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le_souriceau

Alpha Tester
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Everything posted by le_souriceau

  1. At some point of development (when technical viability and survival become priority) NQ visibly "ditched" most of bothering with lore. Currently DU story is like this: 1) Some old dusty fluff texts about Ark ship mission (pretty boring ones, as for me). 2) Little bit of initialy sanctioned fanfic, that was as I understand retroactivly "cancelled" to serious degree. 3) AI Aphelia, that... kinda leads all magical invisible bots around and owns stuff, beyond that and being "voice of tutorial" plays no role. Not developed. 4) There is some alien ruins/artefacts as ultra half-assed community "quest line", but its done so badly and obsure way, that most players not even have clue what its about.
  2. Well, semi because: 1) We have rocks (while its minimal ammout), its regeneration still on paper. 2) Obviously some sort of regenerating ores incoming (when and how is another question). So state of fineteness is temporary. But I agree and expect "ore topics" to pop up more and more starting by Chirstmas/New Year. Initialy T4-T5 only, tho.
  3. Actualy very good point made. DU definitly has this nasty "negative motivation" vibe because of semi-finite resources. While it not have such drammatic effect on me (to quiting level), its still bothers me on background from time to time and forced me to mine far beyond my comfortable level and time frames. Yet, pretty soon, I think, we recieve some re-newable sources, because of newer players pressing NQ about T4-T5 (that are harder to find every passing day). So I hope OP guy find new stamina to give game another run after some rest.
  4. Actualy, I think, on closer examination -- no. Most of my MC friends were relativly cold on DU upon investinging what game has to offer. I myself, being super-hardcore minecrafter, find DU building system quite... exausting. Thing is, in general, MC players like much faster, intuitive building, PvE content and overall easly-accessable interactivity of game world. DU has very little to offer on this points. This why we probably see almost zero invasion from millions of MC fans around the world. Current 3d desert inviting to painstakingly make 3d objects for sake of making 3d objects is landmarkers version of paradise. Well, to be honest, all kind of warnings (about community demographics trends so to say) were here long ago. When game "opened" with lot of promise in 2016, most of future players activity in intent was about building nations and all kind of healthy, EVE-inspired activites, with lot of interesting ideas and energy to spend (obviously with mix of unrealistic fantasies). Game was seriously delayed (2 years), so things started to rot from boredom. Some people left and lost interest. With early builds arrival, another slice of players found themeselfs in dissapoinment, when reality met with their previous expectations. In practical terms it meant that game barely supported many "expected" activities/roles. To add insult to injury, NQ butchered community page (last life line for many struggling entities to stay on at least some level of activity) under premise of updating it, but it still lies in ruins, even after promise to be fired up on Beta start. Very little effort all this time was made by CM team in many regards (before joining of Naerais at least). Questionable start of Beta, especialy how world was prepared for our arrival (that is separate topic, that partly under NDA)... In this medothicly developing enviroment (quite "choking" for everyone else) landmark-type players had best chances for survival. Because their staple was only one relativly working from begining and less infuenced by... not so great disign choices.
  5. Currently whole ATV institution feels absolutly useless. 1) bad/ad hoc disign still goes into releases regulary; 2) most of critical feedback/need of change afterwards still "forced" into NQ mostly by efforts of common players; 3) also, while its probably not safest thing to say, I'm not agree with pattern that was used to choose/keep participants (some people on right spot, tho); So, generaly whole this half-dead thing maybe better disbanded and changed with more flexible and active (and activly used) focus groups for different aspects of game.
  6. Yep, its serious trap. Because, right now, "no more wipes" policy most important thing, that keeps people playing/paying (even if not exactly for pleasure, but for future advantage). If wipe confirmed, many of them leave or go sleep mode. Yet all new players will be suspicious about seeing "just launched" game full of assets and immense riches of older players, especialy considering how dodgy economic works since start. Only viable solution I see (that was born in out discussions with friends) is give newcomers on realease fresh nice system, but isolate them from old base for at least 30-40 days, by making warp gates impossible to build faster. Sure, some vets will be restless and still sneak in with new accs, but without their skills/assets (and in much reduced numbers) they will be at least less capable to totaly ruin newcomers experience.
  7. Thanks for sharing this, both sad, but something to learn from. And... to be super honest, I glad you have such "crisis" experience, because Dual Universe too has pretty troubled development, with patches of serious alienation betwen devs and community perceptions of things. Something I hope CM team reinforcements (with fresh eyes, brains and energy) help to eventualy mend.
  8. Greatings and welcome! And another cheers from fellow UO vet! Its fair to say, that it was Ultima, that started chain of events, that made me vivid sandbox-lover and brough me here. Favorite location in UO world? ?
  9. This argument, being thown to people faces all the time, not actualy that good. While I absolutly agree, that full scale PvP is critical for igniting for much needed "dynamics" (and strong, natural reason to cooperate), and waiting it myself, NQ obviously not in position and probably not be for long time, to methodicly alienate "civilians". They will be given some more proberbial pie chunks too for sustain. So, this is game TOTALY for them. Very likely, we will see back and forth movement in features, balance and living space between Full-SZ and Full-PvP poles, with NQ trying to keep max quantity of very different (but not per se excuding each other) subbers relativly happy. Is this 2 chair sitting good idea ot bad idea in grand scale of things? Another question.
  10. Well, it tries... but. Btw, for me of of most disgusting aspect of DU (put little bit strongly, but it is)... this feel of total sterility of game world, its all like dead plastic decorations. May be it something with visual style or scale or lack of features/effects, colours, sounds or primitive lightning. But combo for me a bit choking in surreal way. Sure, there is objects build by players... But here is the catch -- their builds in 99% of cases look in landscape very foreign and alienated, like mistmatched toys thrown on white floor. In Minecraft builds consisted from same blocks as natural world, and because of this it was possible to make them very organicly fit into it.
  11. Interesting. I doubt it per se hardcore "cheats". It can be that game itself may failed to register hits for cooldown (all kind of wierd shit happening all around). Or dysinc. Sure, some cheese (unknown to wider audience) is possibly present in situation too. Probably now, when its gone public, we can get some comments from AC/HYP.
  12. This is how most games actualy played, no? Yep, I get your entitlement/learned helplessness tendences that I'm not in position to fix. I surrender.
  13. 1) You need to crush your stuff several times before its totaly "die". 2) Most of learning happens (for most reasonable people) on pretty basic, cheap ships. 3) You have your everyday 100 k of social security just for this. 4) If you need more -- earn it by in-game activities. Or craft new stuff yourself. What the problem? 5) You already have all renewables newbies may need for bare basics -- rocks on ground. 6) And I fail do undestand logic of your argument -- how some distant (and pvp-ridden) renewable asteroids will help newbie who, by your concept, cant fly without constant crushing? So, generaly you totaly blowing it out of proportion and stretching problem. I doubt it will be even minor issue for most new players.
  14. You totaly blowing it out of scale. This sink from element destruction will be barely noticeble at this point. Most of elements are very cheap in comparison to assets people already hoarded. Generaly, its even good thing, if NQ keep some reasonable gap between this and imprementation of per example asteroid mining (renewables), so at least fraction of exessive stuff will be drained out of economy.
  15. I already shared this story in Alpha forums, but think in context its worth repeating for everyone. There is indy game -- Holdfast: Nation At War, generaly napolenic wars fps focused on organized event-battles (up to 200 players now I believe). At start -- 3-4 people without serious prior gamedev experience (Mount&Blade modders), tiny budget of personal savings. Obviously, they stuggled hard. Constant tech issues, lack of content, bad balance, turtle pace development -- you name it. Classic indy collection. Yet, once game hit early public access, they took unprecendentaly transparent, humble and, retrospectivly, pragmatic stance: Hodfast devs were activly present on forums and available for questions and discussions (granted, with several day lag and limits, but still), so feedback loop on was extreamly fast and up to date. Roadmaps were humbly cut/narrowed to things they actualy can do (without BS) + great deal of honesty with setbacks. This greatly increased trust of community, obviously. They played with players regulary (at least once per week) participating in event battles as common grunts. This given them unprecendented understanding how game actualy played in practice, not theory, balance, patterns, what is fun/boring etc. Some bright heads in community were allowed to tinker with game to some extent, that produced a lot help. One such enthusiast was so good with tech side of game, they invited him to join team as programmer. Extensive help of community also allowed to produce pretty top notch localizations with 0 costs. Well, they given participants free code copies of game (I was one of translators, so observed all this kitchen a bit from inside). Armed with such approch devs grinded way to release with greatly improved product. No chances for that wihout community support/participation. Sure, at the end game still far from perfect and probably never be unversaly known and popular, but it works decently well for niche dedicated community. Product made some modest buck for devs. If not epic win, not a failure too, considering horrible initial odds. This is example of such thing done right in situation with very low resources. In can be said, that DU is much larger and complex game. True, it need own repecies. But DU also depends on much more complex systems, where well-organized involvent of community even more essential for any degree of success.
  16. Ok! We AT LAST back in buisness. Interview with Jey, on economics, billions, factories, overall game disign. This is your opportunity to know how to make 70 mil of quanta per day! https://dupress.wixsite.com/newmeroviachronicle/post/__jey Sorry for probably dodgy english (my shame!), yet I was so eager to start again... that kinda skipped on this for speed : ) It will not happen again. Also, we bit revived twitter @nmchro on various ad hoc news (orgs/drama) like this: And, I still working (again) on some big update-proposal for orgs (who want be more covered with obviously not fake news). In very crude state of idea: 1) they give me "press guy/girl" rep to bother, who I can ask questions, other stuff, may be some sweet exclusive info; 2) humble NMC press ships not shot at by respective org members (at least in ideal world); 3) right to visit org facilities/territories (i still obviously follow security personel orders to not venture somewhere or vacate spot); 4) in some cases minor refuel/repair/transport help, if i got in trouble somewhere on org turf (mostly for future); 5) may be some robotized reposts of new NMC materials to their discords if possible... and not too annoying, as any news outlet its obviously most nice thing to have more readers, yet its not critical -- i guess come by eventualy, if we establish good relations.
  17. It may be connected to incoming asteroid mining. People (who may have some inside info) now hoarding cores fo staging stations (also there is wave of warp beacons incoming) or some yet unknown industrial use -- like something with energy? Still, it can be just coincedence of demand spike (as @Emptiness said). Yet, less likely. Anyway, to be super honest, for several times, rolling around as wannabe journalist, I had this feeling of "latent leaks" in air about incoming changes already. Nothing absolutly solid to point fingers, but some people being suspiciously... propheticaly calm and kinda too prepared for new things, to jump on them from minute one. It also can be my paranoia, of course.
  18. Well, to be brutaly honest, "exploration" aspect in DU always was practicaly marketing bovine manure (and probably stay so). They added it to KS because every space game kinda needs this "stapple" -- no matter how true or not true it will be. Like every lame RPG states "deep character progression options" even its not so. DU game disign at core level not support any meaningful exploration. Because on macro level, even with regular addition of new systems, for 99,9% players there will be nothing to truly explore -- someone already be there first. On micro, local level... well, tiles just basicly empty and relativly same -- nothing to see. Sure, you can find meganode with scanning, but I guess we safe to not count it as exploration most people want. So, yeah, its painful to say, but some promised things were simply not exactly true (even with beta state corrections). This is contibuting factor to disspointments and quits too.
  19. Its complicated. I hate to dive to deep in theory, but some context needed. Because this discrease of activity (and, consequently possibility to restore it) lie far beyond forums -- this is issue with orgs themeselfs. Over the years of slumber and fight for surivaval, mostly very particular breed of organizations made it -- insular ones, who not much need anyone else and can stay afloat on tightly knit veteran core. All their needs totaly covered by their own discords or community ones (to brag about builds a bit or have minor verbal pvp). Forum is obviously good platform for more outward looking political and socialy oriented orgs, guys who love to post their programs, manifestos, fancy treaties and other rpg-tier funny stuff. They was most hard-hitted in recent years by complex of reasons and mostly died out. Since 2016 (when initial hype was around) it was constant downward spiral -- less content was posted by competition, less active was everyone else. Like recent example: Olmeca_Gold posted his org presentation (with very well prepared website and materials). On more healthy scene it obviously garnered at least some attention, reactions (positive and maybe negative), questions. Yet here I think I was only one who posted something at all in response so far. So only way I see to revive forum is somehow re-populate area with more "politicly active" organizations, who will produce PR content and go into info field competition once again.
  20. NQ clearly promised to this "two world parts" in KS presentation text (that can be considered first official statement document). Devil in balance. I totaly agree that creative/isolation component now obviously and dangerously bloated in expense of competitive/interaction one. This is my exactly point with corresponding demographics -- in way whole "build in peace pillar" thing was kinda hijaked from actual buiders (who for most part have parrellel, not competing interests with "action guys") by agressive "poweplay" caregrizzlybears who are insaitable in grabbing free and easy stuff, even if such balance harmful for game as whole. This is different playerbases, even if they look quite similiar at first glance. I feel this especialy sharp as very old minecrafter, where same issues was everywhere on big multi servers. One guy just cut some trees and dig stone around and build something great, never asking or needing anything else. Other whining to administration no end that he had not enough diamond blocks for his diamond block box house. They both can be called builders, but fundamentaly they are very different. Same thing here.
  21. I think there is one of greatest misconceptions of our community that builders (at least true ones) somehow in opposition to challenging mechanics or pvp. They are not. Because all what they need is access to T1-T2 voxels, safe tile and some social aspect to have fun. It simply little conflict of interest, they can even coincide (like its more fun for builder to observe drama while building something in comfort). Real opposition and category of players NQ catering (voluntary or not) is who I call "hoarders-braggers", people who are not nessesary super into building (sometimes totaly not) -- ones who want to have everything in game (as fast, easy and in large quantities as humanly possible, not nessesary honest way) to show it off, brag about, feel rich and powerful, but never ever risk. Generaly, same guy... Dupes diamond blocks in Minecraft, then mocks noobs that they are poor. > Sorry for little derail, but I think its important point in terms of our dicussion.
  22. As long-term tourism industry guy I experienced helluva lot of bad change with this plague. Thank god I had no serious financial liabilities at beggining, but even with this good version of events my plans totaly busted for years to come.
  23. This last quitting survey is good initiative -- great to see all this communication/info gathering lately. And I believe we (forum trigger-happy people) can contribute more to it by more extended discussion why people quit (or have some thinking process about it in terms of "if" conditions). There is demographic waves (from KS to Alpha to Beta) with some differences in "road to quitting", but still, core issues, I think, are remain same for most. Ehh.. I already feel a bit as Captain Obvious writing this, but can't stop : ) 1) Broadly speaking -- tech issues. Game not comfortable to play still for many people (impossible to play for most unlucky). 2) Choking lack of content/mechanics. - no pvp warfare makes game stale for huge demographic who whats some action and meaning beyond "landmark in space", this is principal killer; - rudimentary economic narrows interesting things for another great many people (both in time to be occupied and width of engagement); - severe lack of social features to keep people at least this way; Some combo of this was reason for 95% quits I witnessed in my circle of known players (most damage from boring world without full pvp and politics). This content thing actualy go so far, that I failed to recruit several of my more critical minded friends after they asked "what can I do in game now?" After listening my best efforts (I tried to stretch list as far as possible), they refused, stating that it will not do. Maybe in 1 year. So generaly, for serious number people, after initial gorging of available things to try/achieve, there is not much to du in game. Sad, but simple as that. Or not?
  24. I noticed, that "Organizations" section was moved much deeper into pits. This section already experienced almost hopeless depression, with absolute majority of orgs abandoning any pretense to post updates/pr content here, save for some rare and totaly technical bumps. So, question is, do we need to somehow salvage this section by adding incenetives to be more active, or to hell with it, let it be survival of fittest medium of communication?
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