Jump to content

Anomaly

Alpha Tester
  • Posts

    71
  • Joined

  • Last visited

Posts posted by Anomaly

  1. @Underhook   Unfortunately, if the game is to have stakes more meaningful than the latest battle royale game there has to be loss.  You can still have fun in PVP by only flying what you don't mind losing. 

     

    The problem with the current system is that even small PVP losses give too much to the winners and remove nothing from the game. It insures that PVP will stagnate as the strong will only get stronger and Industry will stagnate as not nearly enough material is being removed from the game.   In Eve, industrial organizations were able to defeat PVP focused groups by out producing them. This will not be a viable tactic in Dual. 

     

    I encourage everyone who reads this to go check out what the devs seem to be planning on their vote page.  https://upvote.dualuniverse.game/suggestions/122873/elements-wearing-off-getting-permadestroyed#comment212685

     

    The general element wear they are planning is nowhere near strong enough to prevent the PVP resource pooling I described. Should it changed and made strong enough, it would be too punishing for wrecks.  

     

    I've been very excited for where this game is going up until this point. Now it seems like the feature I have been mining and building toward might quickly turn to garbage. 

     

    I will not tell you what to say but please go and comment.  Should they implement territory PVP with nothing stronger than wear and tear in place, only a hard roll back will fix the power imbalance they will create. 

     

  2. With the current 100% repair rate, PVP will not be the resource sink the game needs. Instead, when territory warfare begins, it will insure that the groups who win in the beginning will gain a materials advantage that will only grow with each new, easier, win.  

     

    I made the suggestion that elements damaged by weapons have a less than 100% repair chance and submitted it to the voting list. It never got moderator approval in spite of there being no similar suggestions.  I thought my suggestion might have been overlooked or worded incorrectly so I rephrased the suggestion and submitted again. This time it was simply deleted. 

     

    Now I am very worried. Is the current repair system meant to stay as it is?  If so, the game will not be worth playing shortly after territory warfare and atmospheric PVP are introduced. A few groups will dominate and only grow stronger in relation to everyone else. 

  3. I like the idea of gun size being linked to core size.

     

    Another idea that could be implemented with that one or by itself is to have core size be only one part of what determines how easy a ship is to lock.   The size of a ship's radar array could be a big factor.  The weight of the ship could be another. 

  4. In addition to the larger ship trapping a smaller one scenario, they would be a great way to facilitate docking a ship in a player made construct. 

     

    Whether the construct is on the ground, in space or another ship, a pilot with a ship of the right size would approach at the right speed, hit a button and the construct's tractor beam would take over its movement.  They could follow scripted paths to guide ships inside and into docking bays. 

  5. I support this.  I don't need full fleshed out AIs going about their daily lives, just some routines moving here and there that look like humans and make my base appear less cold and sterile.   If some of them can use guns or man cannons, that would be great but not entirely necessary.  

  6. While I like the idea of ship crews I hope we will not have to deal with the absurdity of guns on space ships being manually aimed and fired. I hope we at least get 1940s tech that lets gunners aim and fire entire batteries at once. 

     

    The best idea of crewed space ships Ive seen in a game was in Eve where player characters controlled ships with their brains, moving them as they would their own bodies.  Upgrades were made to the player's own brains to allow them to fly more ships and better. 

     

    Perhaps DU could do something similar with a single player able to control a ship to a degree but sub dividing systems to players with applicable skills provides worthwhile bonuses.  Some players could even specialize in engines, guns or navigation.

  7. We say DU will not have 6000 ship battles but do we know?  Are any measures being put in place to ensure players remain spread out rather than gathering for empire vs empire lag fests?  

     

    I played Eve ages ago and had the most fun in small engagements of 20 vs 20 or so.  Larger fights look cool but I found them to be boring, shooting at targets a commander called or what the lag would let me target.  

     

    Now is a good time to be asking players what kind of fights they are looking for and thinking of ways to make them happen. 

  8. I always wished that running fights were not so rare in Eve but the mechanics just weren't in place to make them happen.  You either get a warp scram on a target before he jumps or he is most likely going to reach a safe station or hiding spot. 

     

    It is high on my wish list for DU that we be able to follow ships into warp and the bigger a ship is, the easier it should be to follow. 

  9. Forgive me if I missed this somewhere but I haven't seen the biggest member benefit from Eve governments.  The better the corporation or alliance in Eve, the closer they could get you to the good stuff. The best resources, the highest NPC bounties to hunt etc.. 

     

    Being able to get at the most profitable stuff in the game without being vaped by a raiding party  is motivation enough to jump in a warship when unwelcome people trespass into your territory. I supplied my own ships to fight in and was never paid. At one point, I even paid my alliance for access to an exclusive star system - and it was well worth it. 

  10. I was disappointed to hear about the lack of mining ships or automated mining. I was baffled by their logic as well. Its supposed to be because they don't want to "ruin" mining.  I think they greatly overestimate the fun to be had manually mining. 

     

    There is fun to be had locating resources but there are so many other games that make us sit there and mine away that the experience is old and tired. 

     

    Working as a team operating mining equipment could be quite a bit of fun, especially if that equipment is player crafted. Someone bores a hole, someone removes resources and rubble, someone extends the supply chain forward and someone watches out for pirates. 

     

    Ship mining in Eve was a terribly boring process because it was just a matter of locking on and listening to your mining beams drone on. If it was a more involved process, it could be something different and fun. 

  11. So Dual Universe looks cool - cool enough that I just bought in at silver. One thing is bothering me though... 

     

    I've seen prefabricated elements come into use in the preview vids. The builders put down some custom voxels, attach the elements and away they go.   The simplicity of it makes me wonder if the custom voxels matter at all.  Is a sleek and beautiful battle cruiser with hours of work put into it any more capable than a big cube with the right elements attached?

     

    I remember this kind of building from Spore and I hated it.  A thing shaped like a hippo could outrun a thing shaped like a cheetah because it had higher tier feet. 

     

    What is custom building with elements going to look like in the final game?  Will we be able to affect how the elements perform?  

     

    Will we be able to customize the elements themselves?  If so, to what extent?

     

    I have high hopes for DU but the game could go very wrong here. 

×
×
  • Create New...