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Miamato

Alpha Tester
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Posts posted by Miamato

  1. 1 minute ago, Treelessrain said:

    I also find it funny that this game wants to hold a million players at the same time, but can barely hold 30k with major issues

    It's ok, at this stage, as it's still beta. But without any info from developers it's unclear whether there is some hope to enjoy game without such issues in nearest future.

  2. 20 minutes ago, joaocordeiro said:

    I dont think its really about the load. 

    I think its about code that behaves bad under load. 

    It may be one of reasons. The other one may be that server\connection wasn't scaled accordingly after Alpha. 

    Anyway I would really want to hear smth from NQ about it.

  3. 1 hour ago, Mercutio said:

    Same issues here unfortunately. I get a lot of Pending Operation, Loading Rights for Containers, delays when accessing machines or containers and few disconnects now and then. Friend of mine gets a disconnect every few minutes even. 

    the same. Yesterday I had like 5 disconnects in row just after logging into the game. 

    So it seems servers can't handle the load now :( 

  4. Skill injectors were the worst thing that ever happened with EvE. It will be a big disappointment if they appear in DU. 

    This mechanics allows to create skill point farms with actually dead characters just to resell sp.  

    Why not to sell skill points directly from ingame store then, along with premium ships and modules.

  5. Hi everyone. 

     

    For last few days I have often disconnects with error message like 'internal server error' and just get kicked out of game. Yesterday it happened across all day for like 20-30 times in total. I have descent internet connection, so that shouldn't be the reason, as well as hardware is also ok.

    The other problem is that many actions are declined for several times before they are executed: mining - ore diggs out and then pops up again, containers either not loaded or showing all the same content, resources don't drag from container to inventory for several attempts, etc. 

    So I'm wondering whether someone else experiences such issues? Is there any explanation from NQ about work for server stability or improvements connected with such issues? 

  6. I don't like the idea. This may be fun mechanics for solo action fighting, but not for space game where combat has more tactical elements. 

    If you take damage with your space ship - logically that it's components are damaged therefore work worse. I would understand if at some point your speed will decrease, you won't have initial agility and acceleration, part of weapons won't shoot anymore and resists would just decrease. 

    I understand if stats don't change just for making combat a bit more fun-friendly and not that hardcore. 

    But I cannot find any explanations why your ship should operate better when it's damaged and nearly destroyed. 

     

    Old players should have advantage, in other case there is no sense in playing and learning skills. 

  7. One more server means twice more money for hardware rent/purchase plus twice more efforts for supporting both servers online. 

    What you get - split community and longer feedback from testings. Adding one more sever before a release doesn't give NQ benefits.

  8. 10 hours ago, Aaron Cain said:

    Just keep in mind that any form of free game-play will introduce enormous amounts of bots and gold sellers with respect to any form of payed subscription, paying per month does not stop gold-sellers or trolls but it at least makes the numbers lower.

    Main problem with f2p games is not amount of bots, but amount of real money you need to spend for 'premium' stuff. Bots exist everywhere and DU won't be an exception. The same for RMT, it will be present in any popular game.

  9. I believe there was a post that currency amount is going to be regulated. Initially there would be npc buy orders for resources and stuff. Their amount should control money flow to player pockets. There are no other money sources anounced

  10. 1 hour ago, spaceforger said:

    Only one player per personal RN is planned, if you need public then use organization nodes, but all is subject to change.

     So I guess all I have to do is leave your organization and kill myself and I am out of that bunker.

    It depends whether you are going to lose smth when you exit corp ;) There may be a lot of tricks here when you just lose some of your assets in this case, like ships parked at closed org hangars ;)

  11. 11 minutes ago, spaceforger said:

    As far as I know players will have to register to RN, not sure if that will be same for organization owned RN but it would make sense, so no unknown spawn points ;)

    So actually you can build a resurrection node. Tell everyone that it's public and get small payments for registration, once you have enough money and people registered - build a bunker around with no exit :D make more money on letting people out

  12. On 7/2/2019 at 8:27 PM, spaceforger said:

    developers already said that we will have ability to use multiple resurrection nodes (personal ones, arkship and organization owned) and it is known from devs that we will spawn in nearest one, no choice will be given.

    The funny thing here if it's possible to make resurrection node 'public' so that if someone dies around. it's spawned in it. If yes, it will be exciting experience to be trapped inside someone basement without option to get out :D

  13. I definitely want to be able to plant trees/bushes/flowers that will grow overtime. Though some preset flowerpots were shown, yet it's not enough to create some underground gardens. 

    When I was playing Minecraft - I've spent plenty of time building underground paradise between lava rivers :) 

  14. On 7/4/2019 at 11:22 PM, spaceforger said:

    As for single players then there will be ways to be very efficient even if you hate everyone and insist on playing always alone, however, it makes so little sense to play single shard MMORPG games alone that I don't even want to get into that. The whole reason to play subscription based MMO is to find like minded players, make friends, and have fun together - it is social game in the first place and everything else comes after that, otherwise why not play Space Engineers or Empyrion. 

    I can argue with that. Both Space Engineers and Empyrion have serious performance issues when it comes to large constructs. Also both of them have lack of building possibilities - Space Engineers has less decorative blocks, but a bit more options for 'moving' parts, as it have rotors/pistons etc; Empyrion has a bit better design possibilities, but other mechanics are pretty simple. 

    DU has much more design possibilities, as it provides better level of details and does not limit size of voxels to 'small' and 'large' without possibility to combine both. So even being MMORPG just in terms of building it provides much more options and as it doesn't have offline mode - many people would play solo, avoiding other players just to save their creations. 

     

    Also playing sandbox MMO is not always about communication, some people may want just to see what other people build and show their own creations without direct interaction :)

  15. It seems NQ is against mining diversity and everything will be mined by 'magic hand'. 

     

    Though I would like to have possibility to build mining stations and ships. Even not for sake of efficiency, just because it seems more logical to me. 

  16. It's not planned for release and close period. Though they said somewhere at later 'addons' such features may be added.

    The main reason I believe is that moving parts add much more complexity to game physics like collisions and multy-grid interactions. 

    I agree that having modules for Rotors, Sliders, Pistons, Hinges, Rails will contribute significantly to creativity. But on the other hand it's better to have less functionality that is properly tested and polished than more features that can cause troubles. 

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