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Found 88 results

  1. Warp: -make it so you have to warp from 5-10 SU outside of the safe zone (excluding the 3 inner planets) and leave warp at a similar distance. this adds risk to warp unlike the current system where you can just reap rewards from. -make it so your warp bring you out to a random position. this adds variation to warping and still gives players a chance of not dying instantly after leaving warp. -add the ability to warp as a group. This will solve a problem if you have all of the same size core or don't want to bring a bigger ship to be able to warp multiple ships out. Core sizes: -revert the radar changes to how they behaved before .23. this is a controversial point but one I believe is necessary as it will add variation to what cores people use for PVP. -give a ship with 10 gunners on it a place in a fight along with a ship that has 1. Reasons to fight: -xs cores should be used for fun with your friends, s cores should be a cheap entry level, m's should be the main stream core size and L's should be what you pull out for a big fight that you need to win. The game needs central point to fight over that aren't near safe zones. This could be: -Asteroids (supplies the game with ore) -stations (could have resources on the station or maybe a double talent point buff for a week for the org that controls it) -more rewards other than a fun experience to take away from combat. Armour: -nerf voxels. voxel armour is insanely good for tanking damage and not too expensive. -remove build mode when in PVP (could easily be triggered along with the warp drive cooldown at the begging of firing). This causes players to keep regenerating their armour throughout a fight further more making it harder to kill an already hard to kill enemy. -give a reason to not pile on more and more and even more armour onto your PVP ships. add reason to have the fastest ship on the field and reason to be the tankiest or reason to be a hybrid variant. -fix element obstruction, I shouldn't be able to sink an element in voxels to limit the damage it takes. weapons: -close the gap between different weapon sizes a little. smalls may hit an L core 100% of the time but their damage is so negligible your basically tickling the other ship. -the new weapon types are a good step in the right direction but I want to feel as though I'm using a different weapon not a buffed/nerfed variant of one that already exists. Overall this is just a list of changes i would like to see and believe will be best for the game.
  2. I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading. Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it: Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons Energy Consumption The RedZone Cooldowns, Boosters and backups How it can apply to PVP ship combat in DU The Core XS ships Small Ships Medium ships Large Ships XL ships when? XXL ships... probably never at this rate. Batteries Generators Magnetic Nuclear Advanced Magnetic (slightly made up) Fusion Fission Cold Fusion Gravatron (this is made up ... it's a game) Thoramine (Finally a use for it??) Tachyon Zero Point Energy Backup Generators Overdrive Generators/Engines/Components Coolant Elements Auxiliary Coolant Elements Weapon application Instantaneous Usage over time How it can be applied to Buildings in DU The Core The introduction of game built Power plants Coal Hydro Nuclear Fusion Fission Cold Fusion Zero Point Energy Backup Generators Batteries/Power provisions for Base turrets How it applies to the markets The Starting Value The Starting Price How may change over time The limitations that would make ACTUAL sense Usage over time Instantaneous usage Red Zone awareness Coolant Mechanics Regeneration mechanics Auxiliary mechanics Additional elements to help balance energy management from the start Generators Primary and Auxiliary Generators Backup Generators Coolant pumps & Injectors Water Coolant Rods Emergency kill/cutoff switches (lua) Other ways that basically will hurt/push DU to dwindling Excessive limitation examples Not listening until AFTER the fact Pride Listening to carebears (yes, I hate them because they kill games that have tons of potential) ===================================================================================================================================================================== 1. Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core Description: The game Armored Core is multi-series multi-console game that started on PlayStation. Set way into the future where corporations control everything. You are called a Raven who will embark on your journey through various sorties (missions) to take down some evil corp or antagonist Raven pilot. It features a mechanised robot you control and manage and fully customize thus sending the player down a route of awareness for how they wish to build their AC (Armored Core). How energy management works on the fly Parts As you've seen in the video the game features numerous parts for the AC which allows for full customization. Each part offers their own list of benefits and natural drawbacks that the player needs to consider in their playstyle. All parts consume some sort of energy when in use or passively. For example Light arms for a quick sniper focused AC would consume a small amount of energy passively and have good accuracy for sniper/singleshot weapons. However, would be horrible when taking a direct hit or attempting to use rapid fire weapons like machine guns that are too heavy for it to manage or carry. Weapons Similar to arms, legs, tank chassis, core/chests ect. Weapons also have the different types of energy consumption. Passive, Instantaneous and none. Passive would be for things like laser swords that are active and out. Or a high range/high sensitivity scanner to search for cloaked targets when active and in use. Instantaneous would be when a handheld laser cannon, or shoulder mounted laser/railgun is charging and/or fired. None would be for when a regular mechanical bolt-action rifle or machine gun (requiring NO energy) is fired. Energy Consumption For Armored Core Energy is typically indicated via your bar shown above. Where the green and red are your available energy but the red is known as your red zone. The RedZone The redzone, as previously mentioned, is your avialable energy remaining however when you exhaust all of it then you need to wait for your core and generators and coolant to all work together to regenerate your energy. While your suit is regenerating energy your suit draws power from the auxillery generators to keep you moving, however you're unable to attack, fly/boost in any direction or do anything outside of walking around to avoid getting hit. Cooldowns, Boosters and backups The game features a number of boosters backups and cooldowns ect. or other ways to assist with your power management to ensure you're able to stay active in the fight for as long as possible. 2. How it can apply to PVP ship combat in DU The Core - It should be known that the Core of a vessel is what provides the main source of power. With that the various sized ships can pull energy and use it to however it was designed. XS ships All ships should be able to produce enough power to allow them to function in a minimal capacity. For extra small ships they should be able to do more than enough work so that new players can still build themselves up on Alioth or even on Sanctuary. For the more experienced players and PVPers we should be able to add in batteries and even an XS generator to power the ship and have enough energy regeneration for the ship to do scouting, or long hauling runs or even dog-fight. However, they should also have a built in issue where sometimes the redzone may be just a bit to much on their meter and may sometimes require assitance in some way. Small Ships This is typically where the novice level solo player ends up. Small core ships should be able to produce a healthy supply of power for w/e the ship is built for. The use of backup generators or batteries should help aid the ship both passively and instantaneously when weapons or boosters are required to get out of hairy situations. For PVPers these are typically known as gunboats, however since small sized ships cannot use medium sized weapons. This ship is practically pointless for PVP. Even with the silhouette mechanics. Medium ships... getting tired Large Ships ... getting tired XL ships when?... Self Explanatory XXL ships... probably never at this rate.... I've given up hope... Batteries Batteries would be a way to store power for the ship meant as either for backups when all else fails or for temporary overdrive to fatten your ship's max energy. The additional energy batteries would provide would be temporary and once used the canister can be widthdrawn from it's battery outlet (new element alert) and placed in a separate outlet to be recharged. One time use batteries should NOT be a thing because this is the freakin future... let's make it make sense here. Renewable energy sources SHOULD BE INVOLVED BY NOW. If a Sink needs to be added then you can create T1 through T5 batteries. Each tier featuring a set number of recharges before needing to be recycled for parts used to make the batteries. The higher the Tier goes the higher their max energy storage. In addition the tier would also be able to be buffed by talents to increase their number of recharges and max storage. Generators would be able to recharge batteries only when the ship is not being piloted so that way it creates an ability for the ship to somehow sustain itself. Generators - There are a plethora of different kinds of generators real and fake that can be added to the game from T1 to T5 Magnetic - Generator that takes advantage of the Electromagnetic field to create motion and thus energy for the ship. It's much more advanced than your combustable coal engines used in powerplants but still for more efficient and better for the environment. Nuclear - We already know about this... Extremely high amounts of energy, dangerous if pushed too deep into the redzone and can cause a meltdown destroying half the ship, has a decent energy regen rate. Advanced Magnetic (slightly made up) - A more advanced version of Magnetic Gens. with a higher max energy cap but a slower regen. rate and a larger redzone Fusion - Generator type that features a moderate energy cap., low red zone but slow regen rate. Fission - Cousin Gen. Type that features higher energy cap., slightly higher red zone but much better regen rate of energy. Cold Fusion - The best of the Fusion/Fission style gens that has highest energy cap, lowest red zone, but fast yet fidgety regen. rate. (meaning there's times when it will stop recharging for 2 - 5 seconds) Gravatron (this is made up ... it's a game) This Generator is a T3 and T4 generator that takes advantage of the gravitational field of nearby celestial bodies to boost its regenerative abilities. It features an insanely high energy cap. 15 times the cap of nuclear and a very small red zone. However it's regen. is extremely low. This feature would make the generator useful for really long voyages to new systems or hidden pockets of space. (Think Exploration cruisers) Thoramine (Finally a use for it??) - T-5 level generator Tachyon - T-5 level generator Zero Point Energy - T-5 level generator that has almost infinite energy or the highest energy cap, Lowest red zone but no energy regeneration. The Zero Point Energy Gen would instead have a feature that allows the maintainer to "pull" energy from no-where. The maintainer would be able to do this X number of times per hour. Backup Generators As the name suggests these generators would be brought up online when something catastrophic goes wrong to maintain small amounts of power for the ship while it fixes it. Overdrive Generators/Engines/Components Overdrive generators would act as boosters for engines or to increase max energy cap temporarily. Using them would cause wear/damage to the engines but would result in the ship GTFO of a bad situation. Coolant Elements Coolant Pumps ... to cool the generators and the core Coolant Rods... well you get it Auxiliary Coolant Elements For when you need to be more chilled Weapon application Instantaneous All weapons would use a varying amount of instantaneous energy when in use. The cannons, being mostly mechanical, would use the least amount of energy. Missiles would be the 2nd least instantaneous use. Where as Railguns would use the most per volley. Enough for the usage to be noticable but not so much to where the ship can barely function. When we get harpoons and Interdiction.... This would be where they'd get applied as well Usage over time This is mostly applied to lasers, and tractor beams. The larger the laser or tractor beam the larger the usage over time. For tractor beams, the Longer the hold, the more energy is used. The more massive the tethered target, the more energy consumed. This can be slowed down by overdriving your system with your batteries and backup generators for greater output and better effect. However, doing so will severely hinder your ship for a while when you need to regen your energy stores for both the main and backup generators and batteries. None No energy is used when the ship is not being piloted 3. How it can be applied to Buildings in DU The Core - Produces it's own baseline energy for the entire Construct Requires other elements (generators) to boost it's max power for more elements on the construct The introduction of game built Power plants - These power types can help offset the demand for the core on static and space constructs Coal T - 1 Hydro T - 1 & T-2 Nuclear T-2 & T-3 Fusion T-2 & T-3 Fission T3 & T-4 Cold Fusion T4 -T5 Thoramine T5 only Zero Point Energy T5 only Backup Generators For if you mess up somewhere and the power gets knocked out via your own stupidity or via PVP engagements Batteries/Power provisions for Base turrets Batteries can be used to help offset the base's already existing power consumption during combat/defense. Where the turrets will draw from the batteries or side- generators. When the turret's designated power supply is drained it will begin to drain from the primary core just to protect the construct. 4. How it applies to the markets The Starting Value This will help add value to Coal, Hydrogen and Oxygen and create a solid use for Thoramine well before Warp gates are even on the drawing board. Coal would have a relatively low value but it and Hydro and Oxy would begin to gain better uses as well. Thoramine would be worth fighting over on asteroids and selling on the markets. The Starting Price Set the price for T-1 schematics lower but also allow for bots to buy coal to further stir the economy How may change over time People will see reason to engage the markets more on this front because you've created a sound way of doing so for PVE and PVPers 5. The limitations that would make ACTUAL sense Usage over time Start the balance off Low. Don't go setting it on holy shit mode then walking the numbers back because everyone hates the mechanic and claims it doesn't make sense. Start small and work your numbers up. Setting the consumption and limitations excessively high will only curb your community towards playing Starbase and StarCitizen more. Instantaneous usage Most of this has already been explained. but Again, start small. Then adjust from there. Red Zone awareness Coolant Mechanics allow your construct (static and dynamic) to slow the decent towards the redzone. The name of the game is the keep in the green. It's a simple yet complicated balancing act that the player has to manage. Because of this properly executed challenge the player has fun actually trying to balance stuff out on their own. Being aware of your redzone's level will only help with immersion. Regeneration mechanics This literally adds a brand new job for someone on the ship. Where they'd hang out in the power room for most of the ship's trip to ensure everything stays running at the right levels. Think of Scottie on the Enterprise "I'm given her all she's Got Captain!" Auxiliary mechanics This would be on the "Scottie" of the ship to maintain and implement on the ship to ensure the ship can at least be marginally functional when it takes on catastrophic damage or experiences a catastrophic event from space. (Hint Hint: some random waves from a start that sucks out power from the ship or something ridiculous) 6. Additional elements to help balance energy management from the start Generators Primary and Auxiliary Generators Backup Generators - While Generators can be used as backup, these units would be unique and have a considerable advantage over regular generators but will only work if Regular generators are down. Coolant pumps & Injectors Water Coolant Rods Air Emergency kill/cutoff switches (lua) Used through lua to kill the power to a ship 7. Other ways that basically will hurt/push DU to dwindling Excessive limitation examples 0.23 execution. Yes I'm bringing it up again. Because 0.23 should serve as a valuable lesson of what not do to or how NOT to do something... ever again. Overdoing the power consumption - This will limit creativity and drive people away from the game. Again, start small with easy numbers people can work with so they can get used to the idea of power consumption. Limiting the number of weapons on a ship - You've already limited the size of weapons on a ship by core size to curb cubes... which did and didn't work. Setting hard limits on the number of USABLE weapons on a ship through power management will only piss off your community more than needed. AGAIN, start small and work your way up to something that's balanced. Like for example, I'm going to only allow 5 weapons on a Large core ship or 3 weapons on a small or medium core... sorry but I will change my credit card number in a heartbeat if this game takes that route and say good luck. Then pick up Starbase or spend money needlessly on star citizen and encourage all of BOO and even the AC to jump ship. Just FYI, DSI is already hitting us up about playing other games and saying goodbye to DU. Let's not even talk about Youtube and Twitter ect. Not listening until AFTER the fact ATV are full of very knowledgeable intellects. Their input is based on their perspective and from that of your community. Taking their word with a grain of salt will only hurt you vs. taking them seriously. You built the ATV for a reason. Pay attention to it to ensure your success. Pride - "Pride commeth before the fall" This one is mainly for JC. You are highly intelligent and very knowledgeable in many things and have garnered much respect from people, however being too prideful or too hardstanced (overzealous) in any one belief and unwilling to change WILL cause you to lose people. You have a team that have 2nd thoughts about the direction and a community with even more resentment about what you're building here. The question is, are you trying to build a simulator that will see 10-20k ACTIVE people after 10 years time? or one that will see that number 2 years after launch? Listening to carebears (yes, I hate them because they kill games that have tons of potential) The definition of a carebear varies from one PVPer to another. However, at it's core, a carebear is an individual who sees any one game mechanic that doesn't fit their personal narrative of a game (usually PVP focused) and does or says anything they can to cause devs to ruin it for the many.
  3. With the current system players are able to mine and warp haul the rarest resources back to the safe zone triangle with absolutely no risk, just pure reward. This removes any need to tactically think of ways to haul these resources back, hire military escort services or scout their travel path. This of course will end with the release of Atmos pvp / territory warfare but this may well be a long time away. So I have a proposal that should be light on development resources that would bring the risk aspect back in to the game while also giving ways to avoid pirate warp exit point camping. Warp cost change. Currently the cost of warp is calculated from a formula that takes total warp distance multiplied by ship weight. You set the warp at A and are frozen until you reach B of which the warp cells used are removed from inventory on arrival and ship unlocks. A better way of doing this is for the Warp cost to start at 1 cell, the cost then increases while you are in warp due to warp distance you have covered. If you reach the warp cell limit of your inventory you will drop out of warp wherever you are on the line. Additionally you can now choose to exit warp at any time of the journey. This allows players to change direction and move off the common travel routes without the need to slowboat. Doing this will also change your target planet / moon warp exit point. Now finally until Atmos pvp / Territory warfare is introduced I recommend moving the warp exit points and warp interference radius of planets not in the safe zone triangle out in to the pvp area of space by around 5 - 10 SU. This will finally add some risk for the higher resource rewards from these planets.
  4. The Above image is a snippet from a post on the .23 patch regarding Perma-destruction of elements and Weapon limitation of core size. Below I go over some of the problems with these two aspects of the 0.23 patch and outline potential ways to make it better and more enjoyable. Element Perma-destruction: Problems: Creates excessive risk and inclines less people to travel out into space Inability to trade "used" elements... even though you can buy/sell used cars, games, GFX cards, laptops ect. in real life. Forces people to carry excess weight on their ships by having whole replacement elements. Severely hinders PVP since there is virtually no reward or fully developed, profitable, fun and engaging salvage mechanics Suggested ways to fix it: Due to excessive risk, instead of just the counter to an element make perma-destruction occur in this fashion When an element takes damage, have it's efficiency decrease by the percentage of health removed from the element. Simply put, if an engine, wing, adjuster, air/space break ect. has 90/100 hp then it will function at 90% efficiency. When an element is destroyed and restored it will function at 90% efficiency even if it's at 100% health. Every subsequent destruction/restoration of an element will result in the element operating at an addition 10% loss in efficiency When restoring the efficiency or running maintenance on an element that has been destroyed say 4 times (making it 60% efficient) create a UI that will require the person to use X number of parts that it took to create the element. This X number of required parts is reduced based on the maintainer talents applied when fixing the efficiency (yes that means new talents to train for a maintainer/grease monkey). The maintainer can use a portion of the parts required to restore a portion of the elements efficiency, because not all of the time will you be able to fully restore a weapon or engine and will need to stop at a market to buy more parts to fully repair the engine. The Inability to trade "used" elements that feature a low max efficiency should still be tradable on the markets and not limited to just bartering. This aspect cuts out the PvPers who want to sell salvaged parts on the market and also cuts out a whole market from those who like to buy/sell items new or used. Forcing people to carry whole replacement elements (even a core) is not an optimal stance. Or, I should say that it should not be the ONLY choice a pilot or crew have to repair/restore/maintain the elements on their ship. Allowing people to use parts to restore the efficiency of an element will help virtually everyone since perma destruction will no longer exist and it will remove the risk factor for everyone to be able to jump back on and enjoy the game. In addition, the perma-destruction of an element will only exist if a person/crew is unable to restore the efficiency of an element. Because at the end of the day, if they can't restore the efficiency of an element then when it's max efficiency, after getting destroyed 5 - 9 times, goes down, then the element is nearly useless to begin with. This brings back the reward aspect of the risk of PVP. When two ships go at it, in the game's current state, they both stand to gain nothing and lose more than just ammo and voxel and elements... and time. Giving people the ability to repair and then restore an elements efficiency will encourage PVPers to get back out there more and plunder the booty. Weapon limitation for core-sizes: Problems: Too overzealous of an approach and clearly focused on just the excessive borg cube issue which lead to no one building legitimate ships in PVP Still didn't stop people from building Borg cubes destroyed a lot of builds where some ships could feasibly support a weapon that was 1 size higher than it's core size. Suggested ways to fix it: Allow for cores to use a weapon size 1 size up. By doing this it will make XS and S core ships feasible in combat once again. Medium size ships will be able to contend with Large cores. and Medium core ships will actually be afraid if it is taken on by multiple Small core ships. However, Medium core ships will still be able to hold their own in a fire fight. Balance the numbers better. Right now the initial numbers for the T2 -T5 items seem unjustifiable. Meaning, there's no justified reason to go for T3 or T4 cannons when T2 does the job just fine. The current "why" behind chasing after higher end items does not line up with the reasoning for gathering up all the needed materials to produce them. (Disclaimer: Yes, I understand that MMOs of this kind always have a balancing act going on when it comes to content so you're probably already aware the need for better balancing)... I'll update soon with proof of concept.
  5. When the game was first pushed out to the public, it was everything that No Man's Sky wasn't and more. However, with how is the game has been developing over the course of 2020 the picture of DU that was painted is completely opposite from the reality of the game in it's current state. As a result, those who've walked away from the game are either gone due to overwhelming burnout, resentment from disappointment, or are simply waiting for Novaquark to get this game back on track. While this game provides "Unprecedented Freedom" (per the latest youtube commercial) the path to getting there and the grind feels ... nearly fruitless. While most content is player created, Novaquark seriously needs to consider taking a more active role in making NPC content, bots to help bolster activity on both PVE and PVP front and create more for a burned out community to engage in. Sure, there's still people who play the game and use the markets and enjoy the game for where it's at. However, the .23 patch rubbed a sizable portion of the populous the wrong way. Now, you have bad word of mouth and a larger sullied populous of people unhappy with what's been done to the game. Asteroids are a great start, however it is similar to giving a hungry 12 year old kid a lolly pop expecting the child to not be hungry for real food later. The real food resides in creating: Frequently Randomly generated NPC PVP ships and haulers that people can attack Activity is low and the remaining PVPers are beginning to fade out the door because the fullfillment and drive just isn't there. Giving us constant food will keep us around longer than Randomly generated asteroids ever could It will be the first legitimate source of continuous content for the community and something worth playing the game for It will be something worth advertising as you will see more and more battles take place in space on much larger scales than ever before People will begin to believe you're turning the game around for the better and the Positive word of mouth will begin to spread Frequent and plentiful NPC Generated Missions for the Mission System Again, another source of content to engage in because the community is too burnt out to create the content on a continuous basis. In addition there's not enough activity, drive or even sources of income to support making missions all the time It will be yet another legitimate source of content for people to get immersion in better word of mouth More stuff to advertise Asteroids Regularly patrolled by NPCs Players are burning themselves out by having to mine more than they PVP. As a result they get pissed and walk away. Break the vicious cycle by auto-generating NPC ships that keep people busy and that way we can salvage them instead of eachother. Again more content for us to engage in more to advertise about People will definitely come back to the game New system Event Make events that will allow us to discover parts to construct a galactic probe for probing new systems and even parts to construct a Stargate. Don't do like you've normally done and lean so extreme to one side and make it next to impossible for people to engage in or have fun. If you start any feature on holy $#!7 mode then only 10 out of 1000 people will try it. Too hard or too tedious = not fun = not profitable = no money for NQ and no subscribers. NO LOCK AND FIRE FOR AVA Starbase and many other games do not use it. Lock and fire method of PVP was fun for ships at first but then just became excessively boring. Seeing the same crap for AVA will only stand to piss people off and drive them away. This WILL hurt your notoriety and eventually your $$$. Find a way to make a real 1st person shooter possible and this game will have more activity than NQ knows what to deal with. It may even lead to another round of investing because of the increase level of activity NQ has to deal with. Please please please get away from Lock-n-Fire for AvA for the Love of all things holy DON'T DO IT.
  6. So we know that with the next patch that NQ is going to add in the mission system. However, after giving it some thought NQ, I feel, needs to understand the environment the game is currently in. With the onset of the .23 patch they've added in more sinks and almost no faucets. So in the end, the economy is in the crapper and no one is able to make much money unless you're a market guru and know how to capitalize. However, even then barely anyone will be interested in engaging in the game because they all feel they have to mine in order to do anything. Or Join a large org to get anywhere. When adding in the mission system, the way you can help the community is to add a balance to it by having Bots auto-gen missions for people to engage in. The current status of the community, barely anyone is in a realistic position to generate meaningful missions and honestly it's on NQ to create a solid foundation of plentiful missions that the community can at least start off at. Then eventually make their own when the community is thriving again. Adding in this new feature without a foundation for the community to start off at will only lead to the mission system being identified as another sync and barely a faucet for anyone else. These missions need to be plentiful in number so EVERYONE has a chance to at least grow individually or as an org. So as far as turning this ship around that's a SOLID way NQ can do it. PLEASE DON'T LET THIS POST FALL ON DEAF EARS!!!
  7. Discord Link: https://discord.gg/sssmHbp “Come As You Are.” Link to old thread Band of Outlaws is a honey badger worshiping space cartel within Dual Universe. We plan to be the premiere organization for those who enjoy a less than serious organization, with a cartel/mafia theme to spice up our unique community culture. Our goal is to always enjoy the game, and to knock over as many sand castles as we can. We are happy to accept mercenaries, pirates, smugglers, traders, builders, explorers, and any other play style in this game. We want to encourage everyone in Dual Universe who has a heart for a sense of community and gaming to join us, whether as individuals or with your own group. Either way, we have a growing support network that anyone can benefit from. We also understand games can be hard to commit to, and acknowledge the fact that people have lives outside of the internet. We won't force you to do anything, the only thing we want you to do is to have fun and play the game your way, hopefully with us among friends. Already want to join? Scroll down to the bottom for the info. Unlike the majority of organizations within Dual Universe who want to create their own space empires or industrial mega corporations, we wanted to create the first Cartel for the game and its community. BOO will provide many services ranging from discreet goods transportation, a bounty hunters network, asset security, and everything else in between. All of which can be purchased for the right price of course. We wanted to create a community in DU that did not take itself seriously, but could still be a powerhouse organization through economics, industrial power, force if necessary, and memes. We intend to help with the construction of neutral, free trade player hubs like our Project: Tortuga. Tortuga is our code name for one of Dual Universe’s first planned neutral player hubs that will be created on a planet when the game releases. That is just a small portion of what our community is going to accomplish, as we have been steadily growing in several other games such as Destiny 2, Path of Exile, Hell Let Loose, Overwatch, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game. Strength in numbers: Being the 2nd largest organization in Dual Universe, we have more than enough manpower to protect our own assets and those of our members. PVP: Want to bathe in the blood of your enemies? Did that space trucker look at you sideways? Just like to see the galaxy burn? We can ensure you that we will do all of that and more. We love PVP, do you love PVP? PVE: Huh? Industrial Powerhouse: We have some of the brightest minds in the DU community theory-crafting our industrial process’ for churning out our ships and construction materials to keep you busy if building and production is your forte. Ship Replacement Program: We like PVP, did we tell you that yet? While we will be blowing holes in other players’ ships, some will be blown into ours as well. We can keep you in the fight with our organization funded SRP program where you will be given a free replacement for your ships if they are lost/destroyed on BOO business and operations. A true gaming community: DU isn’t our only game, join our Discord server of 400+ members to hang out with a community of somewhat likable nerds. Come for the memes, and stay for the memes. Memecrafting: We live by the meme, and we die by the meme. BOO is not a democracy, but we place our members as the number one focus of our community. Everything our leadership does is done with that goal in mind, and if it doesn’t work/fit our culture or it just chaffs the community in the wrong way, then we find something else that does work and keep moving forward. This keeps our foundation strong, and allows our community as a whole to adapt to whatever it needs to adapt to in order to keep everyone happy and having fun. Our leadership volunteers their free time to ensure that BOO is always at its best, and that our members are taken care of. Below is a quick diagram of our current leadership. Like any good space cartel, we are also home to several organizations within BOO. Groups like Vanguard, a private mercenary corporation, benefit from everything that BOO offers its core members without losing their own identity and autonomy. We like to call these groups SIGs, or Special Interest Groups. Special Interest Groups help to provide day-to-day content for their members. To apply to BOO as a SIG, go to this link and fill out the application: https://goo.gl/forms/OxVSpl69byEFLQN62 BOO is all about quality over quantity, and with that, we have some standards we put in place that we would like potential members to meet. Our Discord server and wherever else we hang out is always filled with the finest quality of meme’s in Dual Universe. Seriously, we’re home to some of the most iconic memes in DU already. Here is what we call "The Code", these are our community guidelines, and is what every member will follow in Dual Universe and other games. That’s really it. If you can meet those expectations, and feel that you would be a good fit in our community, then we want you. The recruitment process is simple, and you only need to submit an application to our group on the community portal, and to also be sure you join our Discord server to conduct a quick one-on-one interview with one of our recruiters where you will be asked a series of questions to make sure you are a good fit for us. NOTE: If you are wanting to apply as a SIG, contact Cybrex on the forums, or on our Discord server. Applying as an organization? Contact our Diplomacy Director, Cybrex, to inquire about joining BOO with your organization as a Special Interest Group. You can also join our Discord server, where someone on our Diplomacy team will get with you as soon as they can to get the process going. If you are ready to apply as a SIG, then please visit this link and fill out the application: https://goo.gl/forms/OxVSpl69byEFLQN62 Applying as a member? Sweet! Send your application to us on the community portal here, and be sure to join our Discord server so we can conduct your interview. You can also contact our Internal Affairs Director, Anslem Vry. NOTE: If you apply and do not join our Discord server after a week from submission, your application will be denied by default. “Come As You Are.” Discord Link: https://discord.gg/sssmHbp
  8. Hereby I open a petition to NQ With a very simple question, nothing too fancy: "Please make Time invested in DU worthwile by reducing overal costs in creating ships and buildings". Alternatively this will also probably reduce the gold sellers as margins plumeth and will inspire PvP as losses are manageble. Moreover will this help the economy because everyone loves to keep industry rolling so the surplus needs to go somewhere. It all comes down to what was already said, would you risk a 200 euro/dollar ship? probably not. Would you risk a ship thats net worth is a cup of coffee and maybe a donut? I would, wouldn't you? This topic is not to discuss how to make it cheaper, to give NQ all the space there is to be creative. Origins of this petition are the many discussions on PVP and what is holding people back at the moment.
  9. Make outer planets (the ones that are outside safezone) have "safe zone" only while actually in atmosphere. Currently it's 2.5su and it destroys any risk/reward factor. You can warp in, mine t4/t5, warp out. You pay like 2-3% of your income to be completely pvp immune and have 0 risk. I do understand that atmo-pvp is not ready so real atmosphere will still be inside the safezone and pvp immune. This will open enormous opportunities and make t4/t5 and PVP actually meaningful. You will need to figure your way in/out. You will have an option of mining t1-t3 in complete safety or go for it and try to grab the gold by risking to get killed. This will add meaning to having fleets, alliances for protection and make the game actually a box with a sand to play and has a very low dev cost. NQ can the advertise the game as: "Fight for resources" "Press for power" blablaa and it will not be fakenews and this WILL BRING players, new and old ones back.
  10. - PvP based on organization war, rather than free-for-all PvP - Implement war exhaustion mechanics to prevent one Org from going zerg
  11. What about making a Virtual arena for PvP in game. So the player will need to have a blueprint of a ship to have a ship. And basically it will be PvP where players, will be able to place bets and fight for rating and maybe season rewards. Since it will be virtual, no lose of ships for the players. And yet they will need a real made ship in metal, in order to make a blueprint. By doing this, this will stimulate the ship design and will require a more diversified engines on the market. And also attract people, who will be interested in PvP experience the most.
  12. Организация Железные рукава (Iron Sleeves) объявляет о наборе новобранцев в свои ряды! Вместе мы поработим вселенную и установим свой порядок! Кто не с нами, тот под нами! Форма правления: военная диктатура. Наши враги: абсолютно все, кто отказывается подчиняться и выполнять наши условия. Наши задачи: создание огромной армии, захват вселенной, порабощение населения, уничтожение неугодных режиму организаций и личностей. В организации присутствует производство, направленное исключительно на военные нужны организации и на поддержание огневой мощи флота. Мы будем рады видеть в своих рядах честных и ответственных игроков, готовых участвовать в развитии организации, а именно: 1. Пилотов 2. Боевые экипажи 3. Майнеров и производственников Страница организации на портале сообщества https://community.dualthegame.com/organization/9518/ Наш Discord https://discord.gg/n6ZuGGs
  13. -Posted weekly by the devs in the forums and discord. -Event would include a cache of ores. Perhaps some lower tier items. Of a fair value for the risk. -Bookmark for event would show up on your map screen showing you were to try to obtain the loot and a timer to show when the loot cache will spawn. -Should take place in PvP Zones in various locations weekly. Just one spawn though not multiple at once. Some spawns should just be outside of the safe area and some should be a far off distance from the safe zone hub.
  14. Who we are The goal of Unexplained Atomics or Atom for short, is to create a PvP first corporation. PvP first means all decisions for the corporation will be made with the goal of improving PvP capabilities and creating content. Atom will be made of skilled, and passionate individuals who enjoy playing Dual Universe coming together in the pursuit of improving their skills and the pursuit of content. What we do Atom members spend the day improving their standing in the universe and honing their skills. To accomplish these goals they work closely with one another and share information freely. They spend time testing aspects of the universe and provide quality feedback to the developers especially on the aspects related to PvP content. While Atom members are soldiers they have their own pursuits that aid them in their endeavors. Atom members build and fly the best ships, Create the most wealth, and the most functional software. Main Organization Activities Wars Mercenary Contracts Transport escorts Security Contracts Main Member Duties Gunners Pilots Repair Crew Ship commander Fleet commander Support Activities Manufacturing Trading Mining Diplomacy More PvP Development Why join Join If you like PvP and want to work with other like minded people to improve your PvP skills. This includes PvP theory crafting, ship building, and PvP practice. If the Who we are and What we do sounds good to you then you are probably a good fit. How to join If you want to PvP and join an organization with a focus on it then we probably want you. That being said there are currently two requirements for joining. The interview The interview is the first step in the process. Its main purpose is to weed out lazy spies and get a feel for if you are genuinely interested in PvP and Dual Universe. Need help with the Journey or have another question? Join our discord https://discord.gg/bYc2ZBA Organization Link
  15. So You can no longer control warp drive with Lua Apparently it was because of emergency jump systems people made to avoid being pirated while hauling long distance and going afk and it was unfair for pirates. I believe the change is stupid because now it's unfair for everyone else but pirates, you have a warp drive and you can't even use it to run away? So here I'm suggesting my solution: Add jump calculation timer to warp drives. The timer should last like 1 minute or 90 sec, not sure how long, that time will have to be balanced. During jump calculation players cannot change their velocity (so cannot thrust or brake, however should be allowed to rotate), if they do the countdown will be canceled. Introducing that timer would make it most fair for both sides, it would give pirates a window to catch the hauler and fire on it (and that activates combat cooldown that is already in the game) and if the pirates are not able to catch the hauler in time it will jump away. And ofc make it possible to initiate that timer with Lua, you shouldn't except people to non stop sit in front of the PC during let's say 90 minute flight between planets.
  16. Idea: Deployable (some sort of re-scoopable static construct?) warp disruption area generators which cut the warp of ships short and stop them, if those ships enter the disruption area during their warps. Very similar to those we see in Eve. This idea is mechanically very applicable to Dual Universe given the game's current warp mechanics. Why: - A balanced sandbox game ecosystem needs non-consensual PvP. The kind of PvP that's not occurring between parties mutually agreeing to PvP. But the kind of PvP that's between pirates and prey, where at least one side (the prey) actually wants to have nothing to do with the said PvP. The prey has profit-based motivations such as hauling, mining, and so on. Then there should be people hunting the prey. And people hunting the pirates. A successful sandbox ecosystem thus finds a sustainable balance between these parties, where neither side's gameplay is neither too oppressive nor impossible; and there is meaningful play and counterplay for both sides. - The current PvP iteration in DU has extremely minor opportunities for this kind of PvP. These pertain to seeking content in travel pipes between planets. And these sources will be diminishing once players progress in the learning curve, because it's extremely easy to avoid this kind of PvP as the prey side. And most importantly, once warp drives become more and more prevalent and common, they will hit the final nail as warps occur from a safe zone to a safe zone. Thus, warps need counterplay. How could they be balanced?: - The extent of the disruption zone can be balanced at the right window. Say if you are warping from the top of the Alioth Market Zone to Jago, you might get caught as it's a hot zone which pirates might be camping. But the same generator will not catch you if you move on Alioth 40 KM away from the markets at a 90 degrees direction, and start your warp there. I'd say 30-40 KM is good radius to go with. Thus, avoiding hot paths between planets during warp would be one counterplay (it's already super effective during conventional space travel). - The zones can appear in radar, and thus giving people at the landing side a chance to conduct recon and warn their friends before their warp. - It can take time to deploy and scoop the generators. - The generators can be drastically costly, heavy, and be attacked/stolen. Thus forcing the pirates to "ante-up" if they want to catch people, opening up further conflict opportunities around the generators. - The generators may not be deployed X SU within the distance of a non-PvP zone.
  17. To build a large space city for an org it would require massive amount of space cores to restrict other random ppl of placing a core and building a cube in between their assets. And if there will be some defense mechanics like planned with regular TUs (only the most outer ones can be attacked) this will create an opportunity for big orgs to build a somewhat-safe trade/military/other outposts in the wild space
  18. Rimezx

    Radar jamming

    The idea is adding radar jamming elements for ships to use. How it would work: A ship fires its radar jammer and it stops all ship radars with in range from functioning of a limited time. The radar jammer should have a limited range less than maximum radar range and also a cooldown. The ship that had its radar jammed cannot get jammed again for an X amount of time. (this is to prevent having multiple jammers/ships and using jamming in rotation to get away). This would make pvp much more interesting and less decided from the start. It would give the player a mechanic to outplay the opponent after the engagement. You could change course rapidly, brake, accelerate within jam time to change the course of the fight.
  19. Idea: Each ship is assigned a "signature radius" based on X * Y * Z of their cross section. This value isn't only tied to hit/miss formula, but also to radar detection range, identification speed, and lock speed. Then create a bunch of exotic voxels as "stealth coating". Ships with this coating have a bonus for significantly reduced signature radius, and are "stealth" in the sense of the word that's used for real-life aircraft, thus creating a stealth class in DU. As in other games involving stealth features, the voxels should have their adequate weaknesses. Why: These are two ideas bundled together. In earlier threads I suggested that to fix the borg cube meta, NQ should integrate cross section to the hit/miss formula. I'm glad they are going that way. I think one step beyond this would be introducing a signature radius value for every dynamic construct based on their cross sections. The signature radius value going into not only hit/miss but also radar-related formulas further demotivates the borg cube. It also creates more opportunities like stealth ships. Many MMO's have "stealth" classes where the idea is choosing who you fight with, engaging and disengaging easier; with its own downsides. Eve Online carved a really good place for stealth ships too. I think DU has a potential here with a concept of ships "suddenly appearing on radar with a surprise attack". Better yet, they do not really need to 'cloak' like Eve. They just need to have reduced radar detection ranges, like real life. One opportunity to implement this is introducing a "stealth coating". The game would create great design opportunities by introducing honeycomb material with radar-resistance and stealth technology. The game would calculate how much of your ship is covered with stealth voxels (sort of how dimencia's hud calculates 'structural integrity'), and provide a bonus to reduce radar detection (the default 2 SU detection, not 'identification') range based on that value; thus creating a class of stealth ships which can be used for surprise attacks. How Can They Be Balanced: As in all other games, stealth class should bring in its own achilles' heels. Like in many other games, this can come in the form of HP weaknesses, and stealth cover diminishing upon engagement. - Stealth coating drastically reduces the amount you can carry in cargo containers -prevent stealth freighters-. - Stealth coating not only has low hp, but also drastically reduces the hp of all voxels of the ship -so you can't "tank" a ship and also use stealth coating on top of it-. - Stealth benefits disappear upon firing guns or identifying a target -no untouchability when actually engaging-.
  20. Regarding this announcement: this particular scenario: and this future feature: Will the floating container stay forever? Will a player "killed" by force-respawn leave a floating container? Depending on this, players will probably build castle moats as trap holes around their bases/tiles. What if everybody does that around the districts? If beeing traped is an approved scenario for demanding NQ's help, should setting up such traps be forbidden by the rules? Is it bad to play this card? note: this is also valid for trap constructs with closing doors and detectors for example, should it be considered as griefing?
  21. Hello there. I've just noticed that Naunet has rebooted the forums, so I feel that posting feedback and suggestions would be worth it, since I couldn't go into deeper detail on the round table. The theme of this topic will be Constructs being too difficult to destroy. As it stands now, the main thing that governs how long a ship can survive being shot at is voxel mass and surface area. The current cube meta plays off of this. Consider this, everyone is currently using L weapons, weapons that are supposed to be fitting for battleships, yet people still struggle to destroy a cube, even worse a medium warship, and ultimately completely unable to destroy a large ship within reasonable means. Once the new updates fix weapon sizes to core sizes, people using smaller ships will struggle even more. Furthermore, large core ships will become more desirable, being reasonably indestructible and more potent in terms of damage output. If now we can predict that a large core vs large core battle will take several hours, a silly amount of resources and effort, to simply reach a stalemate, imagine what will happen when everyone has a large core battleship. It will simply become a waste of time, and completely only a war of attrition. Whoever can be bothered the most, whoever has the most time, whoever has the most voxel armour, scrap ammo and fuel. Paired with the already uninteresting gameplay, endless fights with large cores will be IMO the death of pvp, because at the moment people only pvp for fun, hell even if there were currently objectives I probably wouldn't bother spending hours for frustration. I do have a suggestion however, of which I believe many people are of the same mind. PENETRATION! Instead of nerfing and buffing things left and right, creating a confusion of balance, a different fundamental approach to combat should be used. Currently whatever weapon you may use, when hitting, creates a sphere of damage on whatever exterior location the RNG decides. With the currently used system, it is necessary to go through as much armour as the builder has implemented to cause any real damage to a ship. How does penetration work? Simple, when one shell loves another ship it'll do anything to get inside. instead of a sphere of damage, the damage model can be changed to a thin rod/cylinder. The goal of penetration is to deal damage to critical internal systems, throwing rocks at armour is a cavemans tactic. This will shift the balance of building a ship. Plating a ship with silly amounts of armour will no longer dictate how long a ship survives. Ship design will finally become important (ship design is not important ATM, slap on those voxels jimmy). Placement of elements will finally matter, internal design of the ship for easy access repairs will finally matter. However, this system can completely nullify the use of armour, balancing penetration will also be a struggle no doubt, but more depth and quicker more effective combat in DU is sorely needed. Use of armour can still be viable in such a way that the lack of it will be very disadvantageous for things such as missiles. A small bonus of armour penetration instead of mass exterior explosions is that, penetrations will leave less of a mark on the ships voxels. When you core a ship, you wont get something that has 0 voxels because you've had to literally destroy every block, and ships can keep retain their looks for longer which I'm sure some builders can appreciate. Indeed, much more is needed to introduce substance to combat. Like other things in DU, we lack tools to pvp. Fuel tanks, ammo tanks creating a hell of an explosion when destroyed, leading to more thoughtful placement of elements, more substance in combat. Emptying their contents when destroyed. Your ammo went off m8, GG. While penetration leaves less of a mark on voxels, it also leaves the surface area mostly intact in which RNG will have to pick from. Fights can still take a long time waiting for a luck shot on a core. The introduction of special ordinance, ship killing tools, will bring more tactics, less time however more involvement into combat. On that topic, lets suggest a basic ship to ship torpedo. Expensive, large, dangerous to carry (if exploded in your ship you get it's juicy effects), dangerous for the enemy, yet easy to counter. Torpedo's would only be viable when an enemy ship is down on its energy generators, that can no longer supply to its counter measures which prevent torpedo's from locking on. Torpedo's would have their own ammo racks, and own dispenser elements, perhaps one that looks like a turret, or one that looks like an inbuilt tube, to provide options for both aesthetics. I apologise for the bad organisation of information. I'm sure we can all agree that combat needs more substance, needs be more effective. We need more tools! And I hope that NQ can decide on a better fundamental approach to the mechanics. Sure their physics based damaged model is cool, but no one wants to be stuck in a 10 hour fight resulting in nothing. We need to use tools to pvp, not all of our time and resources.
  22. Dear NQ, you need to do something with using the resurrection node on the ship in PvP. Also need to do something with bug-users who use alt+f4 in warp jump or PvP. Here's what I suggest: Add cooldown and add the prohibition of the use the resurrection node in PvP. If you are locked by another player cooldown starts working for the entire crew on the ship. I think it's not normal that when you kill players, their ship stops because they died, and then they are respawn on their ship again.. This is easy to do: cooldown = false getData = radar_1.getData() enemylock = getData:match('"targetThreatState":[^0]') mylock = getData:match('"myThreatStateToTarget":[^0]') while enemylock or mylock do cooldown = true end Please upvote https://upvote.dualuniverse.game/suggestions/133027/cooldown-for-resurrection-node-in-pvp
  23. At this point, many of us realize the dangers of XS core sniper ships. For those that don't know, these are XS ships + Gunner seats that are typically equipped with something like a Space Radar L and Large Railgun L. I want to talk about the math and logic behind a scenario associated with these little bastards. Let's start with the math given a scenario involving an XS core sniper aggressor (A Team) against a fleet comprised of an M core freighter and and two XS core sniper escorts (B Team). A Team can lock and fire at the B Team freighter at a range of 160km. BOOM! That's a lot of damage! Of course, B Team also has XS core snipers as an escort so surely this battle is about to turn... right? Not quite. The B Team sniper could be an exact replica of the A Team sniper but unfortunately, B Team can only target the aggressor's XS core at a mere 40km. That's a big 'ole 120km difference between defensive and offensive distances (don't flame me on this comment just yet, read the next lines). While traveling in the big void of space this isn't too much of an issue. Logically, you could just have the escorts run 120km in front of and behind the freighter. The snipers could see and presumably handle anything coming up in front or approaching quickly from behind during tavel acceleration to 30km/h. But what about when there are aggressors spotted during the approach to the destination? Does the lead escort suffice in managing a flanking situation at the destination? The deceleration distance of freighters (even with a bunch of retro brakes) is measured in SU given the time it takes to slow down. We're talking several hundred km when our Space Radar L can only see out 400km. Is it too late at that point for the freighter to attempt an abort? Does the freighter just smash that WARP NOW button to zoom off to safely and say, "Several million in warp cells well-spent!" Does the freighter pilot just cover every spare inch of the ship with Retro-Rocket Brakes like he's making a pepperoni pizza at home? is this a moot point and none of this matters? Hell if I know. Discuss.
  24. Hello, This post is being put up and polled to get NovaQuark's attention regarding certain mechanics of the game that may or may not be intentional. After a fair number of PvP engagements in DU I've noticed that people are beginning to dive deeper into the cube meta of DU. As in construct XS/Small Core ships that are just a big brick of ridiculousness and large weapons. By maximizing the entire build space of a construct people will fill it with voxel and other essential elements to just power punch an enemy off the field. An effective strategy I must say. While it is not the only strategy in the game I'm trying to view this topic from a longer term or generalized view of the game (from my perspective... which could be totally wrong). NQ and even JC has envisioned people building amazing and powerful ships to traversing the stars and battling each other for one reason or another. However, people will tend to follow the meta until NQ makes a change that forces the crowd to take a different path. With the current stance of PvP, NQ will begin to see more and more ships produced that are just shoe boxes or cubes with no thought, effort, or design prowess behind the build. Without going into too much detail or some long drawn out diatribe, I've created a poll with: Is a simple yes or no Is an option selection based on some ideas I and others have had regarding how to kill the cube and force people to build actual ships instead of boxes. I'm asking for NQ to prevent this from becoming a thing by nerfing the cube meta and forcing people to have to build legitimate ships.
  25. ...the more voxels you have underneath, lets say by percentage of the building space filled, the weaker the protection. This way you aren't forced to make a cube anyway underneath said shield, or you could go voxel-free for a stronger shield, but would be in dire straights should they ever drop. I would like to think with proper balance, most people would be somewhere in the middle. This, of course, doesn't address other glaring issues like targeting distance based purely on core size, and L weapons on XS cores, but it's a start. Discuss.
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