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Owl_Superb

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  1. This is a complete lunacy. You can have my stuff in 90 days, I'm out.
  2. There still isn't a solid reason presented to do a wipe at all. In games such as 7 Days To Die and Space Engineers wipes happen regularly, because in case of 7D2D the POI needed for quests get destroyed by players, and in Space Engineers the server slows down to a crawl as more constructs populate the world. The reason I've switched to DU is to get the benefits of not having to wipe for technical reasons. And there are still no good technical reason to do a wipe. All other reasons presented are social in nature and at best are unproven theories. Exploits - people acquired undue wealth. Not a good reason to wipe, first of all because that would punish the 99% for the actions of the 1%. And second, the undue wealth has minimal negative affect on players in DU. There are plenty of rightfully rich guys, and that's a boon to the game - with large structures, tons of cheap elements for sale and newb friendly help and donations. You can argue that some PvPer are awash with T5 elements, but since when was PvP integral or even required in DU? Level field - everyone wants to start level. Not a good reason to wipe, because that would punish 90% of current players for the (deemed - not proven) wishes of the 10% incoming players. We can argue about how many genuinely new players will join after "release", but seeing how the game was public and paid for 2 years now, the actual release has happened. Its doubtful that there will actually be many new players joining and staying once the official "release" is achieved. Functional and feature changes - people seem to believe that when a game changes slightly its grounds for starting anew. Maybe in a simple game that would be true, but for a game like DU the start-up costs of getting established are immense, that's why players who are established would rather block changes than agree to redo everything again. The wipe argument is between those who don't have much to lose, or don't mind losing even the immense riches against those who wouldn't want to repeat the arduous process to get to the same place they are in now. Its not a reason for a wipe, its a coping mechanism in the view of an impeding wipe, for which we still don't have an established technical reason. If this wipe happens for the empty and inconsequential reasons above, then it is the death of the persistent universe and a qualitative shift in developer <-> players relations. P.S. Changes that most have asked for (or at-least agreed with) like market clean up and tile expiration and abandonment have resulted in the current emptiness of DU. Be careful of what you wish for, as I feel that DU will be so empty if a wipe happens, we'll be lucky to see even a 1/10th of the current player base two months after that. Players are already leaving in-mass because of the whole wipe topic hanging up in the air. Every second that NQ wastes "meditating" on what to do next is a bleeding wound of fleeing disenfranchised players.
  3. Game launch - that's generally the time when access is given to the general public. Does the general public have access to DU? Yes - I'm a paying customer since May 2021. The "game launch" you speak of is just a marketing ploy. It is not the grand opening of the flood gates to the millions of eagerly awaiting enthusiasts who did not manage to secure a limited spot in a closed beta. In other words, few players are waiting to jump to DU when it "launches". For Dual Universe the beginning of the "Open beta" was its true and only Game Launch. So for the people playing DU right now this "game launch" has as much relevance as does the rain over the ocean for the fishes swimming in it. My conservative estimate for a split between current players and new players post-"launch" is 90/10. As in 90% of players will be the existing players. When you see it that way, you'll understand that screwing 90% of the user-base for the expectations of the 10% will be a stake through NQ's heart.
  4. There is no problem at all. Its literally a post-scarcity market utopia when the costs of manufactured goods is less than the cost of materials. It just can't get any better than that.
  5. It does not remove them, it simply tells them how to spend their time in-game efficiently. If you need to get to another side of Alioth: you can walk, you can run, you can jet-pack-run, you can use pocket hover-craft, you can use pocket winged craft, or you can use a space ship to get to a 7km orbit and fly at ~4,000km/h to get to the destination the fastest. All options are on the table, but not using the Orbit direction is vastly time-inefficient.
  6. Your post is a triumph, I'm making a note here - HUGE SUCCESS! It's hard to overstate my satisfaction!
  7. Yes! I gave up on asteroid mining because its all just little pockets here and there. It would also be fun if there were ship drills, so we could have real mining ships. We used to grind down entire asteroids in Space Engineers with drill-behemoths. Also the asteroids in Space Engineers were much more lucrative, sometimes 80% of the whole asteroid would be useful ore. In DU asteroids seem 80% rock. My first and last meganode of Chromite (2.3ml) is the foundation of my current well-being in DU. There is no "big score" anymore, and its sad.
  8. Or a trademark-friendly version: Rock sucker. What if we could attach a rock sucking element to a hovercraft to sweep up your tiles of all the skittles and calibration clusters? We wouldn't have to run around a rather large tile, we'd finally have an actual use for a "Hovercraft" class of vehicles, and we could keep our tiles neat without cramping our index fingers. As it is, I'm not picking up the calibration rocks from my territories because it's ultra-tedious. Having mining ships in Space Engineers was nice, I'm still blown away by the lack of big boy mining tools for ships in DU. At-least siting in a hovercraft waiting for it to suck up surface rocks would be preferable to running from rock to rock clicking and holding M1. Wouldn't you agree?
  9. Somewhere with-in these lyrics lies the answer: Ticking away the moments that make up a dull day Fritter and waste the hours in an offhand way Kicking around on a piece of ground in your hometown Waiting for someone or something to show you the way Tired of lying in the sunshine, staying home to watch the rain You are young and life is long, and there is time to kill today And then one day you find ten years have got behind you No one told you when to run, you missed the starting gun And you run, and you run to catch up with the sun but it's sinking Racing around to come up behind you again The sun is the same in a relative way but you're older Shorter of breath and one day closer to death Every year is getting shorter, never seem to find the time Plans that either come to naught or half a page of scribbled lines Hanging on in quiet desperation is the English way The time is gone, the song is over, thought I'd something more to say Home, home again I like to be here when I can And when I come home cold and tired It's good to warm my bones beside the fire Far away across the field The tolling of the iron bell Calls the faithful to their knees To hear the softly spoken magic spells
  10. Not sure if that's a recent change, but for me it was always like that when cutting rectangular windows into sloped surfaces, i.e. when building a cockpit. What I've found works well for me if to have a copy of the uncut shape near by, and pasting lines of it strategically over the cut edges straightens out the edge.
  11. I have several exciting new ideas that you fine purveyors of adolescent pinnipeds will certainly love: - Have random wormholes in safe zone that transport you to PvP zone next to a closest armed pirate. "Whisked away!" - Require having to mine core slots to refill your personal expiring ones on asteroids every week. "Core Slot Ore T6." - Require 1 hour FFA on Sanctuary Alioth, once per week, on a random rotation with only 15 minute warning. "The purge." - Make the 10 heaviest loaded haulers currently in PvP space show up on radar from 1,000,000 SU away for everyone, even without radar. "The hunted." - Pick one random armed pirate ship each hour and allow them to attack up to 3 targets in a non-PvP zone for the duration of an hour. "Berserker!"
  12. 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.
  13. Thanks NQ! Just wanted to say that the Mining Unit mini-game is so much snappier now and the transition-skip is great! It feels like my FPS went up overall, and the sound changes are also nice and crisp i.e. walking on various surfaces and refilling fuel tanks. I figured out the corp slots and assigned them after a bit of fiddling. I still wish there was a way to see personal construct slots somewhere. Great work, huzzah!
  14. Here's an idea on-top of the proposed changes that would make things much smoother with regards to Org cores: Have a "Slot Exchange Market" where buy/sell orders of "1 slot/mo" can be traded. That way players can put up their unused Org slots for a nice monthly income, and Orgs can quickly buy emergency slots. Maybe even allow Org Legates to set a rule to auto-purchase "market slots" @ "set price" if Org is running short on the next core check.
  15. Dear NQ, I had to make a forum account to make this post, but it's been brewing for a long time: It is painfully, nakedly, embarrassingly obvious that the latest changes to Dual Universe were dictated by factors outside of the current game play or the community needs/requests. You are not hiding that you're dealing with server costs - whether computations or monetary - and removing tunnels, taxing tiles, limiting voxel complexity, and now limiting cores are all remedies that seem to be aimed at your daily AWS bill. AWS is NOT the right infra for DU to use. Any working IT professional knows that AWS is only good for: a) Prototyping b) Established businesses with healthy margins and relatively static costs, with occasional high-demand bursts of money-bringing activity. Dual Universe is out of prototyping, but the business is not established and your AWS costs seem to be ballooning relative to your revenue. How else can the recent changes be explained? I don't think anybody asked you to remove the hand-mining completely, I was expecting auto-miners to just pick up the ore from the tile so I don't have to. And once it's gone, we pack up and move the MUs to a new tile. There is no justification for taxes on tiles at all: not from the game lore perspective, nor for any problems for players. If anything the only request from players was to deal with towers that are above >1Km height, and then you auto-HQ'd them at the last moment. And do you think anybody wants their constructs to be more plain? I get it - you compress the constructs for storage, and the more complex structures don't compress as small. But that's none of my problem as a paying customer, and I certainly don't want to hear about it and I don't want the game I'm paying for to change for the worse because of your failure to build an RL business model or to change me enough money. And now with the core limit changes you're completely over the top. I'm sick and tired of you dumping your problems on us. Maybe you're all eating instant noodles and nobody got their X-mas bonus, I'm sorry about that, but you don't need to punish players for it. There are plenty of people who would pay more money if you could just show that you'll use it for the benefit of the players: 1. Hire a creative director who will oversee the direction of the game from start to finish. We need lore, we need story, we need immersion. Most of all we need the changes to make sense in the context of the game, and not make us worry about your RL business model. 2. Hire a technical director who will oversee the transition of your infrastructure to a self-hosted or dedicated-hosted model with CDN integration like CloudFlare that can be used to deliver unlimited game assets over high speed HTTP for a laughable cost of $200/mo. Run from AWS, it's killing you, like it has killed many-many start-ups. 3. Hire an economic director, or two, who would oversee your RL business model and the in-game business models that are available to players and the over-all economy and its direction. I understand that you'll need money for all of that, but you have a very intelligent game that attracts mature and established players, who can save you financially if only you can renew our hope that you truly intend to make the best space game possible. You have an excellent start so far, but you've hit a rut that would require creative financial models to overcome. We as paying customers don't want to lose any game features and complexity, ever. Just like we wouldn't want our own house basements to get randomly filled with dirt. We'd pay for it to stay dirt-free, but you just won't give us the option. We want you to build the best space game ever and we want it to become popular and we want to be able to sell/trade currency and accounts down the line for real money like all successful MMOs do. There are so many aspects of monetization that you're not capitalizing, yet you're obviously suffering an urgent financial crisis. Worse off you're wringing yourself and the player base with endless stress, which can seemingly be resolved, if only you could stand back and reassess what it is you are planning to create. Please take notice of this pivotal moment and open up the honey, even if it comes with an increased price tag of multiple tier VIP memberships, paid core limits, paid talent boost implants and so on. Use whatever remaining hardcore player base you have left to soar on top, not sink to the bottom. Good luck!
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