space_man
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space_man got a reaction from Messaline in DEVBLOG: PVP IN ATHENA - discussion thread
At least they didn't mention a wipe this time. 😃
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space_man got a reaction from Tional in DEVBLOG: PVP IN ATHENA - discussion thread
At least they didn't mention a wipe this time. 😃
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space_man got a reaction from Doombad in Taking down DU YouTube content (>10k views) till NQ puts wipe rumours to rest.
I support this decision, and hope that they notice!
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space_man got a reaction from Megabosslord in A few thoughts on the wipe topic (and NQ's silence on it)
Why would anyone continue playing if they announced a wipe?
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space_man got a reaction from Zarcata in Why are PvP weapon talents size specific?
No other talent tree is size specific, and in its current form the talent tree really pigeon holes pvp players into one type of weapon which makes for dull PvP. Because of how many talents are need, most players go into the most common weapon types, and that just makes the nano meta more common. Overall the PvP talents are too specific and broad (Ammo, HP, handing really add up), and combining all weapon talents into one tree would be a good (and simple) change that NQ should make in my opinion.
While were at it, lets get a talent reset. Please NQ! This game is a beta, and we shouldn't be stuck living with mistakes (some our own). With the introduction of shields metas changed, yet there was no respec. One excuse NQ-Pann gave was, if we need to reset on this update, then every update will need a respec... That is the correct mind set but with the wrong result. You should have an opt in respec on every major update!
We've been mislead by the lack of a long term roadmap, and its hard to say what direct the game is going, yet training takes years - and a year of game time does not come at a small expense.
Another point to consider, is that PvP already needs all aspects of the game. For example a PvP org or trusted collection of players will need a few industry players, including some with fuel, scrap, and honeycomb, a few more players with handling buffs for engines, adjustors, etc, more players with handling for HP, more players for handling the weapons, radar, and some players to gather resources, before the main PvP talents are even trained. All aspects of the game are already heavily involved, which is why PvP is so uncommon for the typical single player, and even small groups who would rather spend their time in the safe zone.
In closing, I would love to be more involved in the new group of PvP racing wherein S-core ships are used to race though PvP space - however I'm already locked into training large weapons (and only training the required talents). And because any PvP talents for small weapons would go to waste, I fell like that is not right. If you learn industry, radars, piloting, mining, you are not penalized in this manner, so I urge NQ to reconsider the weapon size specific talents and make one talent tree that applies to all weapon sizes, or some other path to PvP that doesn't require so many talent points.
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space_man reacted to Koffye in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread
-> Something i would add to the changes
The max. size of a shield generator should be matching the actual core size.
Shield Generator L on Dynamic Core L only Shield Generator M on Dynamic Core M only etc..
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space_man reacted to Waffle Boy in NQ I am extremely disappointed with wrecks.
Agreed, space wreck system is complete garbage. Please make something better.
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space_man got a reaction from SuperBeast in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread
maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
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space_man got a reaction from marxman-1 in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread
maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
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space_man got a reaction from SGCamera_Beta in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread
maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
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space_man got a reaction from StoneSpoons in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread
maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
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space_man got a reaction from Frank3 in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread
maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
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space_man got a reaction from PsychoSlaughter in Anyone else STUNNED space cores aren't excluded from the core cap?
Less is better than having nothing.
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space_man reacted to Mirantha in Will you continue playing after core changes? & Will NQ do a better job when they announce next nerf: Power System?
My two cents.
NQ please pay attention to this post. If you continue with these changes, myself and 8 of my closest friends who play are simply done. This does not include my discord friends around the world who are saying the same.
Games like this, in beta (theoretically) are public betas for a reason. These betas answer bleeding questions from all angles, players, providers, and designers. The end result should be streamlined product based on a set of production and product goals. That said, Dual Universe is supposed to be a sandbox. Please revisit that term before you continue reading.
There are quite a few of us who come from other games, large, small, beta, alpha, hated and loved. Most of us have been gaming for many, many years. DU has a specific demographic that really enjoys what this game can do. Part of that demographic is a collection of "epic" players - players that want to do something huge in a game world. Build a castle, build a city, build a starport, build a space station, build an empire, build a legend. We need far more than a single one of those players for the game to develop a truly functional economy and playerbase. During the foundational stages of this game, you're building the core of the playerbase, supposedly loyal to a fault, who will encourage others to join, who will stream, be the public voice, the advertising, the leads, the reason why others want to play. When those others join the game, whether they join the voice who encouraged them or some other 'org', the end result is the same, they mostly want to be part of something epic, or build something epic themselves. Many, many people have built epic level structures in this game thus far. I'll call epic anything larger than 20 joined L cores for now, but maybe I'm thinking too small. Lets go with 20.
I can name, for hours, the incredible structures that exist in this game. Some are plain, without accoutrement, and simply legendary in size. Some are small-ish and so detailed you can spend days wandering their halls. These structures exist to create a universe of diversity and a future scale of living that will accommodate thousands, not simply the meagre playerbase that DU currently has. Us "epic" builders are not building these structures/ships/cities for ourselves to stand on the top and say "Look what I have done!," we're building them with the goal that future players will say "Look what they did" and want to join us and become part of this epic universe.
Yes, there are some truly independent, solo players that fall outside this realm, but this message isn't to address them.
You're about to kill off the reason some of us came to this game: Epic design. I first saw the starbase and ship museums on Youtube the day of beta launch. My first thought was "I need into this, I can see an entire massive station, docking rings, construction bays, vendors, people trading, piracy and dark deeds happening in the underbelly." Think babylon 5, lets go there with an example. My first thought was simply, lets build something amazing that everyone wants to be part of or blow up. This includes ships, a fleet prepped for my friends, new players, or just to give away. Lets build a station where they can trade those things. Lets make alliances with other orgs that also build legendary things on planets, and on other planets, in space, and even PVP groups. Lets build a massive hub for trade and exploration, and ships to match!
Then the factory changes. Made sense but made some people mad. Fine, we moved past that hurdle. Then the mining changes. After some math, patience and scanning, we can adapt to that too. Digging wasn't as fun and this allowed us to build more! Ok, we can handle this.
Now, I'd have to own 6 accounts to keep what I have built. Simply to exist. Simply to keep some miners going so I can make voxels to build..what? What would I build? No more cores, space, static or dynamic. I'll be all out. Sure, players can donate slots. This also can lead to trust issues, blackmail, and all kinds of other nefarious issues. Fine, prepare for them as an org leader and buy more accounts to ensure the trustworthy hold the key cores... but wait. What about new players?
When your playerbase becomes increasingly vocal that certain changes are going to cause not a ripple, but a tidal wave, in your game, its time to take heed. Those players are your advertising, and believe right now that on discords around the world, and message boards everywhere, people are angry, disappointed and worse. There are changes to the game that haven't been asked for, but are being done for financial reasons, some of the player complaints and requests are being completely ignored, and others are finally being implemented but with half-hearted effort.
Its time to listen to the players. Work out the core issue, the core counts. Figure out org cores, maybe attach a set number to only a Superlegate of an org and restrict him to super of only one org. Something that makes more sense than each player having to donate core space and being able to hold it over an orgs head. Don't forget, many of us come from Eve. I've got a few suggestions, if you're interested PM me and lets go from there, I'm not interested in being lambasted on a forum by a few trolls. But you need to listen to the players, because you're on a dangerous precipice from which you may never drag back your legendary gamers.
Just my two and a half cents.
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space_man reacted to CptLoRes in MU's are compromizing the building system
Regardless, by now there is a well known loop that happens with NQ and the community.
NQ; We are very excited and have this cool new feature that nobody really asked for, ready to be tested on PTC!
Community: Man, this is rough. So many bugs, and this will cause lots of balance issues.
NQ: Great feedback! It is nice to hear that you are all as excited as we are!
Community: Erhh. The bugs and balance issues?
NQ: Rejoice! After a week of limited PTC availability and no changes we are now pushing the new feature live! Everybody not chased away by this patch can now look forwards to our next surprise in about 6 months time!
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space_man got a reaction from CptLoRes in Why is this game even a Single shard server?
You forgot about the desync when you have more than one person and one construct. NQs backend is trash, compared to space engineers which could handle at least a few players, realistically a dozen pvp things going on.
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space_man got a reaction from sHuRuLuNi in Why is this game even a Single shard server?
You forgot about the desync when you have more than one person and one construct. NQs backend is trash, compared to space engineers which could handle at least a few players, realistically a dozen pvp things going on.
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space_man got a reaction from VandelayIndustries in feature request - MU pause
The current game requires (if you expect to make any profit) two days of calibration, then a few days off. Why can't we just make it one day of calibration, and the like a week off.
Also, harvesting rocks on the surface is the stupidest game play mechanic of any game I've played, and I've played a lot of Dual Universe.
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space_man got a reaction from VandelayIndustries in Why is this game even a Single shard server?
You forgot about the desync when you have more than one person and one construct. NQs backend is trash, compared to space engineers which could handle at least a few players, realistically a dozen pvp things going on.
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space_man got a reaction from Ruperthon in Gathering your questions for the Q&A on Wednesday, December 1st
Why was using VR in the mission system removed, versus doing something encourage more pew pews such as increasing the collateral or adding a bounty system or new toys in the sandbox?
Why is the harvesting tool so slow? Is this a game limit, server limit, intentional delay?
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space_man got a reaction from Creator in Demeter will probably Kill the game if it goes to live servers..
There will be no pending ops if there are no players left... In agreement that this is a terrible update as it sits on the PTS.
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space_man got a reaction from Markones in Call for Demeter-related questions
Would it be possible to leave Alioth on a lower tax bracket?
Will there be any lua apis for mining units?
Will there be better airbrakes added, such as exotic airbrake L, which could be made with T5 materials, be less weight and more powerful to compensate for the pain we're about to feel?
What will happen to unpaid tiles? And constructs on them...
Why do autominers only work with the same tier of ore, is this intentional? Other factory machines have been able to make the next tier up, and everything below.
What is the timeline for going to live?
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space_man got a reaction from Briggenti in DEMETER PTS PREVIEW - Discussion Thread
TBH, I would start low on both. Players need to explore asteroids. And the market needs to continue to have inflation (driven by the scarcity of ore).
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space_man got a reaction from CoyoteNZ in Mining talents reset with Demeter update - Discussion thread
Yes, 100.. I don't care about the ground RP at all.
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