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Quaideluz

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  1. Like
    Quaideluz reacted to Knight-Sevy in NEW SCHEMATICS - Discussion Thread   
    On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
  2. Like
    Quaideluz reacted to Kanamechan in NEW SCHEMATICS - Discussion Thread   
    Sorry for people who want play industrial gameplay and who want to stay sit down in their industries and just watch machines running all the time.
    This is not a gameplay. If you want this, go satisfactory and leave DU. You're place isnt here !

    Personaly, i really like the update. Solo players can have their factory but not a mega factory. IF they want more industries than they can feed with schematic, they can buy schematic from market.
    For org industry, it will need a really logistic work between members. And they can complete their missing schematics buying them at the market. 
     
    So, schematics become like a money and can be uses as such for trade/exchange to the others players.
     
    Imo, i think some price a too low. I think the beacon isn' enought expensive. Should be to 50m. Time is OK.
    Same reflection for Tier 4 and 5 elements.
    And some adjustment to be coherent. Ex: light schematic is more expensive than basic L atmo engine. I'm OK with the fact light is tier 2 and engine L basic Tier 1. But the materials use arent the same. Just to made an adjustment to not have the impression light is more usefull than an engine

    Now, i need to update my excel file to adjust price with schematic
  3. Like
    Quaideluz reacted to kulkija in NEW SCHEMATICS - Discussion Thread   
    One good material sink would be Recycling with material loss. Also it would be destroying elements which will not sell and enabling to manufacture elements which has demand. 
  4. Like
    Quaideluz reacted to Celestis in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    This sounds terrible.
    I do not sell stuff so I'm not commenting from that side of things but I do currently visit other players huge warehouses and showrooms to have a look around and occasionally to buy.
     
    If your 16 slot tiny complex were to have a large noticeboard on which the people who have built their large warehouses and showrooms could give their location and a brief description of what they have then perhaps that might make this small trading centre useful.
     
    How do we get there?
    Where do we park?
     
    In the real world there are many capital cities, you are proposing just one Village for the whole DU planetary system.
    We already have settlements beginning to form, created by groups of players, some with large warehouses and showrooms, and these work well so why are you trying to create your artificial centre when really NQ should be asking the current warehouse and showroom people what they need in order to connect with the existing Marketplaces and Districts better.
     
    How about asking the players how many existing large warehouses and showrooms there are because I am sure there are way more than 16.
     
    Besides which, it is fun flying or VRing to these warehouses and showrooms scattered throughout Alioth and other planets and visiting player-built communities and player-built warehouses and showrooms, all of them individual and interesting.
  5. Like
    Quaideluz reacted to Briggenti in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    I thought this was just going to be a place for displays and ads, but actually feels like another chip away at player-built markets.
    The advantage of Aphelia over player markets continues to build: Space Markets have no tax (hello, infinite free storage exploit!), and these Exchanges have direct teleporters from the Districts. (Not to mention the convenience of remote buying with Aphelia)
    By the time NQ might get around to implementing player-owned market kiosks, there will be more Space Markets and Exchanges around the system.
    At that point will there be any need for player-owned market kiosks?
  6. Like
    Quaideluz got a reaction from Briggenti in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    Another turnkey service set up by NQ which goes against the freedom of players to be able to offer these services to other players.
     
    Do you want players to only do fastfood activities like fetch ore, build a small ship to walk around in safe area?
     
    For my part, I expect NQ to put in place a gameplay that will revive the economy. To reroll, there is only one way, it requires voxel and element breakage.
     
    But for now, the only thing that interests you is to limit server loads by replacing the services offered by dozens of players.
  7. Like
    Quaideluz reacted to DecoyGoatBomb in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    It seems the wipe is actually so NQ can destroy all the player made stuff that does this exact function and put in their own. But for real 1000s of hours making this type of content for the game and NQ makes their own version of it rather than keep our stuff around. NQ, maybe instead of wiping the content people spent years building for your game you could keep that content around and give us better tools to make our own "exchange" have more functionality. The game has player made content that has so much purpose and variety we just need players around to use it and better backend functionality. No one cares about these bs additions until you say if you are going to wipe or not. 
  8. Like
    Quaideluz reacted to blazemonger in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    How is forcing players into a few places going to help the game? Does NQ really want sellers to give up their own shops and move here? Seeing how NW has had plenty of trouble with performance, lag and more at markets, how will this be mitigated here?
     
    I really wonder how NQ is going to manage and control these.
     
    A wipe is coming and NQ seems to be setting up basic infrastructure to bypass the empty world with this. And no doubt some will try and exploit the idea by trying to get some gear they will need on day 0 and gain an instant advantage.. Talking warpdrives and scanners here. I do hope that once approved, it will not be possible to just pack up the "stall" and take what you displayed to go and cheat hte system after a wipe, much like what happened with wrecks and the pre beta early start for backers..

    Very much hope NQ learned a lesson from their mistakes in that regard.. 
     
     
  9. Like
    Quaideluz reacted to Yoarii in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    No no no no. This is all backwards. DU is supposed to be PLAYER-driven, not NQ-driven.
  10. Like
    Quaideluz reacted to CousinSal in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    So much for player driven. Is this what NQ spends their time on? Something inferior to that players have already created years ago?
  11. Like
    Quaideluz reacted to FatRillos in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    Really? I could fill that joint up by myself. 
     
    Thanks but no thanks. You're going to have to do better considering your showroom would be like a small shed compared to the actual showrooms we already have. 
     
    But thanks for giving us something no one asked for as opposed to making those elements you said you didn't have time to make.
  12. Like
    Quaideluz reacted to m0rrty in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    I am a bit confused...
    Did we build our own Showrooms, where we can sell constructs bigger than XS, and did we have a marker on map to invite players to visit our shops, didn't we?
     
    It looks like with the Alioth Exchange we will have to abandon our showrooms and stick to this one, as this one will be surely visited by a huge number of players...
    Why do you want us to stop using our own showrooms, or I understand this concept incorrectly?
     
    Best regards
  13. Like
    Quaideluz reacted to Omukuumi in The siege of Gamma   
    With the Athena update we decided to hold 3-4 alien cores, the goal being to test our ability to defend multiple cores.

    The harsh reality of alien cores
    In response, our enemies have put our cores in lockdown ~fifteen times, sometimes 4 on the same day, forcing us to organize ourselves well to allow everyone to come home from work, eat, take care of their family or simply rest. For having a minimum number of people at the end of each lockdown, just in case.
    The ends of lockdown follow one another and still nothing on radars, the regularity required by this feature prevents us from pirating on asteroids or pipes as we did before, but the various changes have not reinforced either the interest of them, the motivation is therefore less and less perceptible and it becomes a chore to come and defend...
    So we come to this evening of May 21, 4 cores are in lockdown;
    Gamma, Theta, Iota and Zeta
    Theta and Gamma are respectively under siege at 18:24 UTC and 18:56 UTC, knowing that it takes 20 minutes to secure a core without enemies, the timing is tight but nothing can tell at this moment that our enemies will take advantage of it...

    A well thought out plan
    18:36 UTC, Theta in siege but without contacts, when suddenly the announcement falls: "CONTACT ON THETA"
    10 to 15 ships on radars, the fight is easily managed but a large part of our fleet is therefore in combat lock for the next 10 minutes, preventing warp, and an attack on Gamma begins to grow in our heads. Taking advantage of the combat lock to loot some of the enemy ships, meanwhile another group forms, alerted by the first attack and start moving in direction of Gamma.
    18:58 UTC, Gamma in siege and the dreaded announcement drops: "24 CONTACTS ON GAMMA"
    We are all surprised and at the same time excited, @here and @everyone appears on the various discords to call Legion for mobilization, we've been waiting for this moment for a long time, impossible to miss it!
    We get together in voice, we regroup in the same place in game and we jump into the fray. Focus announcements follow one another, but more surprisingly, there are not 24 contacts but 50... 70... 100... (we reached 150 contacts on the radar at one point, allies and enemies). Several ships are dummys, but the enemy is really numerous, we will have to be disciplined and use our experience in PVP but also as a group.
    The confrontation was complex, the previous patch broke the radars and transponders, impossible to sort the contacts on the radar and even less those who change their name like ours (our entire fleet bore the name "WONDU" on its ships), but LUA scripts save us and maintain some semblance of order in this nameless mess.
    The station sees its shield descend little by little, an alt left on it allows us to follow it live, protecting the core is impossible without killing all our enemies, it must get out of the 10 minutes of combat lock to recharge its shield. It ends up being core, we manage to regain control, the core itself is not enough, we have to hold these 10 minutes. Unfortunately the timer is constantly reset, even after taking advantage of the fight; the dead ships then repaired by our enemies, the incessant comings and goings of small fast ships and those bearing our tag, it's almost mission impossible to prevent them from approaching, the fight drags on so long as we almost destroyed the entire enemy fleet.

    The Liberation
    "30 seconds left" (combat timer on alien core)
    Announced in voicecom, still no hostile contact... When suddenly a M core appear, rushing to the alien core.
    "15"
    Some of our remaining forces are concentrated on him, the burst is violent but it's not enough.
    "10"
    He is at 80km from the core, almost dead but he still represents the last threat of these long hours of confrontation.
    "OHNO OHNO OHNO HE IS SHOOTING [filtered] MY LIFE"
    ...
    "IT'S REPAIRED"
    Nerd screams, phew of relief, Legion held on but not without difficulty.

    A big GG to everyone, even if the game is clearly not the most pleasant for PVP currently, it's events like this that make the game live. Bravo for the organization, the execution and the destruction of the core. We had a lot of trouble keeping our precious plasmas

    Some stats about those fight
    The opposing forces: Legion vs "Empire, BOO, CVA, Penrose, CYT, IC, CRN, MSI, SB Nation, UA and I think another 1 or 2, just a handful from each, think IC had the most, but mostly new to PvP"
    +/- 150 ships involved
    ~40 Legion members at the end
    More than 3 hours of fight
    45+ wrecks still close to Gamma this morning
    Very very little amount of stasis
    Too much ammo fired
    Too much kills
    Not enough transponder xD
     
     
  14. Like
    Quaideluz reacted to Honvik in How DU is going to destroy a free market   
    Mining units are fine as we do have asteroid mining if we need extra 'ore' the issue and its a big one is elements do not decay or die (even in PvP due to the meta).  NQ turned off elemental damage.  Therefore ore goes in, no ore goes out (product wise) thus market is flooded or people hoard their elements.
     
    If we had decay mechanics proper ones and destruction was on.  Ore prices would go up as ore would be in demand.  Ore is literally not in demand anymore due to what I am saiying!  Plus the NEED for voxels on ship's is not there.  Another hope was voxels mattered and they really still dont due to the changes in Athena.
     
    Honvik
  15. Like
    Quaideluz reacted to Kormolos in pvp balancing voxel and HP parts   
    hello, 
    We discussed about the pvp, especially with some legion and other player. and we make the following proposition:
    - Adding voxels would increase the hit points of the shield.
    - 10,000 M3 of mandatory voxel for an L ship, 5,000 M3 of mandatory voxel for an M ship, etc...
    - have a minimum of voxel CSS to maintain the structure of the ship for a role play side of physics.
    Our concern being that ships without voxels have a much lower cross section and are therefore more difficult to hit and therefore have a better chance of winning the fight.
    We are also campaigning to increase the HP of elements, especially weapons. because an L weapon with 5,000 HP is just ridiculous, while a large antenna has 100,000 HP...
    thank you
  16. Like
    Quaideluz reacted to NQ-Entropy in Voxel and Venting : What does the Game Design team think ?   
    Hello there,
     
    First off, thanks for the feedback. 
     
    So there's a couple of different things to touch on here:
     
    The internal balance of shields sizes CCS/honeycomb health vs Shield Health per mass Venting
    I’ll try to address in that order but they will mesh a little since they have some obvious links.
     
    First of all smaller shield sizes are at an advantage in regards to HP/mass. So something to keep in mind is that as you go up in size, as it pertains only to shields, you are losing out on the HP/mass ratio (in simpler terms, each HP weighs more on larger shields). This is an inbuilt advantage smaller sizes simply have.
    However, the main and primary reason we have different shield sizes at all, is to support constructs of varying sizes and mass. This is the key center-point around which everything else mostly revolves.
     
    If you are intending to make a larger, heavier construct, that is going to trend towards or go past the max mass, then the large shield becomes the obvious choice. However, should you want to make something smaller, more agile, and quicker, you may start to use shields of smaller sizes. We already see people experimenting with constructs of smaller sizes using S and M shields to take advantage of the speed, this is a great direction, as long as the pendulum does not swing too far in the favor of smaller constructs.
    Now, if the weight penalties do not sufficiently affect the design of the ship, and large shields are still too mass effective even on smaller designs. That's a subject we will continue to address. We do not want to see S designs using exclusively L shields because the additional mass from larger shields doesn't matter in regards to acceleration, max speed, and rotation speed.
     
    To answer your question clearly, there is no direct goal for an M shield and an equivalent 95t of voxel to be worse, equal, or better than an L shield and I’ll try to explain why as we go. You should take the shield of the size that makes sense for the design of your ship. If you have the mass available, or are willing to “spend” the mass to have a larger shield, then go for it.
     
    Don't want to get into the venting subject too quickly, but using an M with a bunch of honeycomb could allow you to vent once or twice during a battle, especially on a lighter design that can also evade some damage. Maybe the balancing on that isn't perfect, but it should be an option.
    At the end of the day the inbuilt advantage of an M shield over an L shield is that it's significantly lighter. You say it's always worth going to an L shield because M+HC is worse in HP, maybe this is the case (more on that later) but the point is that for that 95t you could probably build out a good part of a fully equipped construct, allowing you to have a quicker, more agile construct with a superior max speed, that's the upside.
     
    Talking concretely in regards to the mass, if I made a competitive light-ish design with an M shield around 250t ( I don't have one on hand, this is probably on the lighter side after the changes). I'm going about 38-39k km/h max speed, just switching from an M shield to an L shield, I drop down to about 35k km/h. Now adding an extra 95t to a 250t design is probably going to seriously hurt my acceleration as well, so now I'm probably at least looking at redoing my engine setup, which likely adds some more mass as well.
    So now the question is more along the lines of, do I prefer an extra 5mill HP from the L shield, or about 5000-6000km/h extra max speed and some extra rotation speed. Well that's a question I’d love feedback on, maybe the max speed and rotation speed isn't enough, I could see that.
     
    Secondly there could be an advantage to being able to “modulate” your weight while still gaining some tankiness from honeycomb. An M shield with some honeycomb unlocks some venting on that design, while retaining some/most of the mobility.
     
    In regards to your reasoning about M vs L shields. Roughly you're going from “it only makes sense to use the largest shield mass wise, so I can never vent on xs-m because I'm not going to be using voxels on anything smaller than the L”.
     
    Well honestly, I don't particularly agree with that, at least not in theory. The interest of voxels is that it's scalable, and you can choose how much voxel you think you need. If you're going to use an M shield because that makes sense for your design mass wise, you don't “have” to use 95t of honeycomb. You can use 30t of a good hc over your ship. That's already going to give you a chunk of armor to help you get some venting going, and probably not endanger your cross-section too much. If that honeycomb buys you enough time for 2 vents (probably optimistic), then you’ve essentially caught up on an L shield in raw shield HP and you’re operating at more than half the mass. 
    Now maybe that's not viable, maybe the honeycomb itself is too weak and even reasonable quantities of honeycomb get blown apart too quickly, that's possible and that's something we can look at. Perhaps at that point the subject is more that voxels are generally weak.
     
    It's also important to note that in regards to your “real HP”, some amount of the incoming hits are also going to be hitting elements, elements that can be repaired which can give you more tankiness down the road. That means that when comparing raw HP to CCS, you have to take into account that CCS is counting every hit no matter where it's going, as opposed to your raw voxel HP which will, in effect, have additional health from elements.
     

    For point 2, there's a couple things to say here. Shields are not inherently in competition with honeycomb, as mentioned we don't want them to be magnitudes apart in terms of HP because it wouldn't make sense, but fundamentally they are supposed to be complimentary.
     
    Now in regards to your chart and conclusions. You didn't quite explain what “mean raw HP” is but I can guess it's the actual HP value of the deployed m3 HC multiplied by the average resistance, or at least I get close enough to your numbers using that.

    Internally, in our tests using real ships CCS almost always goes first as opposed to the direct destruction of the core, I’d say in general this is situational depending on the design of the ship. In my experience, when constructs actually have a good amount of voxels, it's very difficult to dig your way to the core, and between the HC and the elements and the (occasional, hopefully fewer and fewer) lost shot, I believe that most of the time, you can count on your CCS HP being your “real” HP bar.  If that's not the case, especially on ships that have a good amount of HC, I’d love to see/hear more about it, since that would be contrary to what we’ve tested. Perhaps certain voxels are outliers.
     
    My gut feeling is that in the “nano-age” during which CCS was introduced and voxels were rebalanced, people haven't been using voxels a ton in pvp. The goal is for that to change and honestly, if people start using voxels in some quantity, that's already good progress. If it does come out that cheaper voxels, or certain cheap voxels are always way better than more expensive voxels, I'll be more than happy to take a look at that (and to be honest, I’ve started already since I had to look at a bunch of stuff for this).
    Lastly on this, you’ve defined that plastic is the best material on the basis of it having the most “mean HP” for the mass. That may be the case, but seeing how much effort players have put into reducing cross-section at almost any cost, I don't think 6700 m3 of plastic is always going to be the best solution.
     

    For the last point in regards to venting, I feel like I’ve partly answered the question already but I’ll answer more broadly. Venting isn't something that will or needs to be used. It's a tool at your disposal and it's up to you to figure out how and when you're going to use it depending on the situation and the design of your ship. In contrast it's our job to make sure that those avenues can exist in the game.
     
    In view of that, lighter ships now can try to disengage using their speed and try to get away and disengage to vent and come back, some ships may have honeycomb to tank on the CCS, some ships may not be able to reliably vent. If you design your ship in such a way that it cannot vent, then that's on you. However, if it is the case that there are NO competitive designs that allow you to vent at all, I agree that's a problem we need to change.
     
    It will come down to the design of your ship, and it's possible that venting will be more usable in certain situations, and certain circumstances than others. For example, I don't expect smaller and lighter ships to have enough CCS/voxels to tank more than a couple hits (let alone all the elements that will die on a compact design) so if they can't escape the firepower using their speed/agility, they are likely dead. But who knows, it might be worth it now to dedicate some amount of HC on ships, specifically to be able to tank a handful of shots to get some shield HP back, even if you don't manage a full cycle off.
     
    Essentially from my perspective, if you go no honeycomb, you are accepting that venting is going to be a tougher proposal than if you had dedicated some mass to HC protection, there's a tradeoff there. Now maybe that tradeoff isn't balanced, and there's one obvious better choice than the other, in that case we will take a look (that was sort of what was happening up to 0.29, there wasn't much point to using HC, but I think between the shield mass and health changes,  and the speed changes, HC could have merit again in at least some designs, but maybe it's not enough).
     
    For an example on a relatively light design, even just 100m3 of that grade 5 titanium is going to give you around 1.2milll CCS health for 4-5~ extra tonnes. Is that enough to tank serious damage for a while? No, probably not. Is it enough to absorb a couple hits as you try to pull out of range, get your transversal speed up and start venting some HP back, probably yes. The downside is your cross-section may suffer and you'll lose some speed (honestly the speed loss won't be much, even at the most severe parts of the speed curve). Is it worth it? I’d say so yeah, in some designs and some situations, especially now that heavy L ships can’t easily rotate to keep up with smaller constructs, having a slightly larger cross-section probably isn't such a big deal in certain scenarios now.
     
    To be fair in regards to that point, I agree that on lighter and more compact constructs, the damage dealt to elements will sometimes be what ends up killing you rather than CCS, or even the core being killed. If you take a nasty hit that blows up half your elements, you are essentially dead. My question is are you able to use some HC, to reduce the chances of a good hit taking you out of the fight entirely.
     
    I did a quick test, put up 50m3 of grade 5 titanium and blasted it with a fully talented laser L. It took 3 shots to get through and kill the core I had placed  just behind the material. To be honest though, based on my hit chance on a totally immobile target with zero cone or range issue, I would actually expect an actual S design to take almost 0 damage from L weapons. The shield and the CCS at that point is more of an insurance policy for the occasional hit, or to fight off other smaller constructs.
     
    There's also something to be said about balancing cross-section vs compactness. Not having all your elements in the same spot, even on smaller designs, means a single shot has less chance to obliterate half your elements.
     

    Anyway, I'm just spitballing on a lot of things, I certainly don't have all the answers, and likely there's some things I’ve missed, or some things I've overestimated the importance of or underestimated the importance of.
     
     
    Now to address your “problems to be solved” directly as a conclusion of sorts.
     
       Point 1: In regards to this point, if people start using any honeycomb at all it’ll be a good direction. Once we get to the point where we’re saying “we’re using HC and these honeycombs are all clearly better than these honeycomb”, we will be in a good place to start addressing HC internal balancing. The second thing is I do currently believe that especially on larger ships, CCS is a better representation of health than raw HP, and this is likely the opposite on smaller ships.
     
       Point 2: I‘m not totally set on this. Unplayable seems like a strong word here. I think lighter, smaller constructs have more opportunities now to disengage from fights in order to vent, or potentially exploit larger ships' slow rotation to stay out of the cone of the guns. Additionally, in my mind, some honeycomb can be a valuable addition to smaller designs, to give yourself some room to vent. However, If this isn't enough, we could explore more powerful and quicker vents for smaller shields, that's certainly a possibility.
     
       Point 3: Maybe, I’ve gotten some info by looking into it again today, and it's possible some changes can come down the line on this. In the past we’ve had the opposite issues, so it's possible we went too far.
     

    I know this is a big blob, I hope my numbers were right, my brain is a little hazy, and hopefully I’ve answered most of your questions and made this a little clearer for you guys.
     
     
    Thanks.
     
  17. Like
    Quaideluz reacted to Knight-Sevy in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  18. Like
    Quaideluz reacted to Omukuumi in Voxel and Venting : What does the Game Design team think ?   
    I must admit that a post like this was what I would have liked to see before, being able to speak with devs and understand your vision is important but also being aware that you are reading and analyzing our feedback. Thx for that.
     
    From my point of view; the speed limitation equation by the mass of the ships need to be less rude, to allow to have competitive ships with some voxel and a skin/identity, not just a stack of elements, your orientation pushes too much to lose all what is best designed in DU: the construction and the voxel.
     
    Shields should be limited by core size; Shield L for core L only, M for core L and M etc..
     
    I sent a TTK video test to Deckard regarding tanking a ship with voxel and taking the whole box of an L core, it dies in 20 seconds with a good focus, during a fleet fight with 100% hitrate from anywhere, having ships with so many weaknesses (large cross section, slow, expensive in HC and elements ...) which become throwable and it's clearly not a solution. You need a real balance, the small ships are very powerful due to the misses, weapon damage are really too high for allowing another meta if you change anything.
  19. Like
    Quaideluz got a reaction from De Overheid in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    In my opinion, the obstacles are for a new player: it's passing his tutorial, going to the nearest market with his speeder, building an airplane, then an atmospheric and spaceship, understanding the construction of a factory, piloting a spaceship with an atmospheric entrance and build a base.
    When a new player manages to do this, they are no longer a new player and have the full potential of Dual Universe at their fingertips.
  20. Like
    Quaideluz got a reaction from Steffstoff in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    NQ What interests me as a player is to play.
    Playing in an MMO is about overcoming obstacles alone or with other players.
    Playing in an MMO in beta is helping a game in the making or during this beta, it can have big changes (you have to accept big changes even if you have paid a beta subscription).
    Playing Dual Universe in beta means believing in the future of this game and not counting its quantas, its talents, telling yourself about it.
    To play after the WIPE announced by NQ is to believe that many new players will arrive and will not leave too late with the beta players. It is the arrival of many players that will allow NQ to continue paying for the servers on which DU is installed. Right now, I don't think there are enough of us to pay the bills (otherwise NQ wouldn't have put a subscription on the beta).
    So if your amount of quantas or talents or construction is more important than the future of Dual Universe, it means that you are not a fan of Dual Universe but simply a player who wants to consume the game.
    If NQ does not make quantas, talents and constructions disappear because too many beta players want to keep their achievements and want to keep a superiority over new players, new players will not come in droves and DU risks not surviving long time.
  21. Like
    Quaideluz reacted to Sycopata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    The best point on 0.23 pach:

     
    [IMPORTANT] Elements now have limited restoration attempts using scrap before being permanently broken and requiring a new element to be replaced with.
     
    Most elements can be restored 3 times.
    Item and fuel containers can be restored 5 times.
    Core Units can no longer be restored using scrap at all.
     
    It was such a good aspect, that our corporation created an internal market to be able to offer spare parts, each one of the members specialized in the production of a series of spare parts, and we created an area of stores with dispensers, after reversing this patch for the pressure of the players, that industry was no longer necessary because no one needed spare parts anymore, the stores stopped making sense and the market was dead. and let's be honest, the problem is not lag or bugs, the problem is that there is a part of players, who do not want to suffer any penalty for their mistakes, and who are only interested in seeing their wealth grow.
     
    The tools are in the devs hands.
     

  22. Like
    Quaideluz reacted to Sycopata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Original ideas, are not alwais good ideas , DU have unique mechanics never seen before, but alot times is better to copy existing ideas.
     
    The video game industry has advanced following patterns that worked, and it is not by chance, let's say for example PvP games like Albion Online, or eve online, they are games that when you dead, part of the equipment or pieces of the ship are destroyed, it is not an arbitrary decision, it is simply a decision based on the need for wealth to disappear from the game, so that other people who do not participate in pvp can continue to produce wealth with continuous demand. 
     
    Also in Albion Online and Eve Online. ,industries outside the safe zone have bonuses, which drive you to want to build and defend those unsafe zones.
     
    Also both games, have pvp introductory mechanics in the safe zone like FW, militia, and wars, and pve content, to intruce people in fight mechanics.
     
    Is Albion Online a Copy of eve online?
    Not really, just both games evolved to the same point, risk vs reward, and wheel of creation and destruction.
     
    What I have exposed are just a couple of examples of the mechanics that work in other games, and that turn out to be all very similar, because they are the ones that work, in the same way that all the wheels in are round, it is not always necessary to invent a new wheel form. 
     
    Yo have the necessary tools to have a game like this, I have seen that you have the talent, but they lack the courage. Stop thinking about how things will affect your game, or the players feelings, and look at how things have gone for the brave, Albion online and eve online were brave games.
  23. Like
    Quaideluz got a reaction from Captain Hills in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Vous voulez que DUAL survive, vous comprenez que les nouveaux joueurs doivent être éduqués sur les différentes mécaniques. Vous avez mis des tutoriels. À mon avis, vous devez permettre aux nouveaux joueurs de progresser par étapes du jeu en fonction de leurs mouvements. Cette progression se fait dans ce jeu par planète. Les lunes sanctuaires et Alioth doivent avoir des conditions de vol très favorables (entrée plus facile dans les atmosphères, une gravitation plus légère) Pour Madis et Thades, une gravitation un peu plus forte avec un peu plus de contraintes pour les entrées atmosphériques. Pour les autres planètes, une gravitation plus forte avec des contraintes de vol beaucoup plus sévères (pourquoi pas des arbres qui arrêtent les vaisseaux comme en alpha ?). L’intérêt de cette démarche est de permettre aux nouveaux acteurs de progresser pas à pas et de ne pas avoir un mur de contraintes dès le départ. Ce mur pousse de nombreux joueurs à abandonner dans les premières semaines. En surmontant les contraintes pas à pas, le nouveau joueur se sentira plus à l’aise et restera plus longtemps, voir très longtemps ce que je veux, en tant que joueur depuis l’alpha.
  24. Like
    Quaideluz reacted to Modgud in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full Wipe yes.

    Like NQ i see a lot of faultings in the actual game, which are consequences of unpolished features of the past. A clean start can fix this. The game can grow like intended. Better planets are big bonus too. But some questions are open.
     
    If NQ skip the shematics, what replaced them ?  There is not much time left for a new solution. Will we return to pre 0.23 ?
    Quanta ? Hopefully part of the wipe. Without it's useless.
    Talent points ? A very hot topic. Will we see a reset here too ?
  25. Like
    Quaideluz got a reaction from Steffstoff in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    TOTAL WIPE but create a healthy economy before release.
     
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