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Novidian

Alpha Tester
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Posts posted by Novidian

  1. 2 hours ago, sander said:

    A bit off topic here but I can see missions work great in an organisation context.

    * base 1 on alioth needs X material which is mined and refined on base 2 on madis 

    put out a mission so you can properly pay your logistics guys.

    * while i'm working on ships I bought items on X,  I need someone to go pick them up and bring them here, 
    * Previous mission but substitute bought with: 'the org factory made X and Y for you, someone has to pick those things up and transport them to me, cus I don't have a cargo ship..."
    * The org produced tonnes of goods to sell. Someone needs to come and take those to a market to sell

    * i want to upgrade my ship, i'm looking for a person with piloting skills lvl 5 to replace my fuel tanks and engines...

     ...

     

    It all depends if they are going to give us the tools to make the missions or if they are going to just give us some pre-made missions without mutch diversity.

    Don't forget "Those bastards from (insert org name) did it again. Another freighter down... I need you to hit them where it hurts!

    Mission: Destroy X enemy ships belonging to (insert org/player name).

     

    Now, the key (and problem) is tracking. The game itself has to know when a given missions completion parameters are met, so

    the more open ended you make it, the more things the system is going to have to be able to account for. There *absolutely*

    needs to be a text input, not just drop down menus, to personalize them and provide some context/player made lorecrafting.

  2. I don't think removing element damage was necessary - it just needed to scale with the quality/complexity of the element.

     

    Something along the lines of:

    T1 Element - 8 Restorations for collisions

    T2 Element - 7 Restorations for collisions

    T3 Element - 6 Restorations for collisions

    T4 Element - 5 Restorations for collisions

    T5 Element - 4 Restorations for collisions

     

    Perhaps then make it to where weapon damage removes 2 restoration points, instead of 1.

     

    Now, core damage? Yeah, that needed to change. I think upping the HPs  considerably, and lowering collision damage on them

    would benefit both PvP and non-PvP. For one, it'll make it harder to lose one in a crash, with the benefit of making ramming a non-option.

  3. 5 hours ago, sHuRuLuNi said:

     

    Trust me: This "player made" game can only go so far, i.e. even when player quests come what should they be? What could a player offer me as a quest which 1) he cannot do himself and 2) is exhilarating and worth the while for me? "Fly to Symeon and bring me 10kt of Cobaltite"? Ahm ... why don't you buy it on the market?
    This can work more or less ... for a while ... but sooner or later, if you want to span the lifetime and the appeal of the game over many years, you will need something lorewise / storywise / overarching.

     

    This has been somewhat of a puzzle for me, actually. When it comes down to it, will player missions offer genuinely engaging experiences, or will it simply be glorified fetch quests and "kill XXX of YYY" type scenarios that we've seen a million times over? Even the rewards won't be something you can't get yourself, if you think about it. Traditional MMORPG rules are kind of out the window for content with sandbox games. There are no "uniques" or "nodrops" (Old AO player here), or phat lewt incentives like in MMOs of old, that you would get from PvE experiences. There's no fascinating story-driven narrative to get you at least minimally motivated. No XP to gain.

     

    It's not at all traditional and incredibly ambitious; this could be either amazing, or as boring as you'd expect. I almost think it's a waste of time, and it should be saved for some kind of PvE incorporation, except with unique rewards like special element variants/blue prints/recipes, etc), so at least some genuine lore can be injected into the game, but I'm probably a minority there.

     

    In a lot of ways, it seems destined to be mainly transactional, where you have to consider the cost benefit of what you're doing for another vs you just doing the same thing for yourself (or as you say, them doing it for themselves). In the end, that's just doing the frankly tedious things you already do - but with extra steps. I think the question is how do we as players create fun and interesting things for fellow players to do, and then, how does NQ implement it (hopefully more involved then drop down menus) into some kind of completion > reward type scenario? Is it even worth their time, if it's just going to be things we can request in chat or put a buy order in for?

     

    But yes, Lore matters, and right now there really isn't much in that regard. I know they're probably counting on much of that to come from us, the players, and the story we unfold over time as a result of our collective experiences. Those "I was there" type moments you heard about in games like EvE. It makes you wonder if they really put any effort into a story at all, or if the intent is for us to write the whole thing ourselves. Still, for the RPG part of the pillar and the segment of DU players that value that type of  game experience, some sort of foundation to build upon is dearly missed.

     

     

  4. On 10/25/2020 at 9:44 PM, Dakanmer said:

    I don't understand how people can fail to interpret a rule like this, and instead make excuses for breaking it.

    • Playing at the same time with two or more accounts is forbidden (having several accounts is fine as long as you only play with only one at a time).

    They don't specify "unless you're using a different computer" because they don't need to specify it. They also don't explicitly tie it to EQU8, because they don't need to. They very explicitly state "Playing at the same time" and "having several accounts is fine as long as you only play with only one at a time." There is no "but what if" about it. There is no creative interpretation. It is explicit. They give the rule, and the ONLY caveat to that rule. YOU can have multiple accounts, but YOU cannot play more than one at a time, REGARDLESS of how many computers you want to run it on. That doesn't mean that OTHER people cannot play on the same IP at the same time, just that YOU cannot play "at the same time with two or more accounts."

     

    Again, I don't understand how people can't comprehend what is very explicitly stated. It's like this one time I was telling a guy to follow a clearly defined path, and he looked confused and tried to go off the VERY CLEARLY DEFINED path. It's not rocket science. It's "you're either playing one account at a time, or you aren't playing one account at a time." There is no middle ground, no gray area, no exception that can possibly be puzzled over. You're either following the clearly defined rule, or you're making excuses for trying or wanting to break it.

     

     

    Uh... clear this up for me - so, how do they know it's ME playing on two accounts, on two different PCs, and not myself and another person in the same household? As long as a different email is used to register each individual account, that is. Also, I never installed or played DU on his laptop (I was honestly surprised it ran so well, when walking him through things, for the first time.), so none on my credentials are on his machine.

     

    The reason I ask; I sent my son a beta key to HIS email, because he wanted to play DU with me. He installed the client on his own laptop, using his own login. However, a few minutes after playing, we both got constant disconnects (which stopped when we both tried playing at the same time, and no our internet isn't shit)- I can only assume it's tied to IP or a weird af coincidence, since I never had a single disconnect, before. That's absolute bullshit and a wasted key. They have absolutely NO way to determine who is multi-boxing and who is legitimately two people in the same household - which means it's one account per household, essentially.

     

    In fact, a simpler way of saying would just be "One account per household/IP", if this is the case. And if it is, they're losing one, probably two extra subs (counting my other son).

  5. I think SOME kind of wipe needs to occur, but I can see why people don't want it. I've been burnt out by more than one beta wipe.

     

    Part of the fun is beginning the game fresh with everyone, so the player base early on is generally on the same level on content and interacts more. Imagine launching and new players login to see the economy at a progressed state and every meaningful territory is already taken. Entire planets mined out, and most of the player base in other systems having already established dominion over valuable space. You basically have to fall in line with established order, or get crushed (we're talking final state, here).

     

    The solution has to be somewhere in the middle.

     

    For one, I think it's insanely unfair that you'd be able to keep things like territory going into launch. Perhaps rather than getting 1-2 units at launch, you get to KEEP 1-2 units in place, as a territory reservation of sorts. Everything else goes away. You use a consumable while on a hex you own, then get a prompt "Do you want to reserve this tile for Launch? If so, you will have X reservations remaining. [Yes]/[No]." Boom. Done.

     

    Regarding constructs, magic BPs is basically making the wipe meaningless, as it's a game about gathering resources and progressing. Keeping BPs, absolutely, but being able to spawn every construct you have a BP for isn't a wipe - it's an ore reset and actually favors EXISTING players more, because they have a leg up in gathering the renewed ores WAY before a standard launch player because all the tools to do so are there day one. (at least if I'm understanding what's implied by "magic"). It's, frankly, just about as hollow a gesture as I can imagine. The very next day, everything would be the same when players re-pop their constructs. Seriously.

     

    Now, perhaps "semi-magic" BPs, where once you have the skills to actually MAKE the constructs materials (including industry/assembly pre-reqs, and yes a skill wipe), THEN you can spawn it. That way, you're not shooting off to the races, leaving the noobs behind, with incentive to play the game fresh. And it should probably be limited to only a few "Reserved" BPs. Ex: You get 1-4 BP tokens based on tier (beta players getting just the one), which gives you 1-4 semi-magic BP spawns when you meet the skill reqs. Some people will favor their most prized works, others will use this to hoard expensive and timely elements/materials. (All container content will not make the trip to launch, similar to one of the alpha wipes.) Choose wisely.

     

    As for the skills system being too easy, I kind of disagree, but I just started back and the last time I played was well before it's implementation. Some skills take days, and time locking access to content is also a big no-no in this type of game (as someone suggested) - it stifles interactivity and mentor-ship. But I get the desire for specialization meaning something, though!

     

    I think the XP should be scaled up considerably, BUT you should be given a stacking XP bonus over the standard 90 or whatever, IF you train skills in a tree consecutively. Once you move from one tree (tab) to another, it resets back to the default queue amount and won't increase until you begin specializing again. Also, you only get the bonus upon COMPLETING a training, not simply for queuing it. That way, you can be a jack of all trades at a much slower pace, or you can specialize and progress in that tree much faster. The overall speed would be the same as now, but only if you take it one job at a time and gain momentum in a particular discipline. Lower level things should open up kind of easy, but the curve should be steeper/more rewarding on the back end and encourage players to take on/perfect various roles.

     

    Just some ideas. I dunno.

  6. I literally cannot relax lol...

     

    Ever since I pledged silver and put the order in for better hardware, my mind is getting log jammed with idea after idea. Not to mention,

    those pesky questions I have that extend beyond NDA. You're right, though; while seeing the game's development from alpha on seems

    nice, the thought of getting burnt out well before launch is something that has happened to me, before. I'll try and explore in moderation. ;)

  7. Hello, here's a little about me.

     

    Basic Information:

     

    Age: 36

    Male

    Location: Dallas, TX

     

    Favorite MMOs: Anarchy Online, The Secret World, Tabula Rasa, CoH, Elder Scrolls Online, Dark Age of Camelot. In that order.

     

    I enjoy building games such as Space Engineers and Scrap Mechanic, as well. I have no functional knowledge of programming languages or

    any professional expertise in design. I do, however, have an eye for aesthetics and consider myself a decent creator of functional constructs

    in most other games. I look forward to seeing how far our collective creativity can get us, in this brave new frontier of Dual Universe.

     

    Thanks,

    Novi.

     

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