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DuskLight

Alpha Tester
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About DuskLight

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. We have to have pvp. We have to have an economy. How do you marry the two?
  6. 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.
  7. "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.
  8. "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
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. What if there was a "politics" talent tree that governed war mechanics. War exhaustion pool size, regeneration speed...etc We'd also need tangible reasons to form alliances, say a small bonus to war stats or something of the sorts. Maybe limit Organization cores or gate them behind the above mentioned talent tree?
  14. What I said is as far as I had thought. I wanted to put the idea out there and see where it goes.
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