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Wyndle

Alpha Tester
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Posts posted by Wyndle

  1. 1 hour ago, CousinSal said:

    EvE and Star Citizen have ALL their asteroids in a pvp zone. DU needs to be the same.  Otherwise they will never compete with those games in terms of population.  NQ can't grow their game with a terrible population. 

     

    Also those games don't broadcast where someone is. That's the dumbest f*cking thing I've seen. It actually does the opposite to promote pvp. SC and EvE whether you are the hunter or miner, you have to actually go out and look/explore.  It's more balanced. The miner should expect to survive 95% of its pvp mining ops. This in turn adds way more people to do it, enough so the pvper still occasionally finds someone and emergent gameplay happens.  

    Never played SC.  Unless it has been removed in the past 6 months there are definitely belts in High Sec systems in Eve.  Granted, the mining bots strip them clean on the regular but they are there.

     

    Eve does worse than DU for letting people know you are there (some exceptions) by having a solar system based local channel as opposed to ranged local.  If the number of players in that channel changes it's time to run or do sweeps; or camps start buzzing to decloak the new arrival.  The vultures know where to pick up the dummy that took the level 4 mission into one of many dead end low sec systems known for mission gankers.  That isn't to say that Eve is better or worse as a game overall, but I'm not seeing Eve measure up to what you want in DU from it.

    1 hour ago, Heartbeat1 said:

    Thats what a few Orgs did already with the Asteroids since the start of them. Why does it need a change?

    I wasn't suggesting a change other than perspective with that post.

  2. 7 hours ago, BoostHungry said:

    I do see the 1 month option available today, but it says "Limited Time" on the website. 

    It may only be temporary for the website but permanently on Steam.  If I knew that I was under 90 days from launch and Steam only players would likely skew towards month by month I would make the backend ready for 1 month subs and test it with returning Beta players just before launch.   That's just me though, NQ may have other plans.

  3. 1 hour ago, Yoarii said:

    What DU needs is more active game play for asteroid mining, not timers and broadcasted asteroid locations (if you want a part of the cake, work for it or have someone give you the coordinates!). DU needs game loops that are engaging and with a reward balanced against the risk.

    Org mining comes to mind.  One fuel efficient ship to hunt the rock, followed by a mining barge loaded with boxes and players.   Barge would slow boat in the direction of the first way point and could opt to hit warp-to the instant the rock is spotted. 

     

    1 hour ago, Yoarii said:

    Lastly, when do we get ship-mounted mining lasers?

    We have a variation of mining lasers, but they are typically aimed at slower moving ships likely loaded with ore.  Did I mention earlier that the barge could be loaded with weapons and smaller PvP ships?  I know it isn't what you mean but I have been trying to get myself to think in terms of orgs rather than solo play.  The described scenario could provide action for at least 3 pilots while 1 to an arbitrary number more players ride along anticipating action.  Planning for PvE but prepped to defend. 

  4. 41 minutes ago, Celestis said:

    I enjoyed being able to fly to many distant planets so yes, we do need all of them if you are not going to restrict the things we can do. Half the fun is being able to slow-boat long distances and discover new worlds.

     

     

    Just wait until we discover a solar system with two planets so far apart it takes an hour with a warp drive or a system with risk for warp between popular planets (PvPers and risk-on players would cherish?).

  5. On 8/14/2022 at 1:58 AM, Zarcata said:

    On the map, special tiles could be given a special colour design, similar to the "visitor status for places of interest, only of higher quality, because there is not just something to look at, but to actively play.

    @NQ - perhaps there could be an application process (registering tiles, event type, dates, etc) to get added into a new Mission category?

     

    On 8/14/2022 at 1:58 AM, Zarcata said:

    I would also like to see possibilities for us players to better customise the railing, also specifically to create forests, rivers, lakes, waterfalls,.... design. Especially there you could create jump&run events without constructs.

    @NQ - I would also like to see RDMS compliant tile-wide decorative objects of various scales.  I would recommend it having a 5 minute timer before the object locks in place.  The lock would take 1/2/6/12/etc hours to unlock to prevent too many updates.  I am on the fence about suggesting they be collision objects unless they were systematically limited to prevent abuses.

     

    On 8/14/2022 at 1:58 AM, Zarcata said:

    There is a lack of connection possibilities (links) from construct 1 to other constructs or possibilities to mark several constructs as one building.

    @NQ - Perhaps this is one way to re-use the code behind XL cores?  Instead of placing an XL it links all selected cores and pools their health (attacking one gets the main pool of hp) and cannot be undone without destroying/abandoning the associated cores and all contents.  Edit:  It would not change the build volume(s) of the linked assets, just combine them as-is into a single asset, potentially even locking out build mode.

     

    @NQ-Deckard

    Edit:  Now that the ideas have steeped for a while, a few more thoughts for @NQ without bumping the thread. 

     

    I've been dancing around the phrase cash shop for a while, using it where NQ has previously (ex. STU).  The tile wide decorative objects are an obvious fit in that category.  It is clear that there is a market for both general decorations and theme/use specific objects.  We should be able to have space decorations within a specified distance of an owned space core, including XXL screens and signs pwetty pwease?  To be clear, I am suggesting that cash shop items behave the same as other in-game assets regarding ownership and the risks that entails.  Sanctuary and safe space exist for several reasons; give us the pallet to really go to town on it.  If someone takes a cash shop object (in use/not in nanopack) into non-safe it should be clear that it will be at their own risk.

     

    Regarding merging cores:  perhaps a new category like "mega" core to keep the title XL core open for future use?  This would be a good way to consolidate groups of cores all working for a single structure, be it a multi-core ship, space station, or massive paved static compound.  I would even be for a long lock-out period where the associated cores cannot be modified or moved to ensure the conversion can be done during off-peak hours.

  6. 2 hours ago, Izon2887 said:

    I like the suggestion of removing the middle column. For the current method of asteroid discovery I think it could be improved by maybe making the rarity not known until you land on it. When searching all you should have is the asteroid name and general direction, details of it shouldn’t be released until it’s found by a player. This way a player can stumble onto a rare asteroid without intending to. 
     

    I would also like to see permanent asteroid belts with lots of asteroids that provide a challenge to fly through. Not all of the asteroids would have material and only up to T2 would be mineable. These could be permanent installations in the central safe zone or have higher tier belts out in PVP space. Their locations wouldn’t be marked on the map nor would the DSAT be used to find them, you would have to stumble upon them or go seek them out in space. This would provide a goal for exploration type players to find unseen belts. 

     

    2 hours ago, Wolfram said:

    Asteroid belts would make a quite nice addition to the game too, even if they kept being reset over and over or had lots of spacing in between, would be cool to scan and mine there. I'm even fine with locations being well-known or outside the safe bubble, as they would be kind of a high-reward place.

     

    The point about not showing the asteroid tier also sounds quite good, maybe replace it with something more "technical" such as estimated mass or something like that, then from that players could try inferring if there's anything useful there or not.

    I too would like to see a "permanent" belt of rocks.  Perhaps when the tech is ready that can be the physical divide between safe and not safe for new solar systems.  No belt, no safe zone other than Sanctuary if even that.

     

    Edit:  If such a thing as a belt is used to divide safe/not it should span 80/20 with only 20% being in safe.

  7. 5 minutes ago, Shredder said:

    Eve had terrible critics review for the first few years, but enough people picked it up through word of mouth and it thrived. Hopefully the same will happen here. But yeh there’s going to be plenty of bad reviews, mainly from the kids that are frustrated that the game didn’t deliver the full list of aspirations.

     

    What I don’t know is how positive reviews offset bad ones on steam.

    When Eve launched it was an entirely different online world.  People born in the year Eve launched can legally drink in multiple countries now and everywhere within a few years.  In the early 00's negative online reviews had less impact on algorithms putting stuff in front of people; most people didn't know how to find reviews (or that it could be part of a search term).

     

    I don't know the specifics of how Steam moderates reviews but I do know that trends get some weight.  With bot farms in play it only takes one troll to seriously hurt a game.  I'm sure Valve has tools to deal with some of the fake reviews but it may take time to find and fix, costing the affected game days or weeks of growth potential in the meantime.  If NQ is in a make or break period and get slammed with repeated and/or distributed malicious review attacks it may not matter how good or bad the game really is.  

     

    Oddly enough, the Steam service launched the same year as Eve.  I'm pretty sure I played Eve long before I installed Steam.

     

    1 minute ago, DarkEvader said:

    OOPS, Dual Universe Steam Page not available for my region yet

     

    Stuff like this doesn't help either.  Thanks for pointing it out DarkEvader; NQ has the opportunity to address it and similar issues prior to launch.

  8. I'm hoping this will not be too big of an ask.  I was hoping that we could get easy access to elements and honeycomb for playing with building and PvP in the last days (weeks?) of Beta.  It doesn't have to be a full-on creative mode but no complaint if it is.  It could be something as simple as all basic/entry level elements being available at all markets for insanely cheap (like 10 quanta for XS size, 100 for S, etc).  

     

    When I came back I had just enough quanta to get the parts to build my first M core ship and it was a horrible piecemeal of parts.  I'd like to see what I could do with a proper assortment of parts and materials for an M or L core before getting reset.

     

    And fuels.  Pretty ships need to be flown to partake in skirmishes.  Let's unlock building so there will be no excuses for really pushing into PvP in the last stretch.take-dat-dog-pew-pew-pew-24174634.png

  9. 3 hours ago, Knight-Sevy said:

    Atmo PvP was confirmed post release

    I saw what looked like a chase akin to a weaponless dog fight in atmo but I don't recall seeing or hearing that it was confirmed.  I don't think it would be unobtainable to expand the boundaries of dynamic v dynamic combat to within atmo but that isn't the same as NQ putting it in writing.

  10. 50 minutes ago, Zarcata said:

    What happens to space stations that are where the planets are supposed to go, will they be relocated or will there be another wipe?

    They mentioned that other than the 5 planets at launch, the rest are likely to move.  The odds that someone will plant a space core within the build box of a planet is astronomically low; pun intended. 

  11. These moonlets may be an ideal place to "land" space only ships in static constructs.  They have potential as dry docks for building space only ships.

     

    Just don't double jump, they look like they are still within the gravity well of the planet.  The only time I landed on one to see if there was ore I had to push my jetpack to catch my ship before it hit atmo.

  12. 6 minutes ago, Shredder said:

    There’s more content in DU now than there was when Eve launched. Sure they don’t have everything, but it’s in the pipeline and there’s plenty to do for now. 

    I think that there are enough systems and play loops for this to function as an MMO.  One thing that Eve didn't have to contend with that DU may face is Steam review brigades.  It is possible for one troll to put the hurt on sales. 

  13. 9 hours ago, Zeddrick said:

    I had been assuming this was exploiting, but even for an exploit these are big numbers which would represent a gigantic amount of time spent exploiting.  If they are genuine surely someone at NQ would have noticed that, for example, someone was averaging 1 mission per minute when they take hours to run.  And surely they have some sort of internal audit which would alert them to huge jumps in the amount of money in-game and suchlike?

    Have you played Skyrim?  By the time one gets to the taxi it is possible to craft gear so powerful the game will crash.  That is all manual; DU has some automation baked in with LUA making any exploit potentially instantly worse. 

    2 hours ago, Knight-Sevy said:


    The link container-related exploit certainly wreaked havoc.

     

    Be in front of the mission depot
    take a packet
    Have the link-container exploit
    Return the package
    Take advantage of quanta
    Repeat
     

    (imagine someone with the skills to run 100 bot accounts on a game like Lost Ark and apply that to Dual Universe)

    I have heard of that exploit but I don't know any details.  From the description it seems easy to for 14 quadrillion quanta to be drained from bot systems. 

  14. 2 hours ago, Zarcata said:

    It was never planned as an exclusive, but as a shopitem. Included in the package, you should be able to buy more later. The current question is: why would anyone want to buy something like that?

    The safe zone killed the intended initial value of the STU and Haven finished it off.  I can see a few ways for them to add value back to the STU as a distinct item. 

     

    1)  Make Sanctuary tiles creative mode with actual commercial value (i.e. game rules allow real world sub-leasing/advertising) but the Sanctuary BPs can only be used on Sanctuary tiles.  This would be legally complex and hard to accomplish without breaking other aspects of the game.  I mention this not because it would be good but because it is possible.  For those complaining about NQ using the Pioneer packs as a money grab, remember that it could be MUCH worse.

     

    2)  New solar systems have a slight chance of containing a Sanctuary planet/moon (preferably <= 20% of new systems) whereas everything else outside of the tri-planet safe zone is nothing but swim at your own risk.

     

    3)  Anchor point for player owned warp gates being on a Sanctuary tile ensures the other end is a safe zone or other similar effects to add value to Sanctuary tiles that does not have a current example in-game.

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