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Halo381

Alpha Team Vanguard
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Posts posted by Halo381

  1. I'm all for skill loss upon death. It gives people extra incentive to not die, and it makes combat more... visceral (i dunno if that's the word I'm looking for). If you lose skill points when you die, you aren't gonna pull any stupid attacks, thus bringing about more emergent tactics. It also works with the lore or rez nodes (assuming I remember it correctly) where it's like a quantum teleportation of your person into being at the rez node. If this is the case, then it'd make sense that your brain prolly won't get put back together exactly the way it should be, thus causing loss of knowledge.

     

    I did see someone say that you should *gain* some experience from death, on which, to an extent, I agree. Mayhaps once a day, or a week, or something, if you die, your character gains experience or a perk in a certain skill tree based upon the cause of their death that works towards rectifying that. It could be useful, or not quite so much depending on how you look at it. Say, if you stepped on a mine and got blown to bits, your character walks more slowly now for say... 6 hours, but if you've got a 5% higher chance of noticing mines or something. Some temporary perk, so that the system won't be extremely broken. And you can only get one of these temporary perks once a week or so. Call it Combat Experience.

  2. While NQ won't be providing any specific measurements/terms to define the structure of a city, I personally would love to hear everyone's opinions on how cities should be structured. 

     

    Going off the OP, the question is: How big is a District?

     

    In my opinion, large cities will be divided by territory boundaries. Each Territory Claim is 1km wide. Since it's possible that the Territory Claims in a city might not all be owned by the same person, I suggest making the space of a TC the base size for a District.

     

    On the topic of Lots: I think there should be a standard number per district, no matter how many districts a city has. I personally would say that Six Lots is the optimal amount (seeing as how each territory claim is a Hexagon) The Lot boundaries can be organized in whatever way you wish, and then distributed among officials in the city, who then find people looking for property and rent it out accordingly, giving a share back to the District Manager.

     

    These are my thoughts; feel free to tear them apart

  3. The question is, how big is a District?

     

    In my opinion, large cities will be divided by territory boundaries. Each Territory Claim is 1km wide. Since it's possible that the Territory Claims in a city might not all be owned by the same person, I suggest making the space of a TC the base size for a District.

     

    On the topic of Lots: I think there should be a standard number per district, no matter how many districts a city has. I personally would say that Six Lots is the optimal amount (seeing as how each territory claim is a Hexagon) The Lot boundaries can be organized in whatever way you wish, and then distributed among officials in the city, who then find people looking for property and rent it out accordingly, giving a share back to the District Manager.

     

    These are my thoughts; feel free to tear them apart

  4. It doesn't matter if it takes time to produce the ships because it will be the same for the ones not spending real money in the game, but those will have to farm the materials all over again and that takes time too. The wealthy DAC organizations will always be faster in acquiring resources. Let's also not forget that a lot of people with tons of free time will also spend real money just to be the first ones in getting stuff and creating powerfull organizations to dominate the game. That is the advantage aspect of having DACs. Sure, if no one or just a few buys DACs with in-game money that would not be such a game changer but i think it's safe to assume there will be high demand for it and therefore giving advantage to the p2w players.

     

    But like i mentioned before, this is something impossible to change since illegal gold sellers always find a way to disrupt this type of games and by using the DAC system, at least we know the money will be put in good use by the devs. I'm ok with that... it's the lesser of the two evils!

     

    I don't think this would always be true, for instance: if a battleship took a week to build and you were able to make enough money in game to buy it within a weeks time, you're effectively on equal footing with DAC holders. This is under the assumption that battleships are constantly in production and that you don't need to order (and pay) for one in advance. 

  5. So as soon anybody of NQ said their word, I can not say my opinion and analyse topic? Was topic closed, NO!

    Forum for discussions, arguing, debates and other. If somebody fears open discussion, go in PM.

     

    Even if the whole team of NQ will put their word, it means absolutely nothing to stop any other people opinions to be said.

    Sorry, but position "You must not say!" is real bullshit.

     

    Thanks,

    Archonious

     

    I was trying to be subtle about the point I was making, but I suppose I'll just have to spell it out:

     

    For the love of Christ, if someone's opinion differs from yours, that does not make them wrong that makes them different. Don't confuse the two. Just because Anonymous views the OP as a constructive opinion does not mean that he is wrong. Just because I think that we should let the devs handle this and that we should have no part in the issue does not make me wrong.

     

    I don't mean to be rude, I truly don't. I just feel that you are too quick to label right and wrong, and that creates conflict, conflict breeds hate, and hate shrinks the community.

  6. Did I say something wrong? Didn't I explain this "problem" of vision (similar ways of "P2W", as it was called by OP)? Didn't I explained ways how to solve it?

    If somebody can not deal with counter-arguments, that mean his/her position is wrong or weak.

     

    Is this topic constructive? No, it is not. It does not display any problem (real problem), it does not suggest any kind of improvement, it does not solve anything. I find this thread more as threat and extortion (as was stated by NQ-Nyzaltar). 

     

    Thanks,

    Archonious

     

    Here's the thing: NQ-Nyzaltar already responded to the OP. The argument was over when he made his post. There's no need to continue arguing about it. Nyzaltar is handling the situation as he sees fit, and no further feedback on the situation would be needed. Perpetuating the argument just drives away the people who see these threads for fear that the DU community is becoming toxic.

  7. So how to sort this problem out? Remove ALL kind of TRADE! No trade at all! No ways to get resources easy, everything must be fully destructable. No any kind of communication and other. Because of trade and communication - P2W (everyone can buy for real money without the official system. Everyone can buy help for real money). If you don't block it, you support it. And even removing these 2 MAIN features won't guarantee anything.

     

    So calling this kind of moan as constructive opinion is wrong.

     

    I don't mean to be that guy, but you're kind of perpetuating the problem Anonymous highlighted earlier.

     

    In any event, I will say that if you have a problem with the payment model for Dual Universe, you should probably message NQ Nyzaltar directly rather than post it on the forum. A lot of people here have very strong opinions about the topic, which often leads to schisms and people leaving the DU community.

  8. I don't think research should be a in game thing, it would make more sense as a metagame feature, like an alloy composition, molecule etc. Having a linear stat based crafting system would be required, as it would not be possible with a standard crafting system with fixed recipes.

     

    You mean kinda like how the skill system is projected to be? i.e. you learn the skill you selected kinda passively over time till it's complete. At least, that's my understanding of the skill system.

  9. Hello, forum go-ers! Just an update on the progress of Chromion Industrial.

     

    We've reached Ten Members!!! (Not large, compared to other groups, but it's progress nonetheless). Here's a list of those Ten wonderful people:

     

    atriumgp

    CommanderTrailbazer

    Ghoster

    EnderTGaming

    Garimon

    Undaren (Business Partner/Member)

    Aetherios (Business Partner/Member)

    Maximon

    notJustin43

    BoilingSeas

     

    I'd like to thank all of you for choosing Chromion Industrial as your corporation. I look forward to working with yall in the future.

  10. For the formation of the shuttle business? I agree. That's something that seems doable based on simple assignment of rights. We know that will exist.

     

    But what about the interaction between the business and the customers? Is that something left up to in-game /tells and opening a trade window to transfer 100 credits? I hope not. It would be nice to see a more robust system--a GUI that spells out what is being traded and what is the consideration. There needs to be a means to hold the parties liable to their side of the bargain.

     

    I know, in this example, it's just a 100 credit ride. But what about when you start looking at manufacturing facilities and other more costly endeavors. Surely you can't expect the community to cross their fingers and hope the other side delivers. 

     

    Well, if you've got guns and explosives, you could indeed hold that person accountable for their end of the bargain. But other than that, unless some other governing body was able to force them to do it with their guns and explosives, you're SOL

  11. Oh, really? That cool, I didn't read massive DevBlogs, not that easy translate everything.

     

     

    But it won't change anything then... there would be same problem with digging under bases... Abuse is abuse, and it must be prevented...

     

    But then takeover by military force becomes impossible. Just case your TCU in blocks and no one will be able to get to it because they can't use their explosives to blast it to bits. 

  12. I think we need NPC's in game just to add life to it, in real life you interact with so many people that you don't really pay any attention to, walking past them in a street people working etc,  but if you emptied the street you would notice.

     

    It also gives you a way to set the bar for the price of things, basic things like a hammer for 10 gold pieces, you now know that 10 gold pieces is relatively worthless.

     

    That actually makes the game less immersive. The price of things isn't just set from the start; throughout the years they've fluctuated and changed. In any new market, one simply establishes the price they believe their product is worth. Whether the buyer believes the product is worth that money, determines whether or not the item will be bought or not.

     

    If you set the bar for the price of things, you're undermining the player economy. Now, all player made items have to be priced at less than NPC items to make their goods worth buying.

  13.  

    consider in that NQ-Nyzaltar said in the ask us anything event thread.

     

    "We have in mind to introduce FTL drives at some point. We want to gamify this notion, to make the FTL drive a central element of a large ship infrastructure. You can imagine being heavily damaged during a battle and unable to flee because the FTL drive is detroyed or scrambled, which would start a race to try to repair it and escape. Some people in the ship crew will most likely be dedicated to maintenance of the FTL drive, no matter what. To clarify: the goal of FTL drive is to allow your ship to do interplanetary travel.

     
    Interstellar travel will be the realm of Star Gates, which is another matter entirely. FTL is just "super fast speed" with something like the Alcubierre warp bubble as the underlying tech, and Star Gates are about "instant travel between two nodes" with something like wormholes as the underlying tech. We are not yet sure whether ships in FTL mode will have a physical presence on the server side, if they will effectively travel in some hyperspace and can be intercepted."
     
    this sort of makes me think that once the drone reach's the new system we would be able to link a stargate to it and have a one way system to send players there. once on the other side they could make the stargate to jump back.
     
    not sure i like that idea, as i think it would be cool to at least have the ability to take the long way to a solar system and avoid using the gate networks.

     

     

    You can, it'll just take so long that it'll be thousands of times more efficient to use Gates. At least in the early stages of space exploration. We don't know how fast FTL will get, though I'm certain it won't take less than a few days to get from system to system, at the highest level. Otherwise, stargates would become useless. Heck, even with that speed it'd prolly be a better tactical decision to bypass the stargates altogether 

  14. I would like to Ask about the plot of land you will own, I have not heard about the height of the own airspace over land, how high up will that go 1KM ?? or less, in other words if i was to fly over someone elses land how high do I have to be to Not be on there land ???

     

    Thank you

     

    One Kilometer

  15. I'd like to announce that Chromion Industrial has finished preliminary trade negotiations with The Aether! We look forward to working with Aetherios and company in making the universe a better place. 

     

    In the near future there will be a comprehensive list of all Chromion Industrial's corporate allies posted to this topic.

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