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Ravenskysong

Alpha Tester
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Posts posted by Ravenskysong

  1. my mistake then, with the original release of HQ tiles it sounded like it was a bandaid to sooth builders and legacy projects. unfortunately that leaves a lot up in the air until we know the timelines for when HQ's and the constructs on them will be in danger. it also means years down the lines people who have built neat things and left the game will have those bits of history and points of interest dissolve. 

     

    basically like on anarchy minecraft servers, some people will focus on destroying the cool stuff and some people will focus on preserving it but the destruction always wins in the end

     

    edit: just to say most of the issues I and others have will be solves, or we can work around them/ make them work, once we have all the needed information and know that system or info won't change in the future 

     

  2. excuse me but did they just casually say they will change how hq tiles work and they won't protect our builds forever at like 2:40. like the hq tiles are the ONLY reason territory taxes are ok. I can stop playing for a month or two without stressing out about loosing progress

     

    I have been playing since alpha. Even though I can store tax money for weeks at a time it doesn't change the fact that before my vacations or times I am too busy to play I literally panic. I HAVE to log in and check I have enough money, and that's not fun. Having my tiles as HQ tiles is the cure to that. I can have my creative build on hq tiles and industry on taxed tiles. but if they are going to one day make it so that HQ tiles are eventually up for grabs it is a deal breaker. not just for me as a player. but to know that other creators can make a city or a cool puzzle on a tile and leave and that history will slowly dissolve. It would make the game feel like creative endeavors are hopeless and have no chance to be timeless. people might fight to claim the tiles before they are griefed or stripped but I don't think the games goal is to be 2b2t minecraft in space with people litterally fighting to preserve its history from grifers and the games mechanics. 

     

    also I wanted to say I like the current ore spawning from calibrating, like the ore seems to spawn closer to the mining unit and it is very satisfying to harvest a large pile in one go, I'm into it

     

    the only other thing I want to say is the sooner we get in depth date/time and exact specifications for how the final wipe will behave the better. we have all expressed that we want things like keeping our talent points but at the end of the day I just want to know exactly how and when, even if it means the wipe choice is one that makes us mad or screws over alpha and beta players at least we can prepare. there should probably be info/updates in every podcast at the end as well letting people be reminded of how the wipe will go and how to prepare 

     

    we also like info on what the developers are working on and what they are excited about/looking forward to doing in their own words

     

  3. 25 constructs is going to be way too low unless we can get a larger copy/paste , upgrade core sizes or mvoe constructs to a larger core with more ease. 

     

    as a new player I remember adding on smaller cores that I could afford and deploy and then alter on bought larger cores when I could.
    Perhaps a per planet tweak?

     

    I have a house on Sanctuary, a mining area, a ship. so 3 on sanc
    a mining platform and a house near a market wher ei first settled on alioth, a ship to get to and from markets so 3

    tried to claim land and mine more with the new update, 4 mining platforms, a house, a manufacturing area, a ship, so 7

     

    so me, as a noob as player just fiddling around used up what? 13 slots? so half
    and I was hoping to build ships, display them, play around, make constructs to link my outpost together, get a space elevator, get a core on a player made space station to do a shop
     

    what the heck are the people providing ore from multiple planets supposed to do? all those mining platforms and the ships and creative uses?!

    maybe if they make it so my mining platforms dont care what hex I deploy them in. right now I need a platform per hex

     

    this is definently the sort of update where they need to ask first

    hey guys, how many things do you have? or just get the numbers themselves

    if their largest, most loyal groups have lots of constructs they shouldn't punish them for treating the sandbox like a sandbox and building what they want

     

     

    I'd love to see creative thigns, like a mining unit only orgs can use that takes ore from all ajacent claimed tiles but takes all yoru charges and only calibrates a bit each time. save some construct slots

     

    like.. they say 'you have to have less constructs' but aren't doing anything to help make it so we don't need as many 

  4. update: bought time on an account that also used a beta code. rewards are given 'at the start of game time' ie becuase the beta code is used the rewards will not be given until the beta is over and the monthly subscription has started

     

    conclusion: not worth worrying about the recruit a friend program until  just before the 12 month package price increases later around launch

  5. thank you for headquarter tiles, that removes most of my worries.

     

    my only suggestion is to allow a high talent point needed skill that lets us store more money in the territory wallet. that way if you have subscribed and played for a long time you can also leave the game for longer if something happens. like oh this talent takes 6 months, but gets me x amount of extra months of wallet stashing
    beucase the money is still leaving the economy 

     

    also please make sure that people / guests can contribute to the tax directly. so organization members can interact with the territory and help pay taxes

    with a log

    or an ability to script a log

    maybe one day be able to script taxes paid x amount can be a trigger for lua/dispensers/ signs etc

     

    you know?

    so like you could have a message board showing like Territory taxes: unit 1 13 mill full unit 2 11 mill full unit 3 etc
    and then people could vr over to those units and top them up for their org

  6. oh I know I don't get any bonuses from people that subscribed BEFORE the program went live. 

     

    not like.. recursively.

     

    I mean like do i need to be paying a monthly subscription in order for my recruit a friend link to work with someone that doesnt pay for the game yet. since i have an alpha package I'm not subscribing to the game. and the info says 'active subscribers'

  7. I have a pre alpha package, so I'm not technically subscribing, but I'm an active player 

    If I recruit someone I get like a month of free game time, does that get stored to be used when the game goes live?
    Does the package for getting to play all the beta for free affect getting the recruit bonuses? beucase it says you have to be actively subscribed for it to work. 

     

    also has novaquark said anything on if they support alts are going to eventually remove/ban alts? thinking of me and some friends buying game time for later before the price change 

    how many years of game time can you buy? like.. can you buy 12 months and then another twelve months for instance

  8. No taxes

     

    or talents that reduce talents

     

    or more scaling taxes

     

    tax me nothing on my first non sanc tile

    500k for #2
    1mil for #3

    then
    a talent that reduces taxes on your first x amount of tiles for an organization you run 
    reduce taxes 5%, 15 %, 25 %, 50 %
    but it takes  like 5-12 months to unlock the 50% off tax

    that way you can have a little corner of yoru world, if you work at it, but you have to pay to get some massive empire sprawl
     

  9. I agree on all points! Logging in often should be an advantage for players, not logging in often should not be a punishment for players. 

    The taxes need to be low enough to not punish players for which game loop they have picked.

     

    taxes should be part quanta sink, part restoring hexes of players that have been gone for very long amounts of time. if you leave for 8-12 months it makes sense to loose tiles. and it could make the sanctuary moon more viable, beucase people can move things there and not worry about loosing that tile if they are gone too long 

     

    there is inflation in dual universe, for instance a piece or ore might be 50 instead of 5. but its only one extra zero right now
    but if they arent careful they will hit deflation even harder than new world did 

    IF I have to go mine an asteroid to work on my base and ships.. fine
    but if i am sitting around waiting for an autominer. or honestly
    if at any point a player logs in
    and is like..
    i need to wait before i can do X
    and so they log off
    you've lost 

    my nightmare is people having to grind up savings for many months before they can safely expand 
    oh I better save X amount before I claim tiles or ill be stuck in the mining loop to support the tiles

    but I do not mind the core concept of... x% of your tile's profits go into taxes
    since some tiles will have more profit than others 
    but it should probably start with a very low tax and increase with more tiles

    right now making a lot of money doesnt hurt the game, it means you can make huge things and people can actually buy them 

  10. you can select things both for copy pasting and for changing the material, but there will be limits on how much you can select and you will need to have enough materials. we are also starting to get info on what each materials has weight wise. so you will be able to make your ship out of something basic, then upgrade to something lighter for speed or possibly something heavier, altho it is unclear if denser materials will reduce damage. 

  11. I don't think there should be aliens. It sorta sounded like they want the biggest threats in the game to be other humans. we are all going to be struggling to learn the game, learn how to make stargates and stuff. we probably won't need extra mysteries. 

     

    although it would be neat it we met strangers and thought they WERE aliens. but they are descendants from another ship that got away got to its destination way sooner and there have been terrible mutations but there's a movie like that so it'd probably be just as dumb. scratch that idea.

     

    then again I would also love alien birds, bugs, fish. background nature noises. things that make a planet feel alive. either native life, or there is an event where we  get samples from the arkship and disperse them. 

     

    besides, once you add sentient aliens theres no going back they should really hold off on it until the extra challenge or mystery is needed. 

  12. On ‎10‎/‎23‎/‎2017 at 6:03 PM, namco said:

    The biggest issue with automated weapons systems, is that the dev's in one of their videos said they wont work unless you are near your base. If you are too far away, on another planet, or worse, offline, your automated defenses will not work to defend you in any way shape or form. Leaving your base completely defenseless when you are offline.

    The exact quote was that "the scripting runs player side not server side, and as such scripted defenses only work when you are close enough for them to work." Sure, this is great for guilds, as all you need is one player inside the base or near it for it to defend itself, otherwise for smaller groups or solo players, they are completely vulnerable. This needs to be fixed. Any defenses need to be set while offline. Defenses shouldn't be permanent in the sense of they can run out of ammo, or in case of shields, run out of power. This would make raiding more dynamic and also help solo players and smaller groups. But those defenses have to run 24/7 to be fair. I could just imagine spending a lot of time to build a base in a pvp zone because I like pvp, but then the enemy having an unfair advantage as they just wait until I am offline to attack when my defenses are, defenseless....

    perhaps the game will run like Black Desert Online, where there is a low impact afk mode? You would risk being killed easily but you could log out at a weapon terminal or a prefab made specifically for it. Sort of like mob spawning minecart machines in minecraft or afk training horses in black desert. 

     

    I feel like automated offline defenses are going to be more fair than automated offline offensive. having a charged shield or a locked down mode. Perhaps before you log off you have to lower blast doors and recharge shields and deploy mines and whatnot. 

  13. I feel like every sandbox I have played has found, or tried to find a different balance. I think dual universe's territory system, organizations and safe zone balanced against pvp is going to work out really well for me, 

     

    When I first started playing in sandboxes I would have my fort and all my saved up materials and I would focus on building something neat. I was destroyed, over and over in multiple games. I tried being nice, I tried putting all my valuables in someplace they could just take and leave like a ransom. It didn't matter. The game existed for people to have fun, and for some people that fun was destruction. Not just being mean, but destroying months of hard work that I had to redo. 

     

    It took me a long time to realize that my concept of fun does not mean another's concept of fun is wrong. I learned to hide secret stashes of everything I would need to start over, or find powerful friends in game to shelter under. If I wanted to build something awesome and be praised for it I needed people not just that were willing to protect what I made, but that were grateful I had built it. In prime conditions I was able to have my fun making my build, the other members worked with were able to enjoy having something to protect, and the other players had something they enjoyed trying to destroy. 

     

    My days spent building something were not intrinsically more valuable than the days someone spent figuring out how to destroy it. 

     

    I still would prefer to build in safezones when possible, and I will prefer not being bothered, but I've learned to be as least bitter as possible about destructive play styles xD 

    Still get a bit bitter though xD 

    Some players are not going to recover from having something they treasured destroyed and are either going to quit. The real winners of the game will  adapt, get smarter, join an organization, stay in the safezone or some combination.

  14.  

    55 minutes ago, namco said:

    I don't see why not. At some point, we should definitely have different armor designs, and normal cloths. Not all planets will be void of oxygen or contain elements we can't breathe. There would be in my mind, at least one that has a normal atmosphere as to remove helmets or wear "other" clothing. Also, AIRLOCKS, if your base has proper airlocks you could simply have it set to when you are inside the base, you wear "casual" cloths, and when you leave, it auto suits you up into your normal space armor. Why not? I don't see a reason to limit things.

    it sounded as though air tightness is not going to be a thing. The nature of the voxels will let people have huge gaps, or oddly connected things. to get airtight-ness calculated for an area they would probably have to have pre fabricated airsealed rooms that you then decorate the insides of. or possibly it does not calculate if something is airtight, but there is a modular prefab that makes a certain cubic area be treated as air tight. however it seems like a lot of trouble to go through for something that would be more based around roleplay and survival. If I remember correctly dual universe is not going to be a hardcore survival game, at least not in the way of exposure hunger thirst sunburn etc. but I would love a system of other clothes and civilian clothes for role play. 

     

    they could just simply let people wear any outfit when not in the void, and when you are in space you have to have your space suit.

  15. we will(probably) be able to have disconnected free floating premade pieces and we will (probably) be able to have floating disconnected voxels. or we will, if it doesn't interfere with the repair system. when the nda lifts we can test/show how it works 

  16. I really want to be an architect so hopefully we can blueprint buildings. but I also want to help organize people. give people an example of how to build together with the tools and have everything go together. I'd be happy filling a chunk of land with useful towers and apartment buildings and landing pads and passing the chunk off to someone else so long as they maintain it. I remember back in minecraft town mode servers I would have a chunk for my own house, buy another chunk, build a house and a farm and sell it. I'd have whole blocks of my little houses in a row. In one server I ended up with kinda my own neighborhood and people would move into my houses, and it was nice because it was a little break from all the shoeboxes and half built shoeboxes and cobblestone towers. 

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