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EasternGamer

Alpha Tester
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Everything posted by EasternGamer

  1. I believe that is intended. Luminescent materials don't light up areas in real life, as far as I can tell. Use lights instead.
  2. Unfortunately, that is just the natural cycle of anything involving a feature. Unless you want the devs to spend even more time to update, live with it. Did you see how many bugs they fixed with this patch? (Rhetorical question) And, just a heads up, you can't just "release the bug fixes" on an older version. It doesn't work like that. Things are too interconnected with the newer version. It would take far more dev time to just try merge that sort of thing.
  3. The game just got an update. Maybe consider joining a largish org and playing with the new update. The graphics improved *slightly* (no idea how they consider upgrading from 2009 graphics to 2011 graphics an improvement) but it got better. Not gonna say much about the other things, lol. Your post is just a pointless rant for the most part.
  4. Not gonna even try and look up any of those words. xD Seriously though, if the game allowed it, it could have organizations set up salaries, now that org wallets will be a thing, so that it's less communist for those solo players. Anyways, solo play can still be a thing. I develop stuff solo and then "sell it" to the org. But since I don't care about money in the slightest, I keep ownership and just provide my services for free when they need it.
  5. I personally saw him at the station, possibly while he was doing it, there was no way he could hide it. In case anyone was wondering, I only popped in at random, I logged off like 2 mins later, but noticed him and his alt were there. Then half an hour to an hour later, a member noticed the ownership of military ships was different.
  6. That is very, very different situation. That is an automated system, this is an employee, supposedly, leaving NQ. Very, very different.
  7. I don't think they've completely abandoned anything. If you click through a few of the staff here, most of the ones that actually check the forum, have come on the forum. A few developers and even NQ-Naunet, who supposedly left, has come online with their accounts in the last day (with NQ-Naunet being only 5 hours ago), as of the time of writing. I could be mistaken, but an ex-employee shouldn't have access to an account with moderation permissions. Most of the staff accounts haven't been in use for a lot longer than just recently, probably because they never used it. My sense here is that, internally, I don't think much has changed. I could be wrong though.
  8. Perfectly said. I'd like to add that basic items up to M should be available, but items above that and the other qualities should be found by other players and sold on the market.
  9. I think the overall experience is the problem. As you've said, there are many reasons, not just one or two. Eventually these reasons make one or two people leave, then another wave of five leave because those one or two left (and they also about had it with the multiple problems they faced), eventually it just cascades into droves of people leaving... I personally don't see myself quitting the game outright. And, so long as they don't shut the game down, I'll even pay for a subscription after beta is over, most likely. I can just mine bitcoin for 2 days on my PC and afford the subscription, lol. If anyone was wondering, I'm a designer in the game. I do design work for interiors. That's what I primarily do, so my views on this are purely from that standpoint. I don't mine much, if at all, because I don't need to. Most of the resources I need are either with me already or provided since I'm apart of an org and the only dedicated interior designer.
  10. Not sure if it was stated elsewhere, but to commence territory warfare, you might need to declare war. After that, a timer(one, two or more days long) will count down so people should have time to prepare to defend the territory.
  11. Honestly, the whole idea of the game running on separate clients is a brilliant one, that means less investment into server tech to compute everything and thus reducing operation costs and increasing scalability. However, they need to find a way to supplement it for people who don't have high-end hardware to run the game then.
  12. They could design a completely dynamic system for NPCs, so only about 10 or so headless clients would run at the same time. The main server would track all the virtualized objects of the ships, just points moving through space, until it it get's really close (2.15 SU away) and loads a headless client to take control of the ship and the guns, it will be like what an EVE Player has, simply orbit, lock, shoot, no need for anything complex like image recognition. They could run away when too much gets damaged, but if you took out their warp drive before then, they would just fight to the death. The cores could be placed further from the middle as well so that the ship isn't a complete wreck at the end. But, if it manages to get away and you're close to it, you might be able to tell the direction they warped in because they changed their velocity vector to that direction prior to warping. You then go searching in that direction for the FOB. This could be a reason to send scouting parties, btw. The moment it warps, the ship gets unloaded and the headless client get's unassigned.
  13. ?Mwahaha, this was the plan all along. Headless clients sound like a good idea, but who would run them? I think if they're lightweight enough you could run like 10 at the same time on a single computer, though I have no idea, honestly.
  14. Oh! I get what you mean now. You're saying every PVE ship would require a client to run it?
  15. I'm an amateur programmer, I'd like to say I'm pretty good at it as well; I've developed multiple Discord bots, most of which were for custom purposes, and the one I did make public has a lot of servers using it. For the most part, my initial work was buggy and poorly done, then I rewrote it with one framework in mind. Even then, there are some bugs, but nothing a lot of experimentation couldn't find a way to solve. But, almost everything is bug-free. Almost all the "issues" people come onto the support Discord for are actually them not understanding the issue. The point is, from my amateur perspective, I commented without thinking about that. When you have multiple people coding the same project, their conventions and how they laid out the framework for what they did won't necessarily be the same as what you're familiar with working in. I see where you're coming from, so NQ should get around to doing those fixes that are once off and common. And I hope the patch coming up addresses a few of those. They normally do a massive bug-fix thing every major patch, so I hope they do the same this time round as well.
  16. That Dual Universe 2.0 kickstarter campaign would be interesting. I might put some money to it. I'm sure if it came down to it, they could lay-off half of the team, that probably isn't doing more than 10 lines of code a week, and the pace wouldn't change much. But that's an assumption. I have no idea how the company works internally, how many programmers are doing anything on any particular day. I'm sure if they want to keep their jobs, they have to do something, but, if I was a developer there, I would be investigating and fixing this bugs the whole time if I could help it. The less bugs, the easier it is to add more complex features. Particularly, I've been burned by those crash-type bugs. Man, I've had full bluescreens. I have no idea why Dual Universe ends up being the only game to every crash my PC like that. But that was only on planets when I decided to fly around at higher speeds, probably something about voxels being unloaded and loaded into memory too fast or something. I don't know their budget, but I hope it's not as dire as people believe it to be. It would be great if they pulled in enough money to see this game through beta, to release and beyond even.
  17. Has the NDA marker effectively void or does it still apply? This was like 2 years ago, their priorities and thoughts probably changed a bit. Right now, my org mates agree, PVP fights and wars don't have a purpose, other than burning resources in voxel and broken advanced/rare elements. This would hopefully change in the future. With PVE, the goal in mind is provide a good reason you're burning resources. If you happen to locate the HQ, for example, a massive raiding party would be required to combat the ships there, but at the same time you have a giant station you didn't blow to bits left with resources, so you get a netgain. Even with FOBs, you will gain. Now that I think about it, how would the ownership of the HQ or FOB go if it was not destroyed in the fight? Would it be to the first person to destroy the core and reclaim it? I think this might be the part where avatar vs avatar becomes a necessity. If raiding rules are made beforehand, you would need a way to enforce it. Like, if for example you say that X party will only have the wrecked ships, where party Y get's the resources stored in the containers on the station and party Z would get the voxel and elements of the station, you will need a way to enforce.
  18. Pretty grim, and accurate view. Yes, I want it implemented in the roadmap, whenever that may be. Maybe the next year or maybe the year after that. Another grind? Sure, better than mining to me, rather spend 100 hours doing this than mining 100 hours, even if the reward was half or even a quarter of what mining does.
  19. I am not one of those people, for the record. Also, that kind of solo player will never happen here. Think about it, in the current state, the game has you with 6 guns solo. You could maybe deal with 2 pirate ships solo if you have your tactics worked out, but not the FOB because there would just be too many ships defending it, unless you get it really early somehow. A solo player would be able to ambush a single patrol ship, basically or maybe come in when both sides are weakened and score a kill. The post was made purely from my personal experience, so far in the org I'm apart of no one is hiring us to protect them. I was more speaking of what wasn't already on the roadmap to be added. I couldn't find a post from NQ, though I didn't really look either. Yeah, that was my mistake really... I meant PVPVE. PVE where PVP can happen at any time.
  20. For instance, more peaceful organizations, which I feel the majority are at the moment, will have a need to protect their shipments, even when they avoid the pipes. I sort of outlined this in the original post. Personally, I couldn't think of what you could add at the moment that would promote PVP. So I suggested a whole aspect that hasn't even been made yet in the game, PVE. There are PVE players who just are just forced doing PVP until such a thing happens. I'll be frank, I'm more of a PVE player. I don't go out and shoot people often, and when I do I'm with an org with 8~ other people in the seat of the ship I fly. I think it would be great for solo players to have an "in" for some form of combat. I play EVE as a solo player doing purely PVE because I can't compete in the PVP space, personally speaking. (I haven't played EVE for a while) I can't help but think that, in the current state, PVE could be great, if done right. (Though, I feel like PVE is still at least a year or more away in the current state of the game)
  21. There's nothing safe about it. BOO can drop in at any moment and do a cleanup on what NPC pirates already did. For instance, if a fleet is dispatched to take out a FOB, BOO could come in mid-fight because some intel was leaked to them about the position.
  22. Not sure if it's that simple. If they didn't start off right with a centralized system, for whatever reason, then it would require changing in multiple places. But yeah, I agree, things that simple should be changed regardless of if they were poorly implemented to begin with. I'm also not siding with NQ at all on why simple fixes haven't been made yet. They should literally have 3 or more people going at it on that mega-thread I saw, the game would definitely become better. A agree with these last two points, but the first might be a requirement for the sake of simplicity. Right, they shouldn't be too easy to exploit, but they should be a way to exploit them through tactics and planning. However, one thing I know about AI is that they aren't human beings. They need things like the real-time position of a ship to know where to go. They don't "see" a ship. They see data. They see the ship's data says it has 10 cannons on it, is an L core, is at position X, moving to position Y. If you wanted to balance this however, you could just say that it is old data, like from the 30 seconds. As for guns, you could just send an estimate, like between 8 to 12 guns. I'll quick-fire answer this to what I think. Of course, comment on anything you disagree with here. No Salvageable constructs Mid-level efficiency, or no efficiency at all just for simplicity sake. Destroyed ships should act like they are now. However, if the pirates manage to kill your ship, there will be a timer to say, if no ships close by, and 5 minutes have passed, despawn ships. Value of destroyed ship is turned into components/raw resources. Completely dynamic, just like how in Stellaris they will send a fleet in when they think they can crush you, but won't send their entire fleet away just for a single hauler with no guns. NPC ships shouldn't "spawn in", there should be a response delay to anything since they wouldn't have a warp beacon deployed there at random. They should have FOB, from which they are sent out to attack haulers. This will be in the PVP zone since no one would be able to afford random pirates ganking you while you're going from Alioth to Thades or something. Pirate NPCs should only spawn if there is a FOB in the area. You could even have them do randomized patrols around their FOB in a 10 SU radius, but only have them as virtual objects, not real clients. That's just something that would require mass-player testing to decide on. That kind of thing isn't really possible to program in advance. This shouldn't close any doors and this shouldn't affect events any more than a real pirate would. Pirates shouldn't instantly spawn, they should have a timer to determine how long it would take to get there from their FOB and only spawn in the moment that timer stops. So for the upcoming Star Wars event, the NPC pirates would have the same issue in getting there. Additionally, FOBs shouldn't deviate from high PVP areas that much so that empty space is still safe to an extent. I agree with joaocordeiro, they won't be OP and normal pirates will still have a place.
  23. The point of this post isn't really to say to NQ directly: Here add this feature. That never works. The idea is to have multiple people read this post and say "Oh, that's not a bad idea." So if the suggestion comes up again when NQ is able to do something about it, they might just go for it. People were saying the game lacked content over and over again, so I wanted to give my suggestion on what content they could add.
  24. So, let's have that academic discussion, is there anything you want to add to this? Suggestions, things you disagree with—not because just dismissing the entire idea—and maybe things I forgot to take into account, gameplay-wise?
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