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Daphne Jones

Alpha Tester
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Everything posted by Daphne Jones

  1. There will always be new players who have to play catch up. That's the nature of MMOs. I hate use that POS game Eve as an example, but this certainly doesn't hurt Eve.
  2. Just the size of a warp drive makes it difficult for an XS core. I have a warp courier that had to upgrade to an S core to make space for the warp drive. I expect power concerns will also manage the use of warp drives eventually. Maybe I'll have to down size my engines to keep the warp drive in my courier ship when power comes in. Mean time, it's no where near an "I win button". Sure, it allows us to avoid the really horrible so-called combat that's in game... but when it involves a transport ship, combat is just griefing. Warp lets me avoid your meta-ship "I win button".
  3. It's not clear to me how removing almost all the players will help bring in new players. And that's what a wipe would do. I played alpha knowing that everything I did except BPs would be wiped. I played toward having the best low level BPs I could so I could start quickly after the final wipe. The final wipe came at the start of beta and since then, I've played like it was real. No way in hell would I have built a 14 L core base in an environment where a wipe was expected. (I also didn't build it till the SZ where my tiles are was confirmed permanently safe.) Not sticking around if NQ goes back on those promises. I think that's probably true of most alpha players.
  4. I suspect this is a placeholder for the final system in which you will be able to put a L gun on an XS core, but the necessary power might leave only enough for a single xs engine - i.e. trade-offs. We don't have trade-offs atm. As for balance. Combat needs balancing... cargo hauling is already balanced by physics. Sure, you can put a L container on an XS core, but fill it with gold nuggets and see how far you get. In the previous patches, i was locked out of combat since my well designed combat-capable haulers had 0 chance of getting in lock range of the meta-griefer-ships before being destroyed. I would have had to build to the meta (including no atmo engines/wings and no cargo) in order to have a chance, which defeats the purpose of a hauler of course. Now, if the griefers come after me, I'll at least be able to shoot back. I expect we'll eventually see XS cubes built on L cores as the new meta, but considering the billion quanta cost of the first L dyn core you make, we may have a few weeks before those are flying.
  5. Once docked, they should be locked as long as you don't move the docked core individually. But that said, docking hasn't worked at all for me since they fixed the exploit where people parenting someone else's ship and carrying it to the combat zone to shoot it.
  6. If you place your cores aligned to the border of your tile with the edge of the build space (which you can see while placing it) on the border, you can cover the whole border. Then work inward from there. Since your cores can overlap their build areas, you should be able to completely cover the tile.
  7. I like the idea, but I'm not sure it would fit into DU. I would be concerned that one could, for example, make an engine that looked like landing gear or a door, i.e., be deceptive about functionality. I would want the texturing on a block of engine voxels to look like an engine... and I suspect that's a massive art/design/programming problem. This may also have combat balance implications. If cross section determines hit chance, will the meta be a single stack of voxels for each engine? There's something to be said for a rule that if you want 4 L atmo engines, you have to increase your frontal cross section by 64 m^2 to make room for them. (Once they remove the engine stacking exploit of course).
  8. Everything you can do in the safe zone can be done in the (eventual) combat zone. But (final) SZ is limited to T3-.
  9. I don't think so. I know I was up to 17 in both A2 and A3. I don't think that's changed for beta.
  10. Actually 17 is the personal max. you start with 2.
  11. JC has actually addressed this pretty clearly. They aren't changing biomes on the current planet... they're improving the textures only. They didn't wipe after the catastrophic rebalance in pre-beta. It's not clear what kind of disaster would lead to a wipe, but we're certainly no where near it.
  12. Fortunately they already said they won't wipe. If they wipe my base they'll have to provide much better BP deployment tools. My base is currently 13 L cores aligned to voxel perfect precision and deployed over water. I couldn't restore that from BPs on my best day in my whole life... not with the tools we have now anyway. I can't even guess how a static core will be oriented when I deploy from BP.
  13. It does seem strange that NQ didn't just acknowledge "that was a bad idea" and move on. Instead, they changed the idea with the pretense that that was the plan all along. I do think it was OP initially (and thought so when JC announced it.) But I liked the idea of being able to bring in a combat crew when needed. That avoids the problem of bored gunners sitting around my ship calling their pirate buddies to attack us so they can have a fight. We can still do the pop up crew with alts though, so nerfed surrogacy isn't a game-breaker for me.
  14. So I guess you can place a TCU underground? I had speculated that that wouldn't be allowed, because otherwise it would be too easy to make it inaccessible to attack. I guess they could have another victory condition like removing all defenders from the hex... (requires destroying all res nodes, which may also be very difficult.) It may be necessary to suspend RDMS land restrictions (i.e. digging) while combat is active. NQ has a big job ahead of it.
  15. One thing I'm particularly wondering is if the multi-billion quanta cost of an org establishing a national territory is NQ's goal. That of course would agree with your conclusion that it must be single owner.
  16. Flattening the bottom to place the first core and then building your ladder of cores from there should work. Good luck with it.
  17. Since we players build the world, NQ doesn't want people popping in, cluttering the game, and then leaving. I don't want you doing that either. Watch some videos and live streams and either commit to 3 months or move on to something you like more. If you like building your own game assets and or setting up complicated factories, you'll like this game. If you're looking for anything else, e.g., combat play, wait a year for them to get stuff sorted out and balanced before you pay for it.
  18. Build a pillar of dirt from the bottom and use the flatten tool on the top of it before setting your core there. You can also flatten a piece of the bottom which will get the first core level. Then subsequent cores placed on small voxel platforms will also be level.
  19. OK, so JC has said that if you own a territory and own, say, 5 territories around it (touching, I assume), that center territory is safe until an enemy reduces the number you own around it. So, I'm wondering how this will work exactly. Do the tiles have to all be owned by the same entity? What if my tile is surrounded by org-mates (which is the case now and I expect that to be the norm for development of a "nation")? Am I still protected? What if the surrounding tiles are owned by friends? Random players who are not hostile? Will an attacker have to get permission from at least two adjacent tile owners to attack a tile? If you're answering this and you're not NQ, please make clear that you're speculating or link your source. Thanks.
  20. Looks like a bug to me. Report bugs at https://support.dualthegame.com/hc/en-us
  21. Let's not. We have too many players for the game to handle now. Once it's feature complete and optimized would be a good time to promote more heavily (I don't have an opinion as to whether steam is a good way to do that.)
  22. You don't have to find the one you started in. (You can only find that if you remember the number.) Go to any district - the district, not the district market. The start building is across the landing pad from the district center (which used to be the market before they separated them). Districts can be set as destinations on the map (F4) under Points of Interest if you're on Alioth.
  23. That won't work until the AGG bug is fixed. This is the bug where the AGG shuts off when you get a certain distance from it, but the physics keeps working, so the ship falls. The OP's issue has nothing to do with force respawn, but is a valid concern if we can't lock the ship's physics by relogging. And stopping physics locking on relog was a main point of the recent devblog.
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