Jump to content

Anomaly

Alpha Tester
  • Posts

    71
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Anomaly reacted to Jinxed in What’s the point of the ideas forum...   
    ... other than just to give players an outlet for their frustration?
     
    does NQ ever read it? I gave it a cursory look through for the first time ever just now but failed to see any indication of NQ presence in that thread. 
     
    what is the point on an ideas thread that nobody reads?
     
    If you go to the FDEV forums (elite dangerous’ developers), any thread with “official” interaction -even a single post- has a little mark next to it.
     
    im just wondering, is that forum taken seriously and has it a serious purpose or is it the place where good (and bad) ideas go to die and is just a filter to remove “blue skies” and “wishful thinking” posts from this thread?
     
     
  2. Like
    Anomaly reacted to CptLoRes in What’s the point of the ideas forum...   
    So why do they then keep doing the same type of mistakes? Learning from past mistakes and improving is a fundamental skill that any dev team should be very aware off.
     
    Here is the typical pattern on how NQ 'interacts' with the community.
     
    ---
    NQ: We are going to do A.
     
    Community: That will cause problems with B, and C and D,
     
    NQ: No response..
     
    Community: Lots of speculations and frustration because there is no response.
     
    NQ: Releases original feature patch with no regard to community feedback
     
    Community: Generates lots of feedback, mostly about the predicted problems that are now turned into reality
     
    NQ: Silence...
     
    Community: Problems are now so bad that people are starting to riot.
     
    NQ: "Don't worry guys, we know there is a problem and we are looking into this."
     
    NQ: Long silence, while community continues to riot and point out ways to avoid said problems
     
    NQ: Release some quick and dirty patch that half solves the problem, and causes unplanned collateral damage
     
    Community: Continues to point out problems with patch and quick-fix, and how they could have been avoided
     
    NQ: Very long silence before announcing next feature, and everything starts over again..
    ---
     
    So if people are wondering about the current state of the game and the bad mood in forums, it is because this release cycle accumulates lots of bugs and fundamental game issues over time and at the same time manages to alienate the community.
  3. Like
    Anomaly reacted to IvanGrozniy in All of the problems with PvP right now   
    The way that most space dogfighting game make combat fun is one or more of these things, but usually a combination of:
     
     low max speed cap (say 1000km/h for DU)
    This is necessary to force combat into close quarters as well as held deal with netcode issues better if it's aim / projectile based fps combat  warp drives with variable speeds that can warp wherever you point your ship. weapon projectile distance caps to again force close quarter combat g-forces and loss of consciousness due to g-forces moving blood... this adds limits to maneuverability and forces the pilot to consider how to maneuver the ship properly in order not to pass out while fighting. ship design is 6dof focused, meaning that maneuverability of a ship on all axis is very important in order to dodge projectiles and outmanevuer opponents projectile speed is capped, bullets are projectile based rather than instant hit (hit scan). Speed of projectile is capped so that if a pilot is good enough they can outmaneuver bullets or at least avoid majority of damage. Combat is not about trying to build tanks to soak up bullets, it also allows for outmaneuvering them  
    The combination of all these things leads to very fun and challenging combat. Part of the reasons for this that combat relies on pure player skill and not on talents or rpg skills. It means that if you suck then it's mostly your fault. Which leads me to another list of what these mechanics lead to:
     
    1) very high skill ceiling. This is a double edged sword because this combat system relies on pure player skill, which requires proper player training, while some people actually prefer rpg skill mechanics that increase their effectiveness in battle. Very high skill ceiling introduces merit based combat, in other words, the best fighter wins, not the best voxelmaster or ship builder, nor even the best ship design. Very high skill ceiling usually means "its about the driver, not the car", while rpg mechanics and talents systems focus more on the car than the driver. People will complain about high pvp skill ceiling because actual player skill will become barrier to entry into pvp rather than talents / quanta / rpg skills. these mechanics require 6dof (6 degrees of freedom flight model). DU actually has it, except it is useless in a fight because you can't "dodge" and combat is so long distance that there is no practical purpose to strafing / rolling, etc. 6dof combat can be very very difficult to grasp due to maneuver complexity and very insane freedom of movement in close quarters. In DU context this model is improbable to achieve as the whole codebase is pretty bugged and it looks like DU is just a minimum viable product in terms of pvp. Starbase is doing it with their hybrid p2p system though, so it can be done. Furthermore I personally know developers who have achieved very effective ways of mitigating issues due to high ping across continents (I've played such a game against a person across the world and the projectile prediction was surprisingly on point, everything was smooth). It's definitely possible but it will require NQ to rewrite... everything. this whole thing is a pipe dream for DU tbh, devs have said they are sticking to lock and fire. Idk if they even know of ways to mitigate high latency seamlessly... I just think the current DU pvp model is a very unappealing mess.
  4. Like
    Anomaly reacted to Shulace in Why PVP is important to the game.   
    Yup, they also have a soft limit of around 6400 players per system, after that you can't really get in. All sorts of things start to break and it is soul crushing to fight in the ensuing time dilation. I enjoy dropping capitals in those fights but after sitting 12 hours of waiting just to jump, I was done. 1 cycle of a 10 second gun takes over 10 minutes in fights like that.
     
    In premise, its amazing, in reality its just so bad. That is what happens when you let alliances grow to sizes where just 1 side of a conflict has enough players waiting that can soft cap a whole system and break it.
    Then CCP PR department cums in their pants and spreads it all over the news about how record breaking the fight was when it was really absolute dogshit to be a part of even though a lot of supers were lost due to server melting as in the case of M2-XFE.
     
     
     Source[Reddit]
  5. Like
    Anomaly reacted to blazemonger in So, what JC is doing now?   
    So you are saying that the way JC presents DU here is not what NQ is aiming for in regards to implementing the perspective JC has on this subject matter?
    In what way does the perspective presented here differ from the planned game development going forward?
  6. Like
    Anomaly got a reaction from Cheith in Markets 6 & 7   
    Connecting every market on a planet could alleviate the congestion somewhat but those on Ailioth would still be lag generators.  A market without enough clutter to generate lag is a market unlikely to have everything on your shopping list. 
     
    Central markets are going to form and for that reason, ways to control the lag are needed.  I am in favor of Eve style interior parking garages.  You fly your ship toward them.  Your ship gets grabbed by a tractor beam or whatever and pulled inside (it vanishes). The player appears at a door and heads to the market on foot.  No laggy market. No crashing your ship due to lag. 
  7. Like
    Anomaly reacted to blazemonger in Time to move on..   
    So I finally make the choice to leave the game behind me for now. I really do not see how the current company will be able to make this work and I feel their attitude and overall outlook on what they are doing will help any chance of a revival of the viability of the project. And no amount of pushing the buttons to try and see some movement will have any effect I believe. Maybe I'm wrong but I do not think so.. I see no reason to spend more time supporting a company when I do not see much of anything to make me believe they can and will support the game.
     
    So there, all you haters can rejoice as I'm out.. been a good few years but unless things change drastically, this game will not make it.
     
    And no, you can't have my stuff..
     

  8. Like
    Anomaly got a reaction from Aleksandr in Why PVP is important to the game.   
    I like to underscore this whenever I see it because it is true for any building game with claims that players can build cities. The ancient relic that is Terraria is more of a city builder than most because you have to house a few NPCs. 
     
    Clever distribution of resources could bring groups of players together so they take different roles within the chain of production and distribution.  This will get us closer to cities though the end result will be more like interconnected factories within shared fortifications.  True cities will require some kind of NPC presence even if those are only background props that reflect the economy of the area they are connected to.   
     
    More to the point of the thread.  PVP is the best way to motivate players to band together and the best way to drive an economy that gives those bands something to work toward and fight for. 
     
    Should the game survive and keep going some years I would love to see different kinds of settlements emerge - High population centers - good for research and general goods production and then more frontier type settlements that could be wiped out in wars. 
  9. Like
    Anomaly reacted to Lethys in Gold Sellers Assemble ...   
    implement different tiers of autominers for different efficiencies and tasks
    and allow it in the safezone, but only common ores and slower then in pvp zone where you can even automine rare ore
  10. Like
    Anomaly got a reaction from IvanGrozniy in Why PVP is important to the game.   
    I like to underscore this whenever I see it because it is true for any building game with claims that players can build cities. The ancient relic that is Terraria is more of a city builder than most because you have to house a few NPCs. 
     
    Clever distribution of resources could bring groups of players together so they take different roles within the chain of production and distribution.  This will get us closer to cities though the end result will be more like interconnected factories within shared fortifications.  True cities will require some kind of NPC presence even if those are only background props that reflect the economy of the area they are connected to.   
     
    More to the point of the thread.  PVP is the best way to motivate players to band together and the best way to drive an economy that gives those bands something to work toward and fight for. 
     
    Should the game survive and keep going some years I would love to see different kinds of settlements emerge - High population centers - good for research and general goods production and then more frontier type settlements that could be wiped out in wars. 
  11. Like
    Anomaly got a reaction from sgghostrider in “Marketplace Heist” Response   
    So its fine for players endure this happening to their bases but the ban hammer drops when it means extra work for the devs?  As far as I can tell the players robbing bases only did it to fill their pockets and didn't report anything.  
  12. Like
    Anomaly reacted to Olmeca_Gold in Survivor Bias In DU's Development   
    When making their plane design decisions during WW2, the US-army once concluded that the most-hit areas of planes should be the parts which must be improved by more armor. This seemingly common-sensical conclusion was proven to be false by the statistician Abraham Wald. The issue was that, the Army's conclusions were drawn from planes actually made home after sustaining damage. One would notice a way different damage distribution and draw very different conclusions, if one actually looked at planes that fell down in combat and didn't survive.
     
    I suggest that a similar error might be beginning to haunt DU's developmental prioritization. NQ is beginning to take the feedback of the currently surviving DU community very deeply to decide which areas of the game they should improve immediately. While this might seem common sensical, it might also be creating a bias similar to the above example.
     
    My (very anecdotal) experience of reading DU community gives me the impression that we have a lot of people here who enjoy making ships and constructs. I know this would be an oversimplication, but let's for the sake of argument categorize these players with othergames they might enjoy. Let's say current DU playerbase has a lot of Minecraft, Satisfactory, Factorio people. This would check out, because voxel building has been one of the most advanced and interesting aspects of DU since early alpha. So people who would enjoy this kind of gameplay came into DU and "survived". The game ended up being interesting to them at the current state.
     
    Meanwhile people who would enjoy PvP, dogfights, exploration, empire building, creating huge organizational (managing real people, not factories) tycoons etc. either didn't come into the game yet, or didn't "survive". Eve, Star Citizen, No Man's Sky kind of players didn't fill DU's current playerbase. And I know many of them dropped out after the weak experience in their areas of interest after beta launch. Ofc, there is greater diversity in player mentality compared to alpha, but still insufficient.
     
    I would argue in its full potential, DU should appeal to all these types for different reasons. But since the game is still in a very early stage, the population of DU is less diverse across these player mentalities and the effects of this bias are greater. Meanwhile, some developmental prioritization decisions are being made by the influence of the existing playerbase, rather than the playerbase DU should be appealing to. Here are some examples how this happens.
     
    1) A feature upvote page was created with no regard to principles like "nobody reads the second page of search results". Then features were upvoted by mostly pre-beta players, cemented on top by the web page's design, and those began taking significant NQ attention. 
     
    2) Due to surviving players, ideas like "voxel vertices editor" or "mining bots" are heavily upvoted. These are features which the Satisfactory and Minecraft kind of players would enjoy. They wouldn't enjoy mining so they'd seek ways to build without mining. But DU should be a game which should also appeal to people who like to mine. Bots would devalue their work. Instead of working on an improved mining experience, prioritizing bots is a clear example of survivor bias in development.
     
    3) Similarly, voxel builders are already achieving greatness in DU. Instead of elevating their gameplay further, NQ's developmental prioritization should be getting other gameplays to that level of interestingness and fun.
     
    4) The incoming PvP patch is grounded on solving shipbuilding problems. But meaningful choices in ship design isn't the only balance domain for a fun PvP experience. In a balanced single-shard sandbox sci-fi MMO there needs to be PvP commitment, non-consensual PvP, and a meaningful risk/reward spread. I would argue the lack of warp disruptors, warp bubbles, webs; the ability of PvP'ers to bail out of any fight even after engaging in it, are more important issues than borg cubes. I'm sure it'd be better for more people if NQ solved the core gameplay experience of looking for meaningful PvP for hours and not finding anything, or the ability to bail your ship out of engagements (thus economics, chance of death, consequences not mattering), rather than fixing the shape of my ship. 
     
    Of course, in an ideal world, NQ should keep improving all aspects of the game. I am not arguing at all that the game does not need a vertices editor, nor that borg cubes aren't a big issue. I am just saying that NQ should be wary about de-prioritizing important developmental areas which also happen to have no voice in the community since people who would care about these issues aren't even playing yet.
     
    The game is very early and I'm eager to see how things will develop. This post is meant to be more of an early warning to NQ and a conversation initiation. I hope they keep the great work up.
     
    o7
  13. Like
    Anomaly reacted to Nightranger in Leaving the game for a good while (Read this before buying)   
    Thought I would write this up before I leave, If anything for NQ to take as feedback/criticism.

    The game is nothing like it was advertised, or made out to be, Which ultimately after 3 months, still is nothing near it, as such I feel really really played by NQ here. Was promised a blank canvas instead, Hundreds of Industry parts were injected into the game, was promised a player made economy, Instead Bots were put out and 100k quanta daily given out....

    Played through the server downs, and the server ups, But all this game is, Is a mining simulator, and for those who stick it out, then yes you can build something for an hour, before you go back to mining. There is NO value in anything you build here, and most fixes end up breaking something else...

    I'm leaving out of pure boredom, I had high hopes for the game, based off the good advertising given, NQ released a broken Alpha, and made out it was a beta, and it still isn't even worthy to be deemed a "Beta release" at this point. Things are still broken, RDMS is like a win 95 firewall system, that's over-complicated with not enough organisation logging. The skill tree is pretty much just a basic form ripped off EvE with no real optimisation to any of it, and no real value in it, until you hit level 4 in a tree, but no real motivation to go to lvl 5...

    There is no ai missions to do, to fill the gaps when standing around twiddling your thumbs waiting for parts to refine/produce. The graphic options are really really lacking, like not at all what you would expect from a Beta release, the options your allowed to tweak are more what you would expect within the first couple patches of Alpha, That being said, the general graphics are run server side... Which is awful for client optimizations. There was no difference in FPS between having an 12 core/24 thread cpu, and a quad core/ 8 thread cpu which confirms the optimizations are done server side, rather than client side. Although good in one aspect, this has been proven time and time again to cause more issues through out the gaming world. All the worlds are barren, apart from Alioth/Sanctuary and Teoma, The rest are just Ball objects given very little colour, with hardly any textures on it.

    The way NQ have handled some players also was a HUGE turn off for me, Like Ban people for desecrating a marketplace in a sandbox environment, due to their own RDMS mistake, but haven't banned known exploiters/griefers - That to me tells me the integrity of a company, and as of this current point, unless there is some real changes done, I wouldn't pay the subscription cost, and had I known all this beforehand, I wouldn't have pledged...

    The PvP is also just an AFK simulator, You sit in a seat, staring at a pop up modal with two or three buttons to click... There is no excitement, no challenge, no skill involved in this, The overall UI and UX, sucks badly with literally no changes done to any of this in three months (Not even a small tiny bit), there are still game breaking bugs, yet NQ think it's great to not even add half of these onto their "Known bugs" list. They force the game to run/play in admin mode, which is a serious security issue and isn't needed... and while some of this is still rampant, they release an update adding emotes into the game...

    The LUA coding has no documentation behind it, no API and is heavily restrictive, yes you can log the space in a container, but if you want to log what's in the container, you have to have 1 item per container, which overall causes more code to be run putting more strain on things... (To name one of the things)...

    I personally feel at this stage NQ have got their priorities wrong, and have taken a lot of people for their money through over-hyping and false advertising, You can't even call this a game at this point in time, it is still very much Alpha. The overall playerbase has dropped significantly from Beta launch, and primarillyt because of things outlined above, some of which still have not been sorted.

    With all this in mind, I have had an overall "Pleasant" experience, although as time has gone on, and not a lot being said, other than asking people for feedback, I won't be returning back to this game for a long time, it is currently a 50% mining sim, 40% waiting around sim and 9% of actually doing something, with 1% allowance for whatever... 

    I still hope NQ deliver on what they promise, but If I don't return before the beta key runs out, I will heavily consider whether or not to subscribe to this game and give even more money to support this, My overall opinion, Is that NQ are trying to make a platform to sell on to other developers, rather than actually making a game for their customers, and this shows in the serious lack in attention to detail particularly around the UI/UX...
  14. Like
    Anomaly reacted to Emptiness in Game design logic, the vision of DU VS lazy gamers and players' freedom   
    This is why surrogates should be able to train skills and gunner ships. Imagine if you had a surrogate pod on your ship with access to gunner stations, and your buddies could be off doing their own thing with easy access to a VR station, and when you find a target, your buddies could just hop in the VR station and surrogate spawn on your ship and gunner your stuff. Or you could open it to public asking for gunners (why not? options for emergent gameplay are good)
  15. Like
    Anomaly reacted to NQ-Naunet in UPDATE: Keeping the 'port' in support!   
    [Updated Nov 19, 2020 @ 3:02 PM EST]: The rules outlined below apply to teleporting both avatars and constructs. This means that, outside of the list of approved scenarios, we won't be able to fetch your ship and bring it to your location. 
    __________________________________________________________________________________________________________________________________________________________

    Good day fellow Noveans,
     
    I come bearing support-related news! More specifically, I’d like to address teleportation requests with all of you.
     
    For a while now, we’ve allowed players in need of a port to say the word on Discord and - voila - your wish would be granted! ✨
    That worked well for a time, but our Discord support channel is now beginning to slip under the veritable wave of port requests… and we’d like to rescue it and all those in need of a ‘lift’.
     
    As of November 19th, we would like everyone in need of teleport-related assistance to use the in-game chat support, or submit an official support ticket. By using the in-game chat function instead of Discord, you’re likely to receive an answer quicker because our GMs are ready and waiting for you there!

    Having said that, we’d also like to inform everyone that we will no longer grant port requests if you’re simply out of fuel, stuck in one of your own constructs, or just generally stranded. All port requests will now be investigated, verified and potentially denied if the request falls outside of approved scenarios.

    Some examples of when to ask for a port (approved scenarios):
     
    if you’re stuck in an Aphelia construct if you’re trapped in any other player-owned tile (unable to dig) if you’re unable to get past the loading screen upon logging in
      What to do if you’re just stuck/out of fuel/stranded: 
     
    Don’t forget: there are plenty of player organizations available to assist in your travels through space! Be sure to check out the organizations and services provided on Discord and our Forums. Some organizations will be happy to provide you with transportation, refueling, repairs, building help and so much more!! ?

    How to contact support:

    To access in-game chat support, simply click the “support” tab in-game, as depicted below.


     
    From here, it’s as easy as typing up your request, starting the message with "@NQ" and sending it off!
     
    To submit an official support ticket, please click HERE. ?

    Then, select the hyperlinked text that says “submit a request” in the top-right corner of the page. Once you see the screen featured below, select the appropriate category for your issue and go to town!


     
    (Quick note for those submitting crash reports: PLEASE do not forget to include a crash log and/or XML logs with your ticket!!)

    And there you have it! Let’s all do our part to keep the Discord server free and clear of port requests so that players with big ol’ bugs and other issues to report can receive the visibility they deserve.

    ~NQ-Naunet

    PS - I want to give a special shout-out to all of our support staff for everything they do!! Thank you, all!!
     
  16. Like
    Anomaly reacted to blazemonger in Let's talk DU quits   
    It's stil interesting to realize NQ actually made "giving players something to fight over" a prime reason to limit Industry to static cores.. As in their literal reasoning for this..
    Having slow, massive industrial ships in space with the potential of  a lot of valuable cargo was not something NQ considered "something to fight over".
     
    Now, after the fact, I'd say that the sheer mass of Industry elements and the mass of the containers needed to run it alone are reason enough to keep industry planet side but NQ never actually considered that as such, at least not ever in a public sense.
     
  17. Like
    Anomaly got a reaction from IvanGrozniy 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.  
  18. Like
    Anomaly reacted to Mordgier in Let's talk DU quits   
    I mean....that alone would be a start.
     
    You think mining would be what it is today if JC had to mine all the ore to build his castle?
  19. Like
    Anomaly reacted to Mamba_Lev in Bot orders are allowing the limited supply of T1 ore to be converted to quanta en masse.   
    Simple solution for this problem is what EVE does with it's low level NPC trade goods.
     
    After you have sold 1000 of that item to the NPC the price gets worse and worse and then stays that way for a week of time. You now need to find a new NPC to sell it to in another hub.
     
    New players can use it to get a boost, older players ignore it as it is not worth the effort to visit that many hubs that many times.
  20. Like
    Anomaly got a reaction from ShellCarnage in Stop calling combat "PvP" pt. 2   
    You are trying to reinvent shorthand that is not in need of reinventing. 
     
    Every video gamer in the world recognizes that the letters PVP next to a game's description means they can compete against other players.  If it is a racing game, you race against other players. If it is a shooting game, you shoot other players. 
     
    Games like DU and Eve allow other forms of PVP but things like market competition are rare enough within games that they should be spelled out rather than abbreviated.  If you want to specify combat PVP, then its best to say ship vs ship  PVP or PVP ground combat. If someone were to tell me a game had combat, I would want to know what I'm fighting against. 
  21. Like
    Anomaly got a reaction from NQ-Naunet 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.  
  22. Like
    Anomaly got a reaction from SansBar 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.  
  23. Like
    Anomaly reacted to Zamiel7 in The problems with Planned updates and how they will kill PvP   
    I think you're missing the point of what a salvage skill means. The 100% necessary change being suggested is that element destruction needs to be a thing in some form or another for the sake of balancing; it's not realistic or sustainable for the victor in PvP to be able to walk away with someone else's entire ship, the only cost being using scrap to repair it. That is a ridiculous amount of profit for successfully winning a PvP encounter. A proposed salvage skill means that players will have the ability to profit from the wreck of a destroyed ship, but not get an entire new ship out of it. It also means they won't have to necessarily haul the entire wreck back to their base; they could just salvage parts of it on the spot. I'm not sure how any of this "cuts down the speed" of combat; it's not like the targeting is technical enough that you can target specific elements of the ship to more "gently" disable a ship for the purposes of making repairing/salvaging it easier. Fights ought to result in destruction; all the salvaging skill would amount to is being able to glean something from that destruction.
     
    If a player has two computers and is willing to buy two accounts, I can't see any way that NQ would be able or incentivized to punish this. Personally, I don't see any issue with multi-boxing, but as a long-time player of EVE, that was the standard for many players, so I'm used to it. That being said, the issue with the Cube meta has nothing to do with multi-boxing and everything to do with the way core sizes interact with radar and how that makes large railguns oppressively strong. An XS core using large rails can lock and fire upon S, M, and L cores without those cores being able to even lock onto the XS. Doesn't matter if it's one-person multi-boxing or 2+ people working in tandem, that is the broken aspect. But, that brings us to the planned fixes:
    NQ-Entropy stated in an interview that they plan to make it so that core size is no longer tied to radar lock distance. This means that an XS core can be locked at the same distance as every other size with a large radar. This alone heavily nerfs the effectiveness of only using XS cores with large railguns because they lose their biggest advantage mentioned above. Entropy also mentioned they are looking into perhaps limiting weapon size to core size, which doesn't merely nerf the current meta, it completely destroys it. I personally don't think locking weapon sizes to core sizes is necessary, but I'm also banking on a more in-depth energy management system to balance issues related to that. Armor should also probably be reworked if only because despite the fact there are tons of different honeycomb, only a handful are actually useful and distinct.
  24. Like
    Anomaly reacted to XKentX in The problems with Planned updates and how they will kill PvP   
    Element destruction is needed, I think every time the element hits red it should 50/50 if it's repairable. Wanna make sure you survive a small crash ? Bring extra in your containers or slap an extra element so you can replace it. That's how almost all full loot PVP games work why reinvent the wheel ?
    We can add an exception that crashes have only like 5% of destroying it or something.
     
    The durability thing is a VERY bad idea, Let's assume it's 0-10 imagine you will have 10 slots of the same item with different durability, every time you buy an element do you use it until 6 ? or 5? Do you take 4 into PVP ? Just a mess.
    There will be tons of tons of sub maximal durability elements that just lying around useless. Let alone how many glitches it may create as in order to create a ship from blueprint you first need to take your "landing gear M", smash it 4 and repair it 4 times or it's not accepted...
     
  25. Like
    Anomaly got a reaction from le_souriceau 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.  
×
×
  • Create New...