Jump to content

VandelayIndustries

Member
  • Posts

    357
  • Joined

  • Last visited

Posts posted by VandelayIndustries

  1. Before we blink, it will soon be 2 years since "beta" release.  Still no pvp planets.  Atmo pvp for all we know could be scraped, but at least remove the 2su safe zone around some outer planets, so people can control who comes and goes. Can't have politics,empires, and such if an org cant even attempt to control a planet.  Maybe 2025 will be our year.

  2. 23 minutes ago, Knight-Sevy said:

     

     

    "Look we do everything we can to destroy and prevent groups of fairplay players from PvP but we allow all PvE to grief for free and steal things from people who can't defend themselves. Lots of fun "
     

     

     

    I've always thought this was weird as hell for NQ to take this kind of stance. I can befriend you, you give me RDMS to your tile so we can team up, and then I can steal every single thing you own. I know personal responsibility.  Then now we can claim and steal from people who leave something for a few days. Steal whole tiles, constructs, whatever, with not even a chance of pvp or defense.  But when we ask for more things or even 1 planet to be pvp, in the zone that was created for just that, no....no we can't have that. NQ is weird as hell.

  3. 13 minutes ago, Musclethorpe said:

    Not gonna lie OP, this tastes like copium. Having played Elite: Dangerous for 7 years (another space game with huge pontential) and see it fall short of goodness (not even greatness) every single new content release, I am not holding out hope for this game. To draw parallels, both the release of DSAT/Asteroids and Wrecks have been very poorly executed, but they still consider those boxes checked, ready to move on.

     

    They dont/wont even acknowledge how bad the DSAT idea and implementation was.

  4. 5 hours ago, blundertwink said:

     

    In other words, NQ made another fundamental design mistake as they did when deciding to bury ore so deep underground. It took them 8 years to realize it was that expensive when anyone with any experience even playing an MMO could have told them that a long, long time ago.

     

    Battles at insane speeds is not a good idea for so many reasons...It has no design purpose at all. Making people experience a screen saver type gameplay to slow-boat is also objectively bad design with literally no engagement. 

     

    That said, this is probably JC's fault. It feels like a design made by a novice because that's what it is.

     

    I know blaming him gets old, but just saying....these are issues because early on, NQ simply did not have a professional with experience in charge of design. He had 3 job titles but zero clue! 

     

    So now they have to go back and fix every facet of the game instead of moving forward and adding depth, which is what they need to make this game work. 

     

    All of this is why game design is the most important discipline in any game studio...something NQ has learned in the hardest possible way.

     

    Very well said.

  5. 1 hour ago, CptLoRes said:

    Tell that to NQ when they decided to base the ENTIRE game on Newtonian physics.

    Real world approximations of mass and size are fundamental in this game, used for almost everything like ore, materials, voxels, elements, engines, wings etc. Heck there is even a inertia matrix built into the build UI.

     

    Just like their model for YEARS of resource gathering was digging underground and finite ore.  Man how quickly that changed.  Just like their newtonian physics.  Looks like they finally see that making a game is better move.

     

    And if NQ really gave a damn, they wouldnt have put in "space brakes" or the retro rockets that consume no fuel. You would have adjusters that consume fuel, and only engines to speed you up, and slow you down.  But we dont have that do we.  Dont even need rockets to get outta atmo.  We have atmo engines that thrust us into space than magical space engines to propel us further.  And anti-gravity drives.  And warp.  Take a hint. 

  6. The speed should be the same regardless.  What if I want to fight at asteroids? or near a planet.  IT would be pretty stupid to restrict it to some new TW spot they make.  Its kinda stupid that the main gameplay for missions is 5 hours right now to start with, and changing the solar system when they wipe for release is the best solution realistically.  Otherwise what, we gonna have all these tacked on half baked ideas that dont ever mesh together?  So if i go to asteroid im back to my L core being defacto fastest, tankiest, highest dps, but only in some battle arena it slows down?  Doesnt sound like a game i really want to play at all. 

  7. 5 minutes ago, Maxim Kammerer said:

    They could implement something like the mining scanner that returns the distance to the nearest contact only. Most players are familar with that mechanics and maybe the devs could even reuse some code.

     

    Ya, honestly anything in that vein where we are given a hint to where to go.  If im on Jago and just pick a random direction, and go "explore" i should be able to find SOMETIHNG in 30min-1hr.  Maybe its a shitty wreck, maybe its a basic asteroid.  But its something, and the pings give us a general direction to go.  And obv i dont think i should ping and see everywhere and 100su away and all that.  But 10su sounds like a good starting point, as I can ping, and if nothing, ok fly 20su or so, do it again.  So given time i can cover at least some ground to do some exploration and find something.

  8. 3 minutes ago, Yoarii said:

    No. Just no. The DSAT mechanics is, imho, an utter disaster. It's literally fly to position A, then B....to E. It's just a time sink without any fun. It needs to be reworked into something that players can learn to be good at, while having *fun*. *Finding* a wreck should only be half the enjoyment, the hunt for them must the enjoyable too, as should the hunt for asteroids.

     

     

     

    100% agreed. That's why even a 10su radar that "pings" would be amazing.  That mechanic alone could tie in to so much content.  Was the ping another player ship? A wreck? An asteroid? If it is an asteroid it might be a basic, might be an exotic!! Some actual excitement to explore. And if NQ added other content down the road like some anomaly or something, they already got the radar base gameplay so easier to Incorporate it. So much win.

  9. "Suppose to be a challenge" Jesus christ they have their heads in the clouds. This is like on Easter I take my kids to the country and put 3 Easter eggs hidden...only over 20 acres. Good luck.

     

    Make no mistake, this is them doing the BARE MINIMUM and trying to call it content. There is no challenge, or subsequent reward for aimlessly roaming empty space without some guidance. 

  10. 1 minute ago, CptLoRes said:

    And that is something they very quickly went back on, since it became obvious that this would seriously undermine the emergent part of non-PvP players.

     

    And why the game will fail.  You don't get that emergent gameplay without pvp long term.  Its why EvE still around for 20 years, and NQ is in crisis mode limiting gameplay left and right to "reduce server costs". 

  11. But yes, lets have that Warfare and politics while every planet and territory is a safe zone.  Lets also let people make billions in a few days doing missions, non-stop.  Thats also great for a game.  Let people access the best missions and have an infinite money faucet.  Do you even realize how much money people make running missions?  And if you are a person with little alts, or no alts, you can be the one who flys the packages, making 50% of all the ones you haul.  Many people are hauling 50-100 packages per trip.  Sometimes doing 500m-1bil per run depending on how big a group they running with.  And if 99.9% of mission runners in the pvp are successful, then its completely out of whack.  It should be infinitely more hard running them, and need more people than 1 afk person to deliver them successfully.  Dont wanna risk it?  Safe zone missions.  

  12. 5 minutes ago, CptLoRes said:

    The original sales pitch was:

     

     

    And NQ has only been able to deliver on a small part of their promises, and with server limitations it seems to be further decreasing instead of improving.

    So PvP has to get in line with the rest. Also notice how they make a point of telling us that non-PvP will be possible.

     

    Yes, do you notice in how all the videos when they pitched how they said Sanc was the safe zone where that non-pvp would be possible?  Guess that doesn't count does it?

  13. 36 minutes ago, Knight-Sevy said:

    Just create spawn areas of a few SUs.

    People will walk around looking for wreckage. Find more and it will bring interactions between all these wreckage players

     

    Thats how bad its gotten hasnt it?  We cant even imagine in our heads that NQ could create a meaningful radar system for legit exploration that was both balanced, and useful.  

  14. 19 minutes ago, Yoarii said:

    I haven't done any wreck searching myself, but I agree with previous posters. Make salvaging a viable game loop for people to enjoy.

     

    However - the game also needs an element sink. Once built, a ship is forever unless you PvP. There's such a huge amount of elements in player's pockets right now it's not even funny.

     

    Add wear and tear to elements and let us RECYCLE them into the a percentage of the parts they were made of (not ore). This would open up for another game loop between salvager and manufacturer.

     

    One thing too, is now that we have shields in, the 3 lives seem less like a good idea tbh.  Maybe add more HP but just 1 life would add to that element sink at least for some pvp.  The salvaging game loop will never be a thing if we dont get a real radar mechanic where we can head out in a random direction and explore, and do so at greater than 2su.  The solar system is too big, radar is too small.  Just the way it is until NQ realizes that adding a legit radar to a space game would be amazing.  Imagine that, actual exploration. 

  15. 11 minutes ago, Namcigam said:

    NQ could shrink the scale of the solar system, that could benefit everyone including server load. This would speed things up and make a pvp encounter more likely.

     

     

     

    This is one thing ive been saying for awhile now.  Remove 4 planets.  We only need 8.  Shrink the solar system so only like 1 or 2 planets are 2 hours or so from alioth.  the rest are 20min-1.5hr.  Add in a radar, and now you have a great scaled gameworld.  If your population increases, you can always add new solar systems. This would also allow you to remove warp drive.

  16. 14 minutes ago, Knight-Sevy said:

    I wish that were the case.
    But the game is already slow to death.
    If there is a speed nerf everywhere. The entire PvE community will block this change.

    I will be for the speed to be restricted but it will be necessary to change the warp system to allow everyone to skip all the time the 3 hours of useless journey between 2 planets.
    And of course add the possibility of getting people out of their warp to balance all that through PvP.

    But NQ didn't say anything like that and never talked to the PvP community about this change.
    There is a good chance that the wrong choices will be made.

     

    Ya, if I had my way I'd remove at least 4 planets and then also move them closer. Expansion of DU as a game seems better as in more systems (only if needed by population increas) then mindless 5 hour slow boats. But that's not gonna be on the table.  I hope if they ever do get a new system they learn to do less planets and a little less distance.

  17. 16 minutes ago, Knight-Sevy said:

    It will be enough to limit the speed on territories which are in weakness (attackable).
    Most of the time people will be able to go to Vmax as before.
    Unless they enter a combat zone.

    This can be a first step. There are things to do.

    All weapons in the game are based on the fact that smaller ships are faster than larger ones.

    Except that NQ didn't code the part that corresponds to that...

     

    I personally think space should be space whatever/however they implement the mechanic.  Isn't that kind of the problem right now? Tacking on pvp instead of having it interwoven with all mechanics to make a game that flows and works.  Im firmly against "combat zones" being the only thing that slow you down, and NQ has at least not hinted anything of the such.  What makes a combat zone, is if you bring combat....to that zone. 

  18. 44 minutes ago, Owl_Superb said:


    And decreasing the max speed is going to attract more players how? It's not like you can say "the game is finally balanced" and millions of players just show up. The only thing achieved by taking away things that people could do before is people leaving. Nerf paradigm is not the only strategy to balance things. Buff paradigm can be used to balance things instead.

    How about instead of speed nerfs we get speed buffs by over-driving the engines up to 130% throttle to a final speed of 39,000km/h but with a trade-off of losing the engine HP starting at over 100% throttle during acceleration continually until it breaks. Smaller engines could over-drive for longer than the bigger ones. The buff speed of 39,000km/h drops off gradually to 30,000km/h if throttle is not at 130%. Different "flavors" of engines would have different rates of HP loss when over-driven. i.e. Military can be over-driven for considerably longer than the Basic.

     

    Because in the past NQ has specifically said 30k was chosen because the game breaks down past that speed.  So you can only go down.  Unless they somehow remedied that, then that's the way its gonna be.  

  19. 13 minutes ago, blazemonger said:

    Limiting speed in space means further gamyfying  Dual Univeerse in order to appeease the pewpew crowd.

     

    Speed in space is limited .. to the speed of light. obviously getting up there is pretty much impossible but the very simple laws of physics whould remain in place. Any object shoudl be able to hit the same max speed depending on it's ability to generate enough force to get it there. High Mass objects (size is really irrelevant here) should need more time and/or more thrust to get there but they still should have the  ability to.

     

    Limiting speed by core will also mean you have to start creating all sorts of additional mechanics and checks to prevent someone from "cheating the system" by making a small construct very heavy. By simply adhering to the laws of physics you only have to deal with one factor , mass, to achieve the same..  You add XL guns (with high mass) to an XS core? sure, but that means you will not have the room to fit the XL engines you need to move that mass and even if you do, the combination of two elements with high mass means you still limit yourself.

     

    NQ continues to overthink and over engineer mechanics whil ethe solutions that they could use are far more elegant and yes, more efficient in a good many ways.

     

    A freighter in eve doesn't move or warp as fast as a frigate. A plated battleship moves slower than a cruiser, and warps slower.  A Titan capital ship moves at a crawl, takes 45 seconds to align, and warps the slowest. Do you go on eve forums and complain about the speed of light there. This is suppose to be a game and you need restrictions.  You are out of your element in this thread.

  20. 11 hours ago, blundertwink said:

    This is one of many examples of DU's "innovation" where some simple phrase like "players do everything" sounds interesting at first, but quickly breaks down when you think about the details. 

     

    DU's choice to not implement NPCs might be the biggest driver of game design failures, overall. 

     

    Making it so that all combat is only PvP is a bold choice that would require a very experienced designer to meticulously plan around...

     

    Unfortunately, with DU we got "novelty for the sake of novelty" rather than a planned, methodical design -- and people of course miss the typical gameplay that comes so easily when NPCs exist. The issue isn't the lack of NPCs per se but the lack of any other mechanic that provides similar engagement.

     

    They ripped out a huge pillar without having supports to replace it. 

     

    I kinda agree.  NPCs that drop loot become Point of Interest for players to run into each other, creating that interaction MMOs are suppose to give. The more point of interest the better and more opportunities for people. Right now we only have a few asteroids but the "loot" they can drop is not unique, or often now worth the time and risk, as you can get it passively in the safe zone while not even online.  Terrible game design. 

×
×
  • Create New...