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Novean-32184

Alpha Tester
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Everything posted by Novean-32184

  1. Actually, the initial tutorial idea I thought was great but at the time NQ did not have the experience and/or knowledge to fix the massive issues they had with each player coming in entering an instanced tutorial. The tutorial allowed you to build a simple hover and then a space capable small construct. You would then leave the instance with your construct and re-enter the "real" game world. It could have easily been expanded and have blueprints and a pocket ship added to "bring back". The core idea was good though and frankly, with their current knowledge and tools in game, NQ could make it work just fine and expand on it, which I do think was the idea as I think this is what became the VR mode. But under pressure by now financially, for "beta" they choose to stick with their "temporary" idea of districts and then markets instead of going back to a good idea and implement it now that they had the understanding of how to do it.
  2. This is probably not far off. JC envisioned DU to literally be box with sand and _everything_ in it was to be done by players. In the "design" as it went to alpha, there was an ark ship location which led to a tutorial location and from there you had .. nothing.. and the players were to do it all. Players were supposed to organise, be the ones to build markets, and so were given the option to "do everything" in an org structure and work towards that. Orgs create wealth and from it create marketplaces where they sell their output, competing with each other. And from that competition other things can organically evolve, including conflict. That was the idea of the game's main design and to be honest that sounds not terrible to me. (and in broad strokes, pretty much describes EVE, which is the big inspiration for DU). The player markets never happened though, that is now all controlled by NQ. The rest of the game is still in a mode which really drives orgs to become self-sufficient entities and they do not need the markets at all in either direction. And NQ just keeps trying to make this a player problem while it really is a core design problem of the game which they just refuse (or are incapable) to see, regardless of how clearly it is being pointed out to them.
  3. Fuel or energy management will "control" the mechanic. It will be what allows the mechanic to work. It really is not that difficult to implement but as it is a control/management system, it really needs to be in early and at the core of the code so it can reach everything en vice versa. NQ never bothered to implement it and at this time if they did it would at best be a bolt on. There is a few good posts on the forums which show how a proper system could work like THIS one. It shows a mechanic which is at the core of the code and so can control (or be made to control) what you can do on a core. When everything on a core needs to "report" into this and report what power is needed, you can teak numbers to manage what can be done on a core and what needs additional resources. you could add batteries for instance which wil then make more energy available and you can add generators to burn fuel and allow energy to be replenished. And in that way, you effectively give players a way to manage their needs while you still maintain a way to control how that will work and what cap (if any) is set for that. None of this exists in DU and at this point there really is no way (outside of a complete rewrite of core code) to add and whichever way you do, it will massively disrupt the game. NQ has had their chance and has been given good ideas and feedback on this, but they choose to ignore it all.
  4. There is a few differences between that and this. I expect that NQ already has the change done and is just waiting for the scheduled patch to bring it to live. They also do not have time to make any changes anymore as we are very close to release. So while I can see the need for a change and I read some good examples of alternatives which are vastly better than this option, such as THIS or THIS .. But the problem here is that NQ probably only has two choices, either push the change they now have and risk it for the Biscuit OR leave the existing system in place. And while the existing system is the lesser of two bad implementations IMO, I fear NQ will just shove in the changes regardless and hope for the best.
  5. Are you sure about that? While yes, NQ sold us that idea initially but we know how many o fthe things NQ sold us ended up. At this time, unless NQ comes out and reaffirms this, I have no reason to expect this to happen.. at al.. For now, DAC is antirely an out of game item and indication so far actually support the idea that this will remain that way.. It may be good to not present what you think will be the case as fact incase you may well need to eat those words.
  6. And you miss the point.. As NQ discussed this openly, it is not under NDA at all.
  7. NQ also sold the game as NOT a combat PVP centric game and combat being a means to en end and not a goal in the game. The aggressive and hostile attitude from many in the "combat PVP" community within the NQ community, with comments like "Wait until the safezones are gone, we wil lcome and trample all over your precious sandcastles" when addressing buildiers and designers, led to NQ changing their position on the safe zones and create the massive central one aroudn Alioth, Madis and Thades. Too many creatives and builders felt that without this precaution, they woudl not be able to do their "thing" and so NQ stepped in. At the time NQ said that AvA was the easier of the two and so they were going for CvC first. Obviously that was not exactly the truth and soon enough AvA got pushed out past "release" as one of the frst main mechanics to meet that fate. By now both AvA and Territory Warfare are all but a distant memory. There is no indication at all whether NQ will still bring both and/or when. The choice to go for CvC first was very publically announced so all of that is not under NDA at all. In fact, NQ mostly just bypassed NDA and talked openly about these things.
  8. This is certainly true and on top of that these servers offer actual gameplay and interaction with others..
  9. It's more a matter of "whatever.." We know well enough by now that feedback is ignored and NQ will just push this through the way they want it to be anyway. No amount of fair and valid arguments will make them change their mind, only once their implementation bombs and starts having a negative effect like we predict will NQ possibly act. Problem here i sthat it will be too late as they will have release the game by then and the damage will be done. ANd the concern is that it appears that the people thinking up this stuff seem blissfully unaware or ignrant of the difference between doing this in a "beta" stage (even when it really is an alpha change) or "release". For NQ it's al lthe same .. The fact we're nearly at 8 pages in this discussion an not a singel response form NQ to any of this kind of tells you they really do not care about the feedback at all.
  10. Taking the amount of subscriptions NQ wil need to remain viable, 1% will be a lot of money not flowing into the pocket of the payment processor Sure, from a consumer perspective, that is true. If you take the known controversy and issues about them and their customers into account, they ae not exactly a nice company to work with. I believe you are trying to stigmatize those you do not agree with as this is complete nonsense. There is penty of verified and acciurate incident involving XSOLLA to prefer to not deal with them.
  11. I can see this getting introduced around the same time NQ finally announces the wipe and so they will not have to bother with refunding. I'm very much in the camp that expects to see DU being "released" within the next 6-10 weeks. As NQ will start charging DAC, I think it makes sens to expect a 1st of the months start and from that either 1st September (2 years after beta) or 1st October (5 years after pre alpha) would make sense. Pretty sure we'll get 1-2 weeks "head start" for backers and NQ should really take the oppoertunity to get beta key holders to buy subs by offereing them the head start as well if they do. So that puts the wipe 4-9 weeks from now.
  12. While I heard Deckard say that in the Q&A, I expect he for a moment spoke before thinking. Through Barter sure, I can see that. But unless NQ adds ANY possible variation of a copied schematic item to what can be sold on markets, that will just not be possible. You can't sell or buy BPC on the market in EVE for the same reason. What he said simple does not make practical sense, much like the time he said that territory scans would persist through the changes to MU.
  13. While I changed my earlier post on this there is an important thing I left out.. If you produce Warpcells "EVE style", you buy "Advanced Quantum Alignment Unit" and "Advanced Antimatter Cores" from another player through the market or a contract, to then add those to a machine that has the "Warp Cell" schematic inserted. You do not start with the raw materials at all, you do not run a complete production chain, and in that context the "X runs" schematics works perfectly fine. NQ did not design Industry in DU that way though, it's more Factorio/Satisfactory, and so actually drives building complete chains from raw materials to end-product instead. And that is why the changes now proposed will not work in this context. At the same time the above actually shows why the economy in DU does not work, it has nothing to do with players not wanting to use it, it is because the design of the game is such that it actually drives being independent from markets entirely, and that is valid for orgs especially. In EVE, players interacting, be it through markets or through contracting and even when doing so withing a company or alliance, is at the very core of how different mechanics are designed. It is far more efficient to buy sub-components from people who have specialized in these that trying to do it all. And no, I am not saying NQ needs to turn DU into EVE here, I am saying NQ needs to stop trying to make DU do things in a way they did not design the core of the game to work. And these schematic changes are very much an attempt to do just that.
  14. NQ is basically lifting part of a mechanic from EVE again but fails to understand it and so fails to implement the bigger picture. As this is designed in EVE, players do not produce for a finished construct/ships, they set up industry to specialize in certain elements and bring those to market. Translated to DU, when you bring adjustors to market, the output levels will be significantly higher than when you create expensive containers, and we're talking probably triple digit percentage differences here, so the cost for the schematic is effectively much lower per unit produced. At 5000 quanta, a container schematic should build 10, while an adjustor builds 10,000. In that concept, the changes would make sense, except that in DU, Industry is designed more like Factorio or Satisfactory where one industry chain starts with raw resources and produces all the intermediate items to output and end product/element In the end, I really feel NQ does not understand the impact the change will have because they do not actually understand their own design for the mechanic and have not looked into how the actual process plays into the entire gameplay loop. And everything we are seeing tells us that this is already done and scheduled to be patched soon, all the feedback in he world is irrelevant as they are about to repeat the 0.23 mistake again. Also, by removing schematics from markets, NQ is removing an opportunity for trade as players can no longer go and buy schematics from remote planets and offer them for sale on Alioth. Once again NQ is pulling an activity and turning it into a UI interaction only. It all feels like NQ is really trying to remove any actual activity or interaction with the world itself for some reason and keep it all in the UI.
  15. While I can see your argument, I also feel you are missing the point. It's not about "another ingredient". But let's, for argument's sake, go with that for amoment. If I need Pure Iron in the recipe and it runs out: Open the input container Drop more Pure Iron in Close container If the runs on the schematic run out: Open the industry element interface Click "Stop" Click the "Schemtic Bank" tab Drag the new schematic to the element Click the "Schemtic Selection" tab Select the relevant item to make Click the "Production" tab Click "Start" Close the interface This whole thing is, yet again, NQ not doing any actual analysis of the process they are changing and how their changes will affect the user experience. It is coding devs doing what a game designers and/or UI/UX designer should be doing under control of a project manager who gets the final call on whether it all makes sense and should question anything that doesn not. The lack of a proper vetting process is possibly the biggest issue NQ has in how they operate. And I say that because if an actual project manager wuodl be involved here, this would not even have passed the design stage, becaus ethe procerss is not working. I get what NQ is trying to do and can see why they are, but the way they go abaout it (ance again) just makes things worse and not better. ANd I'm sorry to say, but a common factor in all these mistakes is starting to emerge. Not laying blame there though, but I am laying blame with whomever is not managing this properly.
  16. Here copmes 0.23 part two .. and the proof that NQ simply will not bother to learn from past mistakes. As expected, NQ is totally ignoring the feedback they already have and will just shove this change down everyone's throat untested and shortly before/at release. What could possibly go wrong /s Putting aside that the "refunding" answer is bogus for two reasons: A wipe will happen, removing schematics in game anyway. Just in case no wipe occurs this pretty much says that those who benefitted from the massive exploit where all schematics were available at a 99% discount for some time will benefit massively as NQ never removed those schematics for the game at the time, so if they were not sold or RMT'd already players will not get the full value back in quanta. I agree that the indications of both duration for copying and cost are such that you can't produce enough in a timely fashion and/or market prices will go through the roof as this will force prices to go up. And how does NQ see copied blueprints with a vaariation of runs being sold on markets? that just makes no sense. NQ has every intention to just push this and test this on live servers either at or post release, which is just a terrible, terrible idea. The fact that NQ seems to think they can just keep going in their distorted reality of "it's fine to keep this going, release is just a label". Is appears the attitude and considerations that caused JC to drive the game nearly off a cliff is still very much alive at NQ. You simply CAN'T expect to be able to test potentially damaging changes like this in s LIVE SERVICE port release. Oh and the UI they "created" for this is just.. terrible.. This is just an overall bad idea, how can anyone at NQ really think this is a good plan and why is there no one at NQ with any sense of "but wait a moment." Deeply, deeply concerning...
  17. A good few of the backers did ask the tough questions about this back in April 2020 when JC dropped the bomb that NQ was ending closed development at what we all knew was still very much a game in alpha and just stuck a "beta" label on it. Two years later, the game is still effectively in alpha and NQ is about to call it a release.
  18. iirc XSOLLA has ties with some of the investors for NQ.. hence the inclusion of XSOLLA is very possibly part of the investment. I'd agree that XSOLLA is one company I'd stay away from as far as possible for a number of reasons. So yeah.. just buy gametime from Markeedragon and you get the added advantage of not having a sub so just add time as you want/need (or not)..
  19. NQ said they's expect to havethe game doe in 2018, then 2020, thwn 2021, then 2022 NQ has not been "gathering mony since 6 years, they have had funding of about 24Million between 2014 when the company was foudned and 2019 when the last investor round was paid. The 2.5 million they got from Kickstarter was spent the moment they received that money. DU has effectively been in devlopment for coming up on 8 years now and is barely able to hold an Alpha stage label. Not saying that in itself that is a bad thing for a cmplex game like this, but what for me is not great is a dev pretending they are ready for release of a game in this state.
  20. Which is why there is no way around a wipe at this point. Unless NQ wipes, those with wadss of cash will not see much impact from this at all as they can just copensate by throuwing money at it and just keep going. You simple can't make sweeping and disruptive changes like this without a wipe and NQ will find out the hard way that this will hold true with some of the chenges they plan to push post "release" as well. Not that I expect anyone with an objective perspective on this would expect to not see a wipe.
  21. This is a MMO, there is no "endgame" in a MMO. DU is not about conflict, combat and "cause to fight for" are not goals to achieve. A reason to fight should grow into the world organically, as players settle and move around. You are basically setting up/describing a thempark style game where you start at X and are expected to end up doing Y to achieve Z
  22. No, I agree with "others" and do not share your opinion on this ..
  23. We're here well into page 5 of fthe discussion, with so much being said, suggested, asked and wondered.. Guess what/who is entirely missing .. Will any of it stick/land/be taken on board/reconsidered/adjusted? No one knows and all we have is past experience which tells us probably not.
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