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le_souriceau

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  1. Like
    le_souriceau got a reaction from GraXXoR in Let's talk DU quits   
    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.
  2. Like
    le_souriceau reacted to Rommel in Let's talk DU quits   
    hello
    the game and its developers are currently doing everything they can to make sure that you don't want to play D.U. anymore!
    out of our organisation many have stopped because of many mistakes!
    - mining of ore is server day by day depending on whether it works or not (missing parameters!)
    - industry has rdm failures after server restarts
    - the construction tools are not fully developed
    - errors when flying ships ( laggs, bugs, failure of parts )
    - Trade ingame not possible as there is no need
    - the auction bots senseless!!!!
    - pvp is the biggest joke !! ( 1 xs ship can kill L core ships easy but the other way round almost no changse )
    - the new function of space ship wrecks what is the 100 max in the whole game LOL
    for this you cannot salvage and claim other ships now
     
    I have the feeling that NQ is throwing a simple rigged game at us to generate cash with the 3 month subscriptions ?♂️
    and NOTHING really does NOT do anything to make the game more stable and better running or to give better content than digging in the dirt for days or piling up voxels on top of each other
     
    the worst thing in my eyes is that with every "server maintenance" or "fix patch" the game becomes more and more unplayable more bugs than before etc  
    this should actually be different!
    i will cancel my subscription like the rest of the orga 
    D.U. is as good as death 
    I'd rather play Elite Dangerous again ?♂️
     
     
    Translated with www.DeepL.com/Translator (free version)
  3. Like
    le_souriceau got a reaction from Ryotian in Let's talk DU quits   
    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?
     
     
     
     
     
     
  4. Like
    le_souriceau got a reaction from NQ-Naunet in Let's talk DU quits   
    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. 
  5. Like
    le_souriceau got a reaction from NQ-Naunet in Let's talk DU quits   
    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.
  6. Like
    le_souriceau got a reaction from NQ-Naunet in Let's talk DU quits   
    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.
  7. Like
    le_souriceau reacted to Kirth Gersen in Let's talk DU quits   
    Good games are easy to learn and difficult to master.
    DU is the other way around.
     
    The is no real progression:
    - mining: it doesn't get more complex / difficult, it' just more of the same
    - crafting: it doesn't get more complex / difficult, it' just more of the same (requiring more and more sub components or more time to craft isn't complexity)
    - piloting: it's harder to fly/leave/enter on the starting planets (Alioth and Sanctuary) than on all of the other planets.
    - building: you can just place elements, voxels are a cosmetic option: there is no structural physics for ships and buildings leading to no real challenge in design.
    - building: Voxelmancy is a joke': it's like forcing people to draw circles and curves without giving them a compass and then be amazed of what they have achieved with just a pen and a ruler.
    - exploration: there is nothing to explore. The playable universe is simply too small.
    - character progression: Talents should be a progression/reward of what you do. You should get better at piloting by piloting. That 'passive learning' system is just 'pay2win" disguised. It's not engaging and it will hurt the game in the long term (It separates too much vets from newbies). It rewards a meta (the longer you sub to the game) not something you do in the game. There is no 'joy' and fulfillment to obtain the highest rank of  a talent (other than having to wait 14 days or more ...).
    - repeatability and differentiation: a 'Space Engine L' is always exactly the same whoever made it. There is no differentiation between players, between elements, between raw materials. There is no RNG (warning: too much RNG is very bad but a little might help). There only one way to make one thing. Study the Starwars Galaxy crafting system, there is a lot to be inspired by it (variations in ore specs, experimentation in crafting, etc).
     
    What can be done:
    - Surrogate is a fresh and new concept for MMOs but it is way underused and too limited. You should be able to 'pilot' with a surrogate and do more, may be have different talents for different surrogates. Leveling surrogates could probably be more fun than leveling a single avatar. Selling/trading surrogates could be fun too and a very new concept in MMOs (some players hate leveling , some love it).
    It could be a way to engage in PvP (and the only way imho). See Ender's Game book/movie. Add IA/scripting/autonomy to surrogates ?
    - more planets, more systems. it's too small for a 'space' MMO.
    - not a  fan of the 'tile' system. I don't see why I couldn't mine everywhere I want nor place a static construct everywhere I want. I don't see the gameplay value of tiles. I'd rather have a 'zone of influence' around big structures (like Guild Halls in SWG (again!)) so Orgs can have big cities without grief.
    - forced pvp: not a fan at all. You'll never get a general consensus here. You'll have to choose what part of 'potential mmo players' would have to give up on or split your single shard into 2...study more MMO "player profiles" . NQ clearly lacks knowledge of MMOs game theory and demographics. Don't ignore the silent majority to please a vocal minority or early backers (the person who can spent hundreds of dollars on backing a game isn't necessary the good final target audience for a successful long lasting mmo game).  
     
  8. Like
    le_souriceau reacted to XKentX in Forum Overhaul!   
    Please correct me if I am wrong but I think I am not supposed to subscribe to 10 different you-tubers and 20 twichers to get the information about the game I am playing.
     
    The current communication is just an utter disrespect to the player base. This is a PVP open world game. Any detail/future patch knowledge is advantage. 
     
    Currently you need to watch 5 discord channels and regularly hear the boring 1-hour videos to get a glimpse of what's actually coming so you don't suddenly login and all your industry is nil because you missed a message at minute 37th of 4th Interview with MrBigYoutuber that was confirmed on 24th minute in 2nd interview with MrBigOrgLeader where someone from NQ says what it is gonna be with the industry.
     
    There was some event where people were supposed to solve some kind of a problem and then dig something. I don't even know what the task was let alone trying to solve it. The communication is just beyond non-existent. 95% of the playerbase didn't even know about the event.
  9. Like
    le_souriceau reacted to Anomaly in Let's talk DU quits   
    I'm holding to a hope that NQ-Naunet is here because someone higher up has picked up on the theme of dev communication in so many of these quitting threads. Time will tell if this is real or a show to stem subscriber loss. He's done a good job of bringing people back to the forums for now.  
     
    My impression of the dev team has been, that of a programmer led team - which means they do amazing things with code but completely fail to predict what players will do when set loose in their creation. I keep yelling about communication because,  from what I've seen, I don't think this team is capable of balancing all the parts that need to be balanced. 
     
    For the short term, if they want this game to stop bleeding subscribers, they need to implement their PVP overhaul and then give us something to fight over.
    It doesn't matter what. It could be resources, it could be unique base decorations. It just needs to be something players will want and that most players can get to. 
     
    Alternately they could implement NPC enemies to fight - something to threaten bases or ships and provide a new dimension to building.  I know they have said no NPCs but everything should be considered at this point. 
     
    As for quitting - I don't want to rekindle the argument here but it was the handling of the  Market 15 heist that was the last straw for me. Naunet's arrival provided a enough hope that I felt like playing a few hours last week but nothing like my activity before. I still think Dual Universe has the potential to be something great so I continue to linger on the forums and watch for some sign that NQ has learned something.  
  10. Like
    le_souriceau reacted to Mordgier in Let's talk DU quits   
    DU makes the common mistake of confusing tedious gameplay with challenging.
     
    For example, getting T4 ore is simply tedious. It's a time sink. There is no skill involved. It's literally just bite down on something and sink in 10 hours looking for nodes.  It's time consuming and tedious and the only real 'challenge' is forcing yourself to suffer through the waste of RL time that it is. In short - mining is a time sink.
     
    Industry isn't much different. Anyone can build a giant factory that will produce everything given that they are willing to sink in enough time to produce 500 transfer units.  There is no real challenge here either - and that's strange given how countless games have managed to lay the foundation for how industry design games can be challenging by  having complex ratios and the like. Factorio,  Satisfactory, X3/4,  Fortresscraft Evolved - I could go on, but all of these have industry design challenges that DU simply does not. Industry in DU is a  time sink - assuming it works right - which it frequently does not with "unknown error" constantly breaking production lines.
     
    So the two most fleshed out features of the game are simply time consuming.
     
    I would say that currently, the only actually challenging aspect of DU is voxelmancy - and ironically - it's the one that should NOT be challenging at all.  Anyone should be able to sit down and build a passable looking ship without having to resort to watching hours of youtube videos and hunting for voxel libraries...
  11. Like
    le_souriceau got a reaction from Atmosph3rik in Let's talk DU quits   
    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.
  12. Like
    le_souriceau reacted to Olmeca_Gold in Signature Radius and Stealth Ships   
    Idea:
     
    Each ship is assigned a "signature radius" based on X * Y * Z of their cross section. This value isn't only tied to hit/miss formula, but also to radar detection range, identification speed, and lock speed. Then create a bunch of exotic voxels as "stealth coating". Ships with this coating have a bonus for significantly reduced signature radius, and are "stealth" in the sense of the word that's used for real-life aircraft, thus creating a stealth class in DU. As in other games involving stealth features, the voxels should have their adequate weaknesses.
     
    Why:
     
    These are two ideas bundled together. In earlier threads I suggested that to fix the borg cube meta, NQ should integrate cross section to the hit/miss formula. I'm glad they are going that way. I think one step beyond this would be introducing a signature radius value for every dynamic construct based on their cross sections. The signature radius value going into not only hit/miss but also radar-related formulas further demotivates the borg cube. It also creates more opportunities like stealth ships.
     
    Many MMO's have "stealth" classes where the idea is choosing who you fight with, engaging and disengaging easier; with its own downsides. Eve Online carved a really good place for stealth ships too. I think DU has a potential here with a concept of ships "suddenly appearing on radar with a surprise attack". Better yet, they do not really need to 'cloak' like Eve. They just need to have reduced radar detection ranges, like real life. 
     
    One opportunity to implement this is introducing a "stealth coating". The game would create great design opportunities by introducing honeycomb material with radar-resistance and stealth technology. The game would calculate how much of your ship is covered with stealth voxels (sort of how dimencia's hud calculates 'structural integrity'), and provide a bonus to reduce radar detection (the default 2 SU detection, not 'identification') range based on that value; thus creating a class of stealth ships which can be used for surprise attacks.
     
    How Can They Be Balanced:
     
    As in all other games, stealth class should bring in its own achilles' heels. Like in many other games, this can come in the form of HP weaknesses, and stealth cover diminishing upon engagement.
    - Stealth coating drastically reduces the amount you can carry in cargo containers -prevent stealth freighters-.
    - Stealth coating not only has low hp, but also drastically reduces the hp of all voxels of the ship -so you can't "tank" a ship and also use stealth coating on top of it-.
    - Stealth benefits disappear upon firing guns or identifying a target -no untouchability when actually engaging-.
  13. Like
    le_souriceau reacted to NQ-Naunet in Let's talk DU quits   
    You're the best, @le_souriceau - this is so key. Thank you for kicking off this discussion!
     

    Don't stop! Never!  

    I'll be watching this thread! I sure hope it generates lots of great insights. C'mon quitters, let's have it! 

     
  14. Like
    le_souriceau reacted to Poliwopper in Let's talk DU quits   
    I haven't played for awhile because the core features are extremely unsettled and I don't want to spend a bunch of time on a project only to have the core gameplay change. But it's Beta.... it is what it is. That's just the stage of the game.
     
    The core issue with DU, though, is in my opinion that it must choose between being a building-with-friends game and a game that people play who enjoy challenging progression. It feels like it tries to be both, which I do not believe is possible.
    As someone who enjoys progression, I played a lot of DU but simply ran out of things to do. Everything is far, far too easy to get. I don't have an issue with the *amount* of content, for a Beta game... But the ease with which you can get to late-game content really seems bad.
     
    Some players want to play more or less in creative mode, and if NQ adds 10x the content depth those players will want everything to be 10x easier. This is a perfectly reasonable thing to enjoy and a reasonable game to make, and it looks to me like the direction DU is going.
     
    Other players (like myself) prefer to struggle, to need to work at progress, to lose ground every now and then. To fight for resources, to team up for protection. Doing this, after some *years* of playing, it should be possible to reach late-game toys.
     
    It looks to me like DU will never be satisfying for players like me, at least not for long. Prioritization decisions made - leaving PvP for last, the balance of resources in the game, the ease of crafting, the balance of recipes, etc. - have cast this die already.
     
    But I hope that NQ does not continue to try to straddle both gameplay styles, because that cannot be done. You cannot have creative mode on one or two planets and challenging progression gameplay on another. Whichever style of gameplay DU will be, it needs to be a choice and it needs to be baked deep into the design of the game.
  15. Like
    le_souriceau reacted to blazemonger in Let's talk DU quits   
    The game has an extremely high initial bump which, combined with the very rough state of the game's development and rushed move into open and paid "beta" makes it hard to get into. Much of what is missing or what is not working well has been brought up and discussed long before beta started. NQ has never acknowledged any of this and has never shown any indication of being able or willing to adjust their development plans to accommodate this.
     
    Most of the game is very much still in Alpha state, if not pre-alpha. When a "major overhaul of the UI" is announced, what basically happens is a reskin of it. The core UI is very basic and not suitable for several of the intended uses cases, most obviously the talent system. It does not appear there is any central management of the project and it appears "coding" devs are tasked with designing the UI and UX which leads to too much information and overly complex actions with too many clicks and important detail 2 or three levels down where they should be at the surface. The general UI design really has not changed at all, except for a different theme, since pre-alpha.
     
    It's not helpful when, from the occasional communication, NQ paints a picture which wants to tell a story of "everything is great, we're pretty much on track and where we need to be" when the facts in front of us show that that is not the case.  And now we hear JC pretty much roll back core promises and vision for the game where "unlimited possibilities" have now become "we will limit what you can do to preserve performance". The amount of work NQ has set up for themselves combined wit he mountain of work that needs to be done to clear technical debt and core issues in the game should be a guide in understanding that it is not possible to get to the state NQ claims the game will be in a year when they intend to "release". The stubborn attitude of not wanting to move the roadmap out and by now plain unrealistic expectation being set by NQ is just not good and will make (new) players tag off and disengage.
     
    I get that much of this will probably be due to the fact that NQ is not in a very good situation financially and needs to work on a very tight and limited budget, but it's hurting the game's progress quite obviously. The amount of work needed to be done to work around the roadblock of "no wipe until absolutely required" for the sake of keeping people subbed is causing ore pain than NQ is letting on. Th underlying tone of NQ having pretty much beg for players to get back to the game or fill out a survey where NQ should and probably does know very well what the pain points are is rather obviously  a PR stunt more than anything else.
     
    From podcasts it seems that NQ in general overthinks what we, as the community brings up in the rarae cases there is a response, which is generally only happening on an ad hoc basis when confronted with a live question, and the "solutions" are often overly complex and in effect miss the mark as far as addressing the intended problem. IN general, NQ seems hellbent on reinventing the wheel over and over while solutions are often readily available.
     
    An example is the call for better building tools, NQ will mostly translate this into "we want a vertex editor" and then go into detail on how difficult that is and how much resources it takes. What we actually need is more options to build without resorting to voxelmancy.. More brush options like slopes broken into two voxels, corner pieces and things like that. Making smooth and beautiful ships using voxeltech is great and some designs are amazing but there is no middle ground here between that and basic blocks/boxes. Why can't we have basic shapes like the ones we see in (or instance) Space Engineers? Why is there no single voxel size tetrahedron making it possible to make corners. here's basic block which IMO should be readily available in game (old SE source but valid here)..


     
     
     
    The "general" public is not looking for a vertex editor, they just want/need more variation in basic blocks and would be perfectly happy with these. The argument "use a voxel library" pretty much rolls back to my earlier comment about NQ (and a good number of experienced players) not seeing the issue of  this being to complex for an entry level player.
     
    What we need is:
    In build mode, select voxel placement tool press E to cycle though basic shapes press-hold E to bring up either a radial menu, use scroll wheel to cycle through all available blocks or the option to "click and pick" from a more varied choice of block "brushes"  
    Another example is power management. It has been discussed with some good suggestions provided since Alpha but NQ never acknowledged any of it or engaged with us on these ideas.
     
    Then, while it's unfortunately a meme by now, the question is a valid one, where is the canopy glass? Why has NQ not ever acknowledged this and why is this element on display in game but not available to players? It is another simple option to make designs easier to make "pretty".
     
     
    Lastly, it is _very_ disappointing and a tell tale sign of how NQ thinks that the NDA forum section has been archived and is no longer accessible. It means a wealth of information and content which could be reused in beta is now lost. Arguments to maintain access to these clearly, and frankly expectedly, fell on deaf ears as NQ does what NQ does regardless of what we, as a community think. Why make a post in the tone of an invite to discussion when you really just make an announcement?
     
    If you, as NQ, intent to do things your way anyway, why pretend to care enough to ask for our input/feedback. I know this post will no doubt trigger the fanbois in the community once more but he fact I get quite a few messages from community members when I make posts like this saying how they agree tells me I'm not wrong. What we're seeing now is pretty much what happened when Naerais joined and it lasted for maybe a month or two before NQ fell right back to being their usual self. I hope I am wrong and this time NQ will move in a different direction but I reserve the right to expect they won't and it's just a temp  band-aid before it's back to business as usual. I'll be happy to be proven wrong though, we'll see.
  16. Like
    le_souriceau got a reaction from NQ-Naunet in Forum Overhaul!   
    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? 
     
     
     
     
     
     
  17. Like
    le_souriceau got a reaction from Mordgier in The problems with Planned updates and how they will kill PvP   
    No, destruction of elements are critical, to balance not only pvp, but economy. I honestly suprised how people can be against even obviously positive changes with some arcane justifications.
     
    PvP must be expensive, so people need to actualy care about industrial/social base to support it and use force in line of particular objectives, not just fire at everything.
     
     
  18. Like
    le_souriceau got a reaction from Mulligan in Let's talk DU quits   
    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?
     
     
     
     
     
     
  19. Like
    le_souriceau got a reaction from Moosegun in Forum Overhaul!   
    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? 
     
     
     
     
     
     
  20. Like
    le_souriceau reacted to blazemonger in VoIP implementation   
    For a number of reasons, RP opportunity for one, it would be really good for DU to have VoIP available. Based on the current state of development it should not take much to implement a 3rd party solution quickly and fairly easily.
     
    VoIP should always be optional. While many would like to use it and it will certainly attract players from the RP communities (where many are _really_ looking for a good SciFi themed RP opportunity). Here is how I could see this option implemented:
     
    In settings, by default VoIP is inactive, it should be an opt-in feature. The VoIP solution would easily slot into the current way chat is working. players will have local, construct or private channel access, depending on whether they have enable VoIP. Right clicking a player would show a "muted" icon next to the talk option indicating this player has VoIP disabled and will not be able to hear you if you start a conversation so chat needs to be used.  
    An obvious option here would be Vivox which is both well known, inexpensive and easy to implement.
     
    This would be a very welcome addition to the game, attract new players and generally improve QoL for many players. It  would be good to learn how NQ feels about this without simply referring to the upvote page as this is more about expanding the potential userbase and not cater to existing players (even when many will welcome it).
     
     
  21. Like
    le_souriceau reacted to NQ-Naunet in Forum Overhaul!   
    I personally love forums and find them quite useful. They're the perfect spot to house (and organize) information long-term.  

    Discord is obviously great for quick, real-time communication. When NQ had fewer community team members, it made sense to spend more time in a space where announcements could be pushed and reacted to quickly - especially with the game in Beta now, being able to gather player insights immediately is extremely useful to the devs.

    Forum communications take a bit more time to thoughtfully write and need, to some degree, to be planned in advance. Now that there are more community-focused staffers, adequate time can be spent planning out posts, organizing the information and engaging with everyone here properly. ❤️ 

    Hopefully that makes sense!

    - Edited to say: SpaceMom can't be everywhere at once! (Even if I do regard her as some kind of community super woman!) I'm happy I can now split her duties with her! -  
  22. Like
    le_souriceau reacted to CptLoRes in Forum Overhaul!   
    @NQ-Naunet This is off to a good start. You have already communicated more in this thread, then most NQ staff has ever done in the forums in total.. 
    Is there a reason why NQ is mostly using discord to post information? In my opinion a forum is a much better medium when it comes to organizing information and staying up to date with the latest news. 
  23. Like
    le_souriceau reacted to NQ-Naunet in 2020 Player Survey   
    What's shakin', Noveans?

    I'm here today to present you with a big, juicy player survey. ? Want a taste of the action? 

    Whether you're a veteran player that's been around since the beginning, or you quit the game after a couple of minutes, your feedback is crucial to pinpoint where our team should focus its efforts to improve your experience.

    Help us bring DU to the next level by clicking ▶ HERE ◀ !
     
    Once you've completed the survey, let us know how you found it by popping a comment right here in this thread.

    Happy surveying, folks! 
     
  24. Like
    le_souriceau got a reaction from NQ-Naunet in Forum Overhaul!   
    1) Mostly because its more interactive and info-rich format, when many questions can be asked by everyone, more or less directly answered in text form (so people later can quicky access this info later). As partly said before (by @Mordgier quite nicely), while streamer + JC format can be nice diversion from time to time, not exactly what we crave in terms of principal access to dev progress info/communication. We want to participate, not observe.
     
    2/3) This is probably fault of my formulating, generaly: on AMA we will be happy with everyone, obviously JC, Entropy, heads of other departments, programming, art and community guys, web -- because question can be very different, so more of "specialists" can participate in their respective fields, better.
     
    Again, even more hardcore critiques I think understand, that all this no work of magic and NQ has limited resources. Not everything will be immediately better. What community need is small, but methodical steps in right direction, to grow trust and confidence.
     
     
  25. Like
    le_souriceau reacted to Olmeca_Gold in Dianoian Directorate Welcomes You!   
    Thanks!
     
    I'd rather be on the transparent side to demonstrate we're not abusing our players' labor like some might do. Join one of our meganode ops as a day1 player, and you get millions as your effort's value, alongside the others who make that op possible. DIA is founded on being in a mutual relationship with its members. I take our transparency as advertisement.
     
    It's been a big hard rush trying to get our main functions in working order without depending on 3 years of blueprints. Now that we have ships and constructs ready for most purposes, I could finally focus on organization building and recruitment for last couple of weeks. And we are diving deep into PvP. We lost one of our flagships to AG the other day in a 3v1. I'm proud to say we came to a point, where we can afford to lose more and learn more, and eventually catch up with the big behemoths.
     
     
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