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blazemonger

Alpha Tester
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Everything posted by blazemonger

  1. Change adjustors from the current multiple angles of gas to a single one perpendicular to the placement of the adjustor Make that one effect expand in a cone and diffuse as it moves away from the adjustor.. more like how an RCS gold gas thruster would work.. Then, in a future change, maybe make the element smaller so that you can build several into a compact space (or have a bigger elemt with three or four separate ones in one) like this:
  2. Much will depend on what will happen post launch. I fully expect NQ will launch the game end of this year in a stet which is far from feature complete relative to the game we were pitched during kickstarter and upto start of Beta. That in itself is not a major issue as long as what is launched works, works well and shows the prospect of what lies ahead in the first two years beyond launch. A lot will dpednn on whether NQ improves their communication skills and provides more clear and consistent information and updates around their progress and plans. IF they do this and IF the game is able to gain traction by seeing many more players arrive or return after which NQ manages to retain them, NQ may have a chance of keeping DU alive and running. But they must change and stop being techheeads with the communication deficiency that generally comes with that. They need proper and skilled people able to engage and connect with their community in a sustained and meaningful way. If they do not, their chances will diminish very quickly. Games like DU succeed or fail by retaining the loyalty and enthousiasm of the community. NQ have a chance to make that happen.
  3. EVE does not apply Newtonian physics. DU does, at least in space. IMO sacrificing that in order to make PVP "more accesible" would be a mistake. But obviously, that is a choice NQ will have to decide on I guess
  4. Limiting speed in space means further gamifying Dual Univeerse in order to appease the pewpew crowd. Speed in space is limited .. to the speed of light. obviously getting up there is pretty much impossible but the very simple laws of physics would remain in place. Any object shoudl be able to hit the same max speed depending on it's ability to generate enough force to get it there. High Mass objects (size is really irrelevant here) should need more time and/or more thrust to get there but they still should have the ability to. Limiting speed by core size will also mean you have to start creating all sorts of additional mechanics and checks to prevent someone from "cheating the system" by making a small construct very heavy. By simply adhering to the laws of physics you only have to deal with one factor , mass, to achieve the same.. You add XL guns (with high mass) to an XS core? sure, but that means you will not have the room to fit the XL engines you need to move that mass and even if you do, the combination of two elements with high mass means you still limit yourself. NQ continues to overthink and over engineer mechanics while the solutions that they could use are far more elegant and yes, more efficient in a good many ways.
  5. I have been advocating proper RCS mechanics for space for years actually. In principle we have the elements for it with adjustors, but they can't be controlled individually. If that option would be available it would be fairly easy to have plane changes and lateral movement close to "real life" space manoeuvring. Funny bit is that if you check out some of the latest Falcon9 launches where the booster returns to the launch site, the manoeuvres using the RCS cold gas thrusters give a good idea of that. The tracking from the ground gives a really good impression of how that works and it's not entirely unlike what we see in DU.
  6. They have, devblogs, announcements on social media channels and then some. If people choose to ignore or not receive these, that is entirely on them People who need such reminders about ships at markets should not really have ships at markets to begin with. For markets 7 days is more than enough, fairly generous really as I would have preferred 48 hours..
  7. There are no other engines that can do what Unigine can do in the context fo DU. The needed scale, precision and everything being in one single instance with many thousands of players is not going to happen in UE or Lumberyard, which really are the only two alternatives besides Hadean as that is a similar engine in concept to what they have and is further along in showing to be proven technology plus it has big names behind it. There is computing solutions available now that were not available 7+ years ago when NE started their journey which would very likely be more efficient, cheaper, and higher performance than AWS, particularly Edge/private cloud solutions. But NQ is too busy now to get to release to spend months moving the game over. OP has watched too many flashy demo videos which show off UE5 but has not really paid attention to what is left of all that once the engine actually has to run in the context for a game. Needless to say, there is a lot about NQ that needs to get better, but the engine they use is not that big an issue right now.
  8. Obviously.. /s You clearly refuse to either understand or accept the very real and sensible reaons NQ hasd given for the changes. You also lack the underatanding of the process that goes on during game development where the longterm viability of the game starts coming into focus as release gets closer. That you choose to ignore sensible choices being made and keep shouting REEEEEEEEEEE regardless is your right, but it will not change reality though. If NQ needs to make these changes to be able to accomodat the needed player count and by doing so lose a handful of player who refuse to understand that, gueess what, NQ and the game keep going without those few.. And someone calling me a NQ fanboy.. is well.. interesting
  9. Instead retain calibration for longer, set three brackets which will add 8, 16 or 24 hours to the time the Mining unit stays at the achieved calibration. Easy, clean and removes the need to go run around and get the harvestables while giving you roughly the same amount of "bonus ore"
  10. I have 4 spots on Alioth with 3 territories each. Each spot is for one of the T1.. as you now stay at full calibration for three days I have one character who just goes around each site in VR to calibrate and stay at 100 every three days, 12MU per site. Then once a week I fly to each, pickup ore and sell what I do not need. I get T2 and T3 from asteroids in Safezone, do not need T4 so I sell that and buy any additional T2 (mostly) I may need.. Overall.. Saturdays is Asteroid day and I guess I spend maybe 2-3 hours per week on the mining units and managing stock.
  11. You can track the asteroid to it's location and go wait just outside of radar range. No one will know you ar etere or that you already tracked the asteroid.. only once someone lands on it does it get "discovered" As as the distance between the 5th location and the asteroid is usually less than 1SU, even that is enough to be close enough to just come in and wreck whoever landed. The whole mechanic is just badly designed unless the intent is to allow PVP players to know someone landed and go pewpew.
  12. Your subjective view is that most players have multiple orgs, how do you know and what defines "most" in this case. I'd expect NQ has a much better view on this annd your opinion or assumption is just that. That said, single players using multiple orgs to gain access of hundreds of cores for themselves is _exactly_ why these changes are coming. This is not a single player game and one player should not use the loophole of nested orgs or even just multiple orgs to be able to use an excessive amount of cores. once implemented you by yourself can have 200 cores.. If you need more you can go and shop around for them. I think NQ has been very clear on the why, there is no way to justify you by yourself using a multitude of server resources that exceed what you contribute in subscriptions. Others shoudl not have to pay for your desire to do everything yourself and so if you want to persist in doing so, you hav ethe option to pay for multiple accounts and in doing so pay for what you use. I know it may sound harsh and I pretty much expect you do not want to hear it but it's wha they call reality. And you have a choice to deal with it or not, either way, NQ is right here and is making the correct choices, even when it may upset or even drive away a select few as in the log run, their choice in this will enable a sustainable game. That NQ was going to address this has been known for a _very_ long time. It's really not new or unexpected at all.
  13. I'd say accounting for shrinkage is for the org legate managing the slots to handle, not players donating cores.
  14. I'm happy to see this consideration. I think it will take some time for NQ to flesh out a good way to accommodate this, but good that it is being recognized as a concerns that needs to be addressed, I do also think that it would not be unreasonable to attach conditions to such allowances, like additional (in game) payment or taxes on the relevant territories as well as locking the cores to said territories. The additional cost could be absorbed by the org or they could charge a fee or "membership" to avail of the projects facilities (races can have entry fees, part of which goes towards paying for the allowance).. This in turn makes the game have more gameplay options, especially in roleplay and player interaction.
  15. While this may be off topic for this thread, I believe NQ is missing something here. Many orgs will "promote" members to legate becasue there is NO OTHER rank that would give a member extended options/rights within the org. We really need to have a better org structure as in, have different roles that allow different options in orgs beyond what RDMS can provide. But this really is a discussion for a different topic..
  16. Frankly, as is the case in any busineess (or organisation), you account for shrinkage, which means you never use all your resources to be able to accomodate some not being available or being lost.
  17. Upkeep has always been on the table and "coming". Outside of your Sanctuary tile, nowhere is truly "safe" as far as your creations and posessions being secure. That hasbeen communicated often and clearly. I can see an argument to be made IF dynamic constructs parked on your Sanctuary tile will be subject to removal if you end your subsciption. And then, if NQ were to remove the dynamic construct from your Sanctuary tile but put a magic blueprint in your pocket for when you get back, there is nothing you can argue against that anymore really.
  18. NQ implementing proper PVE environments outside of the safezone would be great, but will only ever work if they first implement ways for non combatant players to mitigate the risk pf PVP encounters to get the goods from these sites.. Unless that happens whatever NQ does will not work. I know PVP exists, I am not afraid of it and respect its existence. But I am not an idiot and as I have no interest in actually engaging in PVP, as long as the risk is entirely on my end and the effort required for the "PVP player" is minimal at best, I will ignore whatever happens outside Safezones. It's simply not worth it.
  19. I do not think that the idea has merit as I do agree with thw notion that choosing to leave the safe zone much carry risk. That said though, what he game lacks currently is options for non combatant players to mitigate that risks. I really hope NQ gets around to bringing those in before they release as I can see many more just not leaving the safezone.
  20. It's why I do not run them. They are simply not worth the time investment and I think running an alt pretty much AFK on a second account on Shadow or GFN is just a waste of effort anyway.
  21. Typical ignorant response that is the root cause of why so many who do not look for combat engagements stay far, far away from the chance of encountering one. Someone who does not have the desire to engage in combat is not "a carebear" it is a player who pays the same amount of money to play as you with different preferences and choices. Demeaning and degrading someone else's playstyle really is not helping your argument, in fact, it strengthens the opposite one. The compare with EVE is entirely invalid here as EVE has very intricate and extensive options and choices you can make to mitigate the risk of an encounter to a point where it becomes an acceptable one. I've said this before but my main character in EVE pretty much exclusively lives in Nullsec and Wormholes because that is where his activities are, and he is both smart enough and equipped with the tools needed to survive there, only to get caught if he's being dumb or just plain unlucky. I fly there without weapons and only carry ECM drones as a means of escape if needed. And yes, you can encounter PVP in Highsec sure, it's mostly opportunistic in origin though and I still question the sanity of those who think hugging a gate with a Tornado for hours on end with a scanner alt hoping to find a ship worth ganking and have a third alt scoop the loot as the Tornado pilot will be dead is "fun".. Same for 10 alts at a lowsec gate with smart bombers hoping to catch that one valuable ship.. That's not PVP, that is bullying. And yes, EVE allows that gameplay so it's there, but for me, these are still the equivalent of RL lowlifes and scum. I despise these kinds of players even when they are generally fairly easy to avoid. DU has NONE of these options yet though, if I were to go to an Asteroid outside of the PVP zone, I basically have no way to know whether the asteroids is camped until I am in firing range of the campers, once I get targeted I really have no way to escape. If the asteroid is not camped, as soon as I land, ANYONE with a DSAT knows I (or better someone) did so and can come out to destroy my ship while I am mining. They can have scanned the asteroids down to its location and sit in wait outside of radar range for someone to "discover" it. I, and I know many others, have no fear of going outside of the safezone, I'd actually prefer to do so but the risk involved is simply not worth it if you are not intent on a combat encounter. And not being in the safezone does not mean you are looking for a fight, that is just a nonsense argument. outside the safezone you CAN encounter a combat situation, and the reward for going into "PVP space" needs to be worth that risk, which it currently simply is not. There is just no reason for me to venture outside of the safezone as there is nothing to gain from it, ther is only risk of loss. But in general, it seems that concept goes straight over the head of a good many "PVP" players, who just write off anyone who thinks different than them as "carebears".
  22. The notion that it went downhill "after schematics" is really not true. Things started unravelling very quickly shortly after beta started because the server cost went through the roof due to terrible design choices and budgeting both financially and as far as server resources go. And let’s just say that when JC announced the public beta end of April 2020 it raised a good many eyebrows in the backer community, the state of the game at beta would explain why that was. And pretty much everything that happened after beta has been geared towards bringing all this back in line. First a massive database and industry refactor where batches were severely nerfed and then, frankly what I expect to be false pretence, schematics were rushed in to try and reduce industry use further. Cost cutting in staffing in several rounds, including pulling support back to just business hours with skeleton crews outside office hours and weekends. The devblogs from last year April pretty much confirmed all that and from there we've seen a string of cot cutting measures which kind of played into the community tagging the current changes as such as well. Only after Deckard and in part Nyzaltar came out over the past days with some more background it became clear, at least to me, that NQ now seems to have been able to stabilize, although on a very strict and tight budget, and is now able to get back to getting the game ready for launch and while this may be true for taxes and MU introduction, I certainly believe that this is the main driver for the core count changes. The problem for NQ is that they have lost a good 18 months (and nearly a year after JC was removed) with righting the ship and their (what I expect to be) hard deadline for launch end of 2022 has not moved and likely can't. So now they have to rush development to get to a MVP that will allow them to start the game "for real" and in a state where it can have the "released" label. That the new roadmap was pushed out (quelle surprise) and we have yet to hear on the "wipe statement" to me indicates there is too many loose ends NQ needs to at least button down somewhat before they can release that. I'd expect they know internally but may need to push more stuff out beyond release to be able to hit their planned date. I steal think and fear that DU will release "as-is" at a specific date and not when it's ready for a release. But we'll see and I hope the roadmap and wipe statement will not take too long as NQ is quickly running into single digit months to release in my estimation.
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