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Maxim Kammerer

Alpha Tester
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  1. Like
    Maxim Kammerer reacted to Vasten in I finally get it!   
    Ok.. as a new player i finally understand why o.23 killed the player base..
     
    "Specialize and use the markets" *boot to the head with schematics*
     
    I came in after schematics so I didnt get what all the fuss was about.
     
    Ok.. I have been specializing and have some t4/t5 refining and smelting and basic parts lines up.. I mine ore, refine, produce low level parts from t3 and t4 ores and materials... good mid level products...time to start using the market
     
    What? The lag is so bad its basically unusable? It would take riddiculous time just to go around and put my stuff for sale
     
    What, all the high level stuff is built by god like tychoons with full production lines that dont buy anything but ore?
     
    So I'm left thinking.. 

    I FINALLY GET IT!!
     
    I was defending this game and arguing that people must have been cry babies overreacting, cause I was making progress in specializing... I just hadn't got to the point where I was ready to sell yet....as soon as I tried to "take my wares to market" I realized instead of creating an economy of specialists.. all they did was creat an economy of elite industry tycoons and ore mining peasents
     
    At least before 0.23 I could have said...oh well.. if the markets and economy are unusable I'll just make my own stuff and have fun
  2. Like
    Maxim Kammerer got a reaction from JohnnyTazer in PVP IN SPACE! NQ READ   
    Of course not. But with bots buying and selling at prices that make no sense it will have no economy at all. That's pretty much what you are asking for. Your suggestion only works with bots that buy at high prices and sell at low prices in pvp zones. In a realistic economy it would be the other way around because there is neither supply nor demand in pvp zones. Even you idea of invulnerable market places doesn't fit inito a game where everything works with the same mechanics.
     
    I see two major reasons for the lack of pvp in DU:
     
    1. there is no proper pvp mechanics and
    2. artificial save zones have been implemented to compensate for 1.
     
    In order to have more pvp, 1. and 2. need to be fixed (in this order). Instead you are asking for additional artifical placeholder mechanics just to have pvp for the sake of pvp. That would make it even harder to turn DU into something that fits to the original vision.
  3. Like
    Maxim Kammerer reacted to Dhara in Y'all need to stop being jerks   
    If they make it so I have to mine less so I can build more and ALSO wipe the server so we all start on an even playing field, I "might" consider trying this game again.  
     
    And that's no small thing for me, I have about 12 cores up across two planets full of buildings and landing pads, ships and runways.  But as it is now, no way I'm going to spend 90% of my game time mining anymore in an economy that is ridden with players who took advantage of so many exploits.  My org is a business and we got screwed because we weren't online for any of the shenanigans that screwed the economy up and gave out almost free schematics to competitors. We're at a severe disadvantage through no fault of our own I'm not mining for a year just to catch up to them (if its even possible now). 
  4. Like
    Maxim Kammerer reacted to GraXXoR in Export your ship into an OBJ file   
    I would like to be able to just export the list of elements and voxels in my blueprints to an excel file, JSON or CSV file. Currently, I have to read the blueprint window and manually input the shopping list to an external file. Not the model or anything fancy, just the actual shopping list.

    Instead, if I could just click  ' Export blueprint' button at the bottom of the inspect blueprint window and it exported the CSV file of each elements name, its hitpoints, its mass in kg,  thrust in Newotons, etc...  that would be fantastic.
     
    even simpler, if I could just right click on a blueprint in my inventory and "copy blueprint netlist to clipboard" 
    also please let us rename blueprints or at least show "date created" 
     
  5. Like
    Maxim Kammerer reacted to GraXXoR in Export your ship into an OBJ file   
    For different reasons but please let us at least export the blueprint parts list as a CVS/JSON file. Heck, even plain text.  It’s so
    infuriating to have to keep referring back to the tiny blueprint window…
  6. Like
    Maxim Kammerer reacted to GraXXoR in Clearing abandoned junk   
    Yeah, no. Please keep IRL superstitions out of game forums for a start. 

    telling people they are toxic literally straight after a profanity and then suggesting they need one specific member from of the pantheon of deities in their life is right up there in the periodic table next to irony.
     
    I honestly don’t see why they can’t just compact players’ stuff after a few days if it’s on an aphelia tile, and allow them to redeploy it if they ever come back to the same tile.
     
    Unless I’m missing something obvious, that seems like a watertight/non-abusable system. 
     
    That would help with MP clutter for a start. 
     
    90 days does seem the short end of reasonable for assets in private hexes.  Netflix Japan gives their customers 10 months before wiping ratings, favorites and comments etc. 
     
    maybe a nice, round year before cores go brown and rusty and territory markers evaporate…
     
    Selecting a suitable time period is a difficult and nuanced problem for sure.  But at least market clutter could be handled easily if they were so inclined. 
  7. Like
    Maxim Kammerer reacted to Gottchar in Clearing abandoned junk   
    why is there a need to punish people?

    There would be far more acceptance for an idea like this if nobody is being punished for not playing for some months, or having some RL coming up. If the stuff gets despawned and the blueprint is waiting for the owner when he comes back the problem is already solved.
  8. Like
    Maxim Kammerer reacted to SpiceRub in RIP DUAL UNIVERSE   
    RIP Dual Universe. 
     
    It was fun while it lasted.
    Kind of?
     
    I remember accidentally stumbling across a video of Dual Universe, the alpha feature showcase running ~50 minutes long. Boy oh boy was I impressed. In the past I've played things such as starmade, and empyrion, and always loved the idea of a space sci-fi and as a star wars fan myself, always building large scale stuff like star destroyers and blah. As fun as these games were to play, they always suffered from having next to no major interaction in multiplayer. As you can guess, the whole idea of Dual Universe being a space sci-fi sandbox in an MMO setting was an incredibly grand and alluring idea. I had plenty of fantasies and imaginations of how awesome DU could turn out to be, as many many others had too. Unsure of what exactly I can say without breaching NDA, I'll keep it vague. Playing the Alpha build was pretty frustrating lol. However, the community made up for a lot of DU's pitfalls. I had discovered a sort of 'role play' civilisation building community that spanned over years of living under a shell of tight NDA alpha development, which was quite interesting. Everyone was eager for DU to enter beta, and to get serious. To let go of needing to 'Role play' and just be able to take their metagaming to the next level in the persistent world of Dual Universe.

    The Beta launch was certainly a real mouthful. Everyone rushed out the gates to make their mark in the world, a race to cement their existence into DU's solar system. Damn were there a lot of people, compared to the current population it's almost unbelievable. Even NQ didn't expect such a huge influx of players to jump in. This caused a lot of dumpster fires during the start of beta, and a lot of NQ's efforts were directed toward putting them out. It was choppy as hell, but it seemed like DU really had a major ingredient to succeed, player population. Regardless of the hugely buggy nature of the game which many people criticized as being no way near beta ready, especially paid beta ready, people still trucked on hopeful of what DU could be. One extremely common phrase among critics and players alike, was that DU had so much potential, and every one of them were right. 
     
    With the introduction of larger than alpha resource nodes amongst all of the planets, and meganodes for each ore, DU experienced a huge boost in progression, as everyone grinded their brains out to collect as much ore as they could. Mega factories popping up left and right, in every nook and cranny. Production and resource exploitation at an all time high left NQ worrying about the fast paced progression they seemed to be quite uncomfortable with.
     
    The idea behind DU was that it was oriented to group play in such a way that people would build organisations, alliances, countries, and civilisations. Unfortunately, apart from marketing efforts DU wasn't really setup to encourage any of this. Being weary of needing to RP to really do any of this, most older groups began to grow uneasy. The cause for this controversially being the implementation of safezones, and lack of territory warfare, which was a desired addition for the beginning of beta. Initially, the idea was that the only safe place in the solar system would be the Sanctuary moon. The absolute only reason for its current existence. Instead of a creative solution to allow organisations/nations to create their own safezones, their own mark in the solar system, we were given a very, very lenient absolute safe space. In my opinion, the sole existence of any safezones aside from the sanctuary moon works only to remove any incentive or encouragement for a nation or country to emerge in any part of the solar system. Everyone joined into DU with their own dreams, and their own desires of creation. And everyone was very much free to move about and do as they wished, on their own. It's likely NQ were forced along this path due to simply not having enough time to develop critical gameplay mechanics, coupled with problems among the studio itself, with none of the original team who initially worked on DU no longer even working at NQ. DU now has effectively turned itself from a promising civilisation building MMO, into a quiet, enormous and extremely overpriced museum for sci-fi voxel creations.
     
    The PVP, and effects of it are nothing short of Pitiful.
     
    NQ's move to stifle progression and control it's rate among DU, backfired miserably and completely decimated DU's saving grace, its player population. The introduction of update 0.23 unsettled and enraged SO many people, eesh. If you're reading this and your opinion is that 0.23 was a great patch, you clearly don't see the incredible damage that it's done to DU, NQ, and their PR. Enjoy your giant space museum while it lasts. NQ certainly took a major step back in communication in the aftermath of update 0.23, which only further annoyed the playerbase.

    Recently a new Community Manager that went by NQ-Naunet was hired, and made strides in engaging with the remaining DU community. Only just recently, after only 4 months of working at NQ, Naunet has left NQ without a word. Naunet was much appreciated by the community, and her departure left a gaping hole in the communities confidence in NQ's ability to manage a community, sparking a recent freefall dive (absolute shitshow) in NQ's temporarily completely unmoderated Forums, with only NQ-Naerais left to hold the reins on a fragile and wavering community.
     
    Another recent incident involving NQ deciding to completely remove ingame support, and discord support has also caused unease and frustration throughout the entire playerbase. Leaving the only form of support to the ticket system, which is famous taking up to a month or more for a response, and often the responses were extremely unhelpful. The removal of NQ's ingame support system basically blew up any players hope for help in navigating DU's buggy and problematic nature.

    The ingame support team did an incredible job of handling many of the problems thrown at players, most of which simply made no sense to wait months for. Most of the tech support workers have left NQ after this move.
    Their names are:
    NQ-Wokk
    NQ-Blacksun
    NQ-Gallion
    NQ-Astratum
    NQ-Samaritan
    NQ-Stargazer
    NQ-Orion
    NQ-Reaper
    NQ-StarFire
    NQ-Xeno
     
    Apologies for anyone I've missed, but they've singlehandedly been through the rivers of buggy shit to ensure that players had the best possible experience in DU.\
     
    Now that the support team is gone, Naunet is gone, any Liason between community and NQ non-existant, most people just want to see DU put out of its misery. Was a fantastic concept, but it seems like it'll just never work. With the whole idea of DU having millions of players, but only being attractive to a very niche group of resilient and hardcore players, and the recent decision of NQ, DU has just lost it's much needed momentum, and as we can see with numbers pulling out of NQ's roster, including more prominent and notable names, faith in NQ's ability to deliver DU as advertised, promised, and pitched, are at an all time low.
     
    Even JC's in rough shape after 0.23, poor dude.
     

     
    As for JC himself, mad respect for the dude. Starting a brand new company to develop and handle his dream game (as was ours), was bold and brave of him. We all wished him the best in his endeavours, and are all sad to see what is to come of DU.
     
    If you're new and wanting to get into DU, I'd advise against it. If you have friends to play with and wanna muck around DU, all power to you. DU isn't really that pricey, probably won't last for another 3 months anyway.
    But for anyone looking for what DU was pitched as, it's looking like a hard skip. 

    And now some random memes to dust off the post.


     

     

     
     

     

     

     

     

     

     

     

     

     

     


    RIP, nobody wanted you here. Except for maybe your competitors, although they probably feel guilty about it now.
  9. Like
    Maxim Kammerer reacted to Musclethorpe in Y'all need to stop being jerks   
    That's a whole lotta words just to say you got your feelings hurt in chat.
     
    People are quitting this game because the gameplay is garbage right now, not because their opinions are getting slammed by fanboys in the support channel.
  10. Like
    Maxim Kammerer reacted to Fra119 in Empire Gets 1.2Bil stolen/insided by military leader   
    And this, my friend, is the reason why I play solo xD
  11. Like
    Maxim Kammerer reacted to SpiceRub in RIP Naerais   
    Thanks for the time and effort you've put into the DU community.
    Will be shitty to see you go too, But at this point all we can really do is watch as everyone evacuates.
     
     
     

  12. Like
    Maxim Kammerer reacted to Physics in naunet stepping down, my fairwells to a great CM   
    Naunet will be greatly missed by EVERYONE ? She was a fighter for this community plain and simple. Naunet if you do read this, good luck on all your future endeavours ❤️
  13. Like
    Maxim Kammerer reacted to blundertwink in Serious question. Did NQ give up on the community?   
    i don't blame anyone for giving up at this stage -- i think a lot of people working at NQ are waiting for the layoffs rather than quitting.
     
    it's pretty obvious even from the outside that the tech is a complete mess and even the game's design is barely half-baked. 
     
    I mean....they had one high-profile hire, Hrafnkell Oskarsson (Eve's original designer). He left or was let go after about 8 months. In his last 20 years of professional life, he's always spent at least 2 years at any company...NQ is the only exception. 
     
    not exactly a great sign when your best talent no longer believes in the project or can't get along with its leadership. 
  14. Like
    Maxim Kammerer reacted to SpiceRub in Serious question. Did NQ give up on the community?   
    I think NQ gave up on themselves.
     
    ”oh there’s people actually playing DU? ?“
  15. Like
    Maxim Kammerer reacted to JohnnyTazer in naunet stepping down, my fairwells to a great CM   
    No support in game. No support on weekends. Dev blogs about jetpack toggle button that would only be a footnote in ANY other game. High turnover rate at NQ. And last but definitely not least, literally MONTHS where you can log in without paying the sub, and NQ radio silent on it. I'm rarely a doomsday sayer but jesus fucking christ it couldn't look any worse if they tried.
  16. Like
    Maxim Kammerer reacted to Dhara in naunet stepping down, my fairwells to a great CM   
    What?  She hasn't even been here that long!  I didn't talk to her a lot personally but she seemed to be doing a great job! 
     
    Too bad they are letting the only person left at NQ that talked to us walk out the door.  What a shame.
  17. Like
    Maxim Kammerer reacted to Leniver in LENI tips of the week: How to create a core blueprint with all handling   
    Hello to everyone,

    I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
    The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.

    The blueprint system is separated in 2 different kind of blueprint:
    "Core blueprint": it's a schema that will allow you to create "single time blueprint" "Blueprint": it's a single time use blueprint
    How the handling works when placing down a blueprint?
    When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
    If the player that place the ship has higher skill, he will apply the player skills. 
    If the player that place the ship has lower skill, he will apply blueprint skills.

    How the handling works when creating a core blueprint?
    When you create a core blueprint the handling skills are not saved correctly.
    If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
    If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.

    The tips:
    To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
    To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.

    Example of setup:
    1 container 1 Surrogate VR station 1 Surrogate Pod Station
    Put down the container, surrogate station and the surrogate pod.
    Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
    Use the surrogate station and search for the name you have entered.
    Once you are in VR, go in build mod on your construct and create a core blueprint.
    Put the core blueprint in the container (so you don't loose it when exiting the VR)
    Exit the VR and you are done.

    I hope it will help you.

    Leniver#4309
    https://wheelchair.leniver.ch

    (To NQ, if you feel important to fix that bug .... DU it)
  18. Like
    Maxim Kammerer reacted to joaocordeiro in How do you play?   
    One option missing
    "i dont currently play. Im waiting for the game to improve" 
  19. Like
    Maxim Kammerer reacted to GraXXoR in [Suggestion] Clear Talent Queue Button   
    I honestly don’t see the point in posting suggestions any more. Can anyone point to a suggestion that was ever implemented?
     
    not even XS space tanks. 
     
    NQ have made it abundantly clear that they are the masters of their game and their UI experience is apparently flawless… They clearly need nobody to tell them what to do. 
     
    These last few months, every time I think “what if” I just stop myself right there. Absolutely no point, torturing myself, I realize…

    I might as well just enjoy the game for what it is.
     
    wishing for stuff just leads me to years of disappointment. Same with every game I’ve played (except Cities Skylines and Sim City 4 which never disappoint). 
     
     I will still criticise NQ for their nonsensical seeming, self-sabotage, though. 
     
    Still, I suppose, as a spot of catharsis, this kind of post is still useful. 
     
    and do you know what? Since I stopped worrying,  I came back to the game and am really enjoying it again.  Weird. 
  20. Like
    Maxim Kammerer reacted to joaocordeiro in [Suggestion] Clear Talent Queue Button   
    If you start from the button and go up, you can clear those easly. 
     
    That button is a very light "nice to have"
     
    Because if NQ was to implement that, then the following would also be implemented:
    Clear all buy and sell orders on market. 
    Clear all RDMS policies, tags, rules and  actors
    Clear all friends on contact list. 
    Clear all lua code on a unit. 
    Clear all chat on chat window. 
    Clear all bookmarks. 
     
    And there are some, more important, "clear all" to implement. 
    Like clear all voxels and elements of a construct. 
  21. Like
    Maxim Kammerer reacted to blazemonger in Extended XL container.   
    I believe they came in with 0.23, yes.
  22. Like
    Maxim Kammerer reacted to Lethys in This is how ...   
    I play dyson sphere program atm, 5 devs.  it's an awesome game so far. 
    And I never ever played such games before, but love it nonetheless. Go figure 
  23. Like
    Maxim Kammerer reacted to Shulace in What are all of Dual Universe's competitors? And...   
    DU needs to take the first step and become a game before you can talk about taking ideas from other games, as is, DU has nothing game loop wise, its all just an attempt at simulation. NQ just wants to sit back and let their community do all the work for content creation because for some reason or the other, be it incompetence or lack of funding, they are unable to to create meaningful features for the project that could turn it into a game to retain players.
  24. Like
    Maxim Kammerer reacted to IvanGrozniy in BOO crashed the SW pvp Event, was good fun and generated content :D   
    It is not possible to build civilization, Boo or no Boo. Not in this game. This is more of a working concept of mining / building mechanics rather than a game.

    Civilization does not just arise because someone wants it to. There need to exist very specific selective pressures for it to happen. Currently none exist.. here's a bigger meditation on the topic:

    Civilization is the organization of individuals into social bodies due to selective pressures.

    A non-exhaustive list of the characteristics of civilization include: social structure and hierarchy, efficiency, work organization, supply of needs
    A non-exhaustive list of the emergent properties of civilization includes: technological innovation, sociopolitical development, cultural development
    A non-exhaustive list of selective pressures that create civilization include: resource shortage, non-uniform resource distribution, geography, weather, proximity to neighboring civilizations, war, dangerous environment, dangerous neighbors.
     
    Geography - Geography is a huge factor in civilization building, as it affects what type of climate an area has, what type of resources are available, what fauna and flora is is generated in a specific geography. Access to rare resources and constantly in demand resources also needs to be considered. Geography affects what kind of resources a civilization can generate and has heavy influence on its technological advancements as well as culture.
    Currently, this does not exist in DU. It does not matter if you start at a base of a mountain or high up on a ridge, makes no difference if you are in the snow or on sand or underwater. Resource Distribution - Resources are not plentiful in the real world and they depend on geography. They are also not uniformly distributed. Certain kinds of resources are only found at specific geographical locations. A heavy concentration of a resource in one area may influence if a civilization can start in an area.
    Currently, this does not exist in DU. T1 ore specifically is everywhere, and while different planets have different resources above t1, they are uniformly distributed (in a sense) with no other effects other than mostly uniform randomization.
      Danger - This is perhaps the biggest selective pressure that gives rise to social groups that then become a civilization. Dangers from neighboring tribes will force individuals to make a group for protection. Dangers from wild beast and bad weather will force people into groups in order to survive. This gives rise to iterative development of technology that then allows the group to grow bigger, which allows them to develop more complex social organizations.
    Currently, this does not exist in DU. Every planet has a safe zone around it, there are no animals, there is no weather or geographical / regional weather differences that might affect any outcomes. There is zero danger from anything other than yourself. And on and on I can go, there is a lot here. When you want to build a civilization game, one would think you'd start thinking about first principles and go from there... you know... figure out what civilization is and what factors cause it, then try to gamify it in a way that makes sense in an mmo context, given limitations of server tech and current technologies. None of this is happening. Based on the marketing material, it seems like devs/ JC believe that civilization is cities, etc... that's not true at all.. you can build cities now but no one will use them, there's zero reason to.

    It is the fault of game design or lack thereof, not the fault of the players.
  25. Like
    Maxim Kammerer reacted to Taisen in BOO crashed the SW pvp Event, was good fun and generated content :D   
    AC failed their mission. BOO accomplished their mission. PVP zone exists. Pirates exist. Complaining about it while knowing the rules of the game is basically like inviting negative comments you don’t want to hear. You’re just giving the moderators more work to do.
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