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EmbyrCelyca

Alpha Tester
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Everything posted by EmbyrCelyca

  1. I don't want schematics dropped just the tedium of keeping them in machines removed with a schematic bank per character or per construct.
  2. Lack of varied content, terrible & incoherent progression paths, etc... etc, players seem to agree on as obvious flaws in Dual Universe that have been persistent through Alpha and Beta. Lots of big features are still missing and I hope the game gets a chance to see those features added some day but those aren't the answer to the here-and-now state of DU. To be clear I'm in a hopium-phase with the game still. I'm going to keep playing for the time being because I very much want games like DU wants to be to be successful. What the game needs RIGHT now are changes that can be done reasonably quickly but add a lot to the fabric of the game world. ( I have no idea if these are quick, I'm making assumptions, obvi) Here are some things I think could be done asap leveraging the design of current systems in the game. 1) For planet/moon surfaces create radar like items that can fit on xs dynamic constructs that detect ore in a similar fashion to asteroid mining (distance detection/ having to triangulate it's position as you move around - Ore should be at the surface and not require massive tunnels to get to, hopefully addressing the original performance issues of tunneling on planets. Unclaimed tiles should return to default terrain after a period of time, not sure if that happens currently but it should for performance reasons. - Should benefit and use mining hand tools used on asteroids so there's a lower level entry point to content that benefits from these skills. Suddenly using them on asteroids is extremely jarring from a progression point of view. - This would provide more exploration gameplay and encourage people to spread out to uninhabited parts of planets and moons. - Good for low skill point players so they can enjoy flying their early constructs. - Allow this radar item on to larger ships but reduce the effectiveness or range which can be justified by saying larger systems interfere with the radar item. - Have these ore veins respawn somewhat regularly and vary the distribution based on the planet biome to encourage trade/transport between regions. - These surface veins could also spawn more regularly the further they are from player owned tiles, which would make the location of this gameplay vary over time giving a simple way of adding to the game world feeling alive and influenced by players. 2) Localize the effect of Deep Space Asteroid Trackers - Every player in the game has access to every asteroid which basically funnels ALL competition in to a narrow corridor of content. - Make the DSAT required to be anchored on space structures so players have to commit their DSAT gameplay to a specific region of space, or if they want full solar system coverage they have to commit multiple cores to the effort. - Remove current tracking "mini-game" of fly to a destination and press button, ad nauseum. Make the mini-game reflective of the type of discovery players will need to do once they find the asteroid and are trying to triangulate the position of ore with the tools they currently have. - Add skills that influence the effectiveness of DSAT - Add T1-T5 of DSAT - Maximum DSAT skills should allow a player to scan the region around a single orbital body to a certain range or have to commit a deep space outpost to find asteroid away from all orbital bodies. - Asteroid rarity, value, and skill points required in DSAT to find them should increase in zones further away from orbital bodies in addition to whether it spawns in safe or PVP space. - This would help add progression to this gameplay loop, instead of just...build big dsat and bam everyones the same. - Whenever territory warfare is implemented if multiple players co-habitate the same region of space and are DSATers, they would have reasons to fight each other. 3) Make salvaging gameplay loop viable by having entry level content players can commit to early as their money making method. - link entry/basic wrecks to the amount of player travel in a given zone. - Would make beginner salvage content predictable in it's location. Quanta per hour should be similar to someone surface mining. - Skills and hand tools specific to salvaging so there is a measure of player commitment to the gameplay - For speeds sake, add seeded buy orders for salvage specific material to jump start the gameplay loop. They should disappear after the buy order is fulfilled. - Maybe not in a first pass of this overall change because it could take too long when change is needed NOW, but add salvage specific items that would be needed in crafting so there is trade and exchange between gameplay loops. - High rarity and value wrecks should still be a thing but you need an entry point for new players and a daily salvage gameplay loop they can count on doing everyday. If I was in charge of DU this is what I would be having the studio be doing for the next 1 or 2 patches. I didn't mention PVE combat because that's not a quick thing imo but it is DESPERATELY needed as an entry level combat profession for players. A lot of elements I mentioned above would apply there too. - Trade and exchange between PVE, Miners, and Salvagers, - Entry level content for day 1 or 2 players. - In my mind game lore for suddenly there being PVE combat is that a group of noveans is dissatisfied with Aphelia as an overlord because their loved ones aren't scheduled to be awakened anytime soon so they attack her raising still sleeping noveans and striking out on their own without aphelia. Or you could go the opposite and say they made a corrupted copy of aphelia. - PVE should have lootable blueprints that are new that this new faction or corrupted aphelia has created. - These blueprints should be based around adding Specialized Cores, dynamic and static. - Specialized Static could have combat, factory, mechanic. Combat would get bonuses to weapons (think territory warfare in the future), factory to indy machines, mechanic to building and maintaining dynamic contructs. - again, players needing to commit to a type of gameplay with their cores. - Specialized Dynamic could have recon (ties in with exploration gameplay salvaging, surface veins, and however PVE should spawn.), combat which is obvious, hauler. and miner (hopefully complementing other styles of mining but not making them obsolete perhaps with new types of ore required for specialized core crafting) Anyways, I'm just a person wanting DU to improve and I realize it needs A LOT of work and needs fast changes or it might die. Also, the tower didn't need to be taken down, don't fly your nasty ship below 1000 over land people own, geez.
  3. Not their fault people aren't good at piloting their ships
  4. Not gonna lie, but I like and appreciate the dev responses that got Arch so riled up. There's plenty to complain about with needing new professions for players (gameplay loops) but that tower and the dev response isn't one of them.
  5. Make it so similar parts have stacking debuffs in their effectiveness. Could be done in two ways: # of the item in a certain proximity and # of the item on the entire ship. For example - All those stabilizers, you would get penalized after a certain amount for them being one on top of the other and another penality for having so many on the ship. This plus the op's suggestions would be ideal.
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