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le_souriceau

Alpha Tester
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Everything posted by le_souriceau

  1. For me (initial magic and promise) of DU is in organizational based gameplay, politics, wars, 4-dimensional chess, drama and all this stuff. Yet, as I percieve it, game strayed far from this path -- I strongly disagree with current direction (or lack of it). So I kinda stay here because of community ties, some meta game and love for ranting (my sin). Game itself for me ends on daily log in for money -- currently its not something I backed.
  2. You see, its vital to people have something to do for long time. Building (for sake of building)/industry (for sake of industry) alone not gonna cut it (for critical mass of players to be attracted). Sure, PvP can be totaly not critical if DU (by some unicorn magic suddenly) had very strong PvE component of more traditional MMO experience or, preferably, some creativly rethinked things from traditional MMOs with good global interaction and dependencies in game world. NPCs, again. But this is totaly not the case (I'm not finding this "missions" good idea at all) and so... its PvP, as, ironicly, last chance. People can be totaly busy at least beating crap out of each other. This works.
  3. I have my doubts on other part of thing: if NQ trully dare leave fantical SZ-only people without sources of good stuff (moving them 100% in PvP zone). If not, whole affair again will become pretty much meaningless -- with people playing war more from boredom, then need in ritualized fashion, claiming some mockup forts in "events".
  4. In retrospective I think they just ultra-overdone on this "new player experience" update. Sure there was some reasonable feedback (from Alpha) to make it smoother, but NQ took it to x10 level + probably also mixed with some fantasies about chipping of more mainstream audience if game is more... safe and all this. This multi-layered ez-mode heavly damaged both economy (because experienced players took full advantage of it -- suprise!) and meaningful pvp in long run (no reason to risk anything -- obvious too). Yet not helped much in growing or keeping player base.
  5. @CptLoRes, on "most critical thing lacking" I tend to agree with Ivan (he even put it elaborate way many times here and in Discord) -- not tech, tools or bugs, or even bad disign here, lack of features there (issues, but survivable ones) -- its very serious lack of stimulus. This stimulus, beyond competitive PvP (with meanigful territiry/resouce control), can be only achieved via engaging (and preferably -- group based) PvE. So in this regard I think initial stubborn "no NPC" policy was very bad idea. Its hard to remember games, that gained anything from dropping of NPCs, they just too useful of tool to glue together game systems, especialy if they not perfect to begin with.
  6. This actualy I think some sort of cruel "Motto" of our endless feedback/discussion/arguments in this game since Alpha. They could do many things, but they not. And we can influence this very little. So enjoy you ride in train as passenger, sure you can curse train driver (or jump off), but he not giving much muck or, more realisticly, kinda passed many turns and brakes not that reliable. Perhaps we even survive and arrive to some station this year : )
  7. I like your double standards, Moose, even envy such charming simplicity. First you theatrically suffering how toxic and cruel this place has become, then shitting on people "wise man" crap from high horse, jackaling on alologies, and now annoyingly and agressivly stalk Blaze for opinion (even if negative one) just for sake of it.
  8. It was initial plan (talked about in one of old 2016 interviews): Baillie also shared that there will be possibility to make blueprints of your creation which will enable mass production and potentially a market for your spaceships and stations. JC: The idea is that we would like to have research where you can take apart your item and research it, so that you can get a blueprint which can also be researched, so that after further time (and dependent on how much effort you put in it and energy and so on and so on) you have a chance to make an improvement to the blueprint. And so, you can have a strategy that will have a lot of research in it – though this is just a philosophy of what we would like to do, as the system does not yet exist. Then for some reason it was scrapped. Likely when EVE guys initialy working with JC left company.
  9. Thanks! But I feel like little bit overstayed my welcome in this... story (on several layers). Author definitly seen forum topic and maybe he contact NQ (or they -- him) for some clarifications or something. Its up to them.
  10. Funny part, that whole this issue is already resovled for all parties (Blaze even admitted, that he gone overboard with this and apologized). I was little bit overjuiced with mortal sins too, yet humbly admitted it too. Other participants were relativly chill. It seems to me our guy just jumped on stage for some posing time in brand new shining armor. Defender of weak, punisher of shitdoers. Yet kinda rolled 1 on d20.
  11. Ok, I wanted to alopogize too for my exessive detective-tin-foil-cap issues and fury. And do a bit of clarification. I contacted Philipp (author of publication in question) and he was kind enough to provide me with some additional comments. 1) He confirmed, that wrote this article on his own initiative, without contact/premediation with NQ (borrowing some official NQ media images to illustrate it). 2) Acticle based solely on his personal/buddies group gameplay experience (several hundred hours). 3) Most important part. Philipp explained, that arcticle, by his idea (and nature of his media), made for more broad and casual (external) audience, so he adapted info and presentation for them. While we, being more hardcore players can have different perception on game mechanics (0.23 patch) and priorities. Personaly I strongly disagree with such approch to coverage, but still its great, that Philipp bothered with reply.
  12. Info source from some dodgy site, that tracks MMO populations (by unknown means) and it had estimate of 400 k (that some people were not hesitant to spread on Discord and beyond). Obviously this is not true, because sanctuary claims stuck somewhere between 35 and 40 k that is not unuqie players (because of alts). And by overall activity, game feels like just several thousands players playing activly right now.
  13. True, its all painful issue for me too. DU has competly dead world with almost zero interactivity beyond some basic physics and ability to edit voxels. Its honestly feels like sort of tech demo some games show/share, where you just do some basic testing stuff in sterile stage of assets.
  14. This is thing that people were messing all over again over this issue. THIS IS NOT RELEASE SPIKE, this is april trailer, that yes, it was featured later in press, but in day of release or near it. So organicly people had no reason to follow DU Twitter in rows 10 days before anyone in wider world knew.
  15. Its actualy not first time DU marketing likely cheating. Initialy I noticed this during Alpha with Twitter (and tried make some noise), yet this was quickly dusted under carpet. Remember another false advert trailer "This is Dual Universe" (no its not) released on 29 april 2020? One week before it, DU Twitter (for most part dead thing as you can see) was obviously pumped up with some non-organic paid followers. Currently, DU Twitter (being still dead and badly/non creativly managed) loosing subs organicly: https://socialblade.com/twitter/user/dualuniverse/monthly But, if pattern still here, we can even accuratly predict new trailers/big news/things to be released week or so before, when some magical pumping occurs again. Question is if this is known to JC, or this more of spec ops to give boss nicer reports.
  16. Yep, very questionable (to say it politely). May be this is just "vision" again, like with fantasy-filled trailers before. @NQ-Nyzaltar, @NQ-Naunet, may we kindly ask you to comment on this sort of article in context of wider PR strategy for the game?
  17. No, such gating is counter-productive, because "invested" people just go 10 accounts and will not give much muck about it. This is root mistake of 0.23. Key is not in characters, but in players -- they need to have motivations to be specialized not as character, but as players, with them finding their long-lasting gameplay niche, activities and ambitions they are gunuinly want to do. This something DU quite fails to provide right now for big chunk of population.
  18. Yeah, it seems like JC/NQ completly nod understand how "cities" in games work (still endlessly putting up front as game feature). I even suspect they never played game where it was the working case. I consider this my area of expertise (SADLY), because I spent long years in MC as player/gm/cm/events guy/admin and everything in between. And people were trying to build "cities" (collective habitats so to say) all the time in all ways possible. Its relativly worked, when beefed up with enough support systems (useful logistics, working economy, pvp dangers, social mods to spice collective things) -- that generated actual reasons to regulary congregate -- failed in other cases. I dare say I know if not everything, but awful lot about this mechanics and player behaivors/interction patterns. Yet, obviously there is no way I can meaningfully translate even bit of my experience into feedback/ideas/things loop NQ established currently. So I kinda given up on being good feedbacking guy and gone rogue.
  19. Agree with @XKentX on NQ inconsistency as one of root causes of current mess. Just dig little bit deeper into their history and JCs endless talks to spot a lot of huge "U-turns" (PvP, starting conditions, other critical systems/concepts). Like this particular interview from 2016 quite a goldmine: https://www.gamerpros.co/exclusive-interview-novaquark-ceo-jean-christophe-baillie-mmo-dual-universe/
  20. Enviromental pressures/motivations to work together in interestic/sci-fi way is horribly missed opportunity. Like hard planets, but great rewards. Planet with super agressive nano fauna (no even need to make them visible!), that literaly eats equipment/avatars, if not carefully protected via constantly maintained (24/7 no jokes) network of special emitters/domes. Hollow planet, where all resources located 20-30 km underground in immense network of caves, also due magnetic anomanies, map/coordinates not working, yet players can build on site static mapping/radar stations and, via assigned dispatch, help each other (to not get lost). Planet with constant surface 10/10 windstorm, making conventional atmo-flying impossible and challenging players with some specialized ships/lua programms and piloting techiques. Its just thing I come up in 15 min. Lot of stuff (with not that challenging implementation) can be done. Such adventures is key to memorable experience and, seed of civilization, not some stupid screw factories JC want us to put in.
  21. Who surived more -- actual devs or all sort of bosses/managers?
  22. Still, visit us from time to time or something. With every vet quitting on such, to be honest, negative note... saddens me a lot. Obviously we all have different relations (sometimes quite tense), expectations from game, views on NQ, but still we are (or were) quite special community united in dreams. Missing people from such colourful band, that formed over years, feels as unrecoverable losses.
  23. Worst part, that even this forum/discord arguments about situation feel so meaningless... Same people just repeating all same story how everything is not right and what NQ should do in ideal world (me included). Other same people repeating (to counter first part indeed) all over again same story of "this is beta", "give devs some time", "all is fine, I'm enjoying the game". Somewhere in middle personal fights ignite (because nothing new to add anyway). At this point I generaly even know names, that will be involved and roughly what they will say and how interact with each other. I feel like we all prisoners of some cursed dark forest of something, just making endless rounds trying to find exit and fighting each other because of evil enchantment.
  24. DU borrowed from Empyrion obviously, because its much older game (was released as Beta in 2015, while DU was some sort of early prototype at best). Still I think I saw similiar "build around core" idea used even before Empyrion, encountered it first time at 7Days2Die with bases.
  25. I have feeling, that NQ intentionaly stretching positives of 0.24 (revealing them 1 after 1) for some reason, may be just to make it look like "a lot" of changes, may be to cover some nasty thing, that will follow next (last). Who knows. Still this at least something.
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