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NQ could shrink the scale of the solar system, that could benefit everyone including server load.


Namcigam

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11 minutes ago, Namcigam said:

NQ could shrink the scale of the solar system, that could benefit everyone including server load. This would speed things up and make a pvp encounter more likely.

 

 

 

This is one thing ive been saying for awhile now.  Remove 4 planets.  We only need 8.  Shrink the solar system so only like 1 or 2 planets are 2 hours or so from alioth.  the rest are 20min-1.5hr.  Add in a radar, and now you have a great scaled gameworld.  If your population increases, you can always add new solar systems. This would also allow you to remove warp drive.

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3 minutes ago, CptLoRes said:

It is pretty obvious that the PvP crowd wants to be able to track anyone traveling in space, and is packaging the idea in different forms to try and get a foothold..

 

PVP in this game was always pitched to be WAY more than it is right now.  Those are facts.  Where we end up no one knows,

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The original sales pitch was:

 

Quote
  • One centralized and unique persistent universe shared by everyone at the same time. No instances, no zones, no transitions.
  • Everything in the game is player-made: ships, cities, orbital stations,... with no limit in size. The world is fully editable.
  • Emergent gameplay: economy, trade, territories, politics and warfare are all player-driven. Both PvP and non-PvP will be possible.

 

And NQ has only been able to deliver on a small part of their promises, and with server limitations it seems to be further decreasing instead of improving.

So PvP has to get in line with the rest of the missing game pillars. Also notice how they make a point of telling us that non-PvP will be possible, which is why those of us tired of the same old MMO concepts decided to join this game.

 

Edit: Added some meat.

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5 minutes ago, CptLoRes said:

The original sales pitch was:

 

 

And NQ has only been able to deliver on a small part of their promises, and with server limitations it seems to be further decreasing instead of improving.

So PvP has to get in line with the rest. Also notice how they make a point of telling us that non-PvP will be possible.

 

Yes, do you notice in how all the videos when they pitched how they said Sanc was the safe zone where that non-pvp would be possible?  Guess that doesn't count does it?

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But yes, lets have that Warfare and politics while every planet and territory is a safe zone.  Lets also let people make billions in a few days doing missions, non-stop.  Thats also great for a game.  Let people access the best missions and have an infinite money faucet.  Do you even realize how much money people make running missions?  And if you are a person with little alts, or no alts, you can be the one who flys the packages, making 50% of all the ones you haul.  Many people are hauling 50-100 packages per trip.  Sometimes doing 500m-1bil per run depending on how big a group they running with.  And if 99.9% of mission runners in the pvp are successful, then its completely out of whack.  It should be infinitely more hard running them, and need more people than 1 afk person to deliver them successfully.  Dont wanna risk it?  Safe zone missions.  

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6 minutes ago, VandelayIndustries said:

 

Yes, do you notice in how all the videos when they pitched how they said Sanc was the safe zone where that non-pvp would be possible?  Guess that doesn't count does it?

And that is something they very quickly went back on, since it became obvious that this would seriously undermine the emergent part of non-PvP players.

I.e. this is just yet another rehash of the months to build, minutes to destroy dilemma.

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1 minute ago, CptLoRes said:

And that is something they very quickly went back on, since it became obvious that this would seriously undermine the emergent part of non-PvP players.

 

And why the game will fail.  You don't get that emergent gameplay without pvp long term.  Its why EvE still around for 20 years, and NQ is in crisis mode limiting gameplay left and right to "reduce server costs". 

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1 hour ago, CptLoRes said:

Personally I think the problem is more that they where unable to deliver in general, so that neither PvP or non-PvP really had a chance.

 

Yeah, in simple terms, average player (who is not commited to some 1000 hours builds or fanatical pvp hunts for even longer) -- just has not enough (if any) accessable/hooking things to do and stick around for long (creating population count and $). So they fool around for 2-4 weeks or bit more and gone.

 

But I think smaller world (and overall faster dynamics of everything), if they add some content at last, will be more "casual friendly".

 

I work from home and can spare quite a lot of AFK uptime on games, but even by my standards DU feels... kinda exausting. Imagining to return to it after full day of work to spend your 2-3 "gaming hours" (or less, with kids and stuff) in pretty much AFK or at best some cursed chores -- euhheee.

 

 

 

 

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I have several exciting new ideas that you fine purveyors of adolescent pinnipeds will certainly love:

- Have random wormholes in safe zone that transport you to PvP zone next to a closest armed pirate. "Whisked away!"

- Require having to mine core slots to refill your personal expiring ones on asteroids every week. "Core Slot Ore T6."

- Require 1 hour FFA on Sanctuary Alioth, once per week, on a random rotation with only 15 minute warning. "The purge."

- Make the 10 heaviest loaded haulers currently in PvP space show up on radar from 1,000,000 SU away for everyone, even without radar. "The hunted."

- Pick one random armed pirate ship each hour and allow them to attack up to 3 targets in a non-PvP zone for the duration of an hour. "Berserker!"

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