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sHuRuLuNi

Alpha Tester
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  1. Like
    sHuRuLuNi got a reaction from Leniver in Lighting in Dual Universe   
    Just what on bloody earth is this?! Did you seriously just dial up the Gamma to ELEVEN, just to make this screenshot?
     
    With the standard Gamma (1.0) - because anything above 1.0 makes even the night into day and everything becomes white and washed out -- THIS IS HOW IT ACTUALLY LOOKS LIKE:
     



     
    Now see: 
     
    #1  -- The gigantic light is right next to that Exit Sign object - yet you cannot see the side of the object AT ALL - it is not at all illuminated although the bloody lamp is right smack next to it.

    #2 -- There is thick column right there in the back -- it is completely dark here and cannot be made out at all, althought we have TWO gigantic lamps right next to it.

    #3 -- You cannot make out the edges of that wall at all, although it is just 2 meters away from from two gigantic lamps.
     
     
     
     
     
    ---- Holy shit balls of steel .... just look at his "district teleporter" sign hahahahaha ... it is COMPLETELY WASHED OUT. You can literally SEE that the gamma is turned all the way up .... Unbelievable ...
  2. Like
    sHuRuLuNi got a reaction from Leniver in Lighting in Dual Universe   
    Here, I just made a video RIGHT NOW, to show you that I am using Standard Gamma and also to show what happens when you dial up the gamma all way up, like what msoul did, just to make a bloody screenshot .... The audacity, really.
     
     
     
  3. Like
    sHuRuLuNi got a reaction from CptLoRes in Lighting in Dual Universe   
    Just what on bloody earth is this?! Did you seriously just dial up the Gamma to ELEVEN, just to make this screenshot?
     
    With the standard Gamma (1.0) - because anything above 1.0 makes even the night into day and everything becomes white and washed out -- THIS IS HOW IT ACTUALLY LOOKS LIKE:
     



     
    Now see: 
     
    #1  -- The gigantic light is right next to that Exit Sign object - yet you cannot see the side of the object AT ALL - it is not at all illuminated although the bloody lamp is right smack next to it.

    #2 -- There is thick column right there in the back -- it is completely dark here and cannot be made out at all, althought we have TWO gigantic lamps right next to it.

    #3 -- You cannot make out the edges of that wall at all, although it is just 2 meters away from from two gigantic lamps.
     
     
     
     
     
    ---- Holy shit balls of steel .... just look at his "district teleporter" sign hahahahaha ... it is COMPLETELY WASHED OUT. You can literally SEE that the gamma is turned all the way up .... Unbelievable ...
  4. Like
    sHuRuLuNi got a reaction from GraXXoR in Lighting in Dual Universe   
    What is the point of this Thread? Are you actually NQ?
     
    Lighting is completely broken in DU, it was broken since the beginning or thereabouts of beta (some time during that time happened something where the lighting completely changed). This also introduced some kind of a haze.
     
    Want proof? How about you go to any market, look at the corners where there are Square Lights L, which according to you are "the best" -- and see how they illuminate NOTHING. I.e. they illuminate a few meters in front, but just a meter to the side, or if you walk a bit away there is no illumination at all - the landing pad is completely dark. They are completely and utterly broken. In my ship, when Inside, I could put 10 Square Lights L and just half a meter away there will still be completely dark corners. And the "Global Illumination" blabla does not help at all in this case.
     
    I have several videos where this can be seen - I have shown my giant shop sign which is made of RED VOXELS and if the sun is not shining directly at them, then they look BLACK (completely dark, one cannot make out the colors). Why would red voxels look BLACK if the sun is just slightly to the side? Is this how it works in RL? No, of course not.
     
    Further more, what is the point of lighting, like Vertical Lights L, which seem to be the only lights that actually do illuminate stuff -- when you cannot see them AT ALL anymore once you go just a few hundred meters away or so?
     
    I mean, the idea behind putting many Lights L is to illuminate the territory and structures so that they can be visible from FAR AWAY. If you are in a city suburb - does the whole city lighting DISAPPEAR once you go 500 meters away?
     
    More proof of broken lighting: If you fly with your ship at night - which does not need to have any light on it --- and even if you are 2000m above ground - all around your ship THE GROUND is lit up - you can make out trees and everything. This is utterly stupid of course. Why would the ship "edges" light up the ground which is 2000m below the ship?
     
    Even more proof: On my territory I demolished a mountain range and created a lake. And in this lake I created a crater which is some 50+ meters below the water level.
    If I didn't tell you - you would not know that I am under water at all --- because the sunlight is 100% the same intensity as it is above the water. Just if you looked up, you could make out some "waves" above you. This was also better before and then it got broken like the whole lighting did.
     
    More proof? During the Alpha, the dark side of planets were DARK - AS THEY SHOULD BE --- now they are not dark anymore, they are slightly lit - artificially, which does not make sense and makes the whole universe look SMALLER and not so DEEP and immersive.
     
    More proof? Try building a ship at night, and do use THOUSANDS OF LIGHTS, yet in some corners it will still be PITCH BLACK -- so you might think to yourself "Oh, I will use my torchlight here" - then you do that, and ALTHOUGH YOU ARE DIRECTLY SHINING the torchlight on the wall just 50cm away from you -- YOU STILL CANNOT SEE ANYTHING.
    It's like the torchlight is NOT WORKING AT ALL --- this happened many times to me, and I had to turn around and try to light up the ground just to see if the damn thing is working at all.
     
     
     
    EDIT:
     
    Here, I just went and took these images of my ship. It is daylight, and there are 20 Lights L on my territory. The honeycomb is ORANGE STEEL - you can see in the last part of the image HOW IT SHOULD LOOK LIKE.
     
    Yet, look how the ship wall looks, DARK / BLACK -- even if I use the torchlight. And as I said IT IS DAYLIGHT.

    There is your "lighting" ...
     
     

     
     
     
  5. Like
    sHuRuLuNi got a reaction from GraXXoR in Pets?   
    Tried all of them. They annoyed me. So I turned them off again ... 
    As you say, if they would at least do something, and without the annoying sound.
  6. Like
    sHuRuLuNi reacted to GraXXoR in Do you think it's Sadistic Tendancies?   
    Why on earth would NQ set an exact 24 HOUR TIMER for recalibrations and not allow skills to reduce the time other than to hurt the players of their game?
     
    EVERY SINGLE DAY I'M HAVING TO STAY UP LATER AND LATER TO CALIBRATE MY MEAGRE T2 MINING UNITS....
     
    Because on day 1 I set my mining units at 9:20pm after i finished work IRL and the next day, I wasn't able to set them until AFTER 9:20.
    As it happened, it was about 9:30 by the time I finished calibrating them.
     
    The next day, a client phoned me just before I could calibrate them and ended up calibrating them at 10:15...

    Now the next day, I was unable to calibrate them until 10:15 finishing at about 10:30
     
    The day before yesterday, I went out for a drink and got back at gone 11pm. Now last night I was unable to calibrate them before midnight. So I had to skip calibration until Saturday afternoon at 12;30pm...
     
    I've used Hanlon's razor so much this last two years that the blade is duller than a taxman's suit. To the point where I could easily believe NQ chose 24 hour cooldown SPECIFICALLY TO IMPEDE their PLAYERS and INTERFERE with their PLAYSTYLE. There is no other reason why a GAME DESIGNER would PURPOSEFULLY choose such a PLAYER HOSTILE cooldown.
     
    This means that once a week I am effectively either losing sleep or losing a day of calibrations.
     
    Thanks for willfully and purposefully making your game a POORER EXPERIENCE at EVERY OPORTUNITY you get.
     
    Wearily yours,
       Jinx.
  7. Like
    sHuRuLuNi got a reaction from enjeyy in A Roadmap to new PvE and PvP Content   
    Did you notice that however you turn it around, you are basically only talking about PVP ... as in "ships shoot at other ships" ...
     
    This is a space game, it lacks EXPLORATION, MYSTERY AND AWE.
     
    Shooting ships should only come as a BYPRODUCT of the above, WHICH IS COMPLETELY MISSING.
     
    It is amazing that I seem to be the only person in this forum who keeps bringing this up.
  8. Like
    sHuRuLuNi got a reaction from Vilifier in The devs need to pay attention and learn from other more experienced Dev teams when it comes to Community and player communication. ( A open letter to NQ)   
    But it is precisely what it needs.
     
    NQ should adhere to the good old saying: The first step towards healing is admitting that you are sick.
     
     
     
     
     
  9. Like
    sHuRuLuNi reacted to Sarrah in The devs need to pay attention and learn from other more experienced Dev teams when it comes to Community and player communication. ( A open letter to NQ)   
    It's no secret NQ isn't that popular among most of the core player base. There's a few stragglers who will back NQ no matter how hard they kill the player base and how many bad changes are made but the lack and loss of players since beta and release is notable and a problem NQ needs to recognise. 

    With that being said, I'm not here to criticize NQ on what they've done wrong. If they're not already aware of this they should be so I wont pound this in here.  

    Now I want to make this clear. I love this game and its potential. It is 100% possible to Love DU and dislike NQ. The DU idea is where the love sits. The lack of NQ's understanding the game and their lack of understanding of the players is where the problem is in my eyes. 

    Lets take a look at a game thats gone through a similar dev structure and situation as DU:

     FacePunch Studios was a indy dev team ( literally a modder who went pro) that had its roots from Garry who designed "Garry's Mod" and later on "RUST". When Rust first started out it was just a tech demo within Garry's Mod. It progressed to what is now known as "Legacy Rust" which was a rough copy of what RUST is today and was built on a limited Game engine. The game was extremly popular and actually eventually out played its Engines capabilities. Garry having built his success off Garry's Mod had a very solid understanding on how his community and there for player base was extremely important in his success. He realized very early on they were the reason he was where he was. Without getting too indepth on how RUST was developed it always had one major rule structure and it went something like this:

    **Players First** ---> Money Second ---> Outside Investment Last. 

    With this rule in mind, Garry and FacePunch knew that Legacy Rust couldn't be upgraded to fulfill what the players wanted. But they saw the opportunity and potential the game had.. The extremly hard decision was made to scrap Legacy Rust and design a new Rust from the ground up, Engine and all. This was HARD WORK, a HUGE RISK, but... it was what was best for what the players wanted and the games vision. 

    Now with that history lesson complete. I'm not saying DU needs a new game engine or a redesign. What I'm getting at here is DU sits in a very similar situation business wise and in game development. Where NQ has failed and FacePunch thrived can be narrowed down to the way the two dev teams listen to their players as well as the fact that FacePunch devs were required to play Rust a certain number of hours per day to ensure they understood the game mechanics they were designing. 

    With over 4000+ hours in Beta and nearly a 1000+ hours in release, having stuck around through the disastrous 0.23 update and the later mining and territory updates that all saw a mass loss of players.. Its very clear to me after having been through FacePunches success from that Tech Demo in Garry's mod all the way to where RUST sits today. NQ could learn a lot about community and how to properly make big changes to DU through RUST and FacePunch's success. 

    Please, NQ if you're reading this. Take a quick look at https://www.rustafied.com/ and scroll through the games past few years of development and the early days. EVERY game change and update has been very accurately documented via Rustifieds awesome update news posts. 

    Take note on the changes, how they came about and how often the player base was consulted and accommodated. I understand these two games play very differently. But the core idea stands that they both require a somewhat accommodated and happy player base to succeed. 

    With all due respect. You have failed on this part NQ. The current player base and market situation speaks for itself. First things first. Require your devs to play the game. Set a required hour per week and pay them to use it. Second, from now on. Consider what changes you make and the effect they'll have on your games "FUN" game loops. 


    ~Sarrah ~ (8900 hours in Rust, 5300 hours in DU) 
  10. Like
    sHuRuLuNi got a reaction from Aaron Cain in A Roadmap to new PvE and PvP Content   
    Did you notice that however you turn it around, you are basically only talking about PVP ... as in "ships shoot at other ships" ...
     
    This is a space game, it lacks EXPLORATION, MYSTERY AND AWE.
     
    Shooting ships should only come as a BYPRODUCT of the above, WHICH IS COMPLETELY MISSING.
     
    It is amazing that I seem to be the only person in this forum who keeps bringing this up.
  11. Like
    sHuRuLuNi reacted to blundertwink in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    The game's downward pointing charts continue to point to a future where the game may not even survive 2022, never mind 2023. 
     
    There's currently more people playing "Coin Flipper" -- a single player game about flipping coins. 
     
    Flipping coins is more engaging than every game concept DU has struggled to implement...it has better reviews and literally has more people playing it right now than a new MMO that took 8 years to build.
     
    There's over twice as many people playing "PC Building Simulator" right now. 
     
    I'm not (just) saying this to be mean...but to drive home the point that NQ needs to be making drastic changes. They need to actually engage with the players that are leaving and fire the devs or managers that insist that player feedback is useless.
     
    Their CEO needs to actually seem like they are doing something other than posting about web3 and crypto on LinkedIn and talking about NQ's other projects...
     
    Yet...I think it'll be business as usual up until the end. So much for NQ's post-update cycle fixing oh so many things and adding all the many things that are missing. At this rate, I truly would not be shocked if the game didn't make it past 2022. 
  12. Like
    sHuRuLuNi reacted to Gunhand in When the White Knights turn Black (an open letter to the community and NQ)   
    I wasn't going to write this post. It was also a post I never actually thought I would have to write, but events since release two months ago led me to this point. 
     
    I don't post a great deal on these forums, but I'm an avid reader and professional lurker since joining at the Alpha stage. I try to keep my finger on the community pulse and to keep up to date on updates and the general buzz. I've played since Alpha and mostly enjoyed all the time I've spent. There has been many times when DU has fought against me and attempted to break me down. However I was always sold, like many others, on that potential carrot on a stick of "What if?".
     
    Over the DU development since 0.23 and beyond, the community was gutted due to the introduction of schematics. As updates and patches were introduced to the game, I've watched with dismay the amount of players with high standing in the community, slowly turn on NQ and Dual Universe when they get that stark realisation that this game is never going to live up to that perceived potential. Some go quietly into the night, others announce their vitriol for a few weeks before quitting with much fanfare. 

    Being a player since Alpha affords me an ability to see the bigger picture of what I perceive has been going on:
     
    If you look at all the updates since Beta started and outside of some balancing updates to PVP and visual upgrades, everything else has been implemented to cut costs due to what I believe as woeful inadequacies at the design and concept level. The vision of this game and what was perceived could be done, didn't match the budget available and the technology. In short, the game that NQ wanted to make didn't match what they could afford to do. Hence, I believe, this is why JC was ousted and the company is now ran by the main investment company (who I feel wants their investment back). The game has had its life and soul gutted out of it, and with every "improvement" it takes another little piece of itself away.
     
    When the announcement came that this game was going to be released, I'm pretty sure we as the community, were in the unanimous agreement that it was way too soon. The game was undercooked and needed a lot more time before it was ready. Any development company who wanted their undercooked product to survive would of released it as an early access product. However, Novaquark is a business ran by an investment company who wants to recoup. Keeping the game in another few years of beta or early access wasn't going to make them anywhere near the money needed to recoup. With no new investment, there was only one possible course of action, throw it out the door and see if it sinks or swims. Unfortunately they forgot to teach it how to swim or provide any floatation aids.
     
    I don't want to be one of those doomsayers who, when they're not happy with the state of the game will immediately declare "zomg, this game is dead!" But It saddens me to say that, that is what I now believe. It died sometime ago when Novaquark realised that under the budget they currently have that there was no way they could afford the server costs to make it work as intended. It just took some of us longer than it should to see it for what it is.
     
    So what is the immediate future? If you look at the current lack of content and updates, all that we're really getting is the completion of the supporter goals that should of been ready on release. Beyond that, as of writing this, nothing, no road map, nothing. No enthusiasm from Novaquark, no excitement, nothing. 
     
    Can the game be saved? In short, no. To do this, the game would need a large, fresh influx of money, coupled with a long protracted development time to essentially re-release and reinvent itself. We are at the point of no return though. NQ, I think are running on fumes and they know it. Releasing the game, wiping and increasing the subscription prices and then going essentially dark speaks volumes to their future plans. 
     
    I do wish it wasn't this way, and I am kicking myself a little for having to write one of these posts, but I felt it needed to be said. I know this game will still have its staunch defenders (I was one of them) who will go down fighting to the very last day. But this week the game broke me. As I logged in and did my busywork and realised I was barely able to cover my costs to keep the lights on with no real goal of progression any more, my love, passion and perceived potential for the game melted away. 
     
    I appreciate my rantings here are purely opinion and conjecture, but if you take the time to take a long hard look at the past few years of this games development, the clues are there. Many of us already know it and made their comments known on the various channels. The tone and overall feelings of the community are at an all time low right now and that should tell you everything as to what the community is currently feeling. 
     
    I'd love to be proved wrong, I still want the game to succeed, but my joy and passion, like many others past and present in this community, is gone and it would take a truly Herculean effort on the part of NQ to get it back again. However, judging by recent efforts I won't be holding my breath.
  13. Like
    sHuRuLuNi reacted to Pleione in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    There is always Roid hunting... of course for anything useful, you risk being blown up.  Thought shields would fix that, but of course, they way they were implemented leaves you to receiving 75% of the damage unless your on your ship and manually tune.  That of course, only works for awhile, but that would be expected.  And, all it takes is 2 attackers using different weapons and your toast.
     
    But All Hail the PVPers!  They are the engagement center of design for the game.  NQ has repeatedly bowed to these players and are now reaping that reward.  I actually supported the concept of a PVP zone, an arena where players could go to strut their stuff, but that wasn't enough for them.
     
    Its all very depressing.  I'm 64 years old and have been actively engaged since early 2018.  I'm the "Pleione" that wrote the 30+ page FAQ I supported pre-0.23 that helped hundreds of people and ate countless hours of my time engaging on the Discord channel to learn what people were having problems with and writing up guidelines to help.  This was suppose to be the "Eve Online" experience that I could enjoy from the beginning and spent the next 20 years, if I'm so lucky, to play.  And today... I see it dying.
     
    Recently spent 3+ hours of travel time scrolling around in F2 sorting my talent queue.  Even after deleting ~100 items I was still left with over 1300 days of training (almost exclusively in Industry and Crafting).  I found myself laughing at myself when I was down to pushing the 7 day skills ahead of the 19 day skills... thinking "I should be so lucky for the game to survive until I get to this point".  I find that sad.  (Let ignore that a single button called "Sort by time" could have saved me those 3 hours.)
     
    What depresses me the most if the lost opportunity.  This should have been a great game.  Too old now for anything else to replace it (If tomorrow "Space the Game" was announced, I'd be pushing 70 before it hit the market...  I'm literally out of life time to see this happen).
  14. Like
    sHuRuLuNi reacted to Rokkur in How Most People Outside DU See the Game...   
    Just leaving this here, cause I think it is Critical for NQ to see.

    https://www.mmorpg.com/reviews/dual-universe-review-flawed-ambition-2000126634

    It comes from the perspective of basically any potential new blood to the game, (those not already locked into years of investment like the rest of us.)
    It isn't just us as a community being toxic, unconstructive, giving unbalanced feedback, our points are both valid and real, and should not be dismissed.

    Even people outside the game, giving it a shot have very similar questions, and conclusions about the game's current state.


    In case NQ can't be arsed to click the link: Here is the summary:
     
     
    SEEMS RESOUNDINGLY FAMILIAR TO ALL OUR "UNBALANCED FEEDBACK" OVER THE YEARS...
  15. Like
    sHuRuLuNi got a reaction from Aaron Cain in Exploit with mining units   
    Here an example: Just for the lulz I wanted to see how much time, effort or fun (oh God ...) is there to be had in doing this. So I went and bought a Territory Scanner for several millions, then I had to buy a Tier 2 Autominer, very expensive as well, then I went and scanned soooo many territories (on Alioth, I was looking for Tier 2 ore of course). Then out of ALL the scanned territories, only ONE (!) had Limestone in it, and get this - 1 Liter per hour!
     
    So of course I set up everything and calibrated and what not, and started the Autominer - checked a few hours later and it had mined precisely 0 liters. Apparently it was mining just about 0.99 Liters per hour. And since you cannot operate with ore less than 1 liter (for instance you cannot move it to a container), the Autominer just stopped after the first session apparently.
    Very well, I thought to myself, let me buy another tile next to it, then the "adjacent" bonus will kick in, lol.
     
    Well, it is now at 1.01 Liters per hour. And for that territory I have to pay 500.000 q in Taxes (to the thin air apparently, and for no LOGICAL REASON whatsoever, just out of pure annoying the player).
     
    So, I called Sam and McKay and they did the math: Just to be able to actually pay for that territory, so that it can remain active and "mining" for ONE SINGLE WEEK, I would need to run the autominer, for a WHOLE FREAKIN YEAR (in real time).
     
    Of course in that year, every few days I would need to actually re-calibrate the damn thing, because if it falls below 1 Liter/h again - you guessed it - it will stop mining completely.
     
    So, imagine the IMMENSE FUN to be had. One year long running the bloody thing, calibrating every second day, so that I can finally have 500k quanta to be able to pay 1 week of taxes. How exactly is this supposed to work? Naturally right after the first week the stupid territory will become inactive, so there goes the plan with the one year anyway ...
     
    It's just mind boggling how they do everything possible to make this game annoying, tedious, boring, limited, restricted, time-gated and just bloody useless.
  16. Like
    sHuRuLuNi got a reaction from GraXXoR in Exploit with mining units   
    Here an example: Just for the lulz I wanted to see how much time, effort or fun (oh God ...) is there to be had in doing this. So I went and bought a Territory Scanner for several millions, then I had to buy a Tier 2 Autominer, very expensive as well, then I went and scanned soooo many territories (on Alioth, I was looking for Tier 2 ore of course). Then out of ALL the scanned territories, only ONE (!) had Limestone in it, and get this - 1 Liter per hour!
     
    So of course I set up everything and calibrated and what not, and started the Autominer - checked a few hours later and it had mined precisely 0 liters. Apparently it was mining just about 0.99 Liters per hour. And since you cannot operate with ore less than 1 liter (for instance you cannot move it to a container), the Autominer just stopped after the first session apparently.
    Very well, I thought to myself, let me buy another tile next to it, then the "adjacent" bonus will kick in, lol.
     
    Well, it is now at 1.01 Liters per hour. And for that territory I have to pay 500.000 q in Taxes (to the thin air apparently, and for no LOGICAL REASON whatsoever, just out of pure annoying the player).
     
    So, I called Sam and McKay and they did the math: Just to be able to actually pay for that territory, so that it can remain active and "mining" for ONE SINGLE WEEK, I would need to run the autominer, for a WHOLE FREAKIN YEAR (in real time).
     
    Of course in that year, every few days I would need to actually re-calibrate the damn thing, because if it falls below 1 Liter/h again - you guessed it - it will stop mining completely.
     
    So, imagine the IMMENSE FUN to be had. One year long running the bloody thing, calibrating every second day, so that I can finally have 500k quanta to be able to pay 1 week of taxes. How exactly is this supposed to work? Naturally right after the first week the stupid territory will become inactive, so there goes the plan with the one year anyway ...
     
    It's just mind boggling how they do everything possible to make this game annoying, tedious, boring, limited, restricted, time-gated and just bloody useless.
  17. Like
    sHuRuLuNi reacted to Wyndle in Bring the fun back   
    Wow, reading that suddenly made it feel like an abusive relationship.  
  18. Like
    sHuRuLuNi reacted to Pleione in Frustrated Industrialist banging head at every turn   
    I'm almost to the point of just wishing they picked a backstory lore that made sense.  Right now its "Earth is going to be destroyed, lets pack 1 million colonist on an arcship, travel for 10,000 years to a new planet, then tax them to death."
     
    I mean Earth is GONE!  Corporations are GONE!  Who the hell are we paying taxes too?  Shouldn't the goal be to re-establish civilization, using the knowledge brought along to make that happen as quickly as possible?  Instead we are taxed if we want to improve land, taxed for all but the most basic of technologies used.  Suppressed, not encourage, to build bigger and better things.  And lets not even mention the insanity of encouraging people to kill each other.
  19. Like
    sHuRuLuNi got a reaction from Aaron Cain in Frustrated Industrialist banging head at every turn   
    And you guys still don't see that this sounds LIKE WORK .... and not PLAY anymore?
     
    How can someone be so blind is beyond me ..... 
     
     
  20. Like
    sHuRuLuNi got a reaction from Vilifier in Frustrated Industrialist banging head at every turn   
    And you guys still don't see that this sounds LIKE WORK .... and not PLAY anymore?
     
    How can someone be so blind is beyond me ..... 
     
     
  21. Like
    sHuRuLuNi reacted to Megabosslord in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    You missed the part where - after a core group of loyal players carve out a cruel existence in a loveless world of spreadsheets and grind - they periodically smash what we've built.
  22. Like
    sHuRuLuNi got a reaction from Koffye in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    I do get you. It's just it seems everybody else is only interested in numbers and figures (Excel) and not fun.
     
    Game loop is this: you mine (grind) to maybe sell ore and make money, or create stuff (elements) and make money.
    Then you can mine more and make more money.
     
    And that's it.
     
    Whoever thinks this is "fun" ought to question his psyche.
     
    Also, that people seriously do not see the problem with a SPACE GAME, which has SPACE and PLANETS, but which are completely unnecessary (for the current game loop you do not need any of those) - is beyond me.
     
    It is a sad state of affairs when in the forum of a SPACE GAME all topics you can read are as follows:
    - "How can I link the machine XY to factory element ABC?"
    - "Which Tier of ore is on planet XY?"
    - "Do I need an XXL container to haul ore from ABC?"
    - "How can I improve refinery efficiency?"
    - "Can someone give me the coords to Asteroid ABC which has T3 ore?"
    - "How many charges do I need to calibrate the Autominder Tier 69!?"
    - "Come take part in this weeks PVP EVENT! SCHEDULED FOR HH:MM" ..... SCHEDULED .... FFS
     
    It is indubitably obvious that this game was planned and designed by PROGRAMMERS and NOT GAME DESIGNERS.
    These people have NO FREAKING IDEA what entertainment is, what fun is, what a GAME is. No wonder the original Founder has a background in Robotics -- because the bloody game plays as if it was developed by and for robots, and not actual human beings.
     
    I can see them when they were planning to create this: "Let's make a SPACE GAME ... And in this game, let's then make a bunch of planets - preferably as bland as possible, and let's make it possible for players to make ships - which they will use to transport ore or maybe steal ore from a poor sap - of course ore, what else is there?, and let's make the players learn a programming language so that they can program stuff and make stuff more EFFICIENT .... mmmm NUMBERRRRRRRRS - that will be fun!"
    "But, Sir, people might not find such a game entertaining ... what about NPCs, Quests, Aliens, Lore, A PURPOSE TO ANYTHING?"
    "Ah, blablabla ... who cares -- let's put some grand sentences in the game description, like, SPACE EXPLORATION, DISTANT SOLAR SYSTEM, NEW CIVILIZATION, BUILDING, VOXELS, MILLIONS OF PLAYERS ON ONE SERVER - how does that sound?"
    "I must admit Sir, that sounds superb .... but, none of us is a game designer ... how can we achieve all that?"
    "Ahhh, don't worry Jean-Pierre, players will do our job!"
    "Sir, you truly are a genius!"
    ....
     
     
     
  23. Like
    sHuRuLuNi got a reaction from Isba in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    I do get you. It's just it seems everybody else is only interested in numbers and figures (Excel) and not fun.
     
    Game loop is this: you mine (grind) to maybe sell ore and make money, or create stuff (elements) and make money.
    Then you can mine more and make more money.
     
    And that's it.
     
    Whoever thinks this is "fun" ought to question his psyche.
     
    Also, that people seriously do not see the problem with a SPACE GAME, which has SPACE and PLANETS, but which are completely unnecessary (for the current game loop you do not need any of those) - is beyond me.
     
    It is a sad state of affairs when in the forum of a SPACE GAME all topics you can read are as follows:
    - "How can I link the machine XY to factory element ABC?"
    - "Which Tier of ore is on planet XY?"
    - "Do I need an XXL container to haul ore from ABC?"
    - "How can I improve refinery efficiency?"
    - "Can someone give me the coords to Asteroid ABC which has T3 ore?"
    - "How many charges do I need to calibrate the Autominder Tier 69!?"
    - "Come take part in this weeks PVP EVENT! SCHEDULED FOR HH:MM" ..... SCHEDULED .... FFS
     
    It is indubitably obvious that this game was planned and designed by PROGRAMMERS and NOT GAME DESIGNERS.
    These people have NO FREAKING IDEA what entertainment is, what fun is, what a GAME is. No wonder the original Founder has a background in Robotics -- because the bloody game plays as if it was developed by and for robots, and not actual human beings.
     
    I can see them when they were planning to create this: "Let's make a SPACE GAME ... And in this game, let's then make a bunch of planets - preferably as bland as possible, and let's make it possible for players to make ships - which they will use to transport ore or maybe steal ore from a poor sap - of course ore, what else is there?, and let's make the players learn a programming language so that they can program stuff and make stuff more EFFICIENT .... mmmm NUMBERRRRRRRRS - that will be fun!"
    "But, Sir, people might not find such a game entertaining ... what about NPCs, Quests, Aliens, Lore, A PURPOSE TO ANYTHING?"
    "Ah, blablabla ... who cares -- let's put some grand sentences in the game description, like, SPACE EXPLORATION, DISTANT SOLAR SYSTEM, NEW CIVILIZATION, BUILDING, VOXELS, MILLIONS OF PLAYERS ON ONE SERVER - how does that sound?"
    "I must admit Sir, that sounds superb .... but, none of us is a game designer ... how can we achieve all that?"
    "Ahhh, don't worry Jean-Pierre, players will do our job!"
    "Sir, you truly are a genius!"
    ....
     
     
     
  24. Like
    sHuRuLuNi got a reaction from huschhusch in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    I do get you. It's just it seems everybody else is only interested in numbers and figures (Excel) and not fun.
     
    Game loop is this: you mine (grind) to maybe sell ore and make money, or create stuff (elements) and make money.
    Then you can mine more and make more money.
     
    And that's it.
     
    Whoever thinks this is "fun" ought to question his psyche.
     
    Also, that people seriously do not see the problem with a SPACE GAME, which has SPACE and PLANETS, but which are completely unnecessary (for the current game loop you do not need any of those) - is beyond me.
     
    It is a sad state of affairs when in the forum of a SPACE GAME all topics you can read are as follows:
    - "How can I link the machine XY to factory element ABC?"
    - "Which Tier of ore is on planet XY?"
    - "Do I need an XXL container to haul ore from ABC?"
    - "How can I improve refinery efficiency?"
    - "Can someone give me the coords to Asteroid ABC which has T3 ore?"
    - "How many charges do I need to calibrate the Autominder Tier 69!?"
    - "Come take part in this weeks PVP EVENT! SCHEDULED FOR HH:MM" ..... SCHEDULED .... FFS
     
    It is indubitably obvious that this game was planned and designed by PROGRAMMERS and NOT GAME DESIGNERS.
    These people have NO FREAKING IDEA what entertainment is, what fun is, what a GAME is. No wonder the original Founder has a background in Robotics -- because the bloody game plays as if it was developed by and for robots, and not actual human beings.
     
    I can see them when they were planning to create this: "Let's make a SPACE GAME ... And in this game, let's then make a bunch of planets - preferably as bland as possible, and let's make it possible for players to make ships - which they will use to transport ore or maybe steal ore from a poor sap - of course ore, what else is there?, and let's make the players learn a programming language so that they can program stuff and make stuff more EFFICIENT .... mmmm NUMBERRRRRRRRS - that will be fun!"
    "But, Sir, people might not find such a game entertaining ... what about NPCs, Quests, Aliens, Lore, A PURPOSE TO ANYTHING?"
    "Ah, blablabla ... who cares -- let's put some grand sentences in the game description, like, SPACE EXPLORATION, DISTANT SOLAR SYSTEM, NEW CIVILIZATION, BUILDING, VOXELS, MILLIONS OF PLAYERS ON ONE SERVER - how does that sound?"
    "I must admit Sir, that sounds superb .... but, none of us is a game designer ... how can we achieve all that?"
    "Ahhh, don't worry Jean-Pierre, players will do our job!"
    "Sir, you truly are a genius!"
    ....
     
     
     
  25. Like
    sHuRuLuNi got a reaction from Megabosslord in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    I do get you. It's just it seems everybody else is only interested in numbers and figures (Excel) and not fun.
     
    Game loop is this: you mine (grind) to maybe sell ore and make money, or create stuff (elements) and make money.
    Then you can mine more and make more money.
     
    And that's it.
     
    Whoever thinks this is "fun" ought to question his psyche.
     
    Also, that people seriously do not see the problem with a SPACE GAME, which has SPACE and PLANETS, but which are completely unnecessary (for the current game loop you do not need any of those) - is beyond me.
     
    It is a sad state of affairs when in the forum of a SPACE GAME all topics you can read are as follows:
    - "How can I link the machine XY to factory element ABC?"
    - "Which Tier of ore is on planet XY?"
    - "Do I need an XXL container to haul ore from ABC?"
    - "How can I improve refinery efficiency?"
    - "Can someone give me the coords to Asteroid ABC which has T3 ore?"
    - "How many charges do I need to calibrate the Autominder Tier 69!?"
    - "Come take part in this weeks PVP EVENT! SCHEDULED FOR HH:MM" ..... SCHEDULED .... FFS
     
    It is indubitably obvious that this game was planned and designed by PROGRAMMERS and NOT GAME DESIGNERS.
    These people have NO FREAKING IDEA what entertainment is, what fun is, what a GAME is. No wonder the original Founder has a background in Robotics -- because the bloody game plays as if it was developed by and for robots, and not actual human beings.
     
    I can see them when they were planning to create this: "Let's make a SPACE GAME ... And in this game, let's then make a bunch of planets - preferably as bland as possible, and let's make it possible for players to make ships - which they will use to transport ore or maybe steal ore from a poor sap - of course ore, what else is there?, and let's make the players learn a programming language so that they can program stuff and make stuff more EFFICIENT .... mmmm NUMBERRRRRRRRS - that will be fun!"
    "But, Sir, people might not find such a game entertaining ... what about NPCs, Quests, Aliens, Lore, A PURPOSE TO ANYTHING?"
    "Ah, blablabla ... who cares -- let's put some grand sentences in the game description, like, SPACE EXPLORATION, DISTANT SOLAR SYSTEM, NEW CIVILIZATION, BUILDING, VOXELS, MILLIONS OF PLAYERS ON ONE SERVER - how does that sound?"
    "I must admit Sir, that sounds superb .... but, none of us is a game designer ... how can we achieve all that?"
    "Ahhh, don't worry Jean-Pierre, players will do our job!"
    "Sir, you truly are a genius!"
    ....
     
     
     
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