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Knight-Sevy

Alpha Tester
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Everything posted by Knight-Sevy

  1. Most of the upper third schemes are dramatically lower in price and are much more affordable. Warp cells are a bit of a unique case on the new system. This is, in my opinion, a single point of detail. I have several remarks on the subject of warp cells : - Firstly: we can do without it. It is only a convenience of time to "save time". Time is money, you have to pay the price. - Second: the most abundant source of quanta in DU will be the mission system which already does not allow warping with packages - Third: warp cells have an impact on PvP, if they are too accessible then entire fleets can warp all the time in all directions. This makes actions impossible for groups of modest size because they will have to manage even if they are at the other end of the system of many ships. - Fourth: Currently all the planets are in safe zone, being able to warp ore without taking any risk and being totally safe from start to finish is counterproductive for the game. You can always do it, but you will have to ask yourself the question if it is really profitable to teleport your ore - Fifth: The game will evolve in the future, electronic warfare (certainly anti-warp or interuption of warp), the planets of the outer edges which will pass completely PvP. Possible reduction of distances between planets. Maybe it's a good game to start now to adapt its gameplay to future game conditions before getting into too many bad habits that could lead to delicate situations. In summary : Take a step back and look at the different options available to you (as well as the new opportunities offered by the new schematic system) and I'm sure you'll end up finding your account. Maybe the price should be reduced a little bit, it is possible to discuss it. And it's true that I too would have liked to know what NQ is planning with regard to warps, if they want it to be less frequent, less used in PvP or in freight transport? It will always be interesting to have the vision of the studio.
  2. On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
  3. NQ just had better judgment than you and a better idea. Instead of limiting the number of factories per player. We limit the number of crafts. What does this change compared to your wobbly system? It is that a player can sell to another his manufacturing rights. It's still much more "smooth" than hard limitations of the number of factories.
  4. Keeping our talent points would actually be a complete game breaking for old players. For example on the objective of going for an Aphelia mission run: - A ship without handling or pilot talents requires 4 times more flight elements than a version with maxed talents. - Items to craft with industry cost 2 times less in quantity of ore if you have maxed talents. To put it simply, a new player will have to farm 8 times longer than me to achieve the same result if I keep all my talent points. And I'm not even talking about PvP, or in addition to the PvE advantages you have all the management of weapons and radars. It would be totally unfounded for us to keep our talent points.
  5. I imagine that the fix will be in the update that will arrive this week or the one after.
  6. Yes, with the old schematic system, the supplier's offer increases over time. Between all those who will invest because they saw that there was potential profit or those who already wanted to craft for them then sell the previous one... There comes a time when either all players have their items or all players have the industry to craft the item. Once you have invested in the line, you have it forever. With the future system the market will be more easily balanced. All items will end up being at or slightly below crafting price. When there is a sudden demand, those who have stock will sell it at a high price. The others will make the investments and a few days later the price will drop.
  7. With the current industry system, we will never sell common products above the price of ore. Crafting items in DU adds NO added value. Your engine once built is worth less than the ores needed to build it on the market. I'd rather you give me $20,000 in cash than a car that's worth $20,000 at its Argus rating and everyone wants to sell. The only thing that pays off is time. If you sell the right item in the right place at the right time and save your buyer time, you will earn quantas. Ditto if you make objects that take several days to manufacture, the added value obtained will be thanks to this time. => Personally at the launch of the game (Beta- for a few months) I massively supplied a market with articles on a floor of 10% profit (taking into account that I had all the talents of craftsman). This was simply to prevent someone from selling these items for 2 or 3 times their crafting price and earning too much quanta through passive industry. (and i win massively money)
  8. Currently on the markets the price of the schematic was not taken into account in the selling price. With the modification of the schematic everything should have its price which is multiplied by 2. Of course, T2 to T5 minerals should be around the same price as T1.
  9. A long time ago with my friends on Discord, more or less moaning about the progress of the game, we finally realized that the majority of the effort of NQ was focused on cost reduction. Here is the list of things that have or will change: - Overhaul of planetary mining to remove all people's galleries and limit "pending operations" - Revamp of the planets to remove the voxels present and modifiable "in depth" - Nerve of organizations with drawers to avoid being able to have an infinity of core units (limitation of a number X of cores per player). - Limitation of the number of industries that can rotate compared to a number of players X present on the game. - Added a destruction timer so that people who no longer pay for the game no longer impact the company financially - Added a timer to remove destroyed buildings from the server - Increased weapon damage and increased rate of fire. Massive nerf to voxel hp and added CSS, to reduce the number of calculations in PvP. -Removal of the build mode in PvP to avoid doing the state calculations of the ships too regularly Here's what should happen again (speculation): - Energy or core capacity system to limit to X elements possible on a size X. => next patch they will make the distinction between the useful elements (those with a schematic) and those useless (without schematic), the first will count in the energy / the capacity cost - Removal of Sanctuary to leave only Haven, Revamp of other planets as well? - Added a recycling system to destroy assets and help clear chests => All these things are beneficial in the end for the game and allow either to make it possible in the long term (without that NQ will ALREADY be closed) and the gain of resources also makes it possible to improve a lot of things, even if efforts are still always to do. But damn what, overall their servers hold up pretty well! And the voxel tech is really good, whether it's the build mechanic itself or the draw distance of player constructs. Totaly agree, I've said it dozens of times, before slapping the players, tried to give them a lollipop before and a candy after. Each mechanic should come with a new equivalent or new real gameplay. (Lua is only enough for the community of Nerds who will ever make the game live on their own. That doesn't count).
  10. What is the nerve other than the schematics that you propose? It is mandatory for NQ to limit the maximum number of factories per player that can manufacture items at the same time. It's not a question of gameplay now it's an obligation, there are too many solo players who have abused the system. They cost more than what they bring in money. They are even harmful for the arrival of new player on the economy.
  11. You are pretty much obligated to annihilate your opponent's entire fleet before taking the alien core. Complicated task, but if you manage to take one, one day, all the other 9 will be completely free because you will have all your fleet + all the wrecks of your opponent and they will have almost no ship left to defend the following ones. Again a mechanism that starts from a good feeling, but very poorly thought out without the community having been consulted at the start of the development of this feature. For example, nobody at the Legion (we control all the cores) was consulted. It is contemptuous and profoundly weak-minded to have done so this way.
  12. Yes sorry that was not clear. At the last figures they were at 28,000,000 for approximately these 400 people. Their game their ratio 60/70% of the total sales revenue. But the majority of these 400 people do not work at all to directly develop the game, edition, other games, film... In short, they announce 1,000,000 users, but there are people who play on several platforms at the same time do not pay or buy micro-transactions. If we go back to the 16 to 17 million, knowing that the annual subscription is €50, that's about 300,000 paying players (which is rather consistent with the million users announced which certainly inflated). I may have simplified a little too quickly, but it's really the "cash cow" very little is reinvested to maintain and update the game => Huge share in other projects. ------------------------ But yes the average salary in France costs 50,000 euros to a company. But let's not forget the aid for companies (the FAJV, which gives the equivalent of 30% in tax credit) and also that the junior devs are underpaid, not to mention all the people without any particular status. If each DU player gives 100€ per year. With 20,000 perssones largely possible to pay salaries. After what are the technical price ... Quite impossible to say
  13. If we compare with other successful MMOs. There is a French speaker who must have around 300,000 users who pay their 50 euro annual subscription. The studio is about 400 people (employed in France), according to confessions of former dev who left this studio, a very large part of the sum is used for the realization of other projects which are often commercial failures (but not necessarily critical, the products remain good, they just lose a lot of money). NQ currently announces 76 employees on the linkedlin page, difficult to know if this figure is true, but the trend is publicly to always increase the real number of its employees on this kind of platform (10 or 20%). Let's say NQ is fifty people now (at least the Dual Universe part). => It will take 300,000 / (400/50): 37,500 players pay the subscription a year => The Dual Universe subscription is twice as high: 18,750 players who pay 100 euros / year Let's assume an average of 2 accounts per character (thanks to the sale of DACs for example): 9,375 dedicated players. To know that the other MMO manages to generate 2 million annual net margin and one can think that they use at least half of the operating budget for other projects... NQ even if their servers cost too much money, they should at least be able to keep a dev team working on their game. The question : is it really possible to reach these 20,000 players? (or less with people selling subscription)
  14. You will need quite a few quanta. To see the real figures but if you massively manufacture the articles that we could see on the video. You will need at least 2,000,000 quanta / day to obtain 24 hours of schematic (but you will have a really large number of elements to craft).
  15. - Be able to fight in beautiful Voxel ships. - Let people make multicrew ships - Have a balance, that the game stops letting me kill the XS and S ships at 2 Su distance. - Make resurection nodes work as advertised 8 years ago. So that the death of your avatar has an impact. - Add a capacity cost for all PvE elements so that ships specialize according to their use: choice & specialization - Space Territory Warfare: Take control of a chunk of space by placing stations with shields generating a safe zone for other stations and ships. - PvP atmosphere: Fighting near a planet taking into account the presence of a nearby atmosphere and gravity will have nothing to do with a classic space fight. Of course, territorial control. - Allow operation of higher tier industries (T3 to T5) only in PvP area. - Increase in the size of the radar so that the fights can be anticipated - Add warp interception mechanic ==> all that kind of stuff Here are rather the anti - PvP who shout very loudly. There won't be those people there, I'll post less often, but we have to get out of the game and react. And very often it's done to people who don't even play anymore... While current PvP has no impact on them. And that even if the planets of the outer borders would pass PvP, it will still have no impact because thanks to the player market you will always be able to buy everything... We hope that the game will last until the release and that we can enjoy a minimum. Then we will pray that the turf war will come very soon.
  16. The failure with the population currently more than weak in the game is not to have implemented PvP at all. With NQ's recent reactions, I think they've finally figured that out. But it may be too late for the financing of the game. It's now quite useless I think to yell at NQ to ask them for more complicated changes. The nerve of the industry is badly needed, maybe they also want to reduce the development of the players as much as possible to have time to really add content to the game post release. ==> I repeat myself, but clearly the lack of respect that there has been towards PvP players who have now waited 2 years to finally be able to play the game is the main cause of the drop in the number of players. As an example for only speaks of the French-speaking side that I master: - At the launch of the Beta I remember 14 active organizations (10 to 100 members) - 3 totally PvE organizations - 5 mixed PvP-PvE organizations (large organization 50/100 members and streamer organization) - 8 TOTALLY PvP organizations And I may be able to add one from EvE which ultimately never came because there was no real PvP. You can imagine, 60 to 80% of theplayers in these organizations were there to do short or long term PvP on the game. Some were expecting atmospheric PvP. NQ to shit on all these people who finally left and left the game in this state of population. => The only chance for the game to work is to leave its safe zone on 3 planets. AND put everything else in PvP. There is no more time anyway, if NQ survives the release, they will have 3 months maximum to create the PvP content and bring the real player population back to the game. Otherwise it's dead
  17. The price will really be decided by the players only when the outer planets become PvP. In this case we will have more easily certain embargo on certain resources at the moment T. Depending on people's stocks and who controls what certain prices may go up or down. They confirmed it was on the schedule, so with that in mind I think these changes should be supported. => The changes to come are not so bad by the way. Casual players will pay much less for their blueprint when they want to craft only 2 engines of a certain type.
  18. The limitation seems not so much temporal as financial. Figures that we have seen is 2,000,000 quanta per day to do research thoroughly. A single character can still search for a fairly large amount of schematic over 24 hours.
  19. Very good episode. A lot of concrete answer on a subject more than interesting. Personally, I would not have been convinced of the usefulness of WIPE until there was this kind of modification. You have my support on these changes.
  20. I can argue without getting too wet that our organization, which has about ten active members + the 20 other players who have played with us in the past, still want the vision of the initial game to be realized. And we are all more or less aware of the sacrifices necessary for this last, end of planetary mining, industrial nerve, limitation of core units... All this is positive for us if it allows us to carry out the vision. Here is a non-exhaustive list of the vision of the game that we support : "At the same time, we want rare resources to be hard to secure, exploring the unknown to be challenging, and territory control to be central for Alliances and Empires." " The ship’s autonomous AI will constantly monitor every action performed in its action radius and neutralize any attempt of aggression or unauthorized destruction. Beyond that zone, it’s PvP free-for-all. You only go there if you’re well prepared. " " But it will be in principle possible to settle a new safe zone anywhere on any planet (except in another safe zone), if enough players are willing to contribute to its building and maintenance. " " In Dual Universe, creating a market will require nothing more than setting up a Market Unit, a particular Element that you can craft and install in any construct of yours. The Market Unit requires an energy supply and a container to store the traded goods " " - let the players set their markets anywhere they want, making the geopolitical/strategic aspect of this a core element of the emergent gameplay " "One important thing to understand is that Resurrection Nodes (or RN) are expensive. Very. Whether you buy it or you collect the materials to craft it, this will be a considerable investment. " " A Resurrection Node is a power hungry machine " "You need to power it and make sure it is fully charged, and the time it takes for a full charge will depend on the type of power source you can afford to use. This can range from a few minutes to a few days." " In any case, one thing is sure: the resurrection nodes are going to be a central element of gameplay and emergent strategies/counter-strategies between opposing factions " " Duties are things like: a price to pay per month, per day or per use to be able to use the tag, a price to acquire it, a certain location that you must be in to be able to use it, etc " " Another important aspect is the notion of warranties: when I give a tag to someone, I can also take it back at any time. I may agree to provide a warranty attached to this tag, which says that the removal will be done after a 24h or 48h notice, or that I agree to pay a certain amount when I remove the tag, as a compensation. " " The last notion I want to talk about is the notion of ?power delegation?. "
  21. Oh yes, it's a big big subject that needs to be worked on. But hey, as I said, the priority for me is a PvP balance. Namely that the game is at least in agreement with itself about the voxel design of the ships. That the venting is really usable. That the tracking options, angular velocity are really useful for something (the game really needs to stop allowing me to OS with an L railgun, an XS microship at 400km...). Without that, the rest is useless. Once all this is in place then we could definitely finally start talking about other topics. => " You can't just put one on the way, just in case, without thinking too much about it. " That's exactly what we do, every day all the time. Resnodes everywhere "just in case" Then the failure of the core aliens is the typical example of not implementing the mechanisms they talked about in the devblog. A group of locally established players must be able to stand up to a projection force ...
  22. This addition is a surprise. But not a bad one. I agree that the heartbeats may be too much. But anyway since I never play with the sound of the game, I would never have realized. My opinion may not be the most relevant. _________________ If not by all the devils, we will really have to talk about the mechanics related to the resurections nodes one day. Why 7 years later we don't have anything that has been thought out for the game's balance with respect to the death mechanic : I'm still waiting for the changes announced for PvP following the discussion on my topic of shields and venting mechanics. Once that's dealt with, I guess the next workhorse will have to be the game's death mechanic.
  23. If a player with mega industry cost 20 times more than what they pay at NQ in subscription. So maybe it's better for us that he quit the game. NQ must be forced to ensure that player cost does not increase exponentially. They have to keep a check on X subscriptions are paid so X cost in real game. This goes through X core per player. This goes through X industry schema available (thus X items crafted by the game). NQ do try to keep the too expensive player by giving him other candy. Maybe it won't work, but at least it's been tried and the bleeding is stopped.
  24. Well here is my feedback and personal opinion on the subject. First of all, thank you for taking the time to inform the community a little before discovering these new features in the PTS test. That's the kind of feedback we appreciate getting as players. Honestly I don't have too much to say with these schematic modifications. You have found an elegant solution to solve 2 problems: 1) The cost of mega industry on the server which is unmanageable in the long run. Indeed all the players adding machines to their industries every day until having a full automatic that manufactures all the items is not viable in the long term. Maybe you should have insisted more on the fact that these changes are almost mandatory and that it's that or no game at all. 2) The pain subjects of the schematics. Nothing more to say, we all knew that this is a sensitive point, and that a lot of people were not receptive to the idea of having to invest millions / billions to manufacture an object. Also it was a bad implementation, because these schematics only delayed the inevitable: the saturation of the servers because of the industry units. _______ In short, inevitable change with very little possibility. From all the comments, if we remove people who want to play staisfactorie, it doesn't matter if it kills the game or not. I see very few valid counter-arguments. The main thing to watch out for is that your new game system doesn't make getting schematics back to industries any more tedious. Nottament do not forget that there is still a lot of RDMS management possibilities.
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