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BlindingBright

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Everything posted by BlindingBright

  1. Thank you for further illustrating my point. PVP in this game is more liken to bullying than an actual PVP experience. NQ wants those types of players. I say, let them have DU and keep their toxicity away from other games.
  2. That is the other largest issue with this game, it's pvp oriented but it's a PITA to get into PVP and the risks are too high for most (I know some people love high stakes pvp, but most dont) ESO PVP you die, you loose nothing of value and even still the care bears tend to dislike it. In Albion it's easier to maintain gear/reaquire when lost... while their is still the more hard-core aspect it isn't as punishing as DU pvp for the loosing party. So then DU PVP tends to attract IMHO the worst of the worst players who like laying a steamer in the sandbox and getting people to QQ. It attracts the most toxic forms of behaviour(literally infiltrating peolples social groups to fuq with them long term) as it's allowed and for some reason NQ more or less encourages it. That's not PVP, that's toxic for your gaming community while giving a holes an outlet for their aholeness. It wouldn't be major problem if the game wasn't a massive grind for resources, and that your progress in this game is largely tied to that... but alas. I keep wondering how the game could have been if they just had balanced it differently without major changes and going f2p. All that are left are the pvp holdouts that like knocking over sand castles and pve builders who won't take the time to learn Blender and Unreal Engine. It's the weirdest ven diagram of remaining players. I'll keep an eye on the game/nq developments. I still hope they'll learn from this and imement positive changes based on that. I'd love to come back and play DU, but then I remember what NQ has done with it and just get filled with sadness. I miss DU, but not enough to punish myself to enjoy it.
  3. You forget the bit where NQ changes up the PVP mechanics while adding PVE in a way nobody wants/asked for.... heavily alienating and upsetting the few diehards that enjoyed pvp. It's like shooting yourself in the foot, and then shooting your other foot just so you can bleed out evenly. It takes a special kind of cowboy and development team to pull that off. This isn't a mom and pop shop. NQ has employees, multiple offices, investors, etc... its nearly unfathomable that this idiocy has been allowed to continue. I hope the investors like seeing their money lit on fire. Instead of doubling down to deliver the product promised we get this BS. -- end of original reply. Edit/add, looks like NQ deleted the original post without warning or even a message as to why. I logged back on to see it and a string of messages deleted, including the original here. To Nyota or whomever is deleting my non inflammatory posts... I have spent hundreds on Dual Universe and have not gotten what I paid for, expressing my dissastification with new features and lack of development while other projects are being worked on is not against the rules.
  4. That's the thing, I think many of the loudest 'detractors' doomsaying the game were really just trying to warn people about the iceberg NQ was steering the ship into.... while others were too busy huffing copium in the dining hall partying with eachother to notice the impending doom... Once in a while someone from the dining hall will hear the yelling, pop out, and tell the person who's trying to warn everyone to 'Shut up, were partying over here!' And then they go back to the party oblivious to the iceberg and annoyed someone would be yelling during their party. I've always wanted DU to be the game it should have been, but at some point you gotta stop yelling and accept fate, there is a iceberg incoming and the party is nearly over. Enjoy it while it lasts.
  5. RIP. If your still playing, and hyped for this mess. I'm sorry. As a hard-core DU player in Beta it's sad to see this come to pass. We tried to warn you. Now that NQ has chosen the path of letting it die on release and focusing on other thinga..., I'm okay with roasting marshmallows from the flaming corpse. Also, where were all the planets promised within 6 months of release? Nearly a year later and the game still doesn't have the same amount of content avalibe as it had in Beta. To any NQ dev/employee reading this, how is this acceptable on any level? The kickstarter rewards aren't even shipped yet and they're neck deep in another project. At this point Shame on NQ and their leadership for allowing this to happen. If this was an indie studio with 1-5 employees it'd be understandable... NQ isn't that. NQ Abandoned their game. Players only choice is to abandoned it to. If your one of the few Creators playing with voxels and love creating.... I urge you to download Blender and Unreal Engine 5.2 and stop limiting your creativity in the closed dying garden of DU. If NQ had doubled down on development and showed that actual effort and development was happening to fix the mess that was launch.... my tone would be different. It's just hard to champion a game with a monthly sub that the developers obviously don't care about.
  6. I wish we had the game as originally pitched. What we have now 6? Months after release are some updates that should have been at launch... and a planet that we has in Beta. Game is still missing most of the game world from Beta. I can't believe I can honestly say their was more to do in game a year and a half ago. And they're giving players challenge PVE missions? I'm sorry, if your investing your time into this game that NQ has already abandoned... I'm sorry. My tune would be much more supportive if NQ had doubled down and tried to make DU into something great vs abandoning it on release.
  7. If that's true, and it is instanced PVE as you've described... I have even less interest in coming back. Instancing makes sense for some things, but... not using it to add life to the existing game world and just cornering it off like that... is lame. I can envision escort missions, transport missions (with NPC pirate attacks in safe space on flagged targets with said mission), and hunt/kill gameplay taking place inside the safe zone... a true stepping stone to PVP. Anything less that that is a waste of both player and developer time.
  8. While I agree with you, every MMO beta/launch I've been apart of has suffered hard to track exploits regarding currency, and in game items... especially at launch. the 'standard' way of doing it, while can work has not worked in the 20ish years I've been playing MMO's. The last two 'new' mmo's I've beta'd through launch are DU and New World, both of which suffered from major exploits at launch... New World exploits just got more coverage as it had an actual playerbase. I quit DU largely after coming across how to do resource duplication, and realizing NQ had no proper way to track it or the items created through it. Also... why was I gonna grind for a game that has so many issues like that? When someone can just exploit wealth into existence. A proper chain of custody, along with a public ledger, would allow the general public, aka players to sniff out abusers much easier... and it'd make it easier to track for issues with money laundering, gold selling, and of course exploits. All of which a MMO devs needs to be aware of, and many don't put neatly enough development time into it ahead of launch. I'm not saying it'd stop exploiting or resource duping .. just that it could go a long way to reducing, tracking, and dealing with offenders. I'm sure a lot can be done with just checking database calls and logs, though from what I've seen it hasn't historically been enough.
  9. Fairly sure Nanite can work with translucent structures, or least partially, as it now supports trees, grass, etc. And it may be as simple as turning off nanite on a mesh firing deformation and turning it back on, but won't hold my breathe and haven't tried it. The best examples of the metaverse as a concept do not lean into it in marketing. Example, Roblocks and Fortnite, heck even VR Chat. All of those are succesful and I'd argue early examples of metaverses in the /traditional/ sense... and also why I have stated NQ is behind the rat race. The concepts that fail are largely coin backed money grabs, people get into them for investment vs fun, and it ruins the games community as the first sign of struggle things collapse. I still feel Blockchain items in MMO's should be the default, along with in game currency, if only to help track cheating and fraud. Yeah it is not a complete fix, but it'd go a long way. But the player shouldn't even know, besides maybe seeing an authenticity number for items. It saddens me that so many scam artists have ruined a solid technical concept. But you are right, the issue comes down to 'content' in all of those examples developers are empowered to do more than just make neat looking meshes, but actually create things with them... for others to enjoy and partake in. DU lacks in the content you can partake in/create with user generated meshes... and has a history of removing the few things we could do. (I had a lot of fun setting up misson waypoints and operating a multi planet delivery service for others, not viable anymore due to game changes.. one example)
  10. Miles ahead in some ways. The issue is their server tech doesn't scale, and their current voxel system is... insanely data heavy, storing mesh files for each LOD, and each construct being it's own model... this is partly why DU doesn't work. Going to unreal, if they're using Nanite... can least drop down to a single mesh/vector file, without multiple LOD meshes needed. NQ never really made good on just storing vector data of constructs, if they had been able to do that their data and server performance would arguably be muuuuuch better. Either way, my point is while they have some experience their past approach was... filled with tech debt that they powered through under multiple CEO's.... they really don't have much to offer in the space. Other projects have already started proving, with real users in a live demo the ability to have hundreds/thousands connected in the same area.... and there are tons of unreal projects working with voxels. NQ is late to the game arguably, and while they have some experience... idk.. if they have the technical capability to pull it off and are expecting unreal engine to do all the heavy lifting. I'd like to be pleasantly surprised by whatever they end up releasing next. While I'm burned by them for how they handled DU, they still attempted one of the more ambitious projects in the MMO landscape currently. Sometimes failure isn't the end, but a stepping stone to future success. Either way, I still wish we had gotten the DU we were promised. That game would have been cool.
  11. Considering the insane amount of scams and issues in Crypto I hope they pass more legislation. I haven't met a single average person that Crypto has impacted positively... the few people I knew who invested lost A LOT, lost most of it. I'm all for a NFT Crypto game, just don't taint it by trying to tie it into an unregulated financial service, aka coins 4 cash. And if game companies did that, they wouldn't need to sign that letter or worry about financial regulations. Nothing stops them from selling traditional MTX tied to an item on the block chain to ensure authenticity. It only gets dicey when they add the ability to cash out tokens for money... that invites all the money laundering and other financial crimes. 'It's a fun game that also makes you money' - Logan Paul, founder of Crypto Zoo game/scam. Crypto bros have lead sheep to the largest scams in the history of human civilization. You just have to tell the sheep to hodl, and they won't know your fleecing them, such a neat trick. "By number of Ponzi schemes there are way more in crypto, kinda per capita, than in other places." - Sam Bankman Fried Hey, didn't NQ just spend years to deliver a game that wasn't as advertised? With kickstarter items still not shipped on a game that launched last year? With many customers calling it a scam because of these and many other valid issues? NQ will fit right in then.
  12. Eh, Seam Reviews are hard to bury. Any game NQ releases on steam will be under their name, and the only other release will be Dual Universe. I still find it funny that on launch they changed the logo and arguably added a 'flatline' symbol to it... letting people know it'd be dead on arrival. If that wasn't the largest moment of a designer's subconscious breaking through... it'd be intentional. It's weird for NQ to lean into their 'Voxel Techinology' when they arguably have none... they have no patents for it?, and rendering voxels into a mesh isnt..isn't... new. And the server side technology that they DO have patents on... has never worked at scale and is arguably a failure in their one released product that takes advantage of the concept. The only other thing they really have, is the IP for Dual Universe... and they're letting that coast off into the distance. Really only coming back here to complain as I still want what NQ promised of DU... and the lack of that existing in the market, is sadge. Feels backwards to abandon that concept and make /Yet Another Metaverse Product/ that nobody besides crypto bros and futurists with a boner for Snow Crash wants.
  13. Moving their tech to the Unreal Engine looks like learning to me. If I had an educated guess they're going to be developing a new game/project using voxels with it, and possibly package their server and voxel tech as plug-ins. Though ideally I'd love to see a proper Dual Unrealverse vs whatever 3D Blogging Metaverse they may have hinted at in the past... just not sure we're going to see much development going forward on DU proper. Every CEO's job, is to essentially put on a strong face and best foot forward, even when slaughtering a product and taking parts of it for nee projects... its apart of the double-speak they have to perform for their jobs... Though most wish he'd say 'We're going to push the boundaries even further with our newly released product, Dual Universe. With excitement we take things in new directions as we further develop out a living, breathing, metaverse for all to enjoy. Development takes time, its worth the wait when you see the magic were working on!' Idk, they've more or less confirmed the new projects are not related to DU. So any/all hype for them steering the ship into better waters is sorta dead. That being said, I am still interested to see where NQ takes things... Though... in the landscape of LARGE game devs shuttering live service games heavily the past several months doesn't bode well for the industry at large.
  14. Meh. I was sorta over the PVP during end of beta when 5? People got the last shot on an alien core.... with a screenshot confirming my kill. Only for NQ to give the prize to someone else, and, not tell me why that had happened or how they could verify it was them that got the kill. Add to the other PVP exploits, including, at the time I quit during launch, figuring out you could still 'bug' and track a players ship. The only time NQ has quickly acted on a major issue was when it would be easy to fix... like the malformed URL's causing people's clients to crash. Had a support staff member locked out of their account as the game would crash everytime they logged in to test my report. In that case NQ eas able to patch it within 24 hours. It was super easy to fix. The majority of DU's exploits are far more complex... for reference,, no other MMO have I encountered so many exploits, or have had to report as many issues.(and have been in quite a few closed/open mmo betas) I had been banned/silenced before for pointing out the truth and testing their system. On top of that, still surprised nobody cared when I mentioned that resource duplication on release was/is an issue. It's not hyperbole. I gave up trying to help NQ after having to wait weeks to get a DSAT replacement as their servers ate our groups during launch, we would have been first to space.... they didn't value my time as a player, nor a tester, so why should I continue to give them free labor in terms of testing? Actually, not free labour, paying to /work/ for them. If they had a bug bounty/exploit program I'd have been rich. They don't, so, they can go kick rocks like support told me to in their silence. What's the point in playing an MMO with rampant exploits, small community, and a dev team that has moved onto other things?
  15. https://opalsec.substack.com/p/the-defenders-guide-to-the-3cx-supply?sd=pf 3cx also stated it was a false positive. With all due respect to Deckard and team... that doesn't settle it, if anything admitting to multiple instances of it happening with YOUR product could be a sign that there is an issue. NQ left reported exploits working for weeks/months that I sent in, I doubt your security professionals are any better than 3cx. On top of that emails/account info that was extracted via the now defunct community site...emails that were not supposed to be publicly avalible. Or the reports/early issues with security around LUA and remote code execution.... I urge you to take a closer look. Or dont..don't... ignorance is bliss.
  16. If the playerbase stagnated even more... and they manage to add territory warfare, magic BP's, and PVE, rebalanced timers, Ore rates, etc .. essentially enough content for an 'expansion' worth of content... and those features alone are not enough to spark more players.... Then yes. A wipe is 'logical' as each time NQ has done it, has produced a spike in players... even if alienating portions of their dedicated base. Though I doubt NQ cares enough to put the resources needed to do that. Like I said, can see a path forward for the game still. Curious what NQ will do next, and if they have enough investment to keep the doors open for DU while they pivot to their new project.
  17. No, the alternative is not what we had... it is what we should have had: Each construct gets a magic BP that is sent to a market container/inventory of the players construct upon canceling their account. To retrieve a ship, redeploy bp, for a static, move it to a container and then fly yo final placedown spot.... this isn't rocket science or the most difficult thing to implement. No permanent HQ tiles/placed constructs. Same should have been done for the wipe. NQ had/has the ability to do it too, I've seen these types of BP's used on the PTS in Beta. This would have allowed highly sought after tiles to be made free, and players to largely not loose their hard grinded for stuff, nor require them to spend hours to spin down their game.... NQ didn't do it... because they thought the current option offers better gameplay, or... as I suspect did it so they could more easily sanitize their Database on launch. And the wipe was for nothing really. I found and reported resource duplication exploits week 1 of launch, along with a handful of other exploits.. then stopped playing after NQ went silent on it. Came back weeks later, still an issue... then sorta gave up mentally on the game. Server still lags worse than a pay to win minecraft server. So I guess I should be one of them trolls that gaslights the community and push for NQ to do a seasonal wipe of their game for balance reasons while stating 'Nq NeVeR sAiD nO WiPEs' as many trolls did, even when proven wrong. My account was briefly banned(and unbanned after finding I didn't break NDA) for posting a statement NQ made in Alpha stating they would not wipe, and outlining magic BP's if they /had/ to. Paired with the video posted earlier.... tired of people gaslighting(not directed at you Zed)
  18. Yup. I joined in Beta as a monthly paying member under the promise of a persistant universe with no wipes as the game was a live service. Alpha players quoting NQ's posts about it, JC himself talking about it in video... That plus the other reasons I mentioned made it REALLY easy to not want to invest into the 'release' version. It hurts, I loved DU and the concept. There is still nothing quite like it, and as much as I want to play it, the game doesn't respect players investment... this became even more apparent when I went to play other MMO's i had played in the past, one of which went Free to Play... logged in and all my gear was just as I left it, and started playing again without missing a beat. If I wanted to take a break from DU, depending on your constructs/spread could need to spend hours dismantling, transporting, and storing raw materials your starter tile... a lot of /work/ to take a break. I have a feeling NQ isn't working on DU 2.0. So hoping another company takes the concepts, lessons learned, and starts fresh with Unreal Engine 5 2 as a starting point. To think if NQ hadn't shied away from unreal 4... DU could potetnially be using Unreal 5 today with their entire server stack built on an engine nearly the entire game industry is using... and finally flexing their patents and putting them to use for the entire industry. Hindsight is a bitzh. I still root for NQ and this concept to work... but am also not blind to the reality of the situation.
  19. IF NQ had implemented their original concept for factories, as presented in Kickstarter... it'd be a singular item that is fed resources and output a finished construct. (See Empyrioin) That would not have created the server load like the MMO version of satisfactory we got did. At peak my mega factory had 14,000 elements, with at least half of that running full tilt during my peak ship production. I'm sure it created server load .. it definitely ate bandwidth just standing next too and sometimes took 10 minutes to fully load in. Still sad that DU has a much smaller playspace, and that I can't make the same sort of factories to output finished ship kits without a ton more work/hassle. That was fun for me, and it's largely gone. As a solo player I could spend an hour a week picking up my ore, dump it into my factory, and output ships for a week with minimal hassle... took a lot to get to that point, but in the live game... its much more tedious, ore rates are heavily limited now, and while it was possible with one account in Beta to do what I wanted, not possible in live... with a higher sub cost. I miss DU, but I miss the DU from beta when we had in ground mining AND mining units AND asteroids... and factories could be largely automated... ya know, when it was easier to obtain resources and spend more time creating cool stuff... without worrying about land taxes, construct slots, and sub time running out and loosing what is created. I can see what players warned NQ about has come to pass, many said going back on their promise of no wipes, raising the price, and reducing game content... might see a spike of hype but will fade... and looking at steam, game is pretty dead looking, with the top comment recommending another dead game, Starbase lol. Biggest issue... is DU is more punishing that any other MMO I have played if you take a break... you could loose a lot of your built up stuff that you grinded for... meaning that those that leave the game are even less likely to comeback as their personal investment in the game essentially gets deleted. This one reason alone is why I'll never come back, and why DU will likely never recover... I doubt this issue is even on NQ's radar. Maybe a couple years of solid development... but development feels non Existent in 2023. So glad I got to play that version of the game, sad it doesn't exist anymore. Good times, thanks for all the fish NQ. To all the NQ staff I've interacted with, besides one, thank you. I hope your next endeavor is better!
  20. I'd be surprised if we see more than a single type of PVE mission with a couple variations of enemy type/location... if they managed a full on PVE experience with multiple ways to engage ships... I'd be surprised. Baseline: pickup mission, fly to location, destroy ship, get reward. Doubt we'll see: Wild NPC ships with bounties/pirates. A 'gray space' of higher tier roids, not full pvp, but filled with PVE pirates. Atmo combat as promised years ago. AvA- ability to have your ship blow up and kill the pirate as they float over to loot your ship. You can bolt on PVE but without making combat more engaging... idk. It's going to take serious resources to do it properly... resources I don't think they have for it, or are willing to throw at it.
  21. Ita nice to see Novaquark finally listen to the cries of their community. I hope it's not too little too late. I remember Deckard saying to ke directly that adding NPC PvE was never gonna happen due to the conflicting ideals for the game being player driven... I am glad they're realizing how badly it's needed. I may come back for a bit when this gets added. Side note, jettesoning cargo is something you'd see if a real pirate was on your @SS. Instead of stopping players from doing it, with items being deleted.... drop the items as a lootable container behind the ship to be used as a decoy/dropping weight. Pirates can then double back for the package. Add more gameplay, don't restrict it further... I am so tired of yall restricting gameplay, so much I could / did in Beta can no longer do on the launch game because of that mentality. Apart from that, you didn't address the largest complaint right now on Steam reviews, and that is the game is a second job to play. It still needs some heavy balancing, and nothing in this post about the future has even hinted at that. You can try to stifle players, but whales are still running alt mission running/field mining... with the solo player left to eat crumbs.. All that I see left in terms of players are mostly hard-core PVP holdouts. Most of the PvE crowd beyond pure builders have already left... and a lot of them feel pushed out by PVP, and how BAD the pvp actually is. If you don't improve the overall combat experience... will just end up with meh PvE, and lackluster PvP.
  22. Yeah the game has minimal reason/forces that make it profitable to be a "good guy" in pvp. Part of my frustration is you have much more opportunity in game play as a pirate and to make it profitable vs playing pretend space cop. So its turned into alliance vs alliance, group vs group. I've seen orgs I never thought would pirate(like infinity corp) but as it stands it's the only viable option IMHO if you want to pvp. Almost every org has taken a shoot first ask questions later because the game doesn't offer a better way to identify, hail, and communicate with another ship. And with the changes to speed its like shooting fish in a barrel with haulers being bigger, and slower... and the meta being S core combat ships to get that speed advantage a hauler will NEVER be able to overcome when you can rig Lua to intercept a craft. Pirate: hunts fish in barrel, might get in a fight with another pirate that may cause ship loss. Higher chance of escape in a pirate v pirate battle, as both ships will probably be S cores and there is a chance to out maneuver and get break off an engagement. Police: constantly engaging with pirates in a game with long travel times and nearly impossible to respond to a conflict on a roid. Resource spend and time sink to locate pirates, and then much higher risk taking down their ship vs a hauler. I tried being a non pirate pvper in this game, bit it was lame and frustrating... and only did it because of excess resources to burn. Now in release resources are even more scarce, not worth the effort now, and it wasn't before.
  23. I, blinding bright am not saying they're viable, am saying by NQ Logic they, not I, still think it is viable and or are okay with this change. Deckard has shot from the hip many times since becoming a producer for Dual Universe, at the time of his statements about tiles being viable at 25l in Beta, those were during different times. Times have changed. Their stance has changed. You as a player must make the decision if a tile is worth it to mine for you, and balance that risk vs reward. This is the fun hard hitting gameplay that players crave 😅
  24. NQ has a few challenges. Most of the game is calculated on your computer, the ships physics, voxel deformations/model updating from combat, Lua, etc. Easy solution would be to run the NPC' ships physics on your computer as a sort of second player controlled ship, first person to enter radar range would become the 'parent' and simulate the Lua and physics needed, sending that data to the sever, and the sever serving it up to everyone else. At that point just have the ship auto pilot around some way-points, and boom, basic NPC ship... In Beta at one point I could remote control a ship several SU away from me, even using autopilot... range on the remote controller was bugged... but in theory, the basic components are there if NQ really gave it some thought. If they renabled it, and allowed you to control more than one construct.... boom NPC Ships, controlled by players. That's what I ultimately want to see, not what we have with Aphelia as a game controlled entity. So in theory not much stopping NQ from doing this. If I a player could pull it off while the game was bugged, NQ should be able to intentionally DU it... and the way I suggest it be done would require arguably minimal dev time making use of things they already have built out.
  25. A few months ago before launch, Deckard was asked directly and answered that NQ has no plans to add AI ships/constructs/npcs He also said we'd get bot orders refreshed, and that the system should have refreshed those orders.... So hopefully they backtrack on this, and go forward with AI ships/combat. It's needed. I have yet to see anyone besides NQ against it. As it is the game isn't fully player controlled due to an NPC called Aphelia that rules over the game, collects taxes, denotes safe spaces and paying players to move things around that don't really exist as cargo. But I guess saying DU doesn't have NPC's is technically true if it only has the one... so NQ can continue with that cognitive dissonance. I hope NQ reads your post and the devs reconsider
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