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Yuu

Alpha Tester
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Posts posted by Yuu

  1. Thanks.

    I've never participate to an alpha before, so I'm interested of doing so. More so for NK and their growing reputation of listening to the players points of view.

    And even if mechanisms will change before the release, mastering the voxel based building system will take time, so I wish to try it early.

  2. Hey ! Over here Emperor ! Follow me quietly...

     

    It is not safe for you to claim high and loudly such things ! Wanna attract some BOO, and became the next "accident" ?

    No, no ! You need to lay low... Observe and learn, as you are not the first to try to unit the people.

    And for the one who succeed before you, you may became a nuisance.

     

    Look, and listen. This world is already building itself, and some forces must be taken seriously.

    Now, about those... "Secret plans" as you called them... I may be able to keep them safe for you... What do you say ?

  3. Nine month ago, NOVAQUARK was announcing is roadmap (Roadmap). On it, they say they were aiming for "1st half 2019" for the ALPHA 2, named "Dual Evolution".

    Today, on the 23th ot April, they still have more than 2 months to keep this schedule. But it's look like the Alpha 1 is ending too, with only one last session planned (planning).

     

    So, maybe, it is time time for round 2 ! And  time to let the new contenders enter the Ark !

     

    And the program is mouth-watering ! Mass production, market, skills !

     

    Does anyone know if the world will be reset between the alphas ? If it's so, players from Alpha 1 will only keep their original blueprints, is that it ?

  4. That's... Wonderfull !

    Shockeray, you rock ! We should create a cult in your name !

     

    For my information, how do you get those informations ? You use NK organizations page to extracts informations on organizations and members?

     

    With this software, is that possible to add information, as the kind of organisation they are ? Like a color legend for mercenaries, pirates, traders, designers...

    And is it possible to have a second, lighter version, with the "main ones", of over 50 members ?

  5. Interesting proposition. The game in itself will be hard to understand for news players (protection system, global and local social codes, politic, geography, even history...). It's a lot to catch up if you don't join in the very beginning... Having the ability to travel freely with a unique currency will make things a lot easier.

     

    But you can combine the two systems ! It will be more or less important depending of the importance of "local ressource", I think

     

    Imagine a large asteroid field far from everything else, and mostly composed of a really rare metal.

    On sectors far away, this ressource will be very rare and expensive => You will be advantage to sell it to the best auction, so in the "game currency", because you will have more buyers.

    But on the asteroid field, other commun ressources could be scare there, like fuel => If you sell fuel there, it will be best for you to exchange it against the rare metal directly.

  6. 4 hours ago, Eternal said:

    Blueprint Development is the Secondary Sector of this game.

    As is the component creation.

    4 hours ago, Eternal said:

    Tertiary Sector is the people who will buy these Blueprints, shoulder the Material costs themselves to produce physical Constructs

    For a simple construct yes, but for ones with complex components, they will also have to buy it, or at least buy the service of building it (if it's not one of their specialty).

    4 hours ago, Eternal said:

    You cannot provide Services without Assets

    There is many services witch don't require assets (or not directly) => Intel, advice, management,  thievery,  murder, communication , trade, teaching...

    Assets make them easier and more effective, but you could start a service with only your brain .

    (Not talking about organ traffic here, as it will count as Primery sector activity ! ^^)

    4 hours ago, Eternal said:

    I don't know if you could ever Liquidate Assets (physical Constructs) in this game. I would prefer that we could by being able to sell physical Constructs, otherwise it would suck! If you could never Liquidate such Assets, then it counts as an Expenditure.

    The right management will indirectly allow it, with a barter mechanism.

    And you could always mine back the materiels and sell the component => Only the blueprint cost will be lost.

    4 hours ago, Eternal said:

    Imagine running a business where Assets could never be Liquidated -- it will be harder to make net profit and your risk is higher!

    Well... The risk of having your asset destroy or steal is much more likely than to have some rich problem as loss over asset restitution ! ^^

    I think profitability will be calculate on a "annihilation risk per day" ! ^^

  7. 7 hours ago, Eternal said:

    What happens when you construct a building? The Market Value of that building should be more, or as an Asset, the fair Market Value of the Asset and profit from Services should be worth more (you can always Liquidate an Asset. An indication that you are profiting is Total Revenue exceeds Total Expenses. Asset value + net profit should be worth more than construction Materials and construction Expenses). If this is not the case, then you are operating at a loss!

    Isn't it going to be something like : Asset value = Materials value + Blueprint value + Component creation value ?

    "Component creation value" => Component may take time, skills and workstation to create.

  8. 1 hour ago, Moosegun said:

    There already are 'standards' defined by core sizes and elements such as gates.  If you want a landing pad to fit a certain core, you build it to a size to accommodate that core, if you want a ship to fit through certain gates you build it that way.  Not sure there is any need for unofficial 'standards'

    I agree that it will be the first and most evident standards on ship dimensions. So it will work.

     

    Yet it's a cubic volume, and I think most of the ships will be ether "long" or "flat". But I don't think a lot of them will use the 3D limit of the core size.

    So it will not be optimized in terme of space.

     

    That will not be a problem for little docking areas, but it will became an efficiency problem for big ones.

  9. Hi !

     

    I have mixed feelings about your proposition. I'm interested in having in-game interactions with non-sentient animals and vegetables.

     

    But why would earth-life be compatible with the planets we will discover ? The one we will land upon may be, RP speaking, as it would have been chosen for this purpose. But what about the others ? So life yes, but locals ones or adaptable ones.

     

    Food mechanism : it's an interesting mechanism, but the more realistic you want the system to be, the more aspects it has. And I think this game try to make things in a realistic way, or don't make them at all (as for terrestrial vehicle). 

    Exemple 1 If an energy system exist, and is affect by hunger, you should be able to die from starvation. And then what happened if you can't connect for one week ? Adding an auto-eating feature ? What about the ones wishing to stay in space ? Obligation to make big reserve, or include a farm inside their ships ? It will make the colonisation of planets without life really hard to make...

    Exemple 2 : If you included food mechanism, what about the others human needs as sleep, water...Same difficulties applies.

    I'm not saying it's a bad idea, just that it may need a complex integration.

  10. In don't find the Youtube video, but they where saying that they will create templates for organisation, such as guild, pirate or democracy. But they were just templates, and the system allow you full customisation of rights and obligations. Wich make most elements of your proposition possible, if you combine them with right management.

     

    But I don't think they would implement "city core unit", for a specify kind of organisation : The players will have to adapt their rules to the game mechanisms such as rights management of territory units. But this system is not optimum for larges organisation, so maybe adding a way to manage a network of territory unit ?

  11. 2 hours ago, Caesares said:

    I get why you want to do this, but we also have to understand the poor developers and pity the servers and computers that would have to process such massive player-built, and most likely intricate, areas and constructs.

    Isn't it just the same quantity of voxels, but arrange in a different configuration ? So the technology they put in place should work too, no matter if it's "natural" element or construct.

  12. 10 hours ago, Miamato said:

    But I don't like the idea of extending buildings with core outside their size limits and this adds another way to exploit such mechanic in pvp - you build enormous layers of armor that is not directly counted as part of your structure.

    Moreover, in avatar VS avatar fight, it may become an "Fortnite" gameplay wich could ruined the aspect of a landscape really fast...

    Or you could by a really nice road, and someone may just randomly  decide to mine it...

    It's a nice idea, but difficult to manage.

  13. Hi Seth !

     

    Are you starting this Eden Republic from scratch, or do you already have members ?

    Does this organisation have a purpose or a guideline (other than being a democracy) ? You are speaking of a project... Or do you intend to apply the democratic concept to the max, and wait for the members to vote those ?

     

    By the way, nice work on the design of the logos, especially the second on. 

  14. Hi guys / ladies / whatever you identify yourself ! This is Yuu (short of Yuuyake) speaking ! 

     

    I'm one of those french guy. You know : good food, good wine, bad service...

    Just to say that I'm not an native English speaker, but I will try my best to avoid people reaping off their eyes. 

     

    I'm a gamer (what a f*****g surprise !), but I mostly play strategic games (currently a Stellaris addicted), and RPG from time to time.

    Other than that, I like Sci-fi, manga (not so much on anime), board games, rock/metal...

    I have a dark sense of humour (Desproges style), but will try to keep it casual in the forum. Wouldn't want to pay for your therapy...

     

    I plan to join the Alpha2 with a little group of friends, and I'm eager to try the game mechanisms, the voxels building most of all !

    I intend to be active ingame and in the forum, but not to join a big organisation. At least not at the beginning.

     

    See you soon on the Arc

  15. The fact that there will not be NPC is one of the core orientation of the game : they want that everything that happen in the game will be based on humain decisions. I'm sure some people will be unsettle by the sand box mechanisms, but then again, as a player, you could see that as a buisness opportunity to propose quests to those players.

    So no "sentient" NPC is a viable decision as long as players are numerous enough, and have some nice ideas.

     

    But for "no-sentient" NPC like animals, it would be a nice gameplay element : hunting, taming, breeding... And if wildlife is dangerous, it may force people to regroup and create "protected area" that would be lively.

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