as players are restricted from bringing further content to DU. If the goal of DU is for players to bring content, in my own opinion we should not be limited. NQ says no NPCs planned for launch, yet the mission system is 99% NPC based. Players weren't thought of as being content generators with this implementation. Suggestion: Drop mission costs to 15k and increase the mission posting to a limit of 10 per day minimum. (Do this before talents for it get implemented) New Suggestion: Do not allow org mates to vote on reputation, this is a direct exploitation of "good" standing as players can run multiple tiny free missions within org and show a 5 star rating, this is not a positive way of representing people in toxic groups, as they can just mitigate it with mission spam at 5 rating. (we already see this in DU creators site where orgs mass +1 like their orgmates ship to push it to the top of the list.)
  9. As someone who is involved largely with pvp and non pvp in DU from various sides, I see pros and cons. They remove exploitability with this patch for many of the things listed here that people are discussing already, at the same time give some much needed to support to basic gameplay functionality. This is simply a coded system that will allow other systems in the future to tie into it. For example that graphic repulsing the ship and the message, I think most of you can easily see the shield in the image, this may be part of core systems related to shields in the future, we only have a small window of info here. Many people listed cons in this thread, but not many pros. Pro: Ships can't be stolen off space stations through false docking to a larger core. Ships can't be "accidentally" docked in space when flying past them. (Ever been flying in an XS and an L core flies by and jumps to warp with you attached?) Ships now docked will properly have weight distribution (less exploiting mass haulers docking 40+ expanded XL containers to their ship for no additional weight) PVP coring a docked ship will no longer auto-kill the primary ship by becoming cored and inanimate and effectively being the same as hitting a stopped ship when it gets cored. This linking "tech" in the game allows future systems of code to be written that "Check if docked" or similar systems for future armor/defense/shield calculations. Although this will harm some ship builds that currently rely on gimmicks to carry extra weight, it also opens doors to new "Space Only Showrooms" and other creations where docking was simply a barrier due to the risk of someone flying away with all your smaller ships. I for one am happy to see something that isn't simply visual textures being announced regarding a system everyone here knows is currently broken. Good job NQ! Thank you for telling us about this change.
  10. I agree with the changes and we very much needed a solution to some major docking issues currently faced, especially in space. However I'm hoping that this will not affect pirates ability to dock/manuever a destroyed ship onto their carrier in order to stop it from moving at 30k km allowing you to replace the core and acquire salvage from it. If you have to set RDMS permissions each time, this will have a serious negative affect on PVP in general.
  11. 2 step would fix that, and if accounts are getting compromised that's not even an issue, as trusted uploaders could simply notify NQ and have it disabled. Since it would still be through links, disabling the links would disable the "bad" images. In the case of abandoned accounts, NQ could put a rule that trusted uploaders are "required" to upload a minimum of one image per week to maintain the status. Dormant accounts won't have the ability to upload freely. Also this is assuming you are subscribed and/or premium vip however its planned long term.
  12. As a content creator (digital art) who is making images for players to use in game for screens, space scenes etc in my spare time, and as I'm getting a large chunk of requests for them, is there any way to get like a "trusted uploader" option for the PNG process? I would be happy to look over and agree to any sort of "requirements" in order to be valued as one. If there is no system in place for this, and I do understand each one needs to be reviewed over time, and that you are all very busy, would this be something that NQ would consider? "trusted uploaders" could be a vital asset to many in game and removing their wait period would ensure good quality images are making it in game, without the need to hand touch everyone of them, and free up some of NQ's time. You already have press packages and content programs for streamers. As someone who makes visual content for streamers (overlays, channel art, etc) but does not stream directly, and has found the creative outlet that DU provides with voxelmancy etc, I wanted to see if there could be an option here for those of us who wish to pursue it to fully engage with it. Trusted Uploader (Artist) These players/community members would agree to terms set by NQ, but once agreement has been completed would be free to upload png images for use in the various screens in the game, without the 5 limit delay which could take 5 days or 5 weeks depending on the amount of submissions/available time of NQ staff to review and approve (holidays etc). Perhaps one of the requirements would be that images must be 100% original content (no stolen google images) that were created specifically for the intention of using them within Dual Universe. This would allow artists (such as myself and others) to create effectively fan art and high quality images that help bring Dual Universe to life. You could further have a requirement that these Trusted Uploaders must submit a group of images for review to ensure the content they will be providing is within the charter. Personal Reason for the idea- I can create whole themes to fill a bridge, fully customized to the ship I build. They really bring the ship to life on the inside. I've had friends ask me if I could create theirs, and they aren't overly tech savy players. I'd love to help them out, and even upload the image myself and just provide them with a link when they are happy with the images, unfortunately with the limit of 5 in (per site) 5 days, it will be months before I could get enough approved to do 1-2 players bridges without having to ask everyone I know to submit my art to you on their accounts just to get me the link. If I was a trusted uploader, who followed rules, I could upload art that takes me already 6+ hours from concept to design and paint just to render depending, and be able to provide a link to the player who requested it shortly after. With JC's comments in his last video regarding the industry update and players needing to think "outside the box" to make money if not by mining, this is what motivated/prompted me to do this. TLDR: I think "Digital Artist" creating visuals for players and orgs is a valid way of immersion gameplay as much as shipbuilding or trading is, and could provide a limited number of people the ability to have this "job" in DU. At the time of writing this I already have enough requests to keep me busy until Jan 12th just in terms of creating the art itself, so obviously there is a demand. I also have references if people asked of players in game who have already received my art to use in the game, so I'm not worried about "player trust" when approached. This is purely about how NQ and artists like me can get together to help each other a little better.
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