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Knight-Sevy

Alpha Tester
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Everything posted by Knight-Sevy

  1. I still have the impression that all of our scans were done next to each other. Why haven't you taken a scan somewhere else on the planet after seeing that the area is not of interest to you?
  2. PvP should be more present. The radars are not powerful enough and the safe zone is too advantageous. Players only die when they are with large L or M cargo ships which results in instant quitting rage. There will be more resilience if players learn to die with XS or S beforehand.
  3. you can see the construction on L cores up to 10 kilometers. The distance is a function of the size, the smallest disappears before. But 10 kilometers of vision I believe that lowers all the construction games.
  4. It's an interesting mechanic and prepares well for the future of DU with PvP on all planets outside the alioth / madis / thades safe zone. It is an easily contradicted mechanism: - shield - voxel - get out of the warp to kill your attacker - take another route I just think it lacks a bit of balance, the damaged ship will need to warp to allow a real fight to begin. Otherwise it will leave the ships with too powerful imortal shields. There is a big generation of resources now with minning units, you have to be careful that it is not too easy to move them. Anyway it's a very good surprise, I hadn't thought that the warp speed reduction was there to allow more combat. Bravo NQ continue in this direction. We are sorely lacking in mechanics like this making the game alive and interesting.
  5. Remove the spawns from Madis Alioth and Thades. put them on Lacobus Syméon and Ion. problem solve
  6. I am pro PvP. But we must leave this protected zone space represented by Alioth - Madis - Thades. DU is a creative game and a space game, you need a place where they can fly without PvP. HOWEVER : - PvP is needed on the outer rim planets this year - full PvP: from space to land action. - And remove the T3 / T4 / T5 asteroids which spawn towards the security zone. Any fight must take place far from it. With this the PvP community will already have a lot to do and we will have a start in the economy. Once this first thing in place we can talk about it again.
  7. Yes gear changes are coming. Ship categories below L will appear to be able to catch up with these. To see which mechanism they will choose. But above all they have 2 massive problems to deal with: - prevent the shield L from being placed elsewhere than on a ship L - Remove the cross section or modify it enough so that we can make ships with the viseul that we want (DU is a build game above all, it will be good to respect that)
  8. We are in a meta of a cube or a chaser box --" Do you need someone to explain to you what is happening in the game right now?
  9. Comme tu le décrit, oui c'est compliqué joueur solo je trouve. Sinon pour un groupe comme celui avec lequel je joue, on casse encore une fois le jeu. Le problème est que l'on joue en collectif (communiste si l'on peut le dire). Peu de groupe de joueur peut jouer de cette manière (la faute à NQ de ne JAMAIS avoir mis en place des outils pour la gestion de communautée). Enfin bref on produit tellement de minerai maintenant. Cela fait plusieurs mois que toute la team à arrêter de miner, on a même pas réussi à utiliser nos stock que l'on va avoir cet apport énorme de ressource en passif. On va stocker mais on aura rien à faire des ces minerais tant que NQ implante pas un bon PvP à grande échelle. => Sinon le consensus est présent chez nous également: les minning unit sont une horreur de gameplay. A la limite le consensus pour garder ce système ça serai de diviser par 2 le nombre de charge mais de multiplier par 2 la durée de calibration.
  10. And the list of efforts NQ has made to kick PvP players out is long. They have an interest in finally putting efforts on it now, respecting the promises to a minimum. PvP mobs don't ask for that much by the way. After the work we have seen them do on Demeter we know that they have the skills to do things when they want to. Now it's up to them to get started.
  11. End of the afk talent system? Real interest in raising level 5 skills? -1: + 3% -2: + 4% -3: + 5% -4: + 6% -5: + 7% Rather than a linear thing which recompenses each level as much.
  12. When ships can catch up with others maybe weapon variants will be used. But it takes a lot of change at the same time: nerf of the shields, up of the voxel and especially the end of the pvp cross section.
  13. T4 and T5 ore are actually of very little value. NQ have remove all utility from the voxel. Items take too long to craft and cost too much to be used on a large scale in PvP. If PvP teams use rare / exotic in stuff it is because they have very little or no loss. They do not need to replace this elements. So in reality nobody wants T4 and T5 We got tired of repeating it to all the PvE who complain that the T4 and T5 ore is only in the PvP zone But yes this ore is almost useless in the game at the moment. The people cry, farm totaly safe with only nanopack and no ship on roid for escape the risk of PvP and complain the T4 and T5 have no value... The refuged value is T1 thanks to the bot market buy orders. T2 for fuel and some of T3 for warp cell.
  14. Yes you use a weapon like everyone else. You show that your idea has no interest.
  15. This system has nothing to do on a game like sorry dual universe. You can have a self-destruct system to kill you and you alone and that's it. Everything else is a bunch of nonsense to suppress gameplay mechanics you don't like. This is definitely a bad idea. Like 100% of the people who commented here: It will be a big NO.
  16. We need talent systems that can be unlocked with real playing time and not with afk talent. It must be on merit
  17. I am part of a small organization, around 15 active players, although now for DU it may be a large organization ... So, our number of players has reduced very little over the updates because we are putting all our efforts into common for our progress. I'm not going to expand on the subject too much, but having a centralized industry, an optimized corporate ship fleet (from PvE carriers to PvP ships) allows us to have an economy without any comparison possible with a single player. => If you are not ready to lose one or more carriers in a row to pirates. It's that you are not up to the task of exploiting MUs on PvP planets.
  18. It is said a little differently. Yes that's it. Just give the builder a way to make a cool design without having to fly out of a box or cube. It's a sci-fi game after all, and 90% of sci-fi ships are anything but realistic. We need fun in this game. The current PvP is tasteless, there is not even the pleasure of building what we want.
  19. So you go on the asteroid with a ship that is not very well defended and you are surprised to die? Make a little effort when you go into PvP let's see. You can't complain that you get killed in a ridiculous way when you don't have a weapon or a shield ...
  20. I'm not sure, for less than 2,000,000 quanta you can have a small S ship with weapons and shields. How can you get yourself killed by a guy who just has a small ship and a gun in his nanopack?
  21. Yes, and to give some figures in relation to the CCS. in our fleet, we had ships with 500,000,000 health points. After the hp voxel + CCS nerf, the same ship has 100,000,000 health and 20,000,000 shield health. There is really little point in flying with a full cubic ship, and the shield with its dynamic resistance has tremendous defensive power. I think the cross section mechanics are old and need to be removed / changed with the features we currently have in the game. And yes one of the first functionality of passing the chances of hitting on the size of the cores is to allow a better survivability of the XS or S ships against L weapons. It can be discussed the% chance of hit. But it seems logical to me that a 380mm gun is not as effective as a 40mm anti-aircraft gun VS a plane. Let L breastplates equip themselves with S weapons to kill XS hunters. I think the game will still be a lot more fun like this.
  22. A hybrid system can be considered yes I think. But the bonus must be reduced enough not to be the mandatory choice as it is currently. Maybe just to differentiate the core sizes from each other with a variable of a few%.
  23. If there is a self-destruct device. It has to be added to a mechanism that prevents people from destroying objects in a container. The self-destruction will have a triggering timer of a few tens of minutes. If it comes to an end it will destroy your ship and its cargo. But only your ship. (wanting to destroy other ships with Auto Destroy is a bad idea and will never be added to the game). Of course after the explosion we will be able to recover the voxels and the elements remaining on the ship. If the attacker destroys the ship before it self-destructs it cancels it. Anyway, it's a non-priority mechanism (I think we can talk about it again in 3/4 years), but it will always leave the advantage to those who want to arm themselves conventionally.
  24. You forget the mechanics of CCS which precisely counter the cubes. If the chances of a hit are on a core size people will be able to build ships with a lot nicer visuals in the volume available to them. This is one of the solutions that seems to be the easiest to do without having to ask for additional development time. Mechanisms can always be added later. But the urgency is to fix the game and allow voxel constructions.
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