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JohnnyTazer

Alpha Tester
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Posts posted by JohnnyTazer

  1. 59 minutes ago, Zeddrick said:

    Sounds really fun, but how does it fit into a market orientated game?  It's easy to make a market where you have things like 'basic engine', 'advanced engine', etc, but when all the engines are different, do I sell 'basic engine 800' and someone else sells 'basic engine 802'?  How does the game manage the sell orders for all these things sensibly?

     

    ya there was more "searching" in the Bazaar in SWG.  But thats fine, putting together your builds, with the stats you wanted with, and how good they were, for what you could afford was fun, and made things unique. talking about armors and weapons and stats with it.  Had multiple armors, like leggings, shoes, chest, helmet, etc. 

  2. 4 minutes ago, NQ-Naerais said:

    As we stated, this is not currently a priority. That said, I appreciate the link you provided and have shared it with the team. 

     

    How many players are logged in at once. Why are you afraid to tell us? Is it because it's that bad? Eve tells us who is in the launcher, and that game Is considered small and niche.  Just tell us how many people are logged in at once during primetime.

  3. I played SWG but didn't do crafting. But shopping and buying for the shit you wanted to min/max was fun. Everyone I've ever talked to that was an industry type person that also played swg, says that even today it is hands down the best there has ever been. So I'd be down with it for sure. NQ doesn't have the ability to pull off anything even remotely close to SWG so dont get your Hope's up.

  4. 23 minutes ago, blazemonger said:

     

    It took me a whole 5 minutes to get the information how NQ can request priority access to a Shadow for development purposes.

     

     

    So, NQ doesn't know if schematics are staying or going. They dont know if they are gonna wipe. They don't know when release is. They are done with roadmaps because they dont know when things could be developed.  NQ doesn't know shit.  Well, they do know one thing, they arent making any money. So there is that.

  5. Just now, blazemonger said:

     

    I'd agree, in EVE the attacker does initiate the engagement in a vulnerability window set by the owner and from there the defender gets to set the time for the actual attack to happen within a specified timeframe. On paper that hardly sounds engaging and fun but in reality for a global /multi timezone game, this is really the only fair way to set this up.

     

    It wil be interesting to see how NQ will solve this, I hope they more or less follow CCP's lead as it makes sense but I fear they may only take parts of it and try to "reinvent" the rest.

     

    We'll know by the end of the year..

    Ya, it is the only way. I recently resubbed all my accounts  (CCP thanks you for the money NQ) and we had an armor timer defending our main fortizar from a bigger alliance. We bat phoned, they batphoned. 200+ man fight went down, was a blast. We as the defenders lost more ships and lost more isk, but we stopped them from finishing off the armor hp and it reset so we successfully defended and kept our main staging fortizar.  Meaningful pvp where both sides had time to prepare for war and give it their all over a meaningful objective. That's what DU is missing.  Purpose to do shit.

  6. 1 minute ago, Cheith said:

    Sorry, but I know a 30 man corp is considered small in EVE (I did play it for 7 years) - but frankly I don't want to have to be part of some random group of 30 people to enjoy the game the way I wish to - and part of that is logging on when I want to. If you wish to be a slave to the game that is up to you - I want to play when I want to play.

    Then what the fuck are you even talking about.  Stay in the safe zone thats what it's for. We are talking about pvp, and owning territories, and how NQ said now space pvp territory is coming. And how eve tackles those problems. If you dont want to be apart of that stay in the fucking safe zone.  Reading comprehension isnt your strong suit I can see.

  7. 9 minutes ago, Cheith said:

    So, you think most people can plan like that? Some people can for sure but the real world isn't that predictable and it basically makes you a slave to the game. No thanks. Also 'worked' means what - some large corporations like it? Also persistent means it stays - and your actions live on - it doesn't mean we need the mechanics of EVE.

    What are you even talking about? This mechanic literally favors the little guy. If it was like Rust the large corps would steam roll all the little guys as they cant stay logged in 24/7.  I can site hundreds of examples of this mechanic helping the little guy. I have been a ceo of a 30man wormhole corp (considered very small in eve) and the timers are what make owning player stations worth it.  You have no idea what you are talking about. At all.

  8. 11 hours ago, Cheith said:

     - in EVE the closest is player owned space stations but you need a 24x7 corporation for the most part to keep one of them.

    That isnt even remotely true. Like at all. In EvE you get to pick when the timer comes out, with I believe a + or - 2h window. So it essentially a 4hr window of your choosing.  So the reinforcement timer will always be during your timezone.  And then its. 15min window for armor timer enemy to hit, then 30min window for final hull timer.  So no, you dont need 24/7 protection at all. Just during a 30min window of your choosing that is known literal days (plural) in advance. 

     

    Regardless of what anyone thinks, this is the fairest way. Because it's a game and people cant be on 24/7. It's worked in eve for decades and DU also being a "persistent universe" should also adopt something similar.

  9. 11 hours ago, Dhara said:

    Why, exactly, will you be broadcasting asteroids that players spend time, quanta and resources to find themselves out to all the pirates so they can come take it? Wouldn't it be only fair to require pirates to spend some time, quanta and resources to find US?

     

    Please reconsider this decision.

     

    I knew they would fuck up Asteroids.  They don't have enough development sense to make a fun and engaging longer range radar scanning system, to actually go out and explore the depths of space to find asteroids.  Putting the ground work on a scanning system would then lead to also scanning for possible NPC wrecks, other player ships, anomolies, etc etc that could make space exploration actually fun, exciting, and dangerous.  Things I would want in a space video game. 
     

    No no no, lets just "broadcast it for everyone" so they can check off a box and make it probably a small event then be done with it.

  10. 46 minutes ago, Mordgier said:

    The subscription cost is nowhere near the elephant in the room.

     

    It's not even in the same room.

     

    I wouldn't play DU for free. 

     

    This is so spot on.  During that 3-4 month period, tons of people know you could still log in and play even if your sub wasn't "active" and still chose not too.  People with gifted beta subs wont log in.  DU isn't even a game right now.  

  11. Game isnt fun, and has been hemorrhaging players since 0.23  this devblog is them saying they got no more money. But they have no content to bring in new people.  Everything they implement doesn't work on first iteration.  Look at the threads talking about the new /unstuck and fetch not working.  

     

    Look at the facts, you have a skeleton crew trying to make a massive mmo, that doesnt have any money, and a huge portion of the player base has already moved on. This game is niche to begin with. The writing is on the wall. Bankruptcy. 

  12. 1 minute ago, GraXXoR said:

    Gordon Bennet, lad! You've been saying "done with this game" for over six months. Can I haz your stuff already? Don't let the door hit you on the way out. LOL.
    I don't see the point of hanging around dissing something you don't like. Kind of feels like you're suffering from Stockholm syndrome... Just move on... There are other games out there... Life is short, etc. etc...

    I got here just after the kickstarter and pretty much got what I expected. I really enjoyed the freedom and ability to shape my imagination in-game.... 0.23 put a clamp on that for a few months, but four or so of our remaining active org mates restarted the factories and doubled down and they got NovaX pretty much back to where we had been a few months earlier (proof that schematics absolutely don't work as intended and are completely useless as implemented)... 

    maybe 800 to 1000 hours of gameplay later, I still love flying around on the craft I made and designing new structures in game... but as the players left, the social aspect of the game sort of disappeared, which for me, was the main draw.

    DU was is close to brilliance but has missed the target a few too many times for some players (like our tazerboy above).

     

    Because the game has been so mismanaged, i occasionally check the forums because ill take pleasure when the servers shut down.  And it will be an example of how not to treat your player base.  This will definitely be the last "early access" game I will back.  Majority never deliver anything remotely close to what they promise.  Case in point: Dual Universe.

  13. 4 hours ago, IvanGrozniy said:

    You must realize that NQ sank more than 20 million into the project. How in the world will this cost be recuperated? This is debt... just financial, not even talking about technical debt.
     

     NQ didn't even make 60K in 2020, meanwhile Eve made $28 million for the first half of 2020.... something is really really wrong here. Technically DU is still an alpha prototype with only the voxel system working reasonably well, even that is still far from feature complete.... so a comparison with Eve isn't very justifiable, but I still make it for the sake of comparison of the analogue from which DU is taking a lot of mechanics.

     

    More than 20 million gone and idk, 50 players playing this single shard mmo at any given time?

     

    Thats just it.  EvE is consider the most niche game.  And DU cant even get like 10% of eve's numbers.  Where are all these players and money going to come from? Just because they might add a hauling mission, and maybe powergrid to pvp ships?  This game is as good as dead, because it wont be able to make any money.  And unlike other games that were in alpha for years with terrible bugs (DayZ) NQ has to pay for servers.  Where in DayZ opening up modding and owning your own servers passes that all on to the players.  And today DayZ is actually in a decent playable state.   And its a one time purchase.  DU is dead in the water because they have no way to make enough money to profit.  Its all money sink.  Paying for developers. CM's, the rent of their offices.  Then paying for their servers.   I don't see how they will make any profit.

  14. 1 hour ago, Lethys said:

    That's exactly why "missions" wont be such a big deal as ppl think. Because they're only contracts and not a whole NEW gameplay loop 

    It doesnt matter how many times we tell these people or NQ, they dont listen.  Only a very very small subset of people will be "career haulers". And while that's fine not knocking it, this little "update" is an almost identical copy of eve's contract system. Which is ok but it's footnote in a patch not something to be touted as new gameplay. Becauseit's not. Look at eve. A large portion still do their own hauling. Or they have friends with Jump freighters in alliance do it free. Same will apply to DU. 

  15. 8 minutes ago, sHuRuLuNi said:

     

     

    From DU Kickstarter when I backed it:

     

    uP9UfQB.jpg

     

    They also promised high tier ore in pvp zone, and only Sanc moon was safe. Whats your point thats not what the current game is. Thats the problem everyone is living on some "potential" of what DU can be.  But the reality is, in its current form its dogshit.

     

  16. 21 minutes ago, sHuRuLuNi said:

    I am sure as you say it is much different than DU, but what I was saying is I don't really care about any of those things in a Space Game. For me a "space game" could be summarized from the Star Trek Intro "Space ... the final frontier ...", "boldly go where no one has gone before ...", "seek out new life and new civilizations ..."  

    Then DU is the wrong game for you, 0 space exploration. 

  17. 18 minutes ago, ShippyLongstalking said:

    always thought "stealing" in this game isn't so much "emergent" as annoying -- and not at all a good concept in terms of game design.

     

    Reward is supposed to be balanced with risk -- that's a really basic concept.

     

    Every story about theft in DU...it's just abusing trust and taking shit with zero risk and no method to retaliate. It's never some clever heist. There should be more concrete systems in place if theft is supposed to be an actual game concept.

     

    Funny how NQ cares about industry being too strong, but theft where you can rob an org blind with 100% impunity...? Totally fine. 

     

    They don't mean "emergent", they mean "we're too lazy to implement real systems that would make theft interesting and balanced". 

     

    For a game that puts such a big emphasis on orgs, it sure does disincentivize trust. 

    I know right. What if we didnt just have magic linked container range that extends miles, and a different way RDMS was implemented.  And had stuff like code locks, safes, etc that you had to use for containers, or whatever fun mechanics u can think of.  And like you could break into containers still, but would take time/skills.  Could also invest in alarms of some sorts for them, and then actually had avatar pvp so if you see someone fuckin around could get a shotgunlaser to the face.  IDK anything that would be more than just park my hauler with 50XL containers 2km away and "yoink" and then you have 0 way to retaliate.  But then again that would require NQ to actually think before they faceroll on their keyboard into the database.

  18. 2 minutes ago, SpiceRub said:

    If weapons had actual projectiles without autoaim, hit and miss probabilities would be a lot nicer. Unfortunately with this autoaim hitscan RNG, an L weapon will eventually hit an XS ship, has a pretty decent chance anyway already. IMO, xs ships should not be able to be hit with L weapons.

    Yes, a further reduction of cross section, and then also the reduced dmg when they do hit would balance things quite a bit.

  19. - Take probability into the amount of dmg actually done.  If your base dmg of a gun is 50k. And you have 25% probability of hitting, then *IF* you land a hit, you should only do a % of dmg.  Can be a random range, so that 25% = 10k-40k dmg.   A big problem with the L guns is ya, with cross section they miss a lot, but when they hit, they do MASSIVE dmg and only take a few hits to completely fuck a small ship up.  Give the small ship a bit more chance.  Make it so an actual M core would actually apply more dmg to a smaller ship. 

     

    - Give XS and S cores special abilities.  One major one being "surgical strike". Meaning they can actually target elements on a ship.  Bonus if they take the time to actually code skills involved to increase probability.  What I mean is just because you target "engines" and you hit, if you land a hit 100% should not always go to engines.  But skills can increase the probability.  This is if their servers can even handle these types of calculations (im guessing they never will).

     

    - Special modules/ewar for smaller cores.  "tackle" ships if you will.  Call it a tractor beam or something.  Something to actually slow ships down in space.  Skills and higher teir modules to increase range and effectiveness.

     

    - Rebalance HP of weapons.  Its completely out of whack that a L gun has 170k HP or so, then when you got a M gun its 6k.  Everything else is done by dbls or halves.  But for some reason HP is just doin its own fucking thing.

     

    - Rebalance dmg's and ranges.  Its lazy that each step up is just "double it" or each step down "cut it in half".   Preferably by buffing small weapon dmg a little instead of nerfing L.  

     

     

    By doing these changes you make immediate changes, and also add some new content.  L cores now do way less dmg to smaller, but probably can still do decent dmg to M cores.  But a few M cores now also stand a chance against L cores.  XS and S now have legitimate reason to be in a fleet and can be meta relevant.  As S cores can be used for easier disabling for pirates, or used to swarm L cores and disable whatever elements they choose.  M cores now are your best defense against the S and XS cores because they do more APPLIED dmg than L cores.   All these things add to more pvp too because now the cost of getting into pvp becomes cheaper, and in a decent sized fleet only 1 or 2 L cores makes more sense, and if you do have an L core you have to have a supporting fleet to go with it, because if you dont its now easier for a small fleet of smaller cores to damage you, slow you down, and continue to do dmg and have a realistic opportunity to kill you.  People will then scramble to find the best "ratio" of these types of ships, and fun battles can be had.   

  20. 11 minutes ago, le_souriceau said:

    I have some concerns over how "soft" it will be too (and where is limits before its bad).

     

    But realisticly. Sure, 1% of Eve vets are ultra-horny on whole concept of stealing shit by infiltration (personaly I think sometimes -- unhealthy so, but its long topic), but for 99% of players (even in DU with much more Eve-like vibes and ghosts) its berely any... value to have such thing possibile beyond fear or something like that? So for younger and more causal auditory of SB it will be even more irrelevant.

     

    In PvP zone its still FFA full loot. So, its not that drammatic overall.

     

    As relativly soft hearted person I kinda can live happly whithout stealing from kids in games in SZ by pretending I'm their friend. 

     

     

     

     

     

    The whole "stealing" part in games like eve, and now DU can definitely be a hot topic.  But I think in the end most are somewhat ok with the ability for it to happen, as long as they are given sufficient tools to prevent it.  In eve having multiple corp wallet divisions, and now citadels where people have their own hanger, and asset safety as long as it fueld helps a ton.  In DU they need much more added to the RDMS, and especially in the org wallet to give a Super legate, and even legate, to have tools to tier funds and such, as to not have it an all or nothing when it comes to access.  I mean thats the real world equivalent of giving an employee a company card to purchase gas while driving a company car, but that card is also the same one that has access to 100% of the companies funds.  Its just plain stupid. 

  21. 1 hour ago, IvanGrozniy said:

    Well I actually agree with you in a lot of respects here. But I don't think we need more mechanics to solve the solo non-viability issue, we need less restrictions. I mean, better mechanics would be nice, but if we were lazily working with only what we have:
     

    1. Why can't a solo pilot operate any guns larger than xs? What is the reasoning behind this? To encourage teamwork? Seems silly to me, in pvp big battles multicrew ships would still have a lot more advantages over solo ships anyway because engineers could repair ships and restock ammo containers while solo players have much more limited abilities, although if they had L weapons they could still pack a punch. But limiting solo players to only xs guns exasperates gameplay issues rather than solving them.
    2. Why are there restrictions on sizes on cores? One of the arguments for this was to make other ship designs besides borg cubes viable. This is false. The Boo L core gold ships were made prior to that limitation and they kicked ass. But the result of the demands for limiting weapons sizes to core sizes was this: XS, S, and almost all M ships are non-viable against the meta L ships. Consequently, you might as well delete XS, S, and M weapons from the game because they are rubbish compared to L weapon stats.

    But now for a bird's eye perspective: 

     

    When a company sets out to make a sandbox where "you can do anything", and creates mechanics and building modes that offer various customizations and changes, what inevitably happens is the emergence of meta, and best case scenario, 2 or 3 metas. But it's usually one. And that makes all of the customization and cool designs and doodads irrelevant and useless. Customization and freebuilding is cool and all but utterly useless when you ty to accomplish anything, especially in PVP, when you are not building around the meta. Mortal Online 2 will suffer from this, Starbase will suffer from this, Space Engineers suffers from this, Elite Dangerous, Star Citizen,  countless games suffer from this phenomenon. The net effect of this phenomenon is that the devs are then forced to counter the emergent meta builds with more restrictions and limiting mechanics to the point where the restrictions become absolutely absurd. Imagine creating a sandbox where you can do anything and then proceed to fight your own sandbox that you created in order to govern fairness while the kids in the sandbox refuse to learn the meta. It's a losing battle, by default it's a sunk cost with diminishing returns. DU suffers from this to a great extent and will never achieve balance. If it does, it will either be the balance of Eve or it will not be a sanbox.

    So the only sensible route is go the eve route.  And what does that mean? Give certain cores special important modules/mechanics that others dont. Like the command destroyer in eve that booshes ships 100km away.  

     

    Make only xs and small cores have "surgical strike". They can target exact elements with some probability of success thrown in. Also give these small ship "tackle modules". Call it a tractor beam. Reduces a ships speed based on tier and talents.  Now you able to slow a ship down.  Make it so probability is also factored in dmg done.  If I have L guns and have 25% probability, if I land a hit I only do about 25% of my damage. This makes M ships the best to Combat small and xs. And L to combat the M cores. Now fleets are needed of many sizes to reach max potential.  Better than what we got now anyway. 

  22. So they want even the people who dont even play anymore, to "login" so they can post a 1.   Because thats what I did.  Now they can use that to show a boosted number of "logins" for someone....their financial backers?  And to me this doesn't mean shit if I can't see what the results are.   I have a feeling we will never see what the results are of this survey.

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