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ZeeckZero

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Posts posted by ZeeckZero

  1. 4 minutes ago, Moosegun said:

    I 100% agree about the need for clarity, NQ were very good at sharing the vision during alpha but like many businesses when things start getting real they struggling to keep that message front and centre.  My point about Rust is that it is a survival game, mainly played by solo / small groups, limited server size, which wipe regularly.  A lot of player seem to have that attitude towards this game too, that it is a solo survival game and are playing it the same way. NQ has always talked about the thing I have said, new players walking into player create cities etc.  Someone has to start that, every time you wipe you are just slowing down the progression to that point.

     

    I do agree that new player envy is an issue in MMO's but I also think part of the issue is people not treating this as an MMO.

    Yes people getting into games not knowing what they are getting into, and then "demanding" or "hoping" for the game to change to suit their needs and wants, is and probably always will be a problem.

    You as a backer clearly know what you are getting into. Me.. i started a week into beta, and am a bit more fussy about where NQ actually are going with the game, but i generaly try to figure out beforehand if a game is for me or not and only opt in if im fairly certain its gonna be something i enjoy, so i feel like i know what im getting into too :)

    My vision is pretty much what you describe, players getting together and creating content, citys ships and fun, sandbox (reminds me of SWG before all the sony imitating wow crap)

     

    The biggest fear i have for DU, and that is the reason i entertain the ideas of wipe no wipe, compensations if wipe and compensation to new players if no wipe, is

    What will happen if the game des not grow as much as NQ wants?

    F2P?

    Ingame store?

    F2P with ingame store?

    F2P with ingame store and subscription?

    I want the game to stay sub based, NO f2p, NO ingame store

    None of the above for me atleast, the game being a subscription based game is one of the key factors for me.

     

    I saw this game from the start as a niche game with a limited but strong player base, and main reason for me not joining alpha was above concerns and NQ talking server tech for huge player numbers

     

    Current state of game, the upvote stuff, lack of clear roadmap, no comms on forum, bugs, exploits going unpunished, random TP for players too lazy to play the game, reps for crashed ships due to lack of skill ect thats going on in discord... all of this is a concern to me in regards of player numbers vs what NQ deems profitable, and how they will react to that

     

    and that is the main reason for me thinking wipe on launch (with or without compensation) might be the best way to greet and keep new players at that time... sadly

  2. 7 minutes ago, Moosegun said:

    You are not taking into account the proposed tile defence mechanic that has been mentioned on several occasion by NQ, we dont have specifics but they are saying the connected tiles will offer protection and to attack tiles you will need to own tiles next to them.  This is already creating large areas of planets like alioth (around the markets for example) which could well be for all intense an purposes SAFE ZONES (unless attack by a massive enemy).  IF they wipe at launch, with pvp live, these zones will not have a chance to build up.  Many people have said for some time, NQ are doing what they can to give us a chance to build something.  The big challenge is changing the mentality of players who think this is rust, the whole concept of 'wipes' and 'being behind other players' proves that point.

    No you are absolutely right, i am not taking the proposed tile defence mechanic into account, exactly because we have no spesifics on how it will look, so it is pure speculation how a wipe would affect it.

    And just to be clear, im not saying a wipe is what has to happen, im not even sure if it is the best way to go about things, i just think it is important to consider if it is a way to go or not.

     

    I have never played rust so i cant speak to the mentality of players from that game, but the (wipes) and being behind is probably something EVERY mmo has to deal with, and i think that it is a non sensical notion to think "we" or "NQ" need to change new players mentality.

    "we" orand "NQ" just need to present clearly what the game is, and will be, so the people with the "change needing mentality" know what they are getting into, and can opt out if they so choose

  3. 7 minutes ago, Ater Omen said:

    Yea, an org can control the traffic of an entire planet if there is enough members. For the territorys, as the cost increase is too high, one org cannot capture reliably every territorys of a planet, even 500 is too expensive. Creating multiple orgs or asking members to do it could be a solution, but it has security flaws that, I think, cannot be handled.

     

    Imo the 500 cors for orgs is just silly, again going back to defining and balancing from solo standpoint.

    Solo you have a skill to increase the amount of cores to what ever the number is 14 or something

    Just have a skill that a player can train that adds active cores to the org they are in. Bigger orgs with well trained members can have bigger territory control

    As the system is now every single player can create an personal org and have 500 cores, and the biggest org of them all, also 500 cores

  4. 33 minutes ago, Moosegun said:

    I thought the whole idea of what we are doing now is that new players come into a player made universe, which is already built, and get jobs from orgs and buy ships (not make their own) that was the vision I was sold.  I would actually have no issue with new players starting with a chuck of points they can spend, this could even increase at time went on, so new player COULD specialise, but this is not a survival game, this is about build a civilization, it needs this time without pvp to build something that can be protected. There is a lot of work to be done, both by the devs and to change some attitudes in the community, include insular large orgs.

    Oh and wiping will change nothing, the vets will still be ahead within a few weeks, the big orgs will still be big, the hermits will still be sitting in there holes crying because they are board and have no stuff.

    My idea would be - create a launch package which gives new players a pretty big chunk of skill points and money.  So they can either focus on a skill or spread their points, they can also buy the stuff they need to get started from the playerbase.

    I dont know much about the vision you (and others) were sold, as i was not around in alpha, and im not saying NQ should change the vision they have ben selling

     

    As for letting new players start with a bunch of sp... that might be a idea worth considering, and there are probably other good ideas how to tackle that, but it is imo vey necessary to clearly decide on how to go about things, and state that clearly ASAP, so people can make an informed decision. 

     

    wiping changes nothing you say, well i disagree. IF wiping changes nothing, there is no reason NOT to wipe to satisfy the people who feel a wipe is necessary.

    I agree that vets will always be ahead, just by being vets, and knowing the game.

    I agree that big orgs will be very quick to reform and get big again fast.

    I agree that the hermit in his hole will go exactly the same route again.

     

    BUT wiping on game launch or not will be a determining factor for new players coming in at that stage imo

     

    PS no civilization has ben built without conflict, so doing that in here without pvp is just silly

     

     

     

  5. 5 minutes ago, Ater Omen said:

    So, should DU, a civilization building MMO game, be balanced around solo players?

    Imo yes, it should be balanced around solo players... but not balanced in a way that a solo player can DO everything and anything themselves, but more balanced as what a solo player CAN do by themselves.

     

    Its far better imo to define and balance a game around what an individual should be able to achieve and do by himself, and then let people and groups and projects grow from that base

    than

    defining and balancing a game around a larger group and what they should be able to do together, and from that base try and define individual progression

  6. 13 minutes ago, CaptRiker said:

    would probably bail on game entirely if they did a full wipe...   they should keep all learned talents, talent queue and all quanta earned -- AT THE VERY LEAST

    I can understand this but think if they keep holding on to this, the game will not see any influx of player base of note on launch (a year or two from now), getting into a game on "launch" seeing you are one or two years behind will imo gimp the game.

     

    BUT they need to make it clear either way so people can make an informed choice whether to quit now and wait for wipe, keep going to keep up or quit for good reasoning that "game is not for me now, and im not gonna start all this time behind people who plowed through"

  7. in build mode, with connection tool active, right click element and look for the connection options, you can see here how many are free to be used.

    This ofc could be a lot better, like in tooltip or something, which im guessing your after, and i would agree

  8. 8 hours ago, Underhook said:

    Please read my post again.  I understand that say 1L of "y" (refined product) will weigh more than 1L of "X" What is happening here is  the final product weighs more than all of the inputs combined.  So lets say 20L of feathers with a combined weight of 10kg makes 1L of lead weighing 15kg.  Assuming 100% efficiency that's still a magic 5kg of lead.

    ahh yes, im sorry i see now what you are talking about, makes no sense to have 5 kg of ore and rock, refine it to get pure ore and end up with 10kg

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