Jump to content

Owl_Superb

Member
  • Posts

    32
  • Joined

  • Last visited

Everything posted by Owl_Superb

  1. 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.
  2. 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!"
  3. 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.
  4. 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!
  5. 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.
  6. 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!
×
×
  • Create New...