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InvestorStallone

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  1. Like
    InvestorStallone reacted to AhandinitFlo in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Just do it or do not......just tell us so we can move on.
  2. Like
    InvestorStallone reacted to Eternal in [Poll] wipe or no wipe   
    Fix the game and wipe it out! Not wiping it out only maintains the terrible imbalance that is created by the broken game!
     
    I am always open to coming back to DU, but that is only after they fixed it! I can say that this game have a potential to be a viable game after assessing the available and upcoming MMOs!
     
    Right now, I am playing nothing because I am disappointed on the quality of MMOs (especially on their lack of contents). Due to the terrible and deteriorating state of our genre, DU stands a chance in the market, only if they will get the game fixed! A game that is fixed is worth a second go!
  3. Like
    InvestorStallone got a reaction from Hirnsausen in CIVILIZATION BUILDING: The TriCore and the Neighbors   
    Not at all. I suggested different approach to check if the research occurs. Approach you suggested is not compliant with existing game architecture. TriCore has its own magical timer with exclusive conditions and it also has to ignore RDMS. I suggest to not add new type of core. Instead there is an new Element that functions when there are neighbors with such Elements and you with your neighbors did a job to make them work, then they are functional.
     
    Because if game mechanics exists players will use it, therefore players will produce items available from this mechanics, which will make these item common and available at markets after a period of time. Also there are several ways to obtain ore and elements, but there is no way to get a schematic other that grind quanta. So I suggested schematics. Also as Taelessael mentioned if schematics will have limited amount of usage that will add new type of regular and highly required activity - schematics research.
  4. Like
    InvestorStallone reacted to Endstar in DEVBLOG: PVP IN ATHENA - discussion thread   
    I hope fun is or becomes a absolute requirement to any game additions or changes. A simple method to gage if this change is adding fun or removing it should exist for every game adjustment. 
  5. Like
    InvestorStallone reacted to m0rrtson in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  6. Like
    InvestorStallone reacted to Taelessael in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    I was under the impression that procedural missions when suggested by myself or others were not in any way linked to anything anyone else did. The general idea is that the game would just generate them individually for each player. Nobody could hoard all the missions (and swarms of mission-runners couldn't run them dry) because everyone would have their own missions, and they couldn't stack a dozen alts or even constantly repeat the same loop because there'd be different start and end points for each person's mission each time they took it. If they shortened up the time to deliver enough (say to within a day or two of start, preventing loitering until lots of missions line up) and refreshed what missions were available every few days (to keep people from being forced to do missions they don't want to run after hitting all the ones they do). 
     
    As far as keeping larger mission-haulers relevant goes, they just need to add even bigger packages than they already have with appropriately higher payouts. 
  7. Like
    InvestorStallone got a reaction from Megabosslord in The main changes in Athena are both ill conceived and unneeded – Why and an alternative   
    Hi @blazemonger can you bring more light on how the capacity system makes smaller ships and elements viable when compared to bigger ships and elements?
     
    I'd say that the capacity system is a good alternative (or even addition) to power management, but I don't see how does it solve the issue with small ships.
  8. Like
    InvestorStallone reacted to Taelessael in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    Please explain how a single wipe will stop someone from having 20 alt accounts.
     
    Also, I appreciate that you are so in to solo/small org so hard as to believe that larger orgs can only be just a few guys and their army of alts, but 20 actual people aren't that hard to get in one org (one of my orgs has more officers than that, never mind the rank-and-file guys, and we are far from the biggest), and 20 actual competent people will handily out-perform 1 guy with 20 alts. 
     
     
    Procedural generation to prevent alt-mission-stacking would be nice in that it would get all the "missions are OP" people to find something new to complain about, but someone (or some org) will always have more money than everyone else (more or less like I already said in point 4), and nothing short of entirely removing money and resources from the game will change that for more than a few minutes.
  9. Like
    InvestorStallone reacted to Koriandah in Why should I use voxels in my ships?   
    Hey everyone,

    Recent news of Athena got me thinking: Why would the average player want to use voxels on their ships?

    You see, the more voxels you have - the heavier your ship. So clearly, using voxels costs more in fuel costs, lifting capacity and warp cell cost. Additionally, for PvP, more voxels means more mass which currently means slower acceleration and maneuverability. With Athena, it will also mean that voxels will lower your ships' top speed - a terrible thing for missions runners who spend hours being afk and PvPers who are trying to catch them. Lastly, more voxels also adds to the cost of ship deployment.

    This leaves us with two, just two reasons to use voxels as it stands:
    - Your ship will look cool
    - CCS value for PvP ships

    The first one is pretty self explanatory, but it doesn't change the fact that the majority of missions runners nowadays don't bother putting voxels on their 'ships' and just fly element only piles of garbage because its cheaper. Its entirely an optional bonus.

    The second is a little more complex. You have PvPers who use CCS in order to out-tank their opponent, however, with the current meta and ways of PvP, more voxels means more mass which means higher warp costs - terrible thing for pirates warp chasing haulers from whose packages they can't even profit. I'd say that it is also an optional trade-off because with shields, you can fly faster glass-cannon ships that don't have any voxels on them. Note that with Athena, high CCS ships may become useful for control of the Alien cores and strategic territory holding around them. They will be able to, in theory, out-tank the smaller nimbler ships, but that remains to be seen to be believed.

    I propose a crude solution to this problem: mandatory usage of voxels in order to be able to carry mass.

    The addition of a "Structural Stress" mechanic, where ships need a certain number of voxels or CCS in order to carry loads. For example, you would need 10,000,000 CCS in order to fill your containers on your ship with 10kt of cargo (just as an example, numbers can change ofc). If your ship doesn't meet the CCS requirements to carry that cargo + docked ships, it will either take damage to its elements over time or not work. 

    This solution is crude, however, hopefully it will force people to use voxels in their builds. Sure, you will still have cubes that are optimized for that value, however, once a player uses voxels it is a much easier mental hop for them to at least try make it look like a ship. Compare this to now, where the usage of voxels is strictly suboptimal for most cases. This should remove voxel-less ships from the game, because lets face it, they are not only ugly but also against one of the main pillars of the game - player creativity. Why put all that work into a voxel system if nobody uses it?

    Thank will be all. Feel free to discuss below or yell at me for "Proposing to ruin my super optimal warp shuttle that is just elements floating in space!". Up to you. 
  10. Like
    InvestorStallone reacted to B4nd1t in engine exhaust = no engine walls   
    Transfer engines to... mhmm... engines and let them be linkable to an exhaust. The exhaust get obstruction areas and all linked engines lose there obstruction areas. 
  11. Like
    InvestorStallone reacted to blazemonger in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    I think you underestimate the importance of the FTUE, which is not just the introduction and tutorials. It is what either draws the player into the game if it's good or makes them lose interest and leave if it's not.
     
    The FTUE being good is vital to the success of DU
  12. Like
    InvestorStallone reacted to blundertwink in NQ I am extremely disappointed with wrecks.   
    You're not wrong.
     
    DU desperately needs some form of exploration mechanic post-Demeter!
     
    It's really weird to have this vast sandbox with so much focus on shipbuilding...but then there's not much reason to fly your ship except between your tiles and the market? This definitely needs tuning. NQ is tragically stuck in the past if they think this sort of gameplay will scale today in 2022. 
  13. Like
    InvestorStallone reacted to Hirnsausen in Talent Queue: Thanks, and Suggestion   
    Thanks to the great NQ development team for the improved talent queue. Moving a talent up or down is now so much faster. Good work, that was badly needed.

    Here is my suggestion:
    - Make it possible to select multiple talents in a row to move up or down. Like I put all Org Slot talents of one type into the queue, and want to move these 5 talents up.
    - Or add a tiny Arrow Up and Arrow Down icon to each talent in the queue, and an UP click would move this talent to the highest possible location in the queue.

    This would make the queue almost perfect.
  14. Like
    InvestorStallone reacted to le_souriceau in Suggestions for making mining more useful/exciting/worth playing   
    Fundamental problem is not "mining is boring" (while it is). Because it always be, no matter how its made, if not boosted by higher goals.
     
    Real problem is, that in wider picture there is no interesting to do with all this resources, if you not some hermit intersting only in building (for sake of it) or making factory for sake of factory. There is no big players political entities (beyond some PvP bands), intresting community interactions and larger macro play of initially promised civilization building.
     
     
     
  15. Like
    InvestorStallone reacted to OrionSteed in Random thought regarding pvp, I'm just throw it out there   
    I'm not a PvP type, but for this game to thrive, it NEEDS PvP. The only PvP based game I've involved myself in and played was Dark Age of Camelot many moons ago lol.  There, I feel they had the perfect system.  "Realm" based combat where the side you fought for gained bonuses if you held one of the three realm relics.  Going after these relics was an arduous task, and if you succeeded, you were king of the hill.  Forts lost in a realm territory weakened the fort with the relic.  It encouraged PvP fights on a daily basis, because even if you weren't strong enough to take the big enchilada, a smaller group could still take a lesser fort to weaken the big one and help the realm.  Why not put some middle ground in this game with something fantastic to take back to your faction where they enjoy bonuses of some type? Right now there's no focus to PvP.  It's completely random to run into someone.  Maybe they have something in mind when atmo and territory pvp comes out soon, but without some game mechanic encouraging it, I feel that there's no point.  Give the PvP'ers something worthy of bringing their guns to battle instead of unarmed haulers. Spice it up a bit!
  16. Like
    InvestorStallone reacted to Helediron in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I have extensive debug log in my flight script and removal of logging would really hurt. There must be an alternative to extract a debug log. What i have now is that debug logging writes to system log lines with special characters to frame the lines and then a powershell script extracts the lines and imports into VSCode.
     
    Suggestion: the Lua log chat tab should allow to copy it to clipboard. It should contain full log of a session - not truncate it as now. The log may grow to megabytes.
  17. Like
    InvestorStallone reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
  18. Like
    InvestorStallone reacted to Knight-Sevy in Radar Ranges   
    There is no fleet combat because a majority of hauleurs leave unarmed and unescorted.
     
    Why blame the hunters when their prey is making NO [filtered]ING EFFORT to defend itself?
     
    The only armed cargos I've seen are ours, the only ones I've seen with an escort are ours.
    Do PVE peoples make no effort to provide content for the game and the problem will come from those who try to pull the game up?
     
    Really stop saying nonsense.
     
    No one is forcing you to be the sheep, but if out of laziness this is your chosen path, then don't complain about the wolves.
  19. Like
    InvestorStallone reacted to Zeddrick in PVP Sucks   
    This is the sort of thing people say when they haven't actually *tried* PvP.  It's true that getting killed by a pirate without bothering to figure out how to fight back or escape requires very little skill but once you actually try to either get and keep someone in your optimal, evade another ship to escape, get out of someone elses optimal while staying in yours, maneuver to get the best hit chances while minimising someone else's or whatever you'll realise that there actually *is* skill there.  It just isn't the sort of skill you're expecting when you just read about it.
     
     
    No you can't.  If someone can get you identified and shoot at you before you can get into warp you can't warp away and are stuck in the fight.  You would know that if you had tried it.  Also missiles aren't really a thing in PvP right now.
     
    No you can't.  A lot of PvP is about speed.  If you ram a core full of as many guns as you can it will be slow and require a lot of players to man the guns.  You're better off putting those players onto more smaller ships.  Same with ammo, bring too much and you can't shoot it all but it will still slow you down so your target can get away.  Again, you'd know this if you had tried it.
     
    I suggest you actually go out there and try doing some PvP before writing it off like this.  It's true that PvP isn't perfect but it is there, it is fun and it is slowly getting better over time.  What it really needs is more people doing it and un-informed comments like this are really unhelpful IMO because they just put people off.
     
  20. Like
    InvestorStallone reacted to Zychov in PVP Sucks   
    Hey.
     
    PvP in DU is a complicated topic that has to be split into smaller chunks if we want to discuss it properly. I don't want to discuss it for too long because I have the feeling that no one from NQ reads that anyway. But in case I'm wrong I'll just add my minimized Feedback for them here.
    Basic principles of combat mechanics in DU It's not an arcade type of the gameplay, instead we have a slow paced tactical approach where a cold blood and wise decisions are much more valuable then players skill and reflexes. You can like it or not but I love it. In my opinion this is something that positively distinguishes DU from other games  (just my personal preference here). Much of the combat is focused on handling your ship. Building mode and repairs during combat, venting shields, patching the hull, refilling the rocket taks and so on. This is also fantastic for me. Unfortunately after introducing shields, allowing remote controller and makeing honeycomb weaker this part of the gameplay almost dissapeared. I think that this could be brought back by better balancing stuff. Quality of the delivery It's so bad that I don't know where to start. Very poor balance, memory leaks, ship acceleration related to game session time, No RPS mechanics, the ship stopping still while the player switch view and so for, and so on... Combat Depth It is very shallow right now in terms of interesting combat mechanics. Lacks stuff like aiming at something specific, systems countering systems, electronic warfare etc. ...fortunately it is partially saved by the ship building mechanics that allows players to create a bit different strategies based on their designs. However poor balance and no RPS makes this part quite flat as well. Meaningful PvP For me Meaningful PvP means giving players a good reason to have it in game. In my opinion DU delivers it really well. This whole asteroid thing really do the job here.  I would like to see more missions in space that are well paid and not boring as package carring that gives players high reward but take place in the pvp zone. Railguns Why the hell you can putt only 3 railguns when you max your skills ?!   (I'm gonna add this to all my posts Carthage style ) To sum up. For me it's one of the best space PvP i ever played even though it's delivered in quality so bad thatyou coul write a book about it. Personally I would never change the basic principles here, just elaborate and polish until it shines.
     
  21. Like
    InvestorStallone reacted to Musclethorpe in PVP Sucks   
    You are not the only one. There is no real balance between core sizes, and there is no real form of counter-play when it comes to combat. I will never fully commit to this game until PvP becomes more robust.
  22. Like
    InvestorStallone got a reaction from Hirnsausen in Self-Destruction - KA-BOUM!!!!! - Last Resort for Unarmed Ships Under Attack to Prevent Looting   
    Why don't you suggest to simply remove guns from the game? This will make game fair for PvE players because they won't be gunked anymore and for PvP players, as they no longer be forced to create ways to find PvP in a game where the only way to find a target is a radar that sees only under your nose.
  23. Like
    InvestorStallone reacted to Gunhand in Is it me or has the community changed?   
    If you look carefully you will see its mostly the same small group of players expressing their dissatisfaction with the game over and over again. There are still dedicated builders and players who still quietly enjoying the game in their own way. They just don't generally feel the need to come over to the forums to express themselves probably for fear of the small dedicated group of dissatisfied players who will jump all over them.
     
    The other problem is the fact that currently the playerbase is far too small right now. A lot have left leaving the salty ones to throw salt on each other until they give up and leave due to an excess of salt.
     
    Don't be put off by the players talking about the making of quanta. Monetary value in game is usually a representation of how well someone is doing. When the ways to increase that value are hampered or changed in some way it causes repercussions.
  24. Like
    InvestorStallone reacted to W1zard in We want multi-crew gameplay!   
    So with all recent updates multicrew is literally gone from DU. You can totally handle all ship by yourself even in tough pvp scenario, and it benefits you to have multiple ships, than flying a big one ship.

    1. Combat engineer role:
    With all damage increase and addition of shields and CCS it's now not needed to repair ship while shield is active and almost impossible after that.

    2. Multigunner ships:
    Again with shields it's now more profitable in total HP amount to have seperate shields rather than having one big ship with many people on board.


    Here is my few thoughs how these can be reintroduced to DU without big changes.

    1. Make shield absorb only part of damage (e.g. 80-90%).
    This way, despite having a shield active you will still need a combat engineer to fix your elements while in active combat, and not being impossible to do so (like with current damage L weapon will oneshot every element)

    2. Make a dedicated engineer role.
    Indroduce a new seat and interface for a new role that can do some old and possibly some new things.
    Here is some ideas what that role could be:
    2.1 Analyzing and changing shield resisntaces only from that new seat. (You can still fly by yourself with default resistacnes, but it will benefit you to have dedicated person on board)
    2.2 Very basic power managment with three options: Weapons, Shields, Engines. (Make it same like resistences, so you can have a default even layout, but one can be lowerd to increase others). And make it available only through this new seat and interface.
    2.3 Long-range radar available only in this new seat. (Like 3 or 4 s.u. detection range).

    With adding benefit of other roles on board it will be more valuable to have multiple gunners on same ship, because if you want to separate them on other ships, you would need extra engineers there, and that will make it not really viable.
     
  25. Like
    InvestorStallone reacted to Taelessael in Violence Pays. Make Non-Violence Pay, Too.   
    The lack of NPC means that the police are in fact real players someone is probably paying to play as space-cops. If you want defenders, trying hiring some.
     
    Additionally, a benefit to players that get attacked a lot without shooting back will immediately benefit the allies of the pvp players, as the people with guns would simply call all their non-pvp allies and non-pvp alts out where they could fire off a shot at their allies and then disengage, then immediately do it again, allowing their non-pvp friends and alts to rack up the non-pvp bonus faster than actual regular pve players.

    If you don't like getting shot at, but you still want the rewards equivalent to someone who actually risks perma-loss of their stuff, try out-smarting the pvp players instead of just lobbying to get bonuses for not being one of them.
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