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ManfredSideous

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Everything posted by ManfredSideous

  1. Yea was no hate friend I do not have the market cornered on best thinking. I was just participating in the discussion. Have a good day ?
  2. The tractor made the plow horse obsolete bro. Advancement does that.
  3. NQ have said there will be asteroids and new solar systems to bring in new ore. Your comment of the solo player having to join an org. Lets look at that word Organization ( to organize) hmm I wonder why they would have an advantage over a solo player ?
  4. Good changes (mostly). What is to stop me from making a small cross section L core with L weapons? Because I can see that being meta. IMHO core sizes need some built in invisible cross section to them that prevents the behavior I have described. NQ I am a 16+ year EVE veteran that played at the very edge of mechanics even personally forcing the developer to change there game due to my creations. Let me make something abundantly clear WE , I will abuse mechanics to the absolute degree if we think it will give us an advantage over our opponents because winning is more fun than losing. So when you make changes that effect PVP or the economy you really need to have a think on how players can and will abuse your changes. Because I promise you I and WE will. I am going to shift to L cores with small cross sections and L weapons and my ship will be more potent than an XS , S , M with the same cross section. IMHO larger core sizes need to some extent signature blooms baked into the core to combat the scenario I have presented. I will illustrate below. XS Core ship with 20 voxel wide front = 20 voxel wide cross section S core ship with 20 Voxel wide front = 25 voxel wide cross section (s core gives 25% bloom) M core ship with 20 Voxel wide front = 30 voxel wide cross section ( m core gives 50% bloom) L core ship with 20 Voxel wide front = 40 voxel wise cross section ( L core gives 100% bloom) So you can see from the example above baking this into the cores stops the abuse that I laid out we players will do. So the next argument will be "well why use a larger core" the answer is because they can hold more armor more container space for replacement elements and so on so you can stay in the fight longer. Also destroyed elements should be have some material that could be salvaged by players so people can have spoils of victory in pvp. I don't actually care about loot in PVP the experience is what I play for but I admit and understand that others see the loot as an integral part of the experience and reward for victory. So being able to somehow salvage some monetary value from a vanquished foes battle steed will go a long way in appeasing a good portion of your players. Next critique is destructible elements. For PVP this is an awesome change for non-pvp not so much. My suggestion is for non-pvp aka collision is that collision cannot break an element ( make it red) only damage it ( make it yellow). ITT several players have illustrated that due to bugs , things not loading or server / client issues desynch etc leads to ship crashes or collisions. So I would highly encourage you with a rethink on non-pvp element damage or you will have a large part of your customers gnashing teeth. In closing I just want to say that in a Sandbox MMO destruction is the seed of life. I can go on to ad nauseum of the hows and whys justifying and proving my point. However someone did a much job than me in a much better way. Let me introduce you to Jean-Baptiste Emmanuel Zorg from Zorg industries in the cult classic Fifth Element. Enjoy the clip! ♥ Manny
  5. So with no interdiction capabilities in the game I love the idea of a space harpoon. You fire it at a certain range ( think cone of fire like turrets) it connects with target. If the mass of the firing ship is higher than the target the target ship will be reeled in. If the target is heavier than the attacker the attacker will be reeled to target. For counter play the target player can cut the harpoon line through some mechanism. SAY IT WITH ME , SPACE HARPOON ARRRRRG MATEY PREPARE TO BE BOARDED WE CUM FOR YOUR BOOTY!
  6. Devs moved constructs away from markets just a couple days ago. It was so cluttered just 24 hours later that it was causing crashes. I cant go to a market because of it. Many others are in the same boat.
  7. The clutter of constructs at markets is horrible. I have slower internet speed and cannot get higher. Whenever I get close to a market I crash out. I have seen lots of people complain about this as well. The idea I have and deff not an original concept is: When you roll up on a market and land anywhere in a specific range you are invited to park your construct. By doing so it moves the construct into a garage or bay which would be an instance. Removing it from the main server . For those who do not park their construct after a short period of time the server moves it to an instance. Already in my short tenure I have seen devs have to move constructs to the ark to reduce load at markets. This does not seem sustainable. Having to load all these constructs anytime you need to go to the market ( an essential thing) is also not practical. I play EVE Online when you go to a station in EVE you dock in it and it removes the ship from the environment and reduces load on the node/server. We need something similar in DU. Discuss. ♥Manny
  8. Hi I am Manny and I have been lurking following development of this game for some time. I am a gaming vet and 13+ year vet of EVE Online. Google Manfred Sideous or search it on youtube Shoot you all soon =P
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