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Noddles

Alpha Tester
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Posts posted by Noddles

  1. Just now, CousinSal said:

     

    Or you know, everything should be in a pvp zone like other successful space games. EvE and Star Citizen.  SC if you mine, you can be shot.  In EvE if you mine you can be shot.  Funny how those games have such a strong backing, and one has been alive for decades.  Surely that cant have anything to do with it right?

    Eh, theyd literally never go for that. 

  2. Look the wipe would be the perfect time to change things up and introduce new mechanics. 

     

    First Id delete all but 1 of the outer planets and move the safe zones back to their original promised borders. 

     

    Second I'd bring in player markets and remove all the markets outside of the alioth safe zone. 

     

    Third I'd finally create and introduce energy systems to be the great balance that everything needs. 

     

    Also anyone who thought there wouldnt be a wipe post beta was kidding themselves. If youd been here since the alphas and knew all the exploits and bugs, you'd know a wipe was the only option. 

  3. I'd rejoin the game tomorrow if they delivered the game they promised when I joined at A2. 

     

    Player markets, safe zones limited to sanc moon and the sanc zone on alioth, and atmo pvp. Thats the bare minimum tbh. That ignores a lot of what I think would be really nice to have features or changes. 

  4. 6 hours ago, Mncdk1 said:

     

    Much of what you're mentioning here would fall into either "NPC" or "game mechanics" categories.

     

    Schematics: Who else should seed those to the players? As the system is now, if bots don't seed schematics on the market, people can't build/expand their factories at all.

    Land registry/remote disable: That's just game mechanics. You put down your TU and pay your taxes. It's just a game mechanic, it's not "bots". And if the game doesn't remotely disable machinery on tiles that run out of money, then who should do it in their place? Give the task to a player? So the player should get that mission from a bot? :D

     

    I could go on, but I'm sure you get the point.

     

    I do agree though, that players should have been given the ability to set up their own market terminals, so they could try to compete with the Aphelia markets.

    The reality is that a lot of these things shouldn't have ever been bot/npc driven actions after the first month. 

     

    Tile maintenance should've been capped by the amount you could protect as well as power. Tile taxes should have been a player system of taxing people to mine or build on your land. 

     

    T1 schematics should've never existed. T2+ schematics should've been created through a research process. 

     

    Player markets should have been the standard within the first few months after an initial amount of currency was generated. The rest of the money could them come from the standard UBI. Currency sinks could have been driven by market taxing and costs to be on sanctuary. 

     

     

  5. In any game where the player gets full design control over the ship, it will tend towards the most effective design for pvp. Since DU has no atmospheric combat there is no need to worry about aerodynamics. Therefore the box becomes the most effective shape. Idk of any change you could make where the most effective design is not voxel box with guns and shields, or a flying pile of elements. 

  6. The game was never meant to have this much safe zone content or be this playable by solos. There isn't much beyond T3 that you actually need outside of a pvp scenario. You're still capable of warp drives and cells. You can still make pretty good engines. The only element locked away from you are AGGs. 

     

    You can also join a small org. You don't have to play a top 10 org to have a good group experience. Heck you're probably going to have a better time than those of us tasked with keeping this big sprawling orgs together.

  7. On the brightside its good to see that NQ is being more realistic about what they can accomplish. 

     

    On the downside they have really pulled back on things that were coming "the next patch." Energy systems, which are critical to balancing, are nowhere to be seen. Atmo PvP and territory warfare are a distant memory. 

     

    I guess now we just wait and see. Positives and negatives here. 

  8. Alright we can lock this thread now. Not even close to talking about the game. 

     

    And ffs would it kill you to learn what the words youre saying actually mean. Marxism, communism, and socialism are all related, but separate philosophies. That and at their core they are all bottoms up and not top down. And one of them literally requires the dissolution of any central government to be considered complete. 

  9. 9 hours ago, Boaz77 said:

    But the original post is acceptable.  Got it.

    As insane as this thread was up to this point, everyone was being pretty chill about everything and discussing things in the context of DU. You decided to take it out of that context. 

     

    To reply to the whole topic: most orgs fall somewhere inbetween. I think the game should provide better tools to help orgs create more defined governing structures. 

     

    I would encourage you to learn more about leftist theories, but I doubt you want to comb through some 200 years of philosophy. There is more nuance than just "everyone is equal all of the time."

  10. 6 hours ago, Zarcata said:

    Is there a joint exchange with NQ somewhere here on the subject in the meantime or do we players only write with ourselves?

    There is not. I made this thread specifically because NQ made no discussion thread about these changes. You think having the leaders of 3 of the largest orgs post about the changes would get their attention, but it appears not.

  11. 5 hours ago, SirJohn85 said:

    Here's the core issue with the whole thing:

    If @Noddles runs an org and so do I and want to do a collaboration in form of an alliance or other community effort, we need to find someone that doesn't run an org to run the org for us.

     

    I understand that NQ wants to plan for the longer term and bring some order, what is presented can NOT be the solution.

    I think thats the underlying problem here. Were these changes needed for various reasons? Yes. But NQ provided 0 tools to recreate the structures we built using this system. The only way to create alliances or community projects now is to either bring in a random player or to use an alt. And NEEDING an alt to perform a basic game function should not be the answer.

  12. 18 hours ago, joaocordeiro said:

    I blame most of this game's feedback failure on pre alpha ppl and some alpha dudes. 

     

    And yes nq did hear you allot. 

    Surrogates were nerfed because pre alpha feedback. 

    T4 and T5 npc trading was removed because of your pre alpha feed back. 

    Tiers of industry and schematics were introduced because of pre alpha feedback. 

     

    Ill give you surrogates, but there was a middle ground between "a tourist button" and a teleporter that NQ basically ignored. 

     

    T4 and T5 trading was broken and everyone knows that. The mistake was letting it go to Beta with it still in place. 

     

    If you can go back through the alpha forums and find someone asking for something as harsh as schematics Id be suprised. Schematics were a choice entirely driven by JC/NQ. Pre-schematic beta was the best time to be an industrialist. 

     

     

    In general I don't blame the CMs because both Naerais and Naunet before her departure actually made attempts to engage with the community. Then they just fell off the map outside of a few organized pushes. NQ clearly excercises a lot of control over their CMs which leads to bad community interaction. I couldn't imagine trying to convince a CM to come on PvP roundtable podcast now. 

  13. 1 hour ago, IvanGrozniy said:

    what would be nice is a dense asteroid field AND player made markets..... so that someone could plop down a space trade hub sorta near the field.

    Slightly off topic but Im still heavily of the opinion that every NQ market should be deleted and replaced with player markets. Then limit the number of public player markets per planet so that way they become conflict drivers. Im sure theres something you could do with the safezone markets as well to make them competitive. 

     

    6 hours ago, Setzar said:

    Asteroids are a huge opportunity to bring that emergent gameplay to DU that I believe we all want.  Non-aggression pacts between orgs, group organized mining (pilots, miners and scouts working together), and piracy/org vs org conflict all come to mind immediately. 

     

    In my opinion, asteroids should address these issues:

    • Alterative to terrestrial mining.
    • A way to gather large amounts of T1 and T2 without meganode hunting; T3+ content may be dependent of that particular asteroid belt spawn.
    • Bring 'civilization' outside of the safe-zone (be it for cooperation or pew-pew)
    • Get some ships destroyed so more ships can be built.  

    A few ideas regarding these asteroid fields:

    • I think they should be non-static in nature.  They should spawn in, persist for a few days, then de-spawn (or turn into just rock).  If they continue to spawn in indefinitely, eventually their will be no need to share or contest them.  The also means if one doesn't spawn near your base, the next one might (or might not).  With the proposed mechanic of needing to be scanned down first, this would give those that are scanning a limited head start.
    • Combat ranges need to be evaluated carefully and hopefully mechanics adjusted accordingly.  Depending on the size of the asteroid belt, I'd think a sensor range dampening effect  (that extends well beyond the belt itself) would make both hunters and scouts work harder without allowing those L Railguns to snipe folks from way outside the belt.
    • As @Physics suggested, I like the idea of the belts being dense enough that one can't speed though without colliding with something.  Having the asteroids be large (and huge one's hollow) would be nice as well.
    • Probably not getting this one soon, but requiring guns and missiles to have line of sight to actually hit their target would be great.  Being able to evade that combat ship by keeping an asteroid between you and them would emphasize the pilot's role and give any hollowed out asteroids a tactical value.
    • A mechanic that allows people to communicate or 'hail' another ship would be appreciated. 
    • The idea of having them in the safe zone should really be limited to T1 with limited T2 with the thought being T1 and T2 should be the stepping stones to progress to T3+.  
    • If people are going to be able to live in space, maybe a space Market? (Or player markets if you REALLY love us?)

     

    Setzar is correct. Just follow Setzar. 

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