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DuskLight

Alpha Tester
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  1. Is NQ planning on adding NPCs to DU? I'm not here to debate. My friends and I just want a clear answer, in order to decide whether or not we want to keep supporting this game. We no longer want to support a game that's promising 100% player driven world. We fell for it before with other games which promised the exact same thing, and frankly, we're certain that it'll never work. So again, is NQ planning on adding NPCs. Note: I'm NOT saying that NQ shouldn't stay true to their original vision, I am just saying that if they are, I personally don't want to give them my money.
  2. I am disappointed that the Devs still haven't realized that no NPCs = No game. Many Devs have tried and all have failed. I am aware that every development team has a vision they want to make a reality, however, the greater reality is simple; "Do you want to make money or not?" NQ has this backwards as they are trying to make the player do the grunt work of an NPC. PvP will never be a reality if players have to worry about making a living in a game. You are making us peasants and frankly, why in the world would I pay my hard earned money to spend hours digging a hole in the dirt just to make ends meet? Why even bother with DU? I could get the same exact results playing any one of the dozens of games that fall for the same trap. We need to move past the peasant player mentality and move forward into automation. My NPCs do the work for me so I can plan how to interact with fellow players in terms of economy, peace, and warfare. I say this with the hopes that I don't get crucified for my views. I say this because I have invested my hard earned money into the game and I want it to succeed. All in All, we are tired of doing grunt work which should be automated and given to NPCs while players can actually log in and manage their wealth and relationships with other players and NPC factions.
  3. The game was advertised as a civilization building game. My issue with the direction ZDU is going is that there are no mechanics which promote large scale cooperation and large scale conflict (pvp). The minute someone buys a lot next to me, the only thought I have is "as soon as pvp rolls out, not only do I have to kill my neighbor, but I also need to make sure that he is completely bankrupt so he can never do the same to me"" that is a really terrible way to play. Just awful.
  4. 1- I'm glad I gave you a good laugh 2- I agree with the points you made there. Working together in factions is far more enjoyable than small scale pvp. I fail to see the civilization building part in this game about civilization building.
  5. I agree that it is a sandbox but we only have so much sand to play with; dig a hole and grind for hours on end, make a ship, lose it in space, rinse and repeat. PvP gets old fast. The game is starting to feel like a grindy 9 to 5 mining job.
  6. pvp is good, but is it enough? It seems that DU is headed towards an endgame model that is entirely predicated on pvp which makes it feel like a giant battle royal with extra steps. Very grindy steps. is that sustainable? Mining and industry are means to an end, which begs the question, to what end? Can an MMO be sustainable without any exploration or pve? is pvp enough of a reason to keep you paying your sub? Let's discuss this.
  7. We have to have pvp. We have to have an economy. How do you marry the two?
  8. You nailed it on the head. That, right there is my question. I genuinely don't have an answer to the entire pvp/market situation. That's why I posted here, and that's why I think that this needs to be discussed and, also because there isn't a consensus yet on what works.
  9. "Civilization IV designers Soren Johnson and Sid Meier, who said, respectively: ” given the opportunity, players will optimize the fun out of a game,” and that, therefore, “one of the responsibilities of designers is to protect the player from themselves.” -article from The Gamer by Chloe Prince, Mar 24, 2020 NQ has a very complicated design question to answer. How do you balance pvp and confidence in the market and give players what they need instead of what they want? -Other games solved the issue by implementing permanent bots and it made the market feel artificial. This is something NQ already stated that they won't do and I commend them for that. -War exhaustion is a real life psychological phenomenon and it happens to all of us and individually. -We will get tired of fighting and every now and then, we will want a break from war. -What about our builders who don't want to fight? -War is expensive and needs stable markets -We need incentive for community and a relative sense of peace. Emphasis on relative. NQ has a real challenge on their hands.
  10. "Civilization IV designers Soren Johnson and Sid Meier, who said, respectively: ” given the opportunity, players will optimize the fun out of a game,” and that, therefore, “one of the responsibilities of designers is to protect the player from themselves.” -article from The Gamer by Chloe Prince, Mar 24, 2020 NQ has a very complicated design question to answer. How do you balance pvp and confidence in the market and give players what they need instead of what they want? -Other games solved the issue by implementing permanent bots and it made the market feel artificial. This is something NQ already stated that they won't do and I commend them for that. -War exhaustion is a real life psychological phenomenon and it happens to all of us and individually. -We will get tired of fighting and every now and then, we will want a break from war. -What about our builders who don't want to fight? -War is expensive and needs stable markets -We need incentive for community and a relative sense of peace. Emphasis on relative. NQ has a real challenge on their hands.
  11. Maybe, in time, orgs will become towns, then cities. Getting to that point will be a blood bath though. I can see how ffa pvp could work. well, that answers that.
  12. Thx for talking this out btw. I think I have a better understanding of my original thought. My question is this, if pvp come with no consequences, and there is no incentive for peace, then what's the point? Should pvp come with consequences or do you think that life will balance itself out somehow, given enough time?
  13. pvp is fun and all. My concern is maintaining a stable economy in a complete anarchy. It's never worked before, what would make it work now? I'm curious.
  14. I agree that offline defense is going to be a tricky thing to balance. I know that open world pvp is a fun idea but for a voxel game where people sometimes want to kickback and build, there needs to be some sort of risk vs reward that would make someone weigh the two first before they commit to a fight. Frankly, I don't see how FFA pvp with zero rules could succeed in civilization building game.
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