Jump to content

CousinSal

Member
  • Posts

    143
  • Joined

  • Last visited

Posts posted by CousinSal

  1. 5 hours ago, Ancient said:

    Lol.

    This game will be lucky if it makes 6 months past release, let alone taking on SC. No chance buddy !

     

    SC just had a huge weekend in sales I heard too.  They did a free week and they are still making tons of money, regardless how any feels if it's good or not. Meanwhile NQ is lucky to clear 20k a month in subs....

  2. 43 minutes ago, Endstar said:

    All these posts about what people are doing in game... Most all of it sounds like work, chores, and grind. Anyone playing DU for fun or just out of the fear of loss if you did not play? 

     

    None of what's posted here is gameplay that will bring enough people in for NQ to not go under.  The people still playing are in some trap thinking the ingame assets are meaningful, but where is the fun?  Only a matter of time now until servers go offline.

  3. 8 hours ago, blazemonger said:

    NQ is or will be miscalculating the demand for DAC in game.. 

     

    The amount you pay for a quanta IRL will be stable, the amount of quanta you pay for a DAC in game will be determined by the market and will be dependent on demand. I do think that not many will be selling DAC in game unless it represents a good bit of value and as it stands there is not much in game that would accommodate this as everything is relatively cheap and easy to obtain.

     

    I expect NQ will have the wrong expectations of DAC in game altogether, resulting in them likely introducing bots buying DAC in an attempt to establish a baseline price. That will also fail as the players who have DAC, especially in the early days of the server post release and wipe, will have all the knowledge and experience they need to get what they need/want without selling DAC in game to begin with.

     

    There simply is no reason to sell DAC in game at all and there is no indicators that this will change anytime soon. the current pool of DAC will be used to fund accounts directly and I do not see DAC becoming much of an option in game.

     

     

    There isn't big enough sinks or actual valuable rare items. No NPCs to shoot. In eve even non pvpers will buy high end gear to run missions and wormhole sleepers.  Or buy plex to pay for pvp so they don't have to run boring missions. You are right the demand will be low for people to actually buy them to sell them for ingame quanta.  Like what you gonna do with the money? Pvp? As shown by the thread here fleet pvp only happens once every 6 months or so, and the rest is some small skirmish at asteroids.  The playerbase currently had billions, and people still don't really pvp.  DAC will be relatively meaningless in the games current state.

  4. 26 minutes ago, blazemonger said:

     

    Thanks for showing/confirming that Alien cores only have resources to harvest as an excuse. They are meant/designed for combat PVP content first and foremost with no justification without a PVP objective to bother with them.

     

    Not saying that having that type of content in game is good or bad, I have no opinion on that either way. But it's not what NQ claims it is.

     

    It's NQs motive. They moving pvpers as far away from the other part of the game as they can. Pvp in DU doesn't co-exist with all the other mechanics.  Only redeeming factor of DU or main selling point is the single shard, where everyone lives in same shared universe.  But NQ purposely segregates gameplay.  I don't envision any scenario where more players than they currently have will play and pvp after wipe and release.  

  5. 5 hours ago, Cobqlt said:

    Alien core part3: https://www.twitch.tv/videos/1482051866

     

    150 minutes afk slowboat, playing another game, for

      Reveal hidden contents

    nothing


    Enjoy our content guys :D

    At least, before Athena I got some hauler to hunt.. 

     

    No one wants to fight for many reasons. Obviously the pvp is shallow and has no depth. The other one is ships don't die when you kill then. Who wants to fly for hours only to hand your ship over to the enemy. Imagine in EvE if you died in your capital ship and instead of it exploding the enemy boarded it and now owns it. Amateurs are at the helm here developing this game and it shows big time.

  6. 7 hours ago, PotatoMart said:

    combat free timer after win a defence for 1 week!

     

    Then someone will just use an alt to attack the moment it comes out of that week free, and restart the week, thus making it so no one can ever attack. A better solution is to have ships be docked and protected and if they have a combat timer can't go back into the shields.  Then also expand on what the resources give. Make a reason for orgs to actually live out there so it's pointless and unable to have people come by to single troll reinforce the shield because you live out there.  

     

    It's easy to tell pvp is not built into the core gameplay, and thus will never succeed. If DU doesn't actually die, you will only ever have a few weirdos who pvp in this game. 

  7. 7 hours ago, blundertwink said:

    For all the complaints, DU's playerbase is surprisingly loyal...NQ has had to try really hard to drive its players away between few and poorly designed updates, a lack of communication, and sometimes-rudeness when they do communicate. 

     

    They will be in for a big surprise on release when players aren't so interested in posting their complaints and simply unsub and roll their eyes at the $9.99 they wasted. 

     

    It isn't just the lack of progress in making a simple choice that has already been discussed to death on the forums for years...it's the time wasted in learning how to run the game and manage the community for release. Update that brick constructs and poor communication will only make already-bad churn rates that much worse.

     

    Loyal? Maybe a crazy small select few. Every single person I played alpha with has long since gone and said they don't ever envision coming back. Every single person I played with. 

  8. 35 minutes ago, Knight-Sevy said:

    So NQ,

    Ok that's cool, you put alien stations 500 Su away from planets so PvP players don't interact with other players.

    Now, what do you suggest for players to have fast gameplay in PvP?

    An area not too far from the safe zone?
    With loot boxes to destroy and with a little loot in it that is worth it for guys to go and compete with XS or S?

    Imagine a new solo player who arrives, apart from entering a station fight at 1000 Su, the game has nothing to offer.

    Move around a bit.


    This is what happens when you treat pvp as a separate thing entirely, and not fully integrated into your game world.   Open world pvp wont work with all these safe zones.  If you cant attack someones base on alioth, you wont get this huge emergent gameplay they always touted.  Once again NQ missed the mark with these alien cores.  It reeks of like you said "go way over there pvpers" so they can go to the carebears and be like "see the pvpers are way over there they cant hurt you!".  

  9. 4 minutes ago, Nayropux said:

    Mostly going to just comment on this, since it appears a small part of the player base (i.e. Empire and friends) are trying to make it seem like there is widespread support for this, when there isn't and it's just like, 4 people and their alts.

     

    This is not a good idea; it just encourages 10v1 ganking and running instead of fleet combat. A big part of the game is being organized and being able to respond to threats, or remove cored ships from a hot area. When a ship is ganked, they can call for friends to help recover the ship, and many times this results in a fleet fight, and your proposal would remove this completely. Making cored ships worthless just means nobody is going to waste time trying to recover it, and as an element sink it does not work, as most of the elements in the game are not present on PvP ships.

     

    I think buffing the hp/resist values of voxel would help a lot for this. It would mean that both elements are more likely to die from non-gamey causes, and it means that ships are not immediately reusable after being cored.

     

     

    It won't work long term. Can yoh imagine in eve when you kill a ship it doesn't blow up and you just go board it and now it's yours and fully functional?  What kind of gameplay is that? So I can fly into atmo and EVERY SINGLE ELEMENT DIES but a thousands of ammo rounds thrown at a ship and 1 brake dies.  

     

    Whats going to happen is people aren't going to want to fight, when you core 5 enemy ships, but not only do they get their ships back, they now own 8 of yours.  

  10. cores should have CCS bonus.  

     

    L - 4x

    M - 3x

    S - 2x

    xs -normal rate.

     

    L cores turn like shit, which is fine, you can add point defense weapons.  But rework shields so L cores have more tank now that they are slower.

     

    Shields

    L- 20mil base

    M - 15mil base

    S -10mil base

    xs 5mil base

     

    Now tie shields to core size.

     

    Now comes cross section changes.  if you hit a target with web, thats 50% his cross section goes up 50%.  L cores currently turn like ass but give them a chance to be a siege weapon and shine in a coordinated fleet.  Now L cores are slow, turn like ass, but in a fleet can apply their dmg and tank more if you spend the more money to add ccs.  Smaller cores still have great roles with their speed, better agility, and good probs, and CCS can be added with the boost without compeletly weighing down ships. 

     

     

    How ships die.  Keep the 3 lives DURING COMBAT.  but if you get cored, everything should blow up and all 3 lives lost.  Later on develop a way to use the recycler to salvage completely destroyed parts.  This creates a great sink and keeps production logistics up for BOTH sides of a battle.  The winning side of a battle should not always get their ships back, but also the enemies ships back, and fully functional after using 200 scrap.

  11. 58 minutes ago, Caerus said:

    Let me suggest an alternative.  How about we leave all that as is, because it does add some fun strategy when building a ship, but you are correct, they will be boxy and ugly.  Instead, what if NQ introduces a new class of voxels that don't impact anything (i.e. mass, HP, ccs, cross section) so one can shape their ship anyway they want without penalty, leaving the core mechanics as is.

     

    If force people to put voxels on a certain number will just make a rectangle.  The job of NQ is to make nanos not the "go to" for everything.  

     

    Isn't it funny how the builder crowd is always the first to say "this is a sandbox, we build whatever we want" but as soon as a pvper builds something they cry to NQ about it.  Hilarious 😂 

  12. 14 hours ago, Honvik said:

    PVP - Ship is cored then it is CORED i.e Elements Blow up, Lives lost voxels explode.  Currently Nano Meta CCS pops and an intact ship can be added a new core and back in operation in 5 minutes........ Most stupid game issue currently!.

     

    As for Decay it is NEEDED for the economy.  No ifs, no buts it is is needed or we will continue to be billionaires!

     

    The 3 lives work ok "while in combat" but a cored ship should lose all lives. The destroyed elements should then be an in-game item, that can be used with a recycler Industry that gives you small bits back of the production.  This creates a sink, and means looting can matter a little, but not so much that if someone dies in pvp it's literally handing over your ship to them. That won't be sustainable long term, and will also lead to risk aversion. 

     

    What's the point of going to fight when I core 4 enemy ships, and I lose 4 ships but they held the grid. Not only do they get their 4 ships back, they get mine too.  That's gonna lead people to not even want to fight.

  13. It's almost like the data collected showed that real time voxel destruction isn't a sustainable model that will also scale. Game doesn't work and dies. Voxels shouldn't be a "tank".  Huge missiles ripping through your hull should blow your ship up. Game is also more scalable with shields taking the brunt of the dmg, as it's an easier calculation.  

  14. 24 minutes ago, Taelessael said:

    People with auto-pilot scripts disagree... and the rest of us generally really don't care about whether or not our aim is perfect enough to shave 5 minutes off a 6hr flight. 

     

    I appreciate that steering clear of the pipes and course-corrections can take a bit of time (as can acceleration/deceleration if you have bad twr), but odds are any argument that can so easily be construed to mean "the math for an average person's flight time is useless in finding an average person's flight time because it doesn't take in to consideration how I personally fly" will not be seen as a great argument. They Increased everyone's flight time by 50% (assuming they used to fly at top speed), so everyone running big missions will average roughly 2/3 the quanta per hour they used to manage. Most of those big missions were 90% coasting, so nobody is going to see you as excessively disproportionately hard hit if the missions were 95% coasting for you.

     

    The issue for missions that NQ was trying to resolve was the amount of money the big ones generated. I would have personally preferred if they had just stated that they needed to nerf missions and then cut the payout down, but they needed to do something about the nano-ships and thought they were taking two birds with one stone (they didn't, I can still take a mission, get moving, go to work, and then turn the mission in when I get home for the same pay). 

     

    As for the rest of Athena, who knows, maybe we'll get lucky and finally stop seeing disjointed element-only L-core needles, but I don't think I'll hold my breath on that one.

     

    30,000 divided by 2 is 15,000. So speed did not get reduced by 50%.  Also,this is a sandbox game, why do you care If someone Flys a needle shaped L core? It's none of your business. NQs only job is to make sure that needle shape L core isn't the best design for every situation.  That's it. 

  15. 4 hours ago, Zeddrick said:

    What would happen if you tried this is the same thing that happened when the bot orders were buying voxel at a high price.  Experienced players with high manufacturing skills would buy up all the ore in order to manufacture the items and sell direct to NPC orders for a profit.  Since they can do this as much as possible, and they can have as many machines as they want, the experienced players would buy up as much ore as they can in order to do this, creating shortages and pushing up prices.  Fairly quickly the ore would be priced so high that the newer players are now unable to make a profit manufacturing items.  At that point you have to put up the price of the bot orders, which will keep driving price inflation forever, or leave them alone in which case you're back where you started.

     

    IMO the 'use less material for manufacture' skills are bad and cause this sort of problem.  I think they should be 'make these things faster' skills instead, except that with the ability to run an infinite number of machines nobody really cares how fast they can make things (with the exception of things with an expensive schematic).  They can just use more machines to make things faster.

     

    It should be about efficiency mainly. The ore material reduction seems to cause lots of problems. 

×
×
  • Create New...