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ShadowComm

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  1. First off, I am consistently dumbfounded as to WHY NQ keeps introducing mechanics that are found in “EVE Online” and with almost every patch all I can see is a “BAD Eve Online clone”. Why does NQ think that using similar mechanics from EVE is supposed to make Dual Universe better? Please NQ this is NOT an Eve Online game, unless everyone had it wrong and your TRUE “vison” of the game was always to create a poor-man’s clone of EVE Online? Please NQ, can you please post better worded and more detail post telling everyone what your “intentions” are for “meta”, ships, what your “vision” is for the game since clearly that has drastically changed so that people can quit the game that much faster and move on to more solid games that are “fun”, have engaging mechanics, far less bugs, features that are “actually” interesting and seems worth doing – for example constant calibrations are killing my vision. One simply example “Can you please make it so that the daily 150K reward is AUTO applied if you are currently logged into the game during the 23hr reset and NOT have to keep track of EXACTLY when you last logged in 23hrs ago and have to always LOG OFF and back in JUST so that your character could collect the 150K”. I get that 150K is nothing, but it is such a basic, stupid simple quality of life, a basic principle feature that EVERY single MMO has long thought of and implemented. With all renting aside, updates are good, it shows the game is being actively developed, but the Dev Blog is certainly lacking a ton of details for sure, I am sure more will come. 1. Will the “standing base” be a normal static core, dynamic core, or space core? 2. If this captured Alien Core will provide it’s own unique platform outside of the normal building mode that uses “core units”, can you build factories on it? Or only elements and voxels like on Dynamic Core Units? 3. Once the “Space Unit Shield Generator” goes into a countdown timer, does that mean all mining and weapons stop working and go into hibernation mode?? THEN how can the owner of said construct “restart” them so they go into working mode?? 4. Will the weapons on these Alien Core Platforms be automated OR have to be manually manned and operated? 5. As NQ stated “…as many players enjoyed and embraced the ‘realism’ that the game provided…” WHAT realism are you taking about? There are dozens of NON-realistic features that are far from realism, I gest most are implemented due to server load and limitations as well as cost, but so far not enough realism I have seen, just too many “artificially” created limitations and barriers for the sake of “fun” I am yet to see. Who has time to fly a ship for 8 to 10hrs from one planet to the furthest one??? like other posted it is the MOST SINGLE useless boring feature I have yet to see enjoyment in and I LOVE space trucking, it is a feature for people with multiple accounts 6. NQ has still yet to talk about if the mechanic of needing "power generators" to power factories on static cores, maybe even power systems on Dynamic and Space Cores are still going to be a feature in the future OR it is not longer going to be? An MMO game like this has to be tailored to all player groups and play styles, from PvP to PvE (granted very few of that in DU), but it seems PvP have the largest voice and perhaps NQ has always wanted this to be nothing but a PvP game. One PvE content I thought NQ's original vision included was to build large player-made cities and structures?? Another idea, How about implementing "community goals" where all players can accept a "mission" to buy or craft Voxels and elements and deliver it to a permanent structure in game like a monument, a space gate, a public market, to whatever cool project and it be like once a month or ever few months long term projects. THIS would provide a huge Quanta Sink as well as give factories a purpose to mine and produce "stuff" and give players things to do. There are just SOO many more questions and hopefully NQ will be kind enough to talk more about in future Dev Blogs.
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