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VandelayIndustries

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Everything posted by VandelayIndustries

  1. And keep in mind the old pvp builders weren't good at all. All they did is use as much gold/silver etc and then as many elements and engines as they needed to get a desired thrust. It took ZERO skill to build old style pvp ships. All they did after was like what was posted, form the voxels into a skull....oh wow!! Such skill...lol. it's good those people left as they provided no value to the game.
  2. And then you remember how terrible the pvp was. I'd 100% rather have ugly ships over this, because looking "good" is subjective and provides zero value. Yes let's go back to the time when only L core was viable and 13 ships would engage each other for 1 hour and no one dies and everyone flies back into the safe zone. Absolutely trash game and pvp it use to be. That's why it was changed.
  3. Those pics look even more amazing without that shitty nebula too. It's quite a feat NQ has pulled off...making the visuals actually worse as time goes on instead of better.
  4. I agree but not on the mechanic. let guns be guns. Everyone knows even the XS guns even if you are in range are trash. I think this would be a great opportunity for the first implementation of a new pvp element. Make it only usable on a xs core. Give it a small but ok range. 50km(?) and give it a cool down. 3min(?) and if you hit your target ship it shuts your engines off and turns your breaks on for 30seconds to 1min (skill dependent). My only concern is if that would be hard to accomplish coding wise, without sacrificing server performance. S cores would be a near perfect counter to shooting these XS cores as they can apply their damage and kill them relatively quickly. So it still needs a rounded out fleet.
  5. For sure, im sure there is a small percentage that enjoyed it. And the "healer" role in mmo and games can be popular. But balancing it out in the way NQ has done their pvp seems like an impossible task, and when you couple that with the amount of server problems it caused (this is well documented and was even coined 'download your damage') I dont believe it should be returned. Like, if you have 1 repair guy and 1 gunner shooting you, should he be able to repair all that incoming damage? or a good % of it? and if so that seems pretty OP that 1 repairman can negate my gunner seats barrage of MISSLES doing huge explosions. And if he cant...then it defeats the purpose. And multi crew while sometimes sounds good on paper, often leads to more imbalance with people being out numbered. In the current fleet of single person ships (or occasionally 1 gunner) you have more ships on grid, and couple that with some speed variations (and eventually other cool mechanics) you can have a better experience flying your ship around, managing ranges, dps, resists etc. We all know pvp has probably many years of constantly development, but I stand by its better to release their speed changes first, and get adequate testing and feedback and go from there. Those speed changes alone will shake up the meta, and possibly put more people in S cores, which is vital to the progression of pvp in this game. EDIT - and keep in mind in the current meta the reason it seems ships die so easily is L cores can shoot the whole 2su and apply damage. AND they are also the fastest to keep in that 2 su range. If i show up on grid in a low cross section S core and 10 L core ships start shooting me, I can take some damge sure, but have time to turn around or pick and angle and out run them. If more people are using S and M cores even being on radar does not now guarantee you can hit your target, giving you another mechanic to mitigate that dps, not just face tank it, but pull out of someones range if you are taking too much dmg and think you might die. And in between all that chaos is where the fun and gameplay will lie, piloting your ship, coordinating attacks, etc.
  6. It really wasnt that great. You pointed at something and left click. It was monkey brain dead activity. Second, we must not forget, a big reason for these changes were to help the server. Gun cycles were increased for that reason, and shields were added too. Server literally shit itself when you have to download the damage. I really don envision any scenario where the old style of pvp comes back. And to that I say good riddance. Flying your ship is way more fun, and having speed differences alone will add fleet comps and variation. We need to thoroughly test those new changes first so we can give accurate feedback and go from there.
  7. You make a lot of good points, but my main contention is this. We know speed changes are coming. We need to see how those changes work before altering other things. The reason ships die really quickly is you can hit so far. If S and M weapons become a main then you have to actually get in range, and also no longer need to get out of the full 2su radar range to mitigate damage. If my S core goes 10k top speed faster than your L. Plus a low cross section I know have an ability to get into close range, or exit range. This alone will spice up the gsmeplay and make piloting and choice of core more important, then after sufficient time and feedback we can work on balancing HP of shields, CCS, and stuff like that cause a lot of those are number tweaks.
  8. PvP needs a long way to go, but you are wrong. the old way was terrible. Absolutely the worst pvp i ever played in any game. At least right now ships actually died. And if beta launched with pvp how it is right now, we woulda been way better off, and retained way more people. And now with speed changes coming soon to help Smaller cores get into range to use their weapons, the game has a chance to keep progressing to be better.
  9. This is wonderful news. This will increase pvp activity when L cores are no longer the do all ship with the best stats in every category. Can't wait for this, it cant come soon enough,
  10. Exactly, the current mechanics arent thought out at all for "atmo pvp" and I suspect NQ has probably abandoned it completely. At least for the foreseeable future as they have clearly stated reducing server costs was the decision behind detemer. It wasnt a gameplay decision. And thus i believe they will try to do some "space territory warfare" as thats where the pvp is located right now anyway, so will cost significantly less development time, as they can just develop some shield that goes on a space core and give it a timer or 2. And maybe some new gas resource to harvest and there you go, BAM space territory warfare.
  11. The whole 'hex' gameplay seems pretty terrible. And I don't see it being very fun long term. I also don't see wars fought over a tile that gives 12L more than some other tile. IF and that's a big IF, atmo pvp ever comes it will be done purely for the sake of it I believe, not to take over tiles.
  12. Don't worry, it's easy to navigate. If it's not intended gameplay then it's a bug and possibly bannable. Only intended gameplay is allowed.
  13. Yes, and it's something that likely will become a reality soon. Which is a good thing. Question is implementation. Will it be varied by mass. Or will NQ just hard cap core sizes. Probably most people want the former. But the latter would probably be easier to impliment for NQ. However it comes around, I think its very welcome. The games overall health in pvp will be better if S and M cores are the main goto ships for pvp. And XS and L play a niche role. Finally smaller weapons would have an ability to get close enough to get in their short ranges to apply dps. And while being cheaper and a little less skills will be good for getting newbros into pvp, while also having them have a real impact on the battle field.
  14. Which is a terrible argument it's a game. And them that promotes inactive AFK gameplay to make billions hauling. How is that fun and balanced?
  15. would be much welcome. Espeically if it scaled. Say if you set it to 10su it would the waypoint you got would be within 2su (target could be moving obv). Then at 50su the way point you get could be off by as much as 10su, and so on, and tweaked for balance as its tested. Would have chances at tracking people. But never exact coordinates. And sufficient cooldowns. So doing it with a group could lead to quicker results but never 100% accurate.
  16. Can't have that unintended gameplay around here. I know JC said he wanted emergent gameplay but they gave JC the boot. You WILL calibrate your machines. You WILL pay your taxes. This is the intended gameplay.
  17. S core should also out run L core relatively easy in most cases.
  18. This is the biggest thing right here. IF you break down individual components of DU so many games do everything better. The voxel building is pretty decent, but beyond that, its all shit. But what is suppose to make it NOT shit, is we can do it all in a single shard universe. Im not even talkin total PVP with owning planets, but there should be reasons to take control. And each character gets to chose to be a citizen (if that org allows obv) and buff would also come from that. Anything to actually give meaning and purpose to this single shard game,
  19. When can organizations start owning planets? Along with the rewards for owning and maintaining org tiles on a planet. This can be with that org collecting taxes among a myriad of other things. If its built and DRIVEN by players, then please for the love of god let us finally build up empires to control and maintain planets. Then we can have some real politics in game too. Drama creates activity. It also gives purpose, and long range goals. Get it done NQ.
  20. While I do think the game has been regressing, as someone who did pvp before, the old way just plain sucked, and lead lots of people to quit pvp. Sure the crew thing the first couple times was unique and cool, but it wore thin extremely fast, because pvp ships wouldnt die. So the old way had to go. And i dont know how you can force people not to gun or have gunner alts or anything. But the "engineer" role was in the end what made the pvp the shittiest. T5 scrap. and heal over and over. Ive personally shot a ship for 180 su and it didnt die and made it to the safe zone of a planet. Thats not gameplay shooting a ship for over an hour with mutiple gunners on your crew just aint good gameplay no matter how you slice it. What we have with shields and CCS isnt perfect, but it is actually fun because ships die. The balancing needs to come now in other areas like in variations of speed, radar ranges, and other mechanics and pvp can actually "progress" at a meaningful rate.
  21. I think the problem is them using the skybox as their main lighting source, but would like to hear Deckard or someone comment on this. The old skybox just looked so damn good, sucks to constantly see this game go backwards In so many areas.
  22. Definitely a good video. The white lines passing are usually to indicate stars tho right? At least in sci-fi shows. But we only warp within a single solar system. I feel like some polish is needed with the white lines when we speed up going past 2k speed, but if they stick with it the video you linked is definitely much less in your face and Is way more visually pleasing.
  23. Just another reminder of how beautiful the game looked pre-nebula and before glow rocks were on every surface of the game. Looks quite stunning to me.
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