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SirJohn85

Alpha Team Vanguard
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Posts posted by SirJohn85

  1. It's always amazing what random people on the internet claim people want.

     

    Especially when you ignore the previous bakers who supported something other than what they have now got. And above all, mechanics that were revised several times only to end up with mining units. Or things that were announced at some point and simply not delivered.

     

    But of course, 99% of the players and their feedback should be ignored, says a random guy on the internet who wasn't even in the beta.

  2. On 6/3/2023 at 10:46 PM, le_souriceau said:

    Btw, not like i'm working anymore on my pseudojournalism with DU, but...

     

    Just by chance I found this (from Xsolla, payment system and also sort of partner for NQ). I'm almost sure NQ is involved as ''technical muscle'' with this, can be one of their new ''projects':

     

    https://x.la/metasites/

     

    Maybe you guys find this funny.

     

    Call me crazy, but the trees and terrain in pictures and videos on their fantasy section look like it's the unigine engine. 

    Compare this to the Unigine Valley benchmark:

    Edit: It's Unreal Engine 5, mentioned in the telegram link, before you join. I had made the thesis because both DU and the Unreal Engine use the Quixel Megascans.

     

     

     

  3. 18 minutes ago, blundertwink said:

     

    That's truly horrible from a metric perspective any way you slice it. 

     

    The most important metric for a subscription service is churn rate, without a doubt.

     

    A large number of new players is not really a sign of health in a subscription MMO, not that 150 people joining in a month is anything close to a large number. Frankly, that's bad even for a single player game

     

    That's only ~$2,200 in revenue -- do you actually think that $2200 is going to make up for churn in the same time period...? 

     

    Don't forget to take out the cut from Steam, which is 30%. At 12.99 euros, that would only be 9 euros that DU gets. That's only 1350 euros in the end.

  4. 49 minutes ago, le_souriceau said:

    Its little bit trickier. Depends on who you ask.

     

    Of course. I absolutely agree with you. Every game attracts its playerbase. There is a reason why all the big orgs since 2016 have collapsed in DU and moved on. Because the pillars of the game have not convinced. You can also just ask around who plays DU with friends. Or why that person no longer does today. 

     

    Today, the game will attract other players. Whether the "Landmark in Space" player will be enough to pay money on a monthly basis I don't know. The moment you consider the removal of planetary mining as an evolvement, I just question that it has done the game any good. It was also put right that 200 tiles does not automatically mean 200 new players, but accounts. Who the owner of these accounts is can now be speculated. But it doesn't seem to be the Steam players, as they show a downward trend.

     

    But to find a conclusion here: My point, however, still stands. The raids in WoW are, among other things, a criterion for how you measure it. What would be the equivalent in DU? I would say the marketplace and its offerings. If you can't find (high tier) things, then in my eyes you have too few players to cover the economy. 

  5. 4 hours ago, RugesV said:

    Doomsayers.  You look at games like PUBG. People screaming that game died years ago.  Yet it is currently the 6th most played game on steam with 500,000 players at one time in the last 24 hours.  Even  an old sub game like Everquest. People have cried out so many time that the game died. Yet a quarter century later and the game still has a strong playerbase. Has major expansions every year. 

     

     

    Would be news to me that these games were considered dead (Especially since one was originally a mod, became a b2p product and is now f2p). The only game that had always been called dead was WoW. Strangely enough, it lives on.

     

    But yes, I think the comparison is flawed at the latest when you compare a 6 year old f2p battle royale game with 500,000 players for 3 years and a freshly released monthly subscription massively multiplayer online role-playing game that has no growing numbers on Steam and is more like a bigger Minecraft or Space Engineers server.

     

    Correlation does not imply causation. Especially not if you want to compare different games from different genres with a different target group. Conversely, you would then claim that PUBG is more MMO than DU because of the numbers. :D

     

     

    https://steamdb.info/charts/?compare=578080,2000270

     

    image.thumb.png.4fc1f1051a087eca6c52ec0dbb426670.png

     

     

    Edit: I've added some stuff.

     

    So how do we tell when a server is dead? Quite simply. Player activity. Let's take a genre comparison of WoW example with the European fresh server Giantstalker in Wrath of the Lichking.

     

    Point 1:
    Players usually raid. These numbers can be measured with raidlogs. Even if we don't know how many people play on the server, we at least know how many characters raid. This helps to get an overview of what is happening on the server. So, how does the server look like?

     

    https://ironforge.pro/population/classic/Giantstalker/

     

    image.thumb.png.a7dbdc66b87f33a01171dde8ad3576d3.png

     

     

    What happened here that out of 3000 characters only 233 are still raiding? Exactly a few days before the data collection for end of January, Blizzard offered free transfers to Nethergarde Keep. Mind you, it was forbidden to transfer to Giantstalker for economic reasons. Now Blizzard created the situation that you can transfer away but not to Giantstalker.

     

    Point 2: 

    Even if we don't know the numbers of players, at rush hours on the server in the capital of the Lichking expansion you can hardly see players on my faction who have the maximum level. Likewise, the auction house indicator is good to see how many end-game items are in it. 

     

    I'll leave the link to the transfer server. People can form their own opinion about what happened here.

    https://ironforge.pro/population/classic/NethergardeKeep/

     

    image.thumb.png.9152382de14eb13734a7b459c24edd00.png

  6. 1 hour ago, Zeddrick said:

    It will only be dead when you and the many others like you actually give up on it.  You are here and even though you seem to be one of those who wants to help push it over the edge by putting others off playing you clearly haven't walked away yet and neither have many others.  People are just waiting and if there's a turnaround they might still come back.

     

    When I go 3 months without seeing a single 'game is dead' type of post here, on reddit or on the discord is when I'll think that the game actually is dead.  I'm an infrequent visitor these days but I see them all the time right now.

     

    A weird attitude. Forum posts, however, do not pay for the costs of the server. Despite a build event on Steam that ran for a week, not a single increase could be heard on the Steam charts.

  7. 9 hours ago, Distinct Mint said:

    Such drama - its there for all to see. A player run round table that NQ were invited to, and kindly attended on their days off.

     

    https://www.twitch.tv/videos/1700627641

     

    Thank you for the link. It sounded to me like NQ had organised it or had it take place somewhere, because one never heard about it in the news. That's probably also the reason why one doesn't find anything about it.

     

    But since employees do this in their spare time and thus avoid the accusation of favouring players and don't speak for the company, that is of course something else.

  8. 50 minutes ago, sHuRuLuNi said:

     

     

    Why is my ship (Illyria, on the right side) in that promo image? I NEVER WENT THERE!

    ...

     

    Just a little quote from the EULA:

     

    Quote

    7.1 The use of the Game by Users results in the creation of user-generated content (hereinafter "Generated Content"), such as buildings or vehicles built with the help of the Game tools.

     

    7.2 By creating Generated Content, You grant NOVAQUARK, its licensors, licensees and any other person designated by NOVAQUARK a non-exclusive, royalty-free, worldwide, transferable license, for the duration of their term of protection, to use, reproduce, modify, adapt, execute, display, distribute and otherwise exploit and/or delete the Generated Content (or any portion thereof) in any manner NOVAQUARK sees fit. In addition, You grant a personal, non-transferable license to all Users of the Game to use the Generated Content when using the Game, including all rights to reproduce, distribute, display, execute or any other license rights necessary to use the Generated Content on a worldwide basis and for their term of protection.

     

    So TLDR: They can do whatever they want with your stuff.

     

  9. On 10/31/2022 at 8:15 PM, Zeddrick said:

    If enough players vote then that would give the whole thing a certain legitimacy when they group introduces itself to NQ as the representatives of the player base.

     

    It can be assumed that those with the most fans will get the votes, regardless of whether they contribute anything constructive or not. I am not a big fan of this "Gleichschaltung" or echo chamber.

     

    There always needs to be critics, an opposition. Somewhere in the forum, and on the DU announcement site/forum at the time, it was possible to see who was part of this organisation. (NQ had published the list of who was invited) Judging from what you read of these people in the public forum, what they wrote, who also have an ATV title, I conclude that over 95% are not critics.

     

    OP thinks everyone is just shouting "NQ bad", but you can see from my old public posts, for example, that I have always voiced criticism and suggestions for improvement. However, none of these seem to have had any effect. And I can't talk about things concerning ATV or Mission Control, because NDA.

     

  10. 2 hours ago, Zireaa said:

    Why even have a server for free players why not just have them come two official server and give them x amount of days free why hide them from the real game where we can show them around and help someone trying the game out  maybe give them

    some basic material two try building  and a starter ship  after those days are up if they don’t sub everything disappears 

     

    So that it can't happen again like it did at the start of the beta in 2020. A lot of people who left just left their speeder all over the place at the beginning and that brought the performance in those areas to its knees, which wasn't really a good experience for anyone. Unless they can offer a better solution or performance, that's the right approach. 

     

    Even if it were only a few days, that would be very counterproductive if someone who finds out after 1 hour that the game is not for him and then it sits there for X days.

  11. 9 hours ago, Wyndle said:

    DU can survive without AvA but a bad implementation of AvA can kill the game in a single day.  I want AvA but not at the cost of the overall game.  In another thread there has been discussion of instances being created to which I suggested using player tiles and constructs to have AvA combat ladders.  It may be required for AvA to be in a different engine or flavor of the current engine to be playable or fun.  Instances could give that transition without breaking the game.

     

    Edit:  I don't think instanced combat should have impact on non-instanced assets.  I suggested ladder combat because I did not want instanced combat to potentially put my territory at risk.  This would give NQ room to slowly work on AvA while keeping the FPS crowd somewhat sated.

     

    What you are asking for is a completely different game and has nothing to do with what they used to advertise.

    I have always said, build the vision of your AvA Lock & Fire into the game - With a gun. Just one gun. Use that as a foundation to also show that you're not forgetting the people from a pillar, which had interest in this game.

     

    Why should I pvp if it has no impact on the world? That is also something completely different from what they always said. Heck, we don't even have territoral warfare yet.

    And I disagree with you. Landmark in space won't survive long like this with a subspriction model. 

     

    A very good comparison here is New World, which originally started as a pvp game, then at some point fired the game designer, brought in someone new and wanted to make it a pve game with opt-in pvp. What happened then: the people in the beta said that there was no pve content. Amazon had to postpone until the pve content was delivered.

    So, what happened at release? People had fun for a few months. But the game is dead. The servers are empty.

     

    I would like to state here that we are not talking about an indie developer. We are talking about Amazon. (Who had a bad statistic with released games - 1 cancelled, 1 back to alpha before New World came out).

  12. 30 minutes ago, Atmosph3rik said:

    The constant begging from certain PVP players, for NQ to squeeze people out of the Safe zone by making it smaller, and into PVP space, so they can shoot at them, is silly.

     

    It won't drive those players out of the Safe Zone, it will drive them out of the game.

     

    How can it be silly if that's a selling point as to why people left money in the first place?

    You've been around long enough to know which big orgs were there and what they always wanted. 

     

    How many of them are left? We now have what we have. Will that be enough?

  13. 30 minutes ago, Atmosph3rik said:

    You're the one asking NQ to do something that would go directly against what the promised in the Kickstarter.

     

    The 2016 interviews around the KS framework have always talked about a 20km safe zone radius around the Ark Ship. And it was always planned to have several Ark ships also for the future. Here is a source from 2016. It was used to advertise the KS campaign.

     

    https://www.eurogamer.net/building-a-space-sim-in-a-post-no-mans-sky-world

     

    Edit:

    As for the Sanctuary Moon, that's what was said back in 2018 about what they should be. Unfortunately, these links do not work.

     

     

    Edit 2:

     

    Thanks to webarchive - this can be found:

    http://web.archive.org/web/20180311083616/http://www.dualthegame.com/en/news/2018/03/02/more-info-on-sanctuary-territory-units/

     

    Edit 3:

     

    And here is the article mentioned in the post from Edit 2:

    http://web.archive.org/web/20200808141938/https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/

  14. First and foremost, they want to make sure that there is no repeat of August 2020 with the speeders who were left stranded everywhere at the starting point and brought the performance to its knees. 

     

    As for PvP... well, the selling point was that you have to expect pvp outside the safezone. Now this is not a world first, as this has been clear to everyone since it was announced at KS in 2016.

     

    Whether you like it or not is ultimately your problem, as with any other mmorpg. There are actually people who complain about being attacked by the opposing faction on a PvP realm in WoW, for example.

     

    And the same is true here. Even if many tried to twist the narrative and make it a non pvp game, in the end you will lose every player if you drive your credibility to the wall now.

    Is the PvP fair? Nope. There are no limits or X vs X scenarios for it, because this is not foreseen in an open, single world, where manpower dominates.

  15.  

    4 minutes ago, Zigbigidorlu said:

    I'm a little confused on this -- Market bots were the main source of income for players, and aside from login rewards, the only way money entered the economy. Will we be relying on login rewards to generate money?

     

    Since the new FTUE, you have some new possibilities, which the tutorial also brings closer to you in addition to the login reward. Among them are the tutorials and the Surogate VR Challenges in addition to the familiar Aphlia Mission.

  16. What bothers me most about the schematics so far is that not all items needs schematics and you often feel like you're waiting twice.

     

    Example: 
    "Oh cool, I built the intermediate parts, now I can finally build Basic Metalwork Industry M".

    "Oh, I forgot to queue up a Tier 1 M Element Schematic Copy, I'll just do that." 

    "Oh, I have to wait 50 minutes and pay 15,000."

     

    The reaction is already a... for me:  "Hmph." 
    It doesn't feel good. Especially at the beginning, when you're still doing a lot with the nanocrafter and then you switch to the machines, you often forget that or don't have it in the back of your mind. At least that's what happened to me now that I've started all over again.

     

    Edit: 

    I'm sure it's already been said, but I'll write it down just to be on the safe side.

     

    It is also irritating for me why an Atmospheric Fuel Schematic Copy is needed for Nitron in the Machine and not in the Nanocrafter. I miss this consistency in the concept. The result is that I then simply build all things in the nanocrafter. The same applies to Al-Fe Alloy as an example. 

     

    Why?

     

    Edit 2:

    I understand where this is going and what they were thinking. I think it's better than buying individual schematic copies (System after 0.23) for individual machines, now they are no longer limited to the element being built but category dependent, which is a big improvement.

     

    The approach is fine as far as it goes. But we are not yet where we should be. This "hmph" feeling has to go away for me. Give me a reason to get a reward feeling, after I've built the intermediate parts.

     

    Edit 3:

    Maybe this will be clearer, since most people will look at the list that is required to build something?

    mLr5vvU.png

  17. 1 hour ago, Shaman said:

    This games best/most fun aspects are its building, lua and PvP ones. I think this game would be much more successful if NQ changed their marketing towards a more 'space engineers' type of playerbase. 

     

    - Survival elements like oxygen and energy? 
    - NPC enemies like wolves or spiders? 
    - Weapons for the avatar to kill NPCs or players?
    - NPC ships that attack you?
    - Meteoroids that hit planets?
    - Mountable mining units on ships?
    - Planetary mining (besides on asteroid)?

     

    This is exactly why I play Space Engineers, sign me up for this! 

  18. 14 hours ago, Deathknight said:

    EDIT: To everyone else, how about taking a break from arguing to answer a question from a potential new player? I think more players is something we can all agree is a good thing?

     

    How exactly do you envisage this? Everyone talks about how much potential the game has. The game had potential two years ago. The game had potential 4 years ago too. It also had potential when it was introduced on KS in 2016.

     

    But now comes my question. We are going into release next month - when is the potential going to be realised in this game that was in development for 8 years?

     

    I can't tell a new player that things are good that are not good or missing. About missing features, about things that don't work and a feature that was completely changed, that you can't do planetary mining anymore but have to use mining units.

     

    There are so many indicators, just the fact that you didn't see any advertising (or scenes in trailers that don't take place like that), that the Twitch statistics have dropped rapidly (the game is currently at 28 average viewers, that once was at 1000 in August 2020, with every week falling, I had recorded somewhere in the forum here how the case was), that cost-cutting was worked on, that a new CEO was suddenly there - attention, the community had first found out that he was the new one, before NQ said anything. 

     

    Furthermore, employees in key positions quickly resigned (example: former CCP Technical Director Högni Gylfason as CTO who left after less than a year), which can be seen in the public profiles on LinkedIn. And I don't even want to talk about false promises and information, bad or no communication of the developers in the last years, which the players have already experienced since the beta in August 2020.

     

    And I go back to my original question:
    How do you imagine that I can enthuse a new player for this game after this text? Especially with the argument that this person has to sign up for a subscription in order to continue playing.

     

    Why shouldn't that person rather play World of Warcraft Wrath of the Lich King Classic on 26 September?

     

    I would describe the game as follows: It's Landmark in space. The "millions of players" it has always talked about are not there. And it doesn't even manage to show 50 players in one place.

     

    But in the end, everyone has the opportunity to play the game for 2 weeks at release. Then everyone will decide for themselves how long they want to stay with it. It can be assumed that many will be there for the first 2 months, as with any other mmorpg.

     

    But it will be interesting to see what happens after these 2 months.

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