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SirWillyLongShank

Alpha Tester
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  1. I'm ok with the current mechanic of being able to remove unwanted players. It's too easy for them to plant a spy on a ship and use that to target you. I truly believe its crippled their mission running gameplay. BUT all that being said, I believe the true solution would be proper AvA on Constructs, and maybe even anti personal "turrets" of some kind. Something to provide a risk for onboarding players. I really hope NQ hasn't given up on this......
  2. Being able to automatically and forcibly repel boarders and constructs kills any future AvA on constructs, such as boarding and taking over another construct after killing all the avatars. Does NQ have any intention of allowing hand to hand combat on constructs? This would obviously have to be accompanied with a rebalance of the docking mechanic, I'm not asking for details just a simple yes or no. FYI I personally know of a lot of people who are not playing anymore that would return if this gameplay would be added.....
  3. Concerning the new boarding/docking mechanics..... this new mechanic all but kills any future AvA boarding of enemy ships. I don't want to come across as critical, but just looking for some clarification here. Does this mean there will be no AvA, ship based combat? Or is this a first iteration with an intention on refining the mechanics later? Also, just a thought here about warp stopping....personally, I feel warp stopping in general is a little to OP....if it takes a while to spool up, it should take a while to slow down....maybe a good consequence of immediate warp stopping could be some incurred construct damage? If you throw out the boat anchor it hurts the hull.... just thinking out loud here....
  4. There's multiple issues at hand here.... 1) "Voxelmancy" is such an arduous process, no one wants to take their works of art out on the field. 2) Safe Zones allow people to play their PVE play style with virtually no risk. 3) Sell bots at the start of Beta allowed massive initial Industry to jump off..... Leading now to an unhealthy saturation of warp drives/cells.... Not everyone should have them and be able to warp from safe zone to safe zone. Warping SHOULD be expensive. This has lead to PVP only being performed by those that want it. Hence, you are getting ships that are Min/Maxed, true war machines.... Add to this that NQs current model of combat is all about statistics.... More voxels means more life. Filling the build box grants you more engagement time. Let's also note that square flattened areas are much easier to repair on the fly. And, people are still testing how the game works, finding the weak points, Min/Maxing .... Your not gonna take the sports car out to go learn how to drive. So yeah, of course the cube is the meta, it will continue to be. As long as the game is changing, and the combat style remains status quo, there is no real reason to have anything other than an impenetrable cube. I'm not even going to answer your poll, because your "solutions" aren't going to fix anything. And they have a passive aggressive, egotistical tone that belittles the cube builders. The rhetoric showcases almost 0 realistic DU combat experience. Not everyone cares about "How pretty, and important does my ship make me look today?". I'm ok with a Borg Cube because it gets my butt in the pilots seat frequently and consistently, and allows me to experience the game's combat system readily and adaptively. PVP is not in a state that I think it should be. But Nerfing everyone, because some people are analysing and building using the constraints of the game to increase ships efficiency/potency, and your choosing vanity over functionality, is just ludicrous. If you want to fix the cube. Change how damage is dealt and targeting is done. Higher cross sections should be more easily identified, either by range and targeting speed or both. Encourage "Stealth" ship designs, lower profiles and such. And they should change how rounds impact damage works. Right now it's all explosive splash style of damage. There may be different resistances, but it's still all splash damage. A low damage armor penetrating kinetic round needs to be added.Where damage is dealt in a straight line through the ship (to a certain point depending on size, quality....blah blah blah) and the collateral damage, or cavitation, or hole, is very minimal. They should also add a more thermal damage type, that has little effect on armor but wreaks havoc on elements. What we really need.... Is to stop the toxic "Nerf Talk Meta", who's motivation is holding everyone else back, because we can't figure the game out. And let's work towards real solutions that will encourage ingenuity, and community growth.
  5. I don't think I share your confidence in the gaming public @ShioriStein. I think that relying on organizations to police and control the flow of weapons, or "drugs", or any type of cargo or data, will be lackluster at best. It will simply won't happen, or at best won't stick around. Us hardcore gamers sometimes forget this isn't real life and the consequences just aren't high enough to invoke that kind of fear. If an organization bans something that the players want they will just leave to get it, and those that will stick around won't want whatever "IT" is. I just don't see the long standing motivating force behind bans as the game stands... I do agree with you though on that theft and hacking point. Theft and betrayal will be a very real aspect of the game. I was just thinking out loud, maybe trying to find a way to enhance the game. By creating an actual component that needs to be manufactured (possibly in several steps) it adds a whole illegal infrastructure that can be combated by the good guys, or accelerated by the bad guys. Resources gathering, manufacturing, transporting, LUA coding, selling, implementing, fencing the stolen goods. It would create a lot of jobs. Think of it as a criminal stimulus package! ? It could lead to an epic back and forth.
  6. I've seen several threads on criminal activities, usually involving weapons or drugs... While I find the smuggling aspect of a game extremely enticing (if you haven't ever wanted to be Han Solo are you even real!?), how can a developer set up a system that is balanced and not overwhelming for newcomers and underwhelming for established players? How do they create real reasons for a community ban on something, while simultaneously creating a hidden desire for said thing? Looking at the drugs & weapons arguments here I just see too many issues with creating balanced yet enticing game mechanics. For my answer, I pose something that threatens us IRL. And before you jump to conclusions and start battering me, please have enough respect to read out this entire post. I don't want this to be weighted heavily towards the criminals, I wan't this mechanic to create a multi-faceted game mechanic, that has a push and pull on both sides of the isle. Identity theft! (Well kind of...) What if there was a module that you could sneak into someones base, and secretly link it to their stored inventories, bypassing permissions and allowing you to steal a small amount of materials from them. It would of course be balanced and the module would "burn up" only after a few units of resources. Plus the process should take a while to complete. Ship/Cockpit modules could be available too. Maybe there could be a couple different module types. One that would stay in place allowing you to leach a very small amount of currency over time instead of resources, forcing the victim to find and destroy the module. Another to read and copy LUA codes so you could use and sell them as your own, this one might "burn up" just after a few lines of code, forcing the attacker to use many modules to get a whole code set. The modules would no doubt become highly illegal in certain sectors. Also the production of these modules would be expensive and require multiple process'. This would allow true manufacturing and smuggling of "illegal" components used in these modules. There could be an entire "underground" manufacturing network, being constantly raided by cops and other "criminal" enterprises. Also on the flip side, there could be an entire market of Anti-theft devices and coding being manufactured and sold. Think about infiltrating a group, pretending to be friends all the while slowly leaching resources and money. Think about the counter-intelligence operations that would be set up. It would create internal political and social security systems. It would also allow subterfuge between groups of players. I would not want this to be a get rich quick scheme for the "criminals", but could still be a lucrative enough to be worth the risk. At the same time this would create high risk situations during the manufacturing, shipping, selling, and installing of modules. Let me know what you guys think.
  7. Old topic....but I'm just getting into this forum....so sue me? Anyway, I think the perfect remedy is a user controlled automation. People being able to create partially automated vehicles or robotics, but they will not be truly autonomous. Allow players with resources to speed up their resource gathering by building tools to help them gather faster, but still forcing them go out and gather themselves. Take Ark for example, once you get so far into a game you can use larger dino's to gather huge amounts of resources quickly. In DU maybe that could translate to mining modules that we could attach to our atmospheric vehicles, allowing us to scan/prospect/mine that much faster.
  8. I love hearing that Im not the oldest gamer out there! I've been waiting decades for a game like this, and I'm super pumped I finally got a PC and now I can finally play this game.
  9. discordauth:hQTwMZMg4WWtW_ieMghFAZ8ov35K8rCDtP-1Gxha0nU=

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