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Knight-Sevy

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  1. Like
    Knight-Sevy got a reaction from Akroma in Where is the "fast food" gameplay for PvP ?   
    So NQ,
    Ok that's cool, you put alien stations 500 Su away from planets so PvP players don't interact with other players.
    Now, what do you suggest for players to have fast gameplay in PvP?
    An area not too far from the safe zone?
    With loot boxes to destroy and with a little loot in it that is worth it for guys to go and compete with XS or S?
    Imagine a new solo player who arrives, apart from entering a station fight at 1000 Su, the game has nothing to offer.
    Move around a bit.
  2. Like
    Knight-Sevy got a reaction from Jeronimo in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  3. Like
    Knight-Sevy got a reaction from Captain Hills in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  4. Like
    Knight-Sevy got a reaction from Quaideluz in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  5. Like
    Knight-Sevy got a reaction from ch3w8a in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  6. Like
    Knight-Sevy got a reaction from Akroma in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  7. Like
    Knight-Sevy got a reaction from Aranol in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  8. Like
    Knight-Sevy got a reaction from Foregotten in Make pirates work for their loot.   
    At first I was going to laugh at your thread, then I read your second post and I understood that you were a little more clumsy on the first.
     
    What you are asking seems legitimate, I think a lot of players are asking for more gameplay mechanics (especially multicrew for PvP).

    As long as there is a measure and against measure aspect, you have my support.
     
    But be aware that PvP often takes a lot more effort than you think to take down a target
  9. Like
    Knight-Sevy got a reaction from Zireaa in ATHENA (0.29) UPDATE NOW AVAILABLE - discussion thread   
    When will territory management and space territory warfare arrive ?
     
    For the moment the core aliens are only a shield that can be placed on a space core.
     
    We expect better. Your game deserves better. We deserve better.
  10. Like
    Knight-Sevy got a reaction from Akroma in Where is the "fast food" gameplay for PvP ?   
    That's exactly what I told my PvP mates when I read a mention on Athena's announcements.
    "Release the Pressure on PvE Players"
    I was there in mode, you will see they will send us a thousand SU so that you leave the PvE players alone.
    It did not fail.
    The worst part is that they even destroyed the hauler missions so that if you are a PvP player you now have no targets.
    Checkmate for in-game player interactions.
    And an MMO without interaction is a dead MMO.
  11. Like
    Knight-Sevy got a reaction from GraXXoR in Elephant in the room: PVP in DU = Pay to win   
    I don't see why the group of players who play together can't multibox too
  12. Like
    Knight-Sevy got a reaction from CousinSal in Where is the "fast food" gameplay for PvP ?   
    So NQ,
    Ok that's cool, you put alien stations 500 Su away from planets so PvP players don't interact with other players.
    Now, what do you suggest for players to have fast gameplay in PvP?
    An area not too far from the safe zone?
    With loot boxes to destroy and with a little loot in it that is worth it for guys to go and compete with XS or S?
    Imagine a new solo player who arrives, apart from entering a station fight at 1000 Su, the game has nothing to offer.
    Move around a bit.
  13. Like
    Knight-Sevy got a reaction from Mineur in Programmation LUA Dual Univers   
    Il y a un codex intégré au jeu avec toute les fonctions de ce dernier. 
    Pour des questions plutôt précise y a un chan Lua sur le discord (en anglais par contre) ou y a moyen de trouver pas mal d'exemple et tu y trouveras aussi des gens pour te répondre. 
     
  14. Like
    Knight-Sevy got a reaction from Leniver in DEVBLOG: SYSTEM MAP - discussion thread   
    We hope that RDMS will be possible to share the position of ships / fleet between allies
  15. Like
    Knight-Sevy reacted to Shredder in Replacement of schematics ? (easy dev)   
    I like the idea of atmospheric nebulas, and a way of gaining schematics via killing npcs.
     
    I suspect this is all a fair amount of dev work however 
  16. Like
    Knight-Sevy got a reaction from ch3w8a in Replacement of schematics ? (easy dev)   
    The game needs fast food gameplay mechanics.
     
    NQ add a large nebula in space, with atmospheric densities like you have on planets.
     
    Arrange to create tortuous paths in it in order to force people to pilot and not go to Vmax without risking to burn their ships once in the nebula.
    You can activate the jammed function inside so that people can hide a little from the view of the radars and that the fights are done in close range.
    Spawn core units that people have to destroy with weapons and then loot them. (Keep control over the spawn frequency so you have a way to manage the economy).
    In loot, you can give tokens which will be exchangeable for schematics.
     
    Of course the different token hunters in this area can compete, which gives a hunter / prey dimension.
    Do you just want to grab the tokens and go? Where to find those who collect the tokens ? Or both ?
     
    This creates fast gameplay for people with less game time. And allows you to create wealth (schematic) by being active and not on an AFK mission.
    You also have elemental destruction, either PvE with destruction due to high density areas that a pilot would have underestimated but also with the PvP that the interactions between players will bring.
     
    The positive points:
    - Active game system for obtaining schematics
    - PvP tutorial (having to destroy the "loot boxes") without having to face experienced players
    - System allowing a more visual and less expensive PvP (small ships advantaged thanks to the reduced view range of the radars)
    - Reuse of technology known to NQ: wreck spawn, atmospheric density...
    - Allows to give work to the employee paid to make voxel at NQ for the design of the "loot boxes"
    - Will create interactions between players

     
    Of course, there is a way to do much better, these are just ideas caught between two beers.
    Someone whose job is game designer must have beter ideas for creating "fast food" interactions in the game. But if we can help
  17. Like
    Knight-Sevy got a reaction from Jeronimo in Elephant in the room: PVP in DU = Pay to win   
    If you want to do PvP on the game, it is mandatory to have at least 2 accounts.
     
    Unfortunately any player wanting to do PvP, this one being most of the time unpredictable, when your cargo is 6 hours away you don't know when we may need you, you have to be ready all the time, you can't allow you to be doing another activity.
     
    It is therefore obligatory to permanently keep a character ready to fight next to or in a ship. While you do your stuff on another.
    This is the bare minimum.
     
    And then for the most competitive in PvP, it is also mandatory to have 2 accounts to be able to use a second gunner with GEFORCE NOW.
    This is what most people do in PvP.
     
    We went from an unkillable ship to:
    - Massive nerf to voxel HP
    - Added CCS
    - Addition of the game on GFN so doubling of the TTK
    (- Still little point in using higher tier voxel rather than T1 plastic)

    And there are still plenty of Alpha players in the game.
    Half of our most active members are still people who started in alpha. The other half being people paying 2 subscriptions.
  18. Like
    Knight-Sevy got a reaction from Cronael in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Ok, du coup NQ maintenant faite votre wipe.
     
    Sortez vous les doights du cul pour faire un bon jeux avec ça.
     
    Cela sera ma derniére intervention sur le forum jusqu'à l'arrivé du WIPE.
  19. Like
    Knight-Sevy got a reaction from Vixenne in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Ok, du coup NQ maintenant faite votre wipe.
     
    Sortez vous les doights du cul pour faire un bon jeux avec ça.
     
    Cela sera ma derniére intervention sur le forum jusqu'à l'arrivé du WIPE.
  20. Like
    Knight-Sevy got a reaction from ch3w8a in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Ok, du coup NQ maintenant faite votre wipe.
     
    Sortez vous les doights du cul pour faire un bon jeux avec ça.
     
    Cela sera ma derniére intervention sur le forum jusqu'à l'arrivé du WIPE.
  21. Like
    Knight-Sevy got a reaction from Omukuumi in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Again a very disappointing addition.
     
    These markets should be managed by players in PvP spatial areas with territory warfare.
  22. Like
    Knight-Sevy got a reaction from Akcroma in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Again a very disappointing addition.
     
    These markets should be managed by players in PvP spatial areas with territory warfare.
  23. Like
    Knight-Sevy got a reaction from Cronael in DEVBLOG: PVP IN ATHENA - discussion thread   
    The devblog is not detailed enough for us to have constructive comments.
     
    So we'll see the patch note and what it really is.
     
    You have this little sentence which is very interesting :

    " It is our intention to change the current ‘meta’ behavior and ship design, which do not currently coincide with our vision for Dual Universe. "

    Over 6 months ago I did a full review of what you needed fixed in the last disastrous PvP update you provided.
    We will see if you have learned NQ.
  24. Like
    Knight-Sevy reacted to Taelessael in DEVBLOG: PVP IN ATHENA - discussion thread   
    I'd suspect the pvp issue is less with disjointed stuff (nobody will much care if you go protoss and build the golden armada), and more that people are using disjointed element-needles with battle-ship-shields and interceptor-speed. In all likeliness, this patch will just make it worse, as now people will want to cut weight even more. If their vision for combat is to have epic-looking battle-ships slugging it out in big slow broadsides while swarms of smaller craft dogfight in the middle, then they will need to come up with a reason to have skin on a ship, a reason to not just fly a needle for cross-section tank, a reason to not have the biggest defensive element in the game on anything and everything smaller than a battleship that still has the build-volume to accommodate it, and a reason once they have all of that to mix in more resource efficient fighter-craft without negating battleships entirely (again).
     
    I suspect what we need isn't a quick change-the-numbers fix for pvp, but rather the inclusion of more complexity.
     
    -Solar-panels to generate power or radiators to dissipate waste-heat can take up a good bit of space on a ship's exterior, potentially requiring designs to simply include additional geometry/cross-section to allow for the needed greater surface area.
     
    -Power generation/storage equipment tends to be big, heavy, or both, and the added mass would help cut in to the acceleration of super-high-twr constructs.
     
    -If they changed voxel so that instead of affecting your CCS it affected your shield (more voxel toughens your shield, still with the falloff curve) then people would use some voxel if they wanted more defense. If they put the falloff at different points for different core sizes then they could manipulate how much mass was optimal for defense and thus encourage different core-sizes to mean actual different ship sizes.
     
    -Shield-modification elements (stuff that trades max hp for resistances for vent-time for vent-recovery-speed for e-war resistance) could add additional mass or space requirements that would slow and enlarge more defensively oriented ships.
     
    -Shields eating in to the the top speed of the ship they are attached to would make people chose between heavy defense and high speed.
     
    -E-war equipment, much like guns and armor, take up space and add mass.
     
     
    So essentially, they want people to pvp with a variety of ships that look like actual ships. The problem is that we are gamers, and if you give us a simple problem with one right answer, we are going to go for that one right answer. To fix it the pvp game needs to be more complex, to make sure there isn't just one right answer. The stasis-gun is a step in the right direction, and the speed-alterations are an extra variable to account for (albeit likely a poorly thought out one), but odds are quite high that we will need more.
  25. Like
    Knight-Sevy reacted to Koffye in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    -> Something i would add to the changes
    The max. size of a shield generator should be matching the actual core size.
    Shield Generator L on Dynamic Core L only Shield Generator M on Dynamic Core M only etc..  
     
     
     
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