VandelayIndustries
-
Posts
357 -
Joined
-
Last visited
Posts posted by VandelayIndustries
-
-
6 minutes ago, blundertwink said:
Remove cross section. Remove voxel damage entirely (it's massively not performant technically, anyway...certainly not at scale).
hell ya, in the end I just care about an engaging pvp system that can scale at least a bit for somewhat bigger fleet battles/war and also have some rock/paper/scissors to it. Voxel dmg really does nothing, but [filtered] the server up. If you seen one hole in a ship you seen em all. And its not like we arent immortal, you dont need a pressurized space ship or you die. Do away with voxels as any tank whatsoever im total on board with.
-
49 minutes ago, Physics said:
Only solution I honestly see is to heavily reduce the cross section benefit but add a set miss % depending on core size.
For example L guns against XS 60% miss before cross section calc, 40% S, 20% M, 0% L.
M guns vs XS 40%, S 20%, M 0%, L 0%.
Now I see a post against Voxel destruction. Yeh sorry but it’s kinda important we start seeing voxel and element destruction again.
Element destruction sure. I'd even say the way things are going we don't even need 3 lives. More destruction more people have to buy new parts, etc. Th voxel dmg should be minimal AT BEST like it is now. The game literally can't handle it, as shown by the year plus testing it.
-
1 hour ago, Walter said:
I agree we need shield bleed fast to counter this
Hard disagree. There is a reason in the past pvp engagements lagged even in 1v1, and that's voxels. You will never get big battles with voxels as the main tank. Just the way it is. You can tweak other things first before you do something so stupid as shield bleed. Terrible idea.
-
At least they can be seen on the radar. A small step in the right direction. Now is there a continuous spawn of them? I hope so and we don't have to know the spawn rate, some mystery is good. But I'd like this to be "ongoing" as just being out and flying can net some loots that isn't ore. A step in the right direction if so.
-
13 minutes ago, blundertwink said:
Unusual take.
Single shard doesn't work. There's no magic technology here that makes it simple for hundreds (never mind thousands) of people to share an interactive space.
Of course it's "under-utilized"....because single shard is a joke. The only way it works is when players stay far apart -- if even the few thousand players on DU today decided to meet in the same area, it would murder the servers. Hell, they couldn't even support mining with so few people.
NQ's history with technical performance is one of struggle even at small populations. There's no evidence to suggest single shard works well -- that it can support thousands of people sharing a space like a city or battlefield. Everything we've seen indicates they still suffer from classic scaling problems. There's nothing "cutting-edge" about their implementation at all.
All that being said...I do agree that NQ would be better served with less detail and complexity in their building system -- they clearly needed to use those dev cycles to develop game features.Obviously building as a primary feature can attract thousands or millions of players as the world's most popular multi-billion dollar franchise establishes...but not as NQ has implemented it...that said, if NQ can't ace building as a mechanic I don't see why they'd be able to create the sort of gameplay you envision. You're talking about politics, exploration, and NPCs...they're stuck on mining and reworking basic features.
Yes I agree with what you are saying, it has never proved to scale. And building,mining, lua all those things cause problems as NQ has said ou right. This game is probably a lost cause honestly because the current form of building won't attract many people (otherwise we already had those people) and they have gone panic survival mode so been forever to get actual content gameplay developed. But if they did want to still be single shard removing lua and removing building would be the best chance they have at getting at least some higher player counts in same area for cities and battles. Make the building prefab stuff you put together or something that has less strain.
-
3 years this has been discussed. If NQ could of done it would have by now.
-
8 hours ago, Sabretooth said:
People who love this stacking update are just DU fanboys. Making up excuses for NQ's strange choices. Saying things like: the brake change is logical, or that things always change in a beta version. You cannot die in this game, we can breathe in space, nor do we need food or rest.
There is absolutely no reason for these changes and there is absolutely no need for them.
Its just a big middle finger to builders. I can now throw away 1,5 years of shipbuilding. All for nothing. Even ships build with the brake change in mind are now 'broken' because of 'stacking'. My ships are parked at my base for display now. I had set up a shop with displayed ships and bp's but I can throw away all 1000 bp"s now. The displayed ships need to be dismantled because they serve no purpose.
And please... Can 1 fanboy please explain to me what shipbuilders are going to love this game more, because of these changes? I don't see any players in the world entering this game because "the brakes are on the outside like it should be" or "its unrealistic to put engines next to each other". Someone please tell me what this improves to ones builds in any way.
If it was like, putting elements close together will generate too much heat or something. Then it would be a challenge for builders to implement the cooling system. But now its just, because NQ wants to implement a fancy build system that is not even balanced in any way.
Im pretty sure AGG pulsars will also be needed at the bottom of your ships soon. After that we will need shields to be in the middle of the ship, warp drives to be placed vertical. Fuel tanks cannot sit beside an engine. Lights on the left side of your ship must be green and for every passenger seat you must pay taxes.
It simply doesn't make any sense at all and it will certainly not attract builders. Haven't seen anyone quit this game because the brakes are on the inside, but Ive seen people quit this game because they now MUST go on the outside. What will the mighty NQ do now?
From a "you can do and build anything" game to a "meaningless chores and rules" game
Im not a fanboi but it's my opinion they need to remove the building of the game, or make it completely on the back burner. Building won't attract thousands and hopefully 10s of thousands to play, not in the context of how NQ had built this game. The only real uniqueness of DU is supposed to be the single shard. But it is vastly under used. The "game" and I use that term loosely needs actual gameplay and content. Where is the politics promised? Where is some sort of exploration, NPC spawns that drop something other than ore, where is the massive orgs controlling planets and going to war or making alliances, etc etc. If building is to be the main focus they coulda scraped the whole single shard, and make players pay for their own servers then NQ maybe coulda eeeked out a small profit.
-
Rockets need some love imo. Probably need dbl the current thrust, and half the consumption rate. But tbh I think it would have been WAY better if space engines didn't turn on until you actually out in space, not the 3.5km above surface area. If would lead to more interesting gameplay. And a usefulness to Rockets. Either use a slow AGG or use Rockets to punch up into space to turn your space engines on. Missed opportunity by NQ.
-
-
47 minutes ago, CptLoRes said:
And considering DU is based on Newtonian physics and there is virtually no friction in space, that makes no sense.
The only difference between a small and large ships in space is mass, which dictate how much inertia a ship has.
Meaning as long as you are willing to expend the extra energy and time to accelerate the mass, there should be no speed difference between small and large.
If they are doing this, they might as well throw in the towel and go full Star Wars with airplane flight behavior in space.
Gameplay > realism
It's always cringe putting realism up to video games. You add things for immersion when you can, but it's a game. The flights already are stupid with designs don't add lift in atmo, Magic "space fuel" and warp drive. Shooting a railgun projectile while flying 30k speed onto another ship also doing 30k. The speed changes are desperately needed, and they are coming.
-
10 minutes ago, Walter said:
Stop that heretic speech it angers me that it is, even considered to do this to our precious big ships.
It's happening regardless as they have said. One way or another bigger ships will be going slower. We just don't know yet if it's tied to core size or ties to mass.
-
1 hour ago, Koriandah said:
There's always missions and the people who run them with 10+ alts who will need chonky ships. Additionally, transport of ore between planets on a basis that is around monthly or so still requires some big bois but in general, due to the current fuel prices, huge haulers aren't exactly obsolete just less important in my opinion.
Gonna be interesting times when the speed changes come and those things can't go max speed anymore.
-
9 minutes ago, CptLoRes said:
So where is the intensive for builders to continue playing like that?
Group up with other people? The game shouldn't cater to these people who literally build huge ghost towns.
-
30 minutes ago, Caerus said:
Why have player markets disappeared from the roadmap (been absent for a while actually)? This could drive gameplay quite a bit if done properly.
It, along with Atmo pvp, has been pretty much abandoned indefinitely. They are focusing on survival and making it to release.
-
Taxes should only be for Org tiles. And org tiles should give some bonus's to building on them. HQ tiles should be free of taxes, but tied to a subscription. But you have 3 months after your sub ends before its abandoned. Some people will build on HQ tiles and thats fine, others who want the industry bonus's will build on a Org tile.
-
While I like the shipwreck idea (Provided it's in pvp space) I'm concerned over how we find these. We have a pretty shit radar system. And being given the exact way points takes out possible "exploration" side of finding them. Guess we will see.
-
18 hours ago, CptLoRes said:
This was in the beginning one of the things I though DU would allow us to do, and what sold me on the game.
But turns out LUA in DU is only for cosmetics, HUD's and casino slot machines, with no real creative freedom.
And yes the argument is that allowing to much freedom in LUA would ruin the balance of the game. But with just a tiny bit of imagination from NQ, they could have tied LUA functionality to tile DRMS and voila players would be free do to what they wanted on their own tiles and create mini games etc without causing balancing issues in DU as a whole.
Or to put it a bit more harshly. NQ is the least meta, meta-company I know of..
They also allow lua to destroy their own gameplay they implemented. So now I can have lua automatically choose the best resist when I'm being attacked. It's 100% automated. So everyone who pvp does it. So at that point even having resists in game becomes quite pointless. GG nq.
-
14 hours ago, CptLoRes said:
Yes, but a big problem is that DU is a so called voxel based MMO where voxels on dynamic constructs has absolutely no function other then cosmetics and adding weight.
Dont tell that to the pvp guys, they think if you shape it into a skull it adds +1000 dmg and range.
-
4 minutes ago, Knight-Sevy said:
Once again you show that you are only there to troll.
Walter says with picture as an example that ships looked much better before this mess of shield, nano & cross section.
And you come just to insult the shipbuilders. Nobody cares what the meta was like before and if it was skill or not to build a ship.
Besides, shipbuilding is even more ridiculous today. If you think you are smart because you put 2 railgun M gunners on a ship. Sorry to disappoint you but everyone knows how to do that too. As much as stacking voxels with the old meta.
The point is ships die now. Thats a huge step in the right direction. Second, we need the speed changes in first as they said are coming. Once those are in with testing, then balance passes can begin with CCS, voxel hp, and shield HP. Perhaps regulating shield size to core, maybe ore maybe not. Then hopefully some unique pvp elements or mechanics also introduced, things we have speculated on are ways to slow ship down, or legit warp interdiction gameplay. That is the path to go for a more balanced pvp gameplay. Not going back to the shitty days of old. This game is on life support as is, we need new gameplay, and to move forward. Not go back.
-
3 minutes ago, Knight-Sevy said:
Ahahah, it's always very funny to read thati bet you think arranging voxels in a certain way actually effects how a ship performs dont you? haha. Anyone who actually pvp'd before shields knows it was just mass and how much voxel you had was your "HP" then you brought 10k T5 scrap to keep guns/engines alive which also added millions in add HP. Then after that you just added enough elements to get your desired speed and brake. Then placed you adjusters. As long as it wasnt blocked it didnt matter. You could burry voxel around elements but how you shaped it matter ZERO. A cube with the same stats as the gold skull performed 100% the same as that ship, Literally the same. And you know it.
-
Speed changes are coming. They are confirmed. The voxel tanking was removed, and for good reason. S and M cores will be the main pvp ships. Thats just the way its progressing that way you can start to form balanced gameplay. L cores will be niche roles, best suited for sieges in their design for TW or for carriers. Having the ability to use a L core to be the fsastest, most dps, and tankiest all at the same time is TERRIBLE game design, and why its being removed. Also multi crew of old days just lend to even more advantages to people with greater numbers. I dont know who OP is but seems he is crying because now his ships are dying when before you could just use 100k voxel and safely fly about.
-
1 minute ago, Knight-Sevy said:
So where is your participation in the game on your side?
Nothing ?
Sorry for taking you seriously, you're really just a troll here.
Thanks for proving you didn't participate in any pvp pre shields.
-
8 minutes ago, Knight-Sevy said:
SNS FURY CLASS : 37 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Fury-class
SNS Arquitens : 30 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Arquitens
SNS Batallion : 31 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Batallion
SNS Shadow : 33 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Shadow
SNS Borg cube : 33 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Borg cube
SNS Tempest : 34 Like on Du Creator
https://du-creators.org/makers/SNS Sentinels/ship/Tempest
All of these ships have been used in PvP and have proven their worth. The majority are no longer usable actually with the meta.
Well now show us what you have done on your side.
Unless you've already enough made a fool of yourself.
Hahaha all those pre shields are nothing. You take the BP and see what the list of elements are and voxels, make it a cube, and you get exact same results. That's obvious to anyone who actually pvped and you making yourself seem like you never did.
-
PvP Ship Design Issue
in General Discussions
Posted
Well said. Looking good but serving no function is what is killing this game. Its why you see all these empty cities. Literally no point to them. Everyone runs their own hexes, their own factories, their own tiles, and their own orgs. Oh you shaped the front of you ship like a skull? WOWWWWW. You are so [filtered]ing amazing.