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Megaddd

Alpha Team Vanguard
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Posts posted by Megaddd

  1. Self-righteous and pretentious, lovely! The popping pink text really ties it up, by the way.

     

    :)

     

    You're right, whilst simultaneously being wrong.

    I guess there's no way I can't say something like this without starting some beef here, but you really needn't use 'exotic' speech or walls of text, just to make a point.

     

    Oh, and calling someone a "lad" is actually very bellitling and someone could take offense to that. It's not some smart/iconic thing nords say in movies. Just thought you should know.

  2. What I suggestd was for Territorial Claim Units to be acting like dome force fields to protect a city via a powerful shield, which would require the players to go for a ground assault and fight through the city to get to and deactivate the force field intself. Most people cried by that, because they want Dual to be EVE 2.0. .

    As for player shields... no, a ship would be able to project those repellent shield screesn with the same tech that can create artificial gravity, I suggest you read a book by Michio Okaku, or see his show on the same topic of shields, Physics of the Impossible (it's on youtube as well I think). He explains why electromagnetic shields would not work as you expect them to, as they would not allow YOU as well to fire back at whatever is firing at you.

    So for a player to have the same gravity tech on his gear, it sounds far-fetched iin my opinion. Even Star Wars with its laser swords chose to let stormtroopers die like flies instead of "shields" on them.

    ALTHOUGH, A circular, halo-like hoplon shield with an electromangetic screen to be held on one hand by the player like a riot shiled IS a pretty dandy idea.

    Michio whoever is just a daydreamer who's not even aware of how WW2 technology works.

     

    Either way, shields will likely exist the same way they work on EVE and Dust.

     

    And they're most likely not going to me EM field based, as the field strength v.s. the projectile mass means they would barely drain, and you could sit for hours whilst being shot at, that is, if you have a field strong enough to stop 69grams moving at M1 over several centimeters. I don't think we should look for scientific justification based on real-life tech in a game where you land enormous spaceships by bashing the surface with them :D

  3. I think everyone here is missing the topic.

     

    DUK - Distributed Universal Kredits

    UTU - Universal Trading Units

    ASK - Autonomous Space Kredits

     

    These are obviously not what you would see in game, but hopefully something that steers this thread back on course  :D

  4. On the topic of physics, I hope their ballpark for 30 days until space was for the technology that allows interplanetary travel by just pointing at the planet desired. Whereas more Newtonian-aware players, especially those who have played KSP would be able to use chemical rockets to get themselves off planet much earlier using, much more crude in comparison, chemical rockets, proper orbital mechanics and a concept of deltaV.

     

    I feel like this would cater to both player bases - ones who come for an EVE-like game, and those who come for a space sim.

  5. It feels like this thread is going on a tangent within itself.

     

    Clocking in at 9 pages, if there's ever been a thread on these forums that deserves to be locked, this would be it.

     

    ..At least until we get any more statements regarding the payment model, which should be discussed in a separate thread anyways.

  6. Please refrain from double-posting and *gasp* the fabled triple-posting. You can reply to multiple people within a single comment.

     

    you are an team hi

     

    Unlike that comment, keeping this thread on-topic, I believe that what you are referring to as 'mod support' in the form of the Steam Workshop, is, in general, impossible. Generally the only hard in-game content players can contribute to an MMO is alliance and group logos. CCP Has recently stepped that up to allowing player-made video advertisements on in-game billboards.

     

    To put it in perspective. You're asking for an MMO comparable, such as World of Warcraft or Eve Online, to accept player-made NPC models, textures, sounds, graphics and code. I can not even begin to explain why that is an impossibly bad idea, within the contents of this comment.

     

    However, since DU is still in pre-alpha, the community can make great contribution in the form of input, creative or otherwise, to the Developers who, to my knowledge, frequent these forums.

  7. I feel our friend, OP, has made some interesting points regarding new player retention.

     

    In EVE Online fanfest 2016, CCP had stated that their player retention at 2 hours is about 50%.

     

    Dual Universe is an emergent virtual world, where players have a vast array of paths to choose from when it comes to their direction through the many possibilities granted by the very open and unrestricted nature of gameplay presented.

    This unrestricted gameplay proposed is, actually, very similar to the many real-life choices available, however in real-life a person generally has 16-20 years to learn of the best way for them to integrate themselves into the real-life world.

     

    Dual Universe has 3 hours to do the same.

     

    So to contrast with official statements and OP about the currently proposed 30 days of active gameplay before something very exciting happens, is not the right gameplay decision for new player retention. 

     

    However!

     

    I believe the very talented team behind DU is more than capable of creating exciting and emergent gameplay to keep players invested well beyond their first few hours of the game with early-game activities and tutorials that do not pale in comparison to spaceflight, so as to not have leaving the planet be the only 'fun' thing to do in this game.

  8. I can;'t see any sort of "build the best ship" or counterplay emerging other than "roll the dice, oops, the other guy has +1 on his crit chance, you lost" kind of gameplay. This, combiend with universal currency, will simply make the game grow real dull, real fast. 

    I'd care to disagree with you on both points. Universal currency is for creating emergent game economies that feel 'real'. I imagine you'd like there to be player-made currencies for each planet, or region, but the way I see it, it wouldn't work. It would lead to violent swings in markets and manipulation, you'll be hinged on players willing to commit to your currency.

     

    On the combat side of things, I believe the 'dice-roll' advantage you gain from skills will be negligible in comparison to your ship build and flight characteristics. The way I see it, flying a ship without LUA scripts is going to be damn-near impossible, in any sort of combat situation, and a meta will emerge around scripting better ship controllers for combat as well as balancing your agility with tank and power in a much, much more dynamic way than EVE Online.

  9. Thanks for the heads up about the spam, I've changed the font size and edited the back story a tiny bit.

    Perhaps try a different, publication font, such as Garamond or Minion for write-ups.

     

    Simply by typing inserting your text, and typing [/font`], without using the ` character (I used it so it doesn't actually apply the font to the text)

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