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i2eilly

Alpha Tester
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  1. Like
    i2eilly reacted to Thunderblaze in NQ: Time to answer the question - Will there be a wipe?   
    NQ, with release effectively on the road map, now is the time to let us know if there is going to be a wipe. This will help the player base know if the game is worth continuing to play in the interim and prevent any further wasting of time and mass building for content that would just be wiped.
     
    Please let us know if you will hold true to JC's words of there won't be a wipe.
     
    Thank you.
  2. Like
    i2eilly reacted to Omukuumi in To whom this may concern,    
    Here we go again, insulting us IRL but it's the PVP community who is the problem.
  3. Like
    i2eilly reacted to Msoul in To whom this may concern,    
    I am sure most people here are already aware of all this but to the newer players reading through, note there are differences between simple pvp banter, trolling, and harassment. Pvp banter is just the friendly back and forth conversations you get before and after fights. You are under no obligation to participate in pvp banter and can simply choose to not respond when engaged. If you do wish to chat and are relatively new to said banter, I recommend you start off with a "good fight" or "nice one" and let the other party know you are still learning. In the event the banter becomes unfriendly or someone is bothering you (aka trolling) in chat, blocking them is a very effective solution. In the event that someone's conduct rises to the harassment level, you can contact NQ support and submit a player abuse report. If you have questions about what constitutes harassment, I encourage you to read up on the official code of conduct or message one of the community moderators/managers.
     
    Hope that helps.
  4. Like
    i2eilly got a reaction from xoxWildcardxox in To whom this may concern,    
    What did NG do to you Wildcard?
  5. Like
    i2eilly reacted to Atmosph3rik in Checking in...   
    I don't really care what you've contributed.  Nothing earns you the right to demand they tear it all down because you're bored.
     
    It's so mind numbingly selfish.
     
  6. Like
    i2eilly reacted to NQ-Pann in Market Clean-Up discussion thread   
    Questions or comments about the Market-Cleanup announcement? Post them here. 
  7. Like
    i2eilly reacted to Gottchar in Missions were poorly implemented, player missions can rarely compete with NPC missions.   
    I would really like to set up missions to transport things more often, sadly, I can rarely use the mission system.
     
    My missions will compete with the endless supply of NPC missions, meaning if I pay less than a player can get from an NPC mission, I don’t have to bother. NPC missions are 
    -repeatable, can be done multiple times in one shipment with alts.
    -the longer the mission, the better it pays, and the smaller the inconvenience of having to log into multiple accounts, or ask friends to come for the ride.
    -the shorter/smaller the mission, the lower the collateral.
    -no limit for litres
     
    Due to this, the player missions are hard to sell:
     
    Long range ore transport: Every ~5 days I ship 4ML from Sicari to Alioth. I would have to set the collateral to 200M for the whole amount (50 per litre), so no newer player can do it. And more established players, if interested in transport, will already do NPC mission which pay better and can be organized better with group or alts. Also, I would have to split the transport into 512kl chunks, and as only 3 missions can be set up at a time, I would need three EXL parcel containers, on both ends, to organize, pack, set up. I would also have to pay upper market cell cost for a heavier ship than mine, +actual reward. So I just do it myself.
     
    Short range heavy transport: No warp cells involved, but still same problems as above. Also, these transports would likely be from the market to my base, which means I need to create the parcels inside the market container, which does not allow to split stacks. If I have more than 512kl of a single type of ore in the market container, it can no longer be used for a mission.
     
    Long range light transport, like schematics: For a small job like just hopping with a warp shuttle to Talemai and back, I could set up a mission, but now the collateral is a huge deterrent. 3M quanta job, for 100M collateral, maybe somebody would still do that. Same job but for 500M or 2B collateral?
     
    Short range light. I just pick it up next time I need to fly light anyway.
     
     
     
     
    I wouldn’t mind outsourcing some work, but the tedium, high price (to compete with NPC missions) and restrictions mean I either ask a buddy to fly it (and I move from container to container via VR) or, in 99% of the cases, I just fly myself.
  8. Like
    i2eilly reacted to Koriandah in Crafting Custom Weapons   
    Now imagine that you can do this in the next update, however, to make those you need a special resource that you get only from those Alien cores... Would be nice to have some unique mechanic tied to a resource that is actually hard to get
  9. Like
    i2eilly reacted to Waffle Boy in NQ I am extremely disappointed with wrecks.   
    Agreed, space wreck system is complete garbage.  Please make something better.
  10. Like
    i2eilly reacted to Novidian in NQ I am extremely disappointed with wrecks.   
    Without an easier way to find wrecks, it’s never going to be worth the time. Why not have them as a part of the mission system? “A derelict ship (core size) has been spotted at xyz. You are tasked with salvaging it, to eliminate a possible hazard for your fellow travelers.     You have X days to complete this task before the construct’s core destabilizes and self destructs (despawns).”
     
    Then, you add some exotic/unique elements to it that can’t be found elsewhere. Higher rarity and quantity in PvP zones. Make sure the spawns are random, but in proximity to planets/in the pipe. Local missions could drop common or uncommon parts in a random unclaimed tile on planets as well.
  11. Like
    i2eilly got a reaction from DogMinion in Crafting Custom Weapons   
    Would it ever be viable for us to be able to choose our own weapon statistics and then be able to create our own custom weapons.
     
    For example, my organisation Serenity wants to make a new unique railgun for hunting the pesky pirates ?
     
    We could choose from a pool how much range, damage and tracking etc it has and then once confirmed it becomes a unique element  in the game we can craft.
     
    We could just get a schematic for it to build and trade with others, this adds a huge amount of variety and not too much work for NQ as we willl make your weapons for you
     
    You would just need to balance the pool based on the numbers you currently use for the weapons now.
     
    If anyone else has ideas like this I would love to hear them!
  12. Like
    i2eilly reacted to blazemonger in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    We know, says who, sure and no, realism was actually part of the KS pitch and _many_ of us original backers specifically came to the game because of it (and many left the game behind due to the lack of it by now). As a relative newcomer to the game, you sure seem to pretend to speak for all of us/claim to know it all (unless you had to create a new account due to your original being unavailable to log in with).
     
    The game applying Newtonian physics was actually a part of the original pitch during KS and throughout communication leading up to and during Alpha.
     
    And here we go again.. as you run out of arguments you just start polarizing  again..

     
      
     
    No, I'd not have a problem with AGG if it had cost attached to using it, and not be some magical force that just "is". AGG was supposed to be (heavily) reliant on energy/power management systems and NQ never brought that to the table, still you still are able to float in the air without cost.

    I'd not have a problem with linked containers not being a thing but frankly, it is a requirement for the game to work as you can't carry enough components to spawn a blueprint in many cases and NQ has never brought the "promised" factory units to solve that issue.

    Space breaks are just engines really. I would actually prefer to see proper retro thrust mechanics or requirement but as it is, they are just engines.

    Setting speed caps based on the core size if inherently going to be upsetting the game balance as it puts game variables in a place where they should not be. But it is the easy way out of a problem for NQ, so they take it instead of a more elegant and gameplay driven one. The objection is not "just" because it's not "realistic", it's because NQ is continually choosing cheap exits to "solve" a problem by just making it a number in the database, instead of creating a game focussed solution.

    You continue to fail or ignore the reasoning behind arguments and just rip a part out of context in order to generalize a group of players and polarize the discussion.
  13. Like
    i2eilly reacted to Novidian in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    It may not be a typical mmo, but drawing inspiration from a two decades old game isn’t exactly inspiring, either.
     
    I don’t think anyone in their right mind would, or has, suggested a single non PvP ship should be able to take on any number of combat ships. You said it yourself, they’re at an inherent disadvantage, more so when speed changes are implemented probably.

    That would be a silly expectation. Even an armed hauler is at a disadvantage vs a dedicated attack ship, between the extra mass and the build restrictions.
     
    You say the solution is to not get caught, but outside of avoiding the pipe (which isn’t much of a guarantee), there are no counter measures to avoid enemies. There are no sensor jammers or an otherwise way to go dark, so if you’re made, you’re dead. I don’t see the challenge in that for either party, but that’s just me. When 90% of the challenge is finding a target for PvP ships, that seems kind of boring to me.
     
     
     
    At the very least I’d like to see ships whose engines aren’t running be harder to spot and have a device that can send dummy radar pings to throw people off, but maybe that’s just me. Also, have the stasis weapons effect be able to stack, so maybe the meta for haulers is to jam a lot of those to outpace your persuer. If you’re built for hauling, you aren’t winning any slugfests, especially if your a ship balancing space and atmo.
     
    I think giving non dedicated PvP ships a chance to put smart or otherwise slip out of an attackers grasp makes things interesting, and might actually result in more people braving the pipe since the encounter isn’t certain death.
     
    As far as combat escorts, you can’t count on someone being available for that and it adds cost to your trip, considerably. Getting someone to slow boat a few hundred SU with you won’t be cheap or even fun. For the cost, you may as well warp, probably.
  14. Like
    i2eilly reacted to blazemonger in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    It's somewhat sad NQ is throwing newtonian physics out the window in favor of an easy way to maek PVP "easier" ..

    There is no difference in max speed for any size vehicle in space.
  15. Like
    i2eilly reacted to Aaron Cain in Thanks for stealing all i had   
    Lost 3 ships on this and i even read all my mais and other stuff. This was not clear and for one thing, there was no notification on ships that were marked for deletion in 7 days. Only at the moment of deletion/unclaiming you get a notion.
    Together with the statement players will not loose their stuff unless in PVP as stated previously this is a really bad way to implement stuff.
     
    would a notification that your ship will be deleted in 7 days be so hard? ingame you get that when parking but when offline or after the patch update, nothing. 
    i even parked my ships according to the previous rules and still they got deleted as they were somewhere on a purple spot.
     
    Well i hope someone was happy with my shit, this just shows again that NQ follows anything but their own made rules.
     
    Best part is some other ships i saw have NO unclaim timer and i even saw with 75 days right next to the market so apparently its the same as always and some players are more important then others.
     
     
     
  16. Like
    i2eilly reacted to Nosomu in Thanks for stealing all i had   
    Even though many of the people here have drunk the NQ kool-aid in regards to these IARs and territory abandonment mechanics, it still doesn’t sit well with me. This is the first game (and MMO) I’ve played that has actively destroyed players’ hard work just for taking a break from the game for awhile (which is normal and should be accounted for and encouraged for players’ mental health). Some of these people spend thousands of hours creating their works, and - I believe rightly so - didn’t expect them to be abandoned and claimable by others. I have taken months or years-long breaks from multiple MMOs and I haven’t had to worry about these types of mechanics. I didn’t keep up with the news or updates on these games either. Yet when I logged back in, all of my stuff was still there. 
     
    A better path, in my opinion, would have been to create magic BPs of inactive players’ assets. But for some reason NQ decided to go down a path that has and will discourage previous players from returning which makes absolutely no sense to me and seems to be a lazy approach. 
     
    Sure, they need to clean up the game world and cut server/bandwidth costs. But there were better ways to do this. This approach has and will only anger previous players that come back. I would predict that many of these would-be long-term players who decide to come back will immediately quit again after they find that a significant amount of their stuff has been stolen. That’s what I would do if I was in their shoes.
     
    So when people come in here and express their anger or frustration about having lost stuff, I believe they are justified. NQ’s game design is an outlier compared to other MMOs. Most people don’t expect this level of punishment for taking a break.
  17. Like
    i2eilly reacted to DecoyGoatBomb in NQ I am extremely disappointed with wrecks.   
    Space Wrecks should be done through DSAT.  To be found the same way as asteroids (maybe with more steps) but then are also broadcast after found creating POIs for pvp. Alternatively they could just spawn on and around asteroids with RNG based on asteroid rarity. This would give reason to discover asteroids beyond just mining. The current state of the wrecks mechanic is not a "way to play" it is a weird novelty that people may do out of complete boredom and then give up after hours of no results. The only new "way to play" outside of Mining/Manufacturing/Building is to run missions. That is only a thing because of people using alt armies to mass run NPC missions. There needs to be a gameloops. The current implementation of wrecks is not a "loop" it is a broken circle. 
     
    This is an overall problem I have with NQ game design as they think that Sandbox/Emergent gameplay means you can't direct the flow of player activity. Just making a massive empty space and peppering in mechanics does not make a game. There are plenty of ways to direct player movement and activity. The empty space is too big and the RNG elements are too few and far between to work the way they are attempting to design the mechanics. Give incentives for players to interact/play together through bonuses, player exclusive utility benefits (Tile bonuses to manufacturing/mining etc ,player markets that aggregate dispensers into a NQ Market style UI). Please please please look at games that do this well: Sea of Thieves, Star Wars Galaxies, Survival Games and even Battle Royale. Yes.. Battle Royale. It is a large "empty" map but a good Battle Royale uses map design and weapon spawns to direct the flow of players. This has to be done even in a sandbox MMO. Right now this is like a Battle royale map where there is no map flow and the guns spawn like the mining skittles on planet surfaces. Perfect example. Why do mining skittles spawn evenly spread all over the planet surface every 2 feet. It is just lazy or bad design. 
  18. Like
  19. Like
    i2eilly reacted to Knight-Sevy in The Grand Haul - Panacea Update   
    It's a non-event that should never have happened in the game.
    The stuff should not have been put back into circulation on the server: at best deleted or at worst put back in the owner player's inventory with a timer before allowing reuse.
     
    NQ acts as if it were the major feature of the beginning of the year for Dual Universe.
     
    "Look we do everything we can to destroy and prevent groups of fairplay players from PvP but we allow all PvE to grief for free and steal things from people who can't defend themselves. Lots of fun "
     
    I was happy with the new VPT tool but again I feel like throwing up.
    Damn though I love this game, I'm not complaining usual with all the latest nerf to save the servers.
     
    But I have the impression that NQ are really laughing at us.
  20. Like
    i2eilly reacted to Distinct Mint in The Grand Haul - Panacea Update   
    This "event" was just like the previous bad events where some people got everything and most got nothing.
     
    Not everyone can take time off work to camp constructs all day. I have a 2 hour slot each day to play, so there was nothing for me by the time I could log on. Not sure how this could have been avoided (for me), but the effect is the same regardless. The rich got richer, the rest of us had to shrug again and know this booty was never meant for us.
  21. Like
    i2eilly reacted to Bazzy_505 in What's the player count loking like in 2021?   
    Numbers wise, i would say the population has been rather flat.  I've been bumping into new players quite frequently in the last 2 months. But most of them tend to go silent after first 2 or 3 weeks.  I have feeling that once they build their first base/factory, get the first workable S and M core ( which we often give them for free because we treat them as unicorns) they tend to run out of things to do, unless they have the Landmark bug.  Can't really blame them, there isn't much to do beyond that.
     
    After demeter i've noticed quite a few pre 0.23 players peeking their heads back in, mostly to come back to check on their old stuff and see if anyone from their old orgs is still playing.   But like new players i would say only about 1/3 of them stick around beyond the move my stuff from surface to space/sact tile.
     
    All in all i'd say DU doesn't bleed any more than it gains back, but it's certainly not growing, and quite frankly why would it?  Even if we get wrecks and salvage in next major pach it isn't quite some novel or excitiong new game loop.  Builders will build, rest will loiter around for a while than shake their heads and move on.  It's the way it was, and apparently that's way it will be for forseeable future.
     
    happy voxeling and trolling general lads and lasses
  22. Like
    i2eilly reacted to le_souriceau in What's the player count loking like in 2021?   
    Time overall against DU too.
     
    Its slowly burns potential playerbase (that is quite special, niche one, of older age group), without ability to keep them concentrated in moment of time and produce some meaningful critical mass, momentum (to attract more people). So, it means that big chunk of potential base be to some degree familiar with game at "release", but already with negative perception. And because its pretty much deep 30+ game, it will be quite hard to simply wait for new older guys to apear in such rate to replace demographic loss. 
     
    So every year in limbo means weaker position with population long-term. Wasteful burn over fist wave of KS people is already something quite irreplacebale.
  23. Like
    i2eilly reacted to GraXXoR in What's the player count loking like in 2021?   
    Been out to Utopia station several times this month. Saw zero people every time... I know that was the case because I counted twice and took an average.
    Did see people for the first time at several marketplaces; but they were tellingly only vultures picking over the remains of the former player base.
     
    Ahh, that smell of carrion in the morning.
  24. Like
    i2eilly reacted to CptLoRes in Tiles aren't worth paying taxes for <Full Stop>   
    The current tax/mu system is bad design, full stop.
    The are so many problems with it, it is not even funny. Take for example how insanely high the threshold for mining has now become to a newb.
     
    The moment a new player tries to do anything outside the sanctuary tile, he now suddenly needs to know how to place a territory unit, static core, container, mining unit and link them just to be able to mine some ore more efficiently then running around like a chicken picking up rocks on the ground.
     
    And before he can even do any of that, he first has to be able to buy and build a ship capable of lifting a territory scanner if he wants to be able to find a good tile. A tile that is also becoming harder and harder to find every day, and forcing newbs to have to travel further and further away from strategic important places like districts/markets just to find one worth mining.
     
    And when all this is done, the reward is that the player now has to pay a constant tax upkeep just to stay afloat.
     
    In short, this game is in bad need of more players. And it should be NQ's first priority above anything else to design features in the game that will attract new players.
     
     
     
  25. Like
    i2eilly reacted to Yoarii in NQ I am extremely disappointed with wrecks.   
    I do imagine that. It would be awesome. A reason to fly your ship!
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