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MOUGCZ

Alpha Tester
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  1. Like
    MOUGCZ reacted to CptLoRes in NEW SCHEMATICS - Discussion Thread   
    Regardless of server load/balancing issues being uses as an excuse for changes, the main problem still remains.
    There is hardly any fun way to make quanta in this game. Everything is a chore. Mining is a chore, missions is a chore, industry has been turned into a chore.. and so on. So unlike when grinding in other MMO's, there is no sense of achievement or progression. Just mindless tedium repeating the same tasks over and over. And that is just bad game design, no matter how you look at it.
  2. Like
    MOUGCZ reacted to Guiscard in NEW SCHEMATICS - Discussion Thread   
    Hello all, first time posting here. I have been playing DU for several years now, I weathered through the first industry changes when schematics were first introduced and despite the outcry then, the game survived. This new change however is very different. If the aim is to try to limit the use of industry to reduce server lag by making the cost of inputs so horribly expensive (time, price) that it becomes unviable, then this would not seem to be a good solution because it comes at the sacrifice of the fun factor. DU is game after all which is supposed to be fun. Nevertheless it would appear that without limiting the number of industry machines, server loads when the game is fully released won't be able to cope.
    Perhaps there is another way to limit the number of industry machines? Mega factories have 1000s of machine units. The play style of most players is to seek independance and self sufficiency by scaling up production until it runs itself. Instead of scaling up by adding more machinery units however, what if an existing machine could be upgraded to become the equivalent of two machines or more, and so on. Instead of ten refineries making one type of T1 pure, one refinery could be "upgraded" along a progression path such that it can produce multiple items with selectable outputs with the productivity of multiple machines. Not only would setting up factories be easier for both new players and veterans, but much of the tedium of maintaining a factory is reduced giving players more time for the fun part, actually flying ships in space and interacting more with the space environment. This approach would reduce the number of machine units that a scaled up factory required by potentially 100-fold but would still require the same amount of resources and development as traditional factories.
    Such a machinery upgrade system can then be fine tuned and give players something to work towards without arbitrarily having to introduce factors to artificially limit production.
    Is this something that the developers could consider as an alternate approach please? Thanks for reading if you got this far.
  3. Like
    MOUGCZ reacted to CptLoRes in NEW SCHEMATICS - Discussion Thread   
    I completely agree, but the game equivalent of this would be to give players more freedom then traditionally allowed to be creative and make a MMO that would probable be a bit messy and maybe even "unfair" at times.
     
    And this is what pre-test/alpha should have been all about (and what I initially expected based on the Kickstarter), with NQ churning out all kinds of tools and functionality, and letting the test players (who at this stage expected there to be bugs and many, many problems) loose on them to see what happens.. and then once the chaos settled down (by actually listening to feedback) you would put a beta stamp on it and refine into release.
     
    But we all know they never ever came close to something like this, and instead tried to tightly control the game loops from day one.. despite seemingly not even knowing how the final game should look.
  4. Like
    MOUGCZ reacted to CptLoRes in NEW SCHEMATICS - Discussion Thread   
    ..and again it is because according to NQ's original premise it was never their job to design a market and a functional economy.
    All they had to do was to give us barter functionality and the elements/LUA api needed to run and maintain a market our self.
     
    But something happened just after the Kickstarter campaign completed, and it was like all the fundamental ideas for DU was just suddenly thrown out the window.
     
     
     
  5. Like
    MOUGCZ reacted to CptLoRes in NEW SCHEMATICS - Discussion Thread   
    With regard to the alpha/beta/release state of the game, I keep coming back to questioning where did all those dev hours go?
     
    Despite what some people think, NQ cannot really be classified as a indie company when they have two office locations (Paris & Montreal in Canada) and had about 150 employees at one time (currently 76 employees according to linkedin). Meaning that regardless of how big a budget NQ may, or may not have there should have been lots of people working on the game for all those years.
     
    So what features did the 6+ (8+ depending on how you count) years of development with that many employees go into? Even now all we have are like maybe 2 of the 6 pillars functioning, and the whole game is just layers of "early test with lots of bugs. But don't worry guys, we will improve it later" functions and no real game design.
     
    I mean.. The game is supposed to be a community driven MMO, and it doesn't even have proper social/chat/voice/message functionality and a UI from early 2000.
  6. Like
    MOUGCZ got a reaction from CptLoRes in NEW SCHEMATICS - Discussion Thread   
    最重要的是,我们为什么要在工业上花这么多时间。
    玩家应该有更多的方式来消费他们的产品(例如,更多的战斗,npc,boss,任务系统),
    而不是限制生产力。
  7. Like
    MOUGCZ got a reaction from Aaron Cain in NEW SCHEMATICS - Discussion Thread   
    最重要的是,我们为什么要在工业上花这么多时间。
    玩家应该有更多的方式来消费他们的产品(例如,更多的战斗,npc,boss,任务系统),
    而不是限制生产力。
  8. Like
    MOUGCZ got a reaction from Koffye in NEW SCHEMATICS - Discussion Thread   
    最重要的是,我们为什么要在工业上花这么多时间。
    玩家应该有更多的方式来消费他们的产品(例如,更多的战斗,npc,boss,任务系统),
    而不是限制生产力。
  9. Like
    MOUGCZ got a reaction from Zarcata in NEW SCHEMATICS - Discussion Thread   
    最重要的是,我们为什么要在工业上花这么多时间。
    玩家应该有更多的方式来消费他们的产品(例如,更多的战斗,npc,boss,任务系统),
    而不是限制生产力。
  10. Like
    MOUGCZ got a reaction from Kurosawa in NEW SCHEMATICS - Discussion Thread   
    最重要的是,我们为什么要在工业上花这么多时间。
    玩家应该有更多的方式来消费他们的产品(例如,更多的战斗,npc,boss,任务系统),
    而不是限制生产力。
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