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_Kiwi_

Alpha Tester
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Posts posted by _Kiwi_

  1. 3 hours ago, CoyoteNZ said:

     

    They should do away with the speed limit, move it up to the speed of light with extra power needed the closer you get naturally. Then how fast you travel between planets is how big a ship and fuel you have vs load etc. Much better than being afk watching Netflix for five hrs

    They already do this, bust just with the speed of light being 30000kph rather than 300000000m/s. If they did change the speed limit to the speed of light, you could cross the distance between alioth and madis in about 0.1 seconds.

  2. 10 hours ago, CoyoteNZ said:

    It would be nice to be able to enhance elements, rather than just stacking dozens of them. As for database, what would take up more, a ship with one hundred stacked wings, or a ship with four or six wings which have had a lot of work done on them to make them preform the same as the 100. 

    Sure, you are right, 100 elements would take up more data than a few of the other elements. One normal element should take about 14 or 15 bytes and an enhanced one would take about 20 bytes if you assume 5 new characteristics with less than 255 different values. But one assumption you make is wrong. People won’t jus use ships with less engines, but rather they will make more powerful ships with a similar number of engines as before. People will always want make things easier on themselves, so making things easier will just make them push the boundaries of easy

  3. The issue with doing something like that is that it will be nearly impossible to implement with the markets, as you now have thousands of different types of items in the place of one, so it becomes super complex, and placing elements will become a hassle as you have to go into your inventory each time you place a slightly different element. It would also add a lot more memory usage, as you now would have to either have an huge item index that would take a while to run or a lot more memory per element. It would be very expensive to try implement this, and adding stuff for the developers is probably not the best idea at the moment 

  4. 19 hours ago, CoyoteNZ said:

     

    1. It is two simple. Make it more complex, especially for higher tier stuff. Industry guys really like to get into the nuts and bolts of getting things going and optimised, and this current system is just two simple

    That is definitely true, as an industry guy I agree. To make things complex (and therefore fun) I have to try push myself by making a massive factory to the extent that transfer units become too slow. 
     

    one way I think they could add complexity easily is to make it where items that are tiered like engines require the element from the lower teir to construct. While not perfect, it would definitely up the challenge a bit and make sure that the lower tiers are not obsolete 

  5. who said that setting up a mining unit would be no work? I fully expect that the mining units will be in PVP areas only, and so they will become the things that people fight over on the surface looking for the best locations to set them up. Therefore it will be hard work to find, hold, and maintain the richest areas for mining units, even more so when power management comes out and some locations no longer are profitable to mine in.

  6. The main problem with DU at the moment imo is a lack of other gameplay loops other than just mining. So I have a few suggestions for things that should be added

     

    Exploration Sites

     

    Exploration sites would be locations scattered around space (mainly around planetary bodies) that you would have to scan down with a minigame. to do this you would fit a "probe Launcher" to your ship and you would be able to spot signatures up to 20 SU away from you to scan down, and once you do you get the location of the entrance to the site. once you reach the entrance, you are no longer able to be detected on radar so if people want to come kill you they have to scan down the site as well. In the site there would be locked containers floating in space left behind by whoever left the monoliths behind (to keep with the lore), which you would also have to unlock with a different minigame. The loot from these crates would have to be valuable and new, which leads to the next new gameplay loop.

     

    Limited Run Schematics

     

    All schematics other than T1 should become limited run schematics and not be sold on the market. This would mean that industry would become actual gameplay, as you would have to replenish the schematics in your machines whenever they run out, either by manually adding schematics to the schematic banks or from containers that the machines could draw from whenever they run out of runs on the current ones. The way to get these schematics would be to either find them in exploration sites, or through invention. For invention, you would get a schematic of the previous tier and put it in an "invention machine", select the desired output for schematics with multiple possible upgrades, and hit run. These invention runs would not have a 100% chance of success, and whether or not it succeeds it would consume the schematic it was given. Invention run success chances could be improved with special parts from exploration sites, and for T3+ invention you could add an extra item from exploration sites that would be necessary to attempt the run.

     

     

    Feel free to critique this any way you want :)

  7. On 1/14/2021 at 3:25 PM, Daphne Jones said:

    Q1: I really doubt open PVP combat will ever work in a game with a creative component.

     

    Q2: I do think the risk of high stakes combat interferes with creativity... you really can't design and build far off the combat meta if you're likely to have to fight. So building isn't much fun any more. That would be less of an issue on a PVE server.

     

    Have you ever heard of 2b2t? That seems to have a lot of creativity for a server with no safe space and easier pvp than DU. That is not what I want for DU, but saying that pvp will not work in a creative environment does not fit with reality 

  8. It was likely an exploit that they used, and you are not meant to disclose exploits on the forums, which is why they threatened you. However, as you were not the one that used it, I’m not sure how you would get in trouble for showing a video of a ship disappearing, and I hope Hyperion gets in big trouble for this

  9. A solution could be that if a construct locks you with its radar, you can target it back regardless of distance, and could continue to be targeted for another 20 sec after the ship unlocks (to prevent people taking shots and instantly unlocking to avoid return fire). This would mean that the xs core ships would no longer be able to stay at 100km and be perfectly safe from any return fire, but would also keep the lower target range when they are not in PvP 

  10. 1 hour ago, FredyKyong said:

    When it will be like in Eve Online, I think we can watch dropping subscriptions and players in DU also very quick.

     

    In such a cool game (or any other new games out there) I somehow expect something new and not copy cat devs that copy pve/pvp from other game styles.

    Ganking and griefing? Good bye new game!

     

    Civilization building/ Story building/ Trade and Constructions-> stick with that!! This is so cool. Give PvP freaks a planet to shoot each other. I dont mind when I do not see them.

     

     

    There is no story if you don’t have PVP. PVP is what makes a game interesting and dynamic, it doesn’t destroy it. PVP allows players to compete against something that is always going to be smarter than an AI that the devs code into an npc, which will let the game always be changing and interesting 

  11. The system isn’t pay to win. You cannot play without a subscription, which is what the dacs are. Having a large amount of money can’t win you the game. You still need to have skills, which you cannot buy, and a single player is unlikely to be able to make much difference even in an expensive ship without friends to back them. The subscription model makes it easier for players to join, because if you can’t affford the game you can play for free by making enough money in game

  12. Hi

     

    the server is reasonably stable, with some glitches, especially after an update. This is to be expected because the server is not what they will have on release or beta, so I expect it to improve. The game can cope with lots of people and moving constructs in one place, which has been demonstrated in a video, and also in multiple community run events in game 

     

     

    making a new organization is definitely viable, as the game has not even started yet. I do not expect many of the orgs to survive release, so there is still time to start one. 

     

    As the game is under nda, I can’t discuss the bugs.

     

    as for what pack to get, it all comes down to how much you want to spend. We haven’t gotten to the stage yet where we actually get anything in one of the packs aside from access to the game, so we don’t know how good any of the items really are

     

  13. Automated turrets would be nice, but the will not be necessary. NQ has already stated that they will have a protection shield that will only be able to be attacked during certain time zones. This will negate the need to defend you base from other players constantly, because you can set RDMS so that only players you know will be able to edit you construct or territories. I dosent matter that it costs a lot, because that is the price of safety. Until you can afford one of those shields, you can stay in the ark safe zone to protect your stuff

  14. NQ would have to continually design better guns to implement this feature if you want it to go on forever. It would be possible to just have it at the start of the game to slow down pvp, which I think would be a good idea, but it would eventually be where everyone had the highest tech weapons, after which the feature would be useless

     

    they could make it where the blueprints only do finite guns, which would make it even slower to get to the saturation point

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