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CousinSal

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  1. Like
    CousinSal reacted to CptLoRes in NEW SCHEMATICS - Discussion Thread   
    This game needs fun, and adding more micromanagement tedium is generally not considered fun by players..
  2. Like
    CousinSal reacted to Midacre in NEW SCHEMATICS - Discussion Thread   
    If you want to limit the number of schematics and therefore factory processes a single player can run, but also plan to introduce talents to increase the number of schematic copies a single player can produce, why not just go directly to talents controlling the number of industry processes a single player can run, and skip schematics altogether? 
     
    Make it work like construct slots. Some for personal use, some to donate to an org for org industry. It would be consistent with a mechanic that already exists in game, and explicitly invokes cooperation via organizations. 
     
  3. Like
    CousinSal reacted to blundertwink in The speed changes and mass increases that go with it   
    This is true. AFK mechanics aren't gameplay, they are "go clean the house while the game sucks up electricity for no reason". Never understood how DU expected to be an actual MMO with this as one of the main ways new players make money. How many players do they think will pay money every month for this oh-so-engaging mechanic...? 
     
    I've yet to hear any real game design rationale for why these missions exist...other than people that say that Eve takes a long time to travel too, which betrays a lack of understanding about game design fundamentals. 
  4. Like
    CousinSal reacted to Knight-Sevy in The speed changes and mass increases that go with it   
    I will make the effort to bring the point of view of the PvP side:
     
    - No, the mass change does not change whether or not we can catch you at the exit of the safe zone.
     
    => Take a look at the VR "JUNKYARD SENTINELS", there are dozens of mission cargo caught before all these changes.
     
    We were already following heights in the atmosphere. Just take its trajectory and with math then wait for it further into space at his passage point.
    This was done dozens of times before gear changes.

     
    Transport missions are dead because no one wants to waste so many hours of their life in a multi-hour AFK transport gameplay mechanic.
    There are even now very few "pirate" who camp these missions. It is not profitable.
  5. Like
    CousinSal got a reaction from SirJohn85 in What Social Features Are Missing in DU?   
    It's crazy how DU doesn't even really have the basics that MMOs had 20 years ago for social interaction.  Yes we have discord which is great for people you already know. But tools that help meet people ingame helps so so much.  
  6. Like
    CousinSal got a reaction from GraXXoR in What Social Features Are Missing in DU?   
    It's crazy how DU doesn't even really have the basics that MMOs had 20 years ago for social interaction.  Yes we have discord which is great for people you already know. But tools that help meet people ingame helps so so much.  
  7. Like
    CousinSal got a reaction from CptLoRes in What Social Features Are Missing in DU?   
    It's crazy how DU doesn't even really have the basics that MMOs had 20 years ago for social interaction.  Yes we have discord which is great for people you already know. But tools that help meet people ingame helps so so much.  
  8. Like
    CousinSal reacted to GraXXoR in What Social Features Are Missing in DU?   
    At this point I see absolutely no .. ahem… point in making any new suggestions or wish lists. 
     
    it’s just imaginary what ifs and pie in the sky. 
     
    they’ve been given years worth of suggestions in every aspect of the game but are so, so far behind their original vision that it would take a decade just to implement the basics. 
     
  9. Like
    CousinSal reacted to blundertwink in Should NQ abandon their "Metaverse" obsession...?   
    I think there's a misunderstanding of what @Atmosph3rik is trying to say...WoW and other traditional MMOs aren't web3 / NFT projects. They have lots of content because they were developed as traditional games, not scammy NFT crypto nightmares. 
     
    There's a mess of such projects branding themsleves as a "metaverse", so many that the term has been polluted by blockchain enthusiasts that still believe that crypto is the answer to everything. 
     
    NQ's new CEO is very much adjacent to these projects -- he was executive producer over Ghost Recon Breakpoint, which (in)famously sold like 18 NFTs in the month after their launch...a game that will no longer receive updates (even if Abboud's LinkedIn calls it "the biggest comeback ever" lol).
     
    Granted Abboud left a month before those NFTs dropped, but there's zero doubt he influenced this direction as executive producer prior to his departure. He was at Ubisoft for 15 years and the timing of this departure makes me wonder if the higher-ups knew this latest Ghost Recon was going to flop and wanted a "change" in leadership. 
     
    The point is that NQ wants to be like these scammy projects that don't view themselves as games. 
     
    They want to be a "content platform" not a "content maker"...and that's a reason why DU feels so empty. Not just because DU is "missing" key features / content that other games have, but because they don't even believe in making such features! 
     
    IMO, they should have ditched this silly metaverse obsession a long time ago and actually develop DU as a "good 'ole fashioned game". This is why DU has no content: because NQ's leadership literally doesn't believe in making content thanks to this metaverse obsession.
  10. Like
    CousinSal reacted to CptLoRes in Should NQ abandon their "Metaverse" obsession...?   
    Metaverse is just a fancy word for multiplayer VR. And VR requires a lag free and spatial coherent environment at all times.
    And no amount of eloquent words from the CEO is going to turn the current technology we see used in DU, fit for 'metaverse' usage.
     
    And only if and after they manage to solve to fundamental technological problems in DU, can they start talking about being 'the metaverse' company (despite not having made a single VR product ever)..
  11. Like
    CousinSal reacted to Knight-Sevy in when are we getting industry balance changes?   
    Industrial gameplay does not exist.
    The industrialist who spends time in his industry once it is finished is a bad industrialist.
    - Take ore from mining units
    - sell half to the bot
    - lay the other half in the industry
    - take craft items from industry
    end of gameplay loop
  12. Like
    CousinSal reacted to Novean-32184 in NQ created events - My thoughts   
    So in THIS THREAD NQ is asking for ideas on player events but seems to want to limit the context of that thread to just ideas on stand alone events and set aside ideas on how to make existing game mechanics better, driving changes in  these "events" to support gameplay and the game as a whole.
     
     
    TL:DR
    I woudl like to see NQ actually designing the game, it's story and the lore. As a MMO, that is what is needed an dthat is what will give the game a chance to build it's story.
    Creating isolated "mini games" is not where I believe NQ should be heading as it woudl undermine the very core of what DU is. 
     
    -- 
     
    The long version;
     
    Here is the slippery slope we are getting on with NQ created events in the way OP seems to want suggestions for. I understand and appreciate the effort OP is putting in to this post and question as well as the active engagement in discussion, but it appears to show that NQ does not really understand what kind of game they are creating and by making these suggestions are effectively going against the core design of the game as a MMO. 
     
    DU is a MMO. It is supposed to work in a way where characters live their lives in the game. And in that they should not be faced with fictitious events which have no direct relevance or impact on these lives and do not have consequences fo rthe choices the player makes towards, during or after these events. This is really a basic core game design subject.
     
    And let's not forget that NQ likes to label the game as a Metaverse as well, where IMO the above is even more applicable.
     
    If the game were to have NQ created content, that content should be driven by the game's lore and/or storyline and the outcome of these events should feed (into) other mechanics in game. And here once again my earlier suggestion in the above mentioned thread comes in where NQ creates the mechanics in game to have more of a function in the game itself, not as a "stand alone activity". So yes, i feel that suggestion was entirely valid and on topic here.
     
    It's why a game like EVE has these "events", which never stand on their own and always are part of the larger picture, generally driving another mechanic. It may sound funny here, but I'd really suggest that whoever is looking into this, picks up EVE and spend some time in the game, exploring it's many facents like exploration, like combat sites, like Planetairy interaction, like moon mining, like industry and markets. I'm not saying DU should be EVE (disregarding for a moment that NQ has on many occasions clearly stated EVE is a major inspiration), but liek is the case for EVE, I believe that in DU nothing should stand on it's own and shoudl both have an origin, a direction and a purpose. And that is basic game design.

    I feel discussing this very much is both on topic and revant to the OP question/suggestion. If NQ is to create content in game, it should not be stand alone events, it should be integral to the game loops/flow and feed  the game's progression for players .
     
    The suggestion of NQ creating events and seemingly wanting to see these suggestions be limited to "stand alone" occurences means that NQ is trying to build events which have no meaning other than being "things to do", they do not carry consequences and the potential spoils of these events serve no purpose but to give players "stuff"
     
  13. Like
    CousinSal reacted to Novean-32184 in What kind of in-game events would you like to see in Dual Universe?   
    I would like to see NQ not create events but create tools for player to create events. Similar to how Space Engineers allows for players to create scenarios.
     
    Outside of that I'd like to see NQ focus on adding versatility to things like surface harvesting, not have rocks all over and everywhere but pockets you need to hunt/scan for. And in those pockets have a higher yield per rock and also have special items similar to gems which in turn could then buff elements like engines or allow for schematics to be researched and improved. These pockets could then respawn somewhere else in a set radius once depleted.
     
    Imagine the possibilities that would add to the game at relative low cost.
     
  14. Like
    CousinSal reacted to Lethys in The exchange deepdive   
    All boils down to working servers. Which doesnt work as intended. Which IS why Du will forever be restricted, because it doesnt work properly. When (IF) Nq ever gets it to work, du may have a chance 
  15. Like
    CousinSal reacted to Kruzer in need more PvP. turn it on everywhere for test   
    While I agree with you about PvP being a cornerstone of the game concept.  The game as it is has a player base that has been reduced to 2 broad groups.  Those that like to build sand castles and those that want to kick them  over.  The only thing the 2 groups have in common is that they both haven't realized they're playing a dead game.
  16. Like
    CousinSal reacted to Aaron Cain in Where is the player driven content?   
    First, just rename some terms, pve is not Non-PvP
    we should better call it then PvE and PvPvE
    Or PvP and Non-PvP
    and frankly, DU is not PvE, there is nothing in the environment you fight against so best keep it non-PvP and PvP
     
    It is very simple to be honest, PvP and non-PvE has to have a reason to be there, placing a planet under non-pvp with no lore, protection or reasoning whatsoever is just bad designing.
    If DU has no reason for Non-PvP it should be a pvp zone.
    Technically only the sanctuary moons and spaces around NQ markets should be safezones as was intended, that said it was also intended that a placed TU gave you rights to a hex and all on it, and security to attack as attackers first had to bring down the TU or shield, i cannot recall exact what was told back then.
    That idea was great and together with the working community pages there was life, also because we all knew we had to organize and build protection and alliances.
    Then we got what we have now and that brought also no need for alliances, no need for defence, no need for co-operation, and just continue. seeing that didnt work for the game we first got industial restrictions and that was not the end. Frankly those restrictions and more just made the whole PvP even harder.
    If we should still have no restrictions and good ore deposits nobody would care for loosing one ship or base as we can quickly build new ships and bases. but instead we got a disfunctional market with vast restrictions on industry, new sucking ore mining all to make PvP more interesting.
    Well shit, that did not work out. Strange not?
     
    No offcourse this is not strange, who in his/her right mind goes PvP with a ship that took actual time to build and has everything you have.
    With no ore or industry restrictions building a ship is rather easy and will give rise to better and more fun PvP as people have lower risks. this concept is already known and proven over a multiple of other games. DU acts asif playing it is your daily job. Well it is not, and frankly when i have time to spend a weeks time in a game, its not DU as rewards just suck. I am not gone name other games that do understand these points but i just wanted to have it said. Again. Although by now i have no hope to see any of these points even to be considered by NQ.
     
    If PvP is about loot and destruction and needed on daily bases to keep players satisfied and there are no non-player ships to fullfill the same function Then there also must be a way for targets to actually build ships on a daily base to give rise to the destruction demand. 
    When this circle of material flow is balanced and a valit part of the game there will be player contend as the players will need to build an infrastructure around this material flow. But guess what, there is no material flow. this game is build on a quanta sink with the idea that a working market in the end solves all issues.
     
    The market is not the salvation, at the start of Beta DU florished as both individually as group based you could really make progress, me and my friends build enourmous bases, ships intrastructures, teritorial outposts anything. And it all stopped with the restrictions that came. before individuals had small industry to make small stuff but helped thier faction/alliance/conglomerance to get bigger but with killing the individuality and push players into groups most just stopped as most players are no sheep who want to follow a leader as mindless mining slaves, but somehow NQ development saw that differently, so .23 was implemented
     
  17. Like
    CousinSal reacted to CptLoRes in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    The answer to all the "we need this feature at release" statements is something like:
     
    0.01% chance we will get any substantial feature beside what is already announced at release.
    0.001% chance we will get some kind of territory war at release.
    0.00001% chance we will get planet based PvP/territory war at release.
     
    Because after 2+ years of almost no fundamental changes/improvements to the game at all, NQ is now apparently very, very busy fixing bugs, removing functionality and adding superficial improvements for the release date.
  18. Like
    CousinSal reacted to VandelayIndustries in How to create exploration.   
    - The scanner that you use can have a base range of 1000km (5su)
    - The timer to complete the scan with no skills is 10minutes (think similar to how Territory Scanner works.
     

     

     
    With these skills, you would have a base of 5 su with no skills, but train these up and it would increase to 10 su range total.   You could then also have your base timer of 10min be reduced to 5 minutes with a couple set of skills.  Make these trains decently long for a good specialization.   You could have handling skills also, but I kind of like just having operational skills.  But the actual distance and time obviously can be adjusted based on balance, but i do think 5minutes and 10 su is a reasonable starting point, where a single person can explore, but also not so over powered for larger groups.    I like the idea of the scanner only showing general pings too, its up to you to "fly to that area" to see what that radar ping could be.  
     
    That could tho also lead to another skill where there is some percent chance it tells you if it is a wreck, ship thats not cored, or asteroid, etc. but thats kinda either way.  if you wanna maximize scanning with a group, they would need to be 20su apart, so the reality is, its not so overpowered for even larger groups, because anyone knows in the pvp meta, if a fight breaks out, 20su can be too far sometimes to save someone, and maybe not everyone has max skills.  So there is LOTS of room for ACTIVE gameplay, and reasons to fly out in space in random directions, and EXPLORE.  And this being a game and we all have finite time, have a reasonable expectation to find something in a timely manner.
     
    @NQ-Deckard @NQ-Nyzaltar
     
  19. Like
    CousinSal reacted to VandelayIndustries in How to create exploration.   
    IMO even as a pvper, the implementation of the DSAT was terrible.  And since you can get asteroids in the safe zone, and they respawn on saturday, as shown there really isnt any need to "defend" them.  Especially if i can just scan and claim T3-T5 tiles in the safe zone and automine.  What this game needs is a legit long range radar scanner.  People often say "oh well space is big"  yes space IN REAL LIFE IS BIG.  But im not playing IRL, im playing a game, and an MMO.  The reason for that is to promote player interactions.  If we had a radar that could "ping" even just 10 su, on a timer, you could actually create real exploration. 
     
    Think about this, if your radar has a 1-3min timer to use, and a cooldown, to balance, then once its done it gives you POI of anything that was scanned within 10su (asteroids, npc wrecks, other player ships, anything new added later) but doesnt tell you what it is, and only a general waypoint area to go, now you can go explore find out what it is, onec you get closer than 2su and its in radar range.  This is great for even finding asteroids, you could be 120 su from some outer planet like jago, and found a exotic asteroid.  No one knows you are there.  Unless they already found it, or someone gets within 10su and pings it.  So someone could show up within 10min, or 10hours, or never.  This would lead people to actively go explore more, because even people trying to avoid people, could have real chances to be on an asteroid for hours with no one knowing.  This is good for pvpers because more people would take the risk to explore. and 10 su is a decent balance of not too far, but enough for people to reliably find SOMETHING in an hours gametime.  Right now the current implementation of the wrecks is atrocias (albeit with the best intentions).  But people want to log in and have a chance to actually find content.  People literally spent 3+ hours roamiing aimlessly looking for the wrecks, and find nothing.  How is that engaging? How can I promote that to my friends to come play DU with me?   Conversely, if I say tell my buddies who dont play DU "Yea man, we spent an hour and half and went and explored, and found 1 wreck, and 3 asteroids, which we bookmarked and mined one, and plan to sell the coords to a friend for some % of their take"   During that hour + we actually accomplished something. Not only that but we are out in space, ACTIVELY flying around, scanning, having fun, and could be a possible target, or could be looking for targets ourselves, needing to keep watch of our own scanners and radar. 
     
    To me that sounds infinitely better, and like a real game, and something I can look forward to logging in, and accomplishing something with some risk, but also some good rewards, and some fun exploration because you dont know what you will find, or how good the asteroid you find will be.  Maybe its a shiitty basic? Maybe its an exotic with over 100kl of T5.  The fun is in the mystery and the reliable act of knowing that if i spend an hour or so, I will at least find SOMETHING.  Please Please consider these gameplay mechanics and loops NQ.  We as players want to promote the game to our friends but how can I promote "ya i flew around for 4 hours and found nothing but empty space". 
  20. Like
    CousinSal got a reaction from DarkHorizon in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    Maybe with such a huge core breach and explosion all elements should be destroyed. Only makes sense.
  21. Like
    CousinSal got a reaction from Rokkur in The exchange deepdive   
    The whole point of creating anything but no purpose shows NQs lack of understanding of games and MMOs. Ohhhhh you built a cabin by the woods. Why do I wanna visit? What can I do there. Does it protect me from the elements? Can I buy something there? 
     
    And now with this exchange its like the aphelia markets taking the small reason to even go to someone's places physically (buy a BP or token) is slowly being taken away.  NQ might be able to turn a profit if this was like space engineers and they has the players rent and pay for servers and tweak rules to their liking.  As it stands now they keep removing as much player driven content as they can.
  22. Like
    CousinSal reacted to Taelessael in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    Having a different explosion for the core is cool an all, but the explosions not doing any damage made it all look silly, and nobody is going to see any of those explosions unless you add a kill-cam to let the previous occupants of the now dead ship watch it blow before they respawn.
     
    As for seeing explosions from battle-fields you aren't on, that would get annoying really fast once someone decided to just dump a bunch of cores and start popping them.
  23. Like
    CousinSal got a reaction from Mjrlun in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    Maybe with such a huge core breach and explosion all elements should be destroyed. Only makes sense.
  24. Like
    CousinSal reacted to Knight-Sevy in Where is the player driven content?   
    Being able to temporarily stop the subscription is contrary to the marketing strategy.
     
    If the team closes the monthly payment to switch to a system with a reduction for a large commitment period, it is precisely to keep your funding during an update that you will have temporarily left the game.
     
    But it is not for me a bad calculation for the consumer from the moment when the DAC system will be integrated which will allow you again to benefit from a subscription to the month according to your desire.
     
    We are between those 2 periods so you want to be able to suspend your subscription. But these are not some things that NQ should allow you to do in my opinion.

    ------------------------------
     
    And to come back to me.
    I come back to the game because I have my alpha tester account.
    I will also stay on it the months after the release thanks to my DAC reserve.
    Once this reserve is exhausted then I think we would be at a good stage to assess if NQ has done what is necessary for the game to live.
    (The only way to salvation is in my opinion the territory warfare  and the PvP that goes with it, it's the only game mechanic that could give a boost to this one in the media twitch/youtube)

     
    If NQ gives me a reason to come and play regularly with ships that I build voxel by voxel then I will maintain my support for years to come.
    If they settle for a universe with no player interaction then it will be without me.
    And let's not be fooled if only the solo and selfish PVE builders are left, then the game will end before the end of 2023.
  25. Like
    CousinSal reacted to Knight-Sevy in Where is the player driven content?   
    Whether we are PvE or PvP we are bored anyway.
    The chests are very quickly all overflowing with resources and there is no activity.
    As soon as my interest returns for DU I build a new ship (it's very pleasant) and then well I return to play on another game. Because there is literally nothing to do on DU with my new ship.
    Not even a fast place to go to shoot stuff with the last gunship you made.
    Not even a transport mission where you will pilot your ship to slalom between nebulae and asteroids.
    Everything is bland and boring. There is no interaction between players. There is no end game apart from collecting resources to have more resources...
    Where is the territory control? Where are the markets and installation managed by the players?
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