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Showing results for tags 'multiplayer'.
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Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together. Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun. Firstly Tanking. I will start this of by comparing the in-balance between shield and voxel tanking. When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment. How to balance this? Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect. Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit. Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise. Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly. Weapons. I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights. First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique. Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank. Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet. And there you have it, you now have counter play and can create a fleet composition. Conclusion. If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
- 51 replies
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Was just curious about how people felt about the potential for private servers? I am a streamer and one thing that happens to us on public servers (even really large ones) is getting sniped. The idea of a single place for people to populate a world is a thrilling "idea". In practical application though these things usually don't end the way you want them to in an uncontrolled environment. Someone who becomes bored might decide to fly their ship into your carefully crafted city and you lose hours of work. I would love to the the ability to have server hosting for this game so that the larger communities servers that have application processes and rules would be able to utilize this game. I am also an avid RP streamer and that community is really excited for something like this to come along. Experience shows that in an open server not everyone likes to play ball and grief instead when you are trying to tell a story. Anyways I would love to hear what others thoughts are on the potential of server hosting for the game, pros, cons and the like. Cheers SteelRain27
- 25 replies
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- single shard
- universe
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Hi guys, I have been wondering about a problem that might arise regarding multiple Players occupying a large Ship/Station. Now, as far as we have been informed, players that are far away from you will be updated less frequently. My question is, how are Players going to behave in a Large movining object. In some games (like Space Engineers) this causes the player to experience rubber banding and lag spikes , generally walking normally in a moving ship is quite hard to achieve in multiplayer. For example - Some ships might be as big as 2-3 KM in lenght , containing hundreds of players. How will the game handle the position update for everyone, without causing the above stated issues. I would really love to get your feedback/opinion on this, hopefully some of the Devs can have a look at the post. Sorry if the case has been discussed already and thanks in advance. Kind regards, Yamamoto
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"Capital" Ships controlled by one or many?
Captain posted a topic in The Gameplay Mechanics Assembly
Hey all! I'm curious as to the functionality of larger ships and the ships systems. I've seen in the videos put out by the devs so far that large stations will have control rooms and each display will show certain ship systems readouts on them. My question is this... will large "Capital" ships be able to be controlled by one person, or will the larger ships and stations need to be manned and controlled by multiple players. For example, can a single player control piloting the ship, shields, weapons, engines, etc. or do you need a gunner, helmsman, engineering, etc.? tldr: will ships have AI to run ships systems or are players required for each system? In my opinion, you should have to have a player assigned to each major ship system, if not each turret, on the ship. This requirement will keep "mega organizations" (like Goonswarm used to be in Eve) from bringing hundreds of large ships into a fight and being able to do whatever they want whenever they want. Instead, they'd be able to bring a smaller number of ships with greater functionality to the battle, thus giving smaller organizations a chance. (think rebel alliance vs. the empire) Your thoughts?- 57 replies
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- multiplayer
- large ships
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