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milkmkhjgjg

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Everything posted by milkmkhjgjg

  1. even with the inability to actually to do pvp , pvp will still most likely be more complex , thus more fun than pve . Bots are dumb , they do the same repetitive loop over and over again , this gets boring very quickly and becomes another grind after the your 10th hour . This is true for even the most complex bots , this is why when making a game that need to last years ,player competing with other players is they only reasonable way to maintain gamers interest . There are not enough unpredictable events or variable in a instance to keep pve fresh or interesting , this unpredictability is even more true in the pvp zone , because players can interact with you in more ways . Ironically the pvp players will be the ones whom do most of the pve mission , not because they like it , but just a convenient way to test new builds .
  2. There were equal amounts of updates for pvp and pve (i am assuming you mean civilization building), but most of them were "improvement" of the current tool and systems . You think that pvper's don't want NPC , and survival elements , everyone would loves these features, except for carebears , because it adds danger to the game . But NQ seems to not be capable of adding the simplest of mechanisms to the game , so you have to taper your expectations , so i suggest simple things like greatly reducing the number of asteroids in the safe zones , since it is player against player , no NPCs are needed . The pets that they added is just cosmetic , and there is no profit to be made , why didn't they turn them into mobs , it is not because they don't want to, it is because they can't . Just like planetary mining , pvp was arguably nerfed , avatar boarding ships was removed , instead of adding avatar vs avatar combat , they just add impenetrable barriers , that indefinitely stays on . I expect NQ to do that , because they don't have the numbers(devs) to pull off AvA combat or anything that would significantly change the way pvp and pve is played. When a company aiming for realism can't add simple mechanisms like fall damage to their game , that should let you know what they are actually capable of achieving.
  3. I don't know if you realized , but you are actually agreeing with him on many of your points . There is no reward to pvp , because you can just get all the resources in the safe zone with zero risk . There is very little to gain from pirating , and it take ages to find someone to pvp , because the players are all in the safe zone . why pvp with other pvper's (for eg to defend a asteroid ) when you can get the same resource with zero risk in the safe zone. Why use your best ship , when the reward for the risk of losing your ship is so small , in comparison to the safe zone. The people who pvp don't pvp because there is something to gain , they pvp for fun , because they are bored of the game. To summarize you don't have to take risk to gain rewards in DU. Casual players wouldn't have a lot of resources , but most of the player base isn't casual , and even though it is just 2 month and a few days they are already stacked . The point still holds , because in a few months even casual players will be stacked with resources , because no evens take place that can destroy those resources , and by those events I mean pvp . I want people to understand that the safe zone is like a bank where everything of value is stored , and that bank is indestructible , and your money and assets never depreciate or degrade , because by design it can only stack .
  4. I agree with you on pretty much everything except , the tactical maps making it easier of miner's to escape . because the main problem with pvp , is finding someone to pvp , the space is simply too large for our radars to find players in a reasonable time frame (this is assuming that the tactical maps are much larger than radar distance). The miners most times are gonna be heavier than the pvp ship , so detection means defeat unless the safe zone is close enough . Basically ,the tactical map is more of an advantage for pvpers than it is for miners , because pvpers are faster and more agile . this can even be a greater advantage for pvpers if they increase the range of weapons , the moment they are detected , is the moment the battle starts . i also would have rather NQ reducing the amount of asteroids in the safe zone , in-fact i rather it be exclusive to pvp space .Like you said players just keep stacking resources , because there is no massive war happening or will happen , that orgs can sink all their resources into , basically zero survival elements , just reward , reward , reward , so everybody is a god , and it turns out being a god is boring . I don't think it is just the loud but little player base left that want a carebear game , but the developers want it too , NQsesch literally says he is a carebear , so the future of this game is not looking too good
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