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Knight-Sevy

Alpha Tester
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Posts posted by Knight-Sevy

  1. Making voxels useless in PvE and PvP is really a game design concept that I find disastrous.

    But hey, there is a professional game designer and pay for it, who is certainly much more competent than me to make his judgment.

    And he seems to think the best thing for the game is to force players not to use voxels.

    Meh

     

  2. The chief game designer to post barely 10 messages on this discord.
     

    Even if I fundamentally have trouble with this person and his way of doing things (I have a lot of criticism to make to him).
     

    His message (focused on the CCS and other) was interesting and a good exchange ensued.
     

    We're just waiting for that kind of interaction.
     

    No need for an ATV crew or other bullshit.
     

    Just a game designer who throws a few blocks from time to time on the mechanics he has in mind.
     

    That the community can at least react and adapt to what HIM wants.
     

    Dual Universe is a one man game (in NQ studio, I won't quote it). Not the community game.

    Our demands must adapt to his vision of it.

     

    Except that we have very little exchange to propose really constructive things.

  3.  

    8 hours ago, Daphne Jones said:

    It actually seems pretty dead to me compared to early beta. I don't care whether they put the rest of the planets in or not since I don't expect to ever go to them.

    I also find that the game is much more dead in this launch than the real launch of the game 2 years ago.

    But for an "old" game with no stimulating novelty that could motivate new and old players, I still find that the release worked rather well. Even if there is not really a new player. The vast majority of Beta players have not left the game.

    I don't know if that will be enough to keep the game alive. But I think we can enjoy it for a few more months/years.

  4. 1 hour ago, ColonkinYT said:

    I have a DAC and I'm in no hurry to activate them. I'll see how things develop.
    Unfortunately online on steam is not an adequate reflection of the real number of players. But the trend can be understood from it. And the trend is depressing.
    The most incomprehensible thing for me is what the developers will do if they understand the fallacy of some mechanics.
    Now the release and deletion is not so easy to do as in the beta. This can cause unpredictable consequences up to lawsuits.

     

    Stop talking about legal action.
     

    To kickstarter NQ only needs to deliver a game "one day". This day has long since arrived, the alpha deliverable was already ok from a legal point of view.
    And since the 27th we've been talking about a proper release.
     

    So stop dreaming if you think that one day NQ will have a lawsuit against someone. Let alone a trial with someone who has a chance of winning a few things.
     

    Take a look at this example:
     

    https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging
     

    This is a scam, the man paid the entire funds as a salary for himself (8 million). Perssone cannot currently sue him because he publicly announces that he will "one day" deliver his game.
    Just pretend for a few decades until prescription.
     

    What do you think you can win against NQ which is a real company with employees actively working on the game (at least the day I write these words)?
     

    An "lawsuits"  LMAO

     

  5. 1 hour ago, ColonkinYT said:

    So it will be. The crisis of overproduction ends with this. And if T1 and T2 ore has somewhere to be disposed of, then starting from T3 and higher, the need for it is greatly reduced.
    But I'm afraid that in 2 weeks the price of T1 ore will drop to 10-15 quants per liter.

     

    If the T1 market buy bots are definitely going away.
    With all the taxes, buying schematic quantas will have far more important uses than buying things from markets.

    Besides, he doesn't even seem to need to pay the tax on his 1l tile of T4/T5 to take advantage of the calibration ore spawn?

    In addition, there is still no turf war or atmospheric war that would allow via PvP fear to limit a substantial supply of high-end resources.

  6. On 10/6/2022 at 11:25 PM, NQ-Nicodemus said:

    Hi, Danny_UK!

    Thanks for letting us know about this. What you described is not considered an exploit.
    This is a trade-off for an immediate chunk of ore that costs players ore in the longer term. It’s also limited by the number of available calibration charges.

    We’d also advise that you use our support ticket system when reporting potential exploits. Thanks!

     

    If the goal is for the T4 to reach the price of the T1 then it's found you are in the right direction

     

  7. On 10/1/2022 at 5:58 PM, Qith_Karrar said:

    Am I the only one who is annoyed that refining certain ores increases their total mass? 

     

    For example, 65L (5.04 kg/L) of Hematite is 327.6 kg but is turned into 45L of pure iron (7.85 kg/L) which is 353.25 kg. This only gets worse with better talents letting you use less then 65L of Hematite to get the same amount of iron.

     

    In addition to being unintuitive, it's a pain to have to remember which ores are supposed to be refined before transport and which are supposed to be refined after transport to be as mass efficient as possible. 

     

    Either the ratio of ores to pure products should be increased or the density of Hematite and a few others should be increased so it's almost more mass efficient to refine at mining location then transport the pure products instead of the other way around.

     

     

     

    Yes.
    Incompetence of an NQ Game Designer.

    He is very stubborn and like a child.

    If you find a glaring balance problem but he didn't think of it before you, it will upset him. He will block the subject for a very long time (6 months to 2 years).

    Then it come back a bit later when he thinks you've forgotten and offer balancing.
     

     

  8. NQ doesn't want us to do PvP.
     

    No territory control in space, ridiculous radar range.
     

    There are warp beacon and stations with shield who hide all over the place.
     

    But if you are unable to win a head-on fight against the biggest faction in the game, you are guaranteed to have it destroyed if it find.
     

    STILL NO [filtered]ING TERRITORY WAR MECHANICS TO ALLOW THE SMALL GROUP TO DO DEEP DEFENSE.

  9. Don't get me wrong, I'm really happy to now have to play with a mix of S and M/L core on a PvP flett.
    The ratio is to be determined but 4 core S for 1 core M or L seems interesting.

    What I really don't like and makes me vomit is the completely mind-boggling obligation in a creativity / build game to see and suffer these voxelless stick S cores that play only on the use of a shield M or L.

    They must not be able to completely ignore the use of voxels.

    This is why it is necessary at least to block the use of shields like weapons on core sizes.

    Your S dies too quickly? Damn: Uses voxel.

  10. 21 hours ago, TobiwanKenobi said:

    This is where I disagree. S-cores have 1/3 of the survivability of a ship with a L-shield and some voxel armor. S-cores die very quickly when focused. They do have a lot of advantages, but they're so fragile. If they had to use S shields they would die in 30 seconds of being targeted by even a few ships. Same thing with M cores with M shield. They would die so fast.

    And don't forget to list the other big disadvantage of S-cores:
    Short range

     

    Also, these items aren't advantages that are exclusive to S-cores:

    Take advantage of better chance of hitting
    Take advantage of better tracking

     

    Since L and M cores can equip S weapons as well. IMO, S-cores are very easily countered just by equipping M-cores and L-cores with a backup set of S cannons. Getting attacked by S-cores that are too close to hit? Just switch to your S cannon gunner seat and drive them away easily. Any M- or L-core that doesn't have a set of S weapons just isn't complete.


     

    You say to use voxels on M and L.

    But that you absolutely want to keep the M and L shields on your S ships without voxels because otherwise they are too fragile.

    Why there is not the same answer:

    Put voxels on your S ships?

  11. It's my pain when I want to try a game released only in Korea or Japan.

    I can sympathize and can only hope that players of other languages can express themselves and use their language/culture on the game.

    But a total translation of it seems to me unfortunately highly improbable :(

    Courage to all our friends sharing a language not based on Latin.

  12. There is just too much cumulative advantage on core S sticks
     

    Take advantage of the higher maximum speed
    Take advantage of your immunity to stasis
    Take advantage of better chance of hitting
    Take advantage of better tracking
    Take advantage of low manufacturing cost
    Benefit from a low maintenance cost
    I forgot others
     

    And also be the one with the best armor thanks to the big shield + cross section combo...

  13. I realize that with a small graph of the stats of the objects one realizes better that the "venting duration" does not change according to the size of the shield.


    image.png.0305600b72ac0eae452672a28c4962df.png

    This will be a good addition for the XS and S shields which are currently more than shunned by players (we will never see an S ship with an XS shield for example).

  14. 7 hours ago, Wolfram said:

     

    Are you insane? The middle column is good only for 120 minutes, which then goes to the completely public list of asteroids.

    Each asteroid takes like 40 minutes or more just to reach the area and be scanned.

     

     

    Well that's the whole point of risk-reward. If a player is spending 2 hours scanning and going to an asteroid, why should their interceptors be allowed to magically know where they are? The moment they get ganked by some random player who waited until a middle-column asteroid to show up they also lost their 2 hours of work, if not more, because they were mining.



     

    Yes, it takes a mechanic where you can be found ALL the time
    But also that you can monitor if a few things are not flying at you.

    The middle column makes no sense, whether for hunters: you have no one to catch except a few beginners.
    Only for minors:
    You must search for several asteroids before you can go mine on one, in order to completely avoid any attacks.

    We need a long range scanner to find asteroids and player ships. Scanner that can detect if you have been seen in order to give the minor a chance to leave before being intercepted.

  15. I don't understand the complaints about the middle column.

    It is very useful for all people who want to completely avoid PvP.

    Activate 10 different roids and come back to just one of them later.
    You have a 99% chance of being able to mine without ever coming across anyone.

    Asteroids are tossed anyway.
    There is nothing going with them, they are behind a wall of 1 hour flight time in AFK, no PvE and PvP challenges on them.
    It's a disaster.
    We should have had real radar, capable of scanning space for those dynamic points of interest and other players.

    Players must move only when there is interest, it is unacceptable to make a player move to a place and make him waste 2 hours of his time to find nothing.

  16. Hello,
     

    I follow up on the discussions on this subject:

     

    The changes in value of recent honeycombs are really appreciable.
     

    The increase in the hit points of certain elements as well.
     

    All of this provides a good basis for further balancing. Many of our claims in previous fis still remain up to date, such as the replacement of the cross section by a mechanic more in line with the game's DNA. Or the radar changes to increase the sight distances to adapt to the new speeds and also to prevent L weapons from continuing to destroy at max range XS / S ships.
     

    Now that the reminder of the fundamentals is done. I would like to focus this topic on 1 single element :
     

    Need to talk the " VENTING DURATION "

    The problem right now is that we regularly see S-sized ships with L or M shields. And very rarely in S-sized.
    I'm not talking about size XS shields which have practically the same use as a decorative element.

    The larger size shields remain more interesting than their lower variant + a little voxel and an active use of venting.

    But there is a mechanic that NQ can play on : the venting duration.

    It is exactly the same duration as it is for a shield XS or a shield L. (100s in basic version)

    In my opinion, it will be necessary to reduce this time for small shields.
    An XS shield should be able to vent often and be vulnerable for less time than a large L shield.


     

    This could lead to more regular risk-taking by fighter pilots when they think they have a safe window to recharge their shield during combat.
     

    Also if they perform poorly, they risk getting hit and punished.
     

    The most considerate could put a little voxel to leave room for some "error".

    This will give the beginning of a "symbiosis" between the shield and the voxel armor during the combat phases which could become very rewarding for the pilot making the right choices at the right time.
     

    What do you think ?

  17. 1 hour ago, Wyndle said:

    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.

     

    " One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system. "

     

     

     

  18. 12 hours ago, Zeddrick said:

    Actually now I've looked at it again, this number is impossibly big and can't be correct, can it?  If there were 100,000 active accounts it would represent an average of over 30,000 missions per account which is over 50 per day.

     

    Although if the number is anywhere near this one then the in-game economy would still be toast.


    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)

  19. 5 hours ago, TheBlender said:

    Hi, I'm a long time backer/ Sapphire founder from 2016. I've been out of the loop for the past year approx. It has come to my attention that we're launching next month. Exciting!
    However, it has also come to my attention that AvA, or even planetside combat is yet still not added to game. I've watched years tick by, seeing these things get pushed back over and over.
    I tried searching the forums for relevant information on its current state, but I'm unable to find anything within this year (2022). I also clearly remember AvA being promised at launch. I saw this game a big investment, in time and money. I expected, the core features promised would at least be kept, if nothing else...
    I apologize if anything is necroposted here, I honestly searched and found nothing relevant to this year and I haven't been around for some time, I'm sure somewhere in my account logs would prove this... Anyway...

    What is the current state of AvA specifically? Is it even still planned? Also, what of planetside combat generally?

    These are core promised features that I'm surprised we're launching without.


     

    Legit question.

    For the moment AvA seems totally cancelled.
    Atmo PvP was confirmed post release, so only if they get enough money to "complete" the game NMS style.

    Currently, we don't even have a space turf war to tell you how far we are from any real possible PvP activity in the game.

    The developers seemed happy to say that the majority concern of the community was to have purple voxels. And that these will be present at the release.

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