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Volkier

Alpha Team Vanguard
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Everything posted by Volkier

  1. Time to voice an unpopular opinion 1) I do wonder how much of an issue that will be when it comes to the open world nature of the game as well as the single shard system. MMO games that include in-game voice, generally have it "group / squad / by invite only" for a reason, and since you are playing in the first person view here, I don't know if such as system would be possible. Considering the significantly less populated games that don't particularly do this exceptionally well. 2) How many groups / squads / clans will use open coms type system? Heck, even if it's squad only and whatnot - how many people would actually use it in their communities - considering things like having to be in the actual game to use it, lacking various options that third party voip software provides, the ability to have various channels, etc. 3) How much resources would need to be required to be used making a decent voice system? Remember, software like Teamspeak, Ventrillo, Mumble etc. is a standalone software, developed by an entire team on it's own. And it's fair to say that unless as much time, effort and resources is put into an in-game voice system, it's not going to be as well designed and thus have major disadvantages. Which does ask the question of - would it actually be worth it, and what is going to be sacrificed in the end? 4) So basically, I feel that having Arma style system, is a bit of wishful thinking for this model of the game - unless people are willing to compromise on other things. Now if that's not the case, fair enough, it would be a good thing to have. If it doesn't work as well when it comes to voice detection and whatnot as TeamSpeak is for example, I don't see myself or many others using it. If it can be made as good, without sacrificing elsewhere, then great - but I personally would rate it as in list of one of the lowest possible priorities for me, in what I'm looking for in a game such as this.
  2. I'm all for hijacking ships, but I'm also all for being able to log out somewhere or even go take a dump, and come back to your ship being hacked, stripped, destroyed and everything stolen in a matter of minutes. If someone wants to leave a ship in the middle of a mining belt or a heavily contested area with high traffic, and go off with a friend in their ship for an hour, yeah sure, they deserve to get their crap stolen. But I still feel that gameplay mechanics need to compromise for events outside player control - which include internet cut outs, as well as being forced to... well... sleep and RL. Gameplay needs to accommodate for players being able to leave their ships in safety, players being able to take advantage of ships that are not left in safety, and players having a fair chance of not getting completely screwed over when someone working for their ISP trips over a cable (figuratively speaking of course), providing they are not in the middle of an active combat (obviously to avoid combat logging).
  3. Volkier

    Blueprints

    I think it's safe to say that everyone on here would. That said, I think you'll be very pleased to know that this has already been part of the confirmed core game mechanics for well before I can remember
  4. Posted it some other thread but what the heck Still sort of work in progress - I don't particularly like the rear end, and the VToL thrusters need some love. Then add stuff like windows / unmanned turrets etc.
  5. Find an asteroid somewhere near a planet with decent resources, and build up from there - in somewhat isolation, and without growing too big. I'm more of a "small group" / "solo" player, who would rather avoid direct conflict and operate through stealth, observation, tactics and strategy rather than direct close ranged "mass blob" combat. When I played EVE for instance, I would rather FC small 10 man fleets with ships specifically built and designed for that specific fleet tactics and adaptability, or if I was flying solo, something stealthy / cloaky recon or stealthbomber kind of deal. Unless I was in friendly space - then I'll be cruising around in a Battleship hunting small groups of frigates and hacs, who would mistake me for an easy prey. So basically yeah, somewhere out of the way enough that I don't get a lot of traffic, and nobody really has much to gain from attacking, but still close enough to make resource gathering viable. Leaving as small of a "footprint" on the local residents as possible. What role I will take, I don't know yet. I'm not a "shoot on sight" player, nor am I a "run up to everyone wagging my tail" player. I'm more of a "follow you for three weeks, and watch you sleep from the bushes" kind of player - so will likely work around that
  6. As for the surprise - Sweet! And thank you for the surprise DU! Though I'm personally not a fan of hoverbikes / space bikes (I'm weird like that?). Wonder if I would be able to hang on to the blueprint and sell it when the game comes out for megaquarks... hmmm EDIT: Also sorry about double post. Was still half asleep after waking up when I wrote this. Thought I was reading a different thread somehow.
  7. Heh, I woke up this morning thinking "all of us 8000+ backers should have put $5 more in - which is less than what one would pay for fast food - and that would have hit the 600k mark. Wishful thinking and hindsight eh But either way - good job DU team, and yay to all of us backers who can now look forward to what will hopefully be a working prototype by end of year
  8. I can pretty much bet you $ that CvC would be added in at some point, likely very shortly after release if not before then - based off what the developers have been saying, the vision they all seem to share, and the payment model they have chosen. It's a shame it won't likely be one of the first few things in alpha at this point in time, but I'm not overly worried about it ultimately being in the game. Have faith. I know plenty of games over-promise, don't deliver, and disappoint nowadays. But likewise all reason and logic will dictate that if Novaquark can pull off what currently is promised to come out of the kickstarter campaign, they would be able to, and in all respect actually would add in CvC.
  9. Sure. If you commit yourself to the game, it would be free to play - providing you make enough in-game currency to buy the playtime with it. And Novaquark has said they are trying to keep specs to a minimum. Though I feel their goals are noble, in that they want people to be able to play this on very low end systems, I would argue that you would probably still want a reasonable gaming PC by today's standards - though nothing like what you'd need to play something like Star Citizen
  10. Can I add horses to that list then? I want to be able to ride a trusty steed around my space ship
  11. 0 - THIS IS A MUST - "Right handed" building mode. The left hand to interact with vortexes is really going to frustrate the heck out of me. 1 - Not sure what the list of ALL elements consists of, but things like doors, retractable landing gears, various system generators and modules that must be placed and connected to the power grid of ships to function, can be damaged etc. ; stuff like gravity generators, shield generators, oxygen systems and such, if not already on the list of 'elements' you can add to ships. 2 - Atmosphere in ships vs. void of space + being able to take off your suit. 3 - CvC 4 - Cloaking / Stealth generators 5 - Docking 6 - Replenishing / growing / producing resources for farming / manufacturing etc. 7 - Most of the things already listed in this thread - though after this point it's more of a 'meh' for me. I'd already be really enjoying the game. Not at all fussed on in-game voice whatsoever. Majority of people already playing with their friends would use their third party programs like TS / Vent anyway, and I haven't seen any game that does InGame voice better. Normally there's either a massive loss of quality, voice activation is hopeless, and/or your bandwidth takes a hit. Not saying people won't use it, but I would far rather see the focus and time spent on gameplay features first and foremost.
  12. Congratz! Guess those orphan sacrifices to Cthulhu paid off after all. Was getting worried a few days ago when it was just over 400k with less than a week go to. Now bring on 600k so we can get ship on ship combat in the first version
  13. What about in a non-perfect world? So for instance, you lose power / internet to your house for the evening due to whatever reason / computer explodes etc. Games like EvE (I'm only comparing due to the similar "destructible ships system where the ship doesn't respawn with you" situation) would warp your ship out to a random unmarked spot away from any player / installation in space, and subsequently make your ship disappear after fifteen minutes. There are risks - your ship is still very vulnerable in those 15 minutes, but at least it's not a blatantly "you are definitely screwed" scenario if you drop connection while on a tour in hostile space. Or what about servers having an emergency patch or crash? It does happen, and has happened with pretty much every single MMO to date. You would then have to physically camp your computer well into the next morning, waiting for the server to come back up so you could get back on before your enemies do and destroy your ship. Wouldn't having your ships permanently out kind of put all players at the mercy of things beyond game world and beyond player control, in a pretty straight forward "guaranteed screw-uppery" as a consequence? I wouldn't be as worried about trolls parking stuff outside buildings. It would be pretty simple to have "no landing" zones on city streets for instance in my opinion, and would make sense to have specific "landing pads" attached to hangars scattered throughout the city. I would, however, be a bit worried of the above, and feel there are better ways to maintain the immersion and not have ships "disappear" in front of people's eyes, as well as avoid players "logging in" out of nowhere creating a "offline camping" mechanic - which is just as much of a problem. I mean yay for persistence, and I'm all for it, but there needs to be some reason logic and compromise, considering that in a fully immersed game, you would be "living on your ship" - which you obviously cannot do since it's sadly DU is not RL. And show me a gamer who has never had their internet disrupted for whatever reason, timed out due to something like a "gaming platform" (cough steam) deciding to cripple your gaming by applying updates you have no control over, experience servers crashing or coming offline out of schedule by ten minutes for an update, or simply having the game crash on them since god knows no developer can optimise for every single combinations of hardware (a lot of which hasn't been released yet).
  14. That. I've backed both, and I'm expecting myself to be playing both. Unless one fall severely short of expectations - but it's good to have options Of course I would likely play a different role in each game to keep things fresh too, which would keep things entertaining and unique - on top of the two games being completely different in nature.
  15. Doubt that would be possible. Doing that would create a bunch of server security issues that would be too easy to exploit for starters.
  16. Well, you guys made motivated me to have a go at something. It turned out to be a semi-fail, and I thought I'll dump what I've done so far here in the spirit of things. It's the base model - still semi unfinished (I'll get to that at the end) I'm kind of trying to go for an exploratory VTOL carrier deal. The concept is primarily an exploration and long range recon carrier, with atmosphere vtol and planet landing capabilities. The front "control bridge" is exclusively for long range scans, anomaly detection and recon using the array of antennae and the "mushroom" dish on the front of the ship. The precision of long range capabilities allow this ship to use the inter-system long range cannon located below. The main bridge is located above the hangar and the runway - which is not necessary in space, but since this ship is supposed to be able to launch small craft inside atmosphere of unknown planet gravity / density origins, as well as in space, it seemed like a sensible addition. The main bridge consists of two levels - top for main ship operations, and lower functioning as small craft control tower. The ship is sloped in an attempt to maximise 180+ degree of visibility from the main bridge. The lower hangar houses most of the cargo as well as any land vehicles required for exploration. Things I'm unsure about - manned turrets look funky. Here's the one at the bottom. I tried to move the cockpit of the crew manning the turret forward, so that the view isn't obstructed by the turrets for them. Practical and effective, but it looks ugly as sin. So not quite sure what I can do here. My other dilemma is what I will do with the arse end of the ship. I can put another large engine in the middle, perhaps even one that retracts up into the body for atmosphere flight (and landing), and comes out for warp / cruise modes. Alternatively I can put large fuel tanks there for reserve fuel to power the whole thing. Or lastly, and what I was planning from the start, is have a few hardpoints to retrofit it for purpose (for example, replacing VTOL engines and landing gear hubs with missile bays, which removes the ability of atmospheric flight and landing, but gives it more combat capabilities. Would love some suggestions in that regard. And no, I know the VTOL engines themselves currently look like shit - still working on those EDIT: Also forgot to disable field of depth. My apologies. It does make the proportions look a bit off from what they are.
  17. Because subscription model removes microtransactions. Now to be fair, the developers did say somewhere that they "might discuss" the "possibility" of an in-game cash shop. Personally I doubt that will happen, as in my humble opinion, that would destroy the game. And the developers seem too passionate about this project to do that. But meh, what would I know?
  18. I would like to answer "yes if it doesn't interfere with or hinder the building mechanic / other physics", as you would now have to factor in a number of other variables like point of rotation against player etc. On the flip side, you would have to assume that there is some sort of artificial inertia generation created by your ships' systems, as you will otherwise leave a thin film of moist cells spread against the back of your cockpit whenever you engage your warp drive. Probably with the rest of your ship structure that wasn't able to handle the force. Maybe you could go all the way and have it as a creative system where you would have G-Force effects on ships that don't have "inertia generator" module and not on ones with such a module active? This would also expand the ability to 'sabotage' a ship from warping off by disabling this device. But yeah, I'm kinda over-thinking the "yes or no" question. I just can't answer it as a "yes or no" with undisclosed variables, in the context of what would be preferred.
  19. He said "good" Seriously though, nobody can deny the advantages of a P2P. And unless I'm mistaken, pretty much every one of the above games runs off cash shop crap. Plus everyone supporting this game already "said yes to monthly subscription".....
  20. Eh, I have no issue with it. Namely because I made up my mind to support the game based on what they've said, and a game like this does seem to need some sort of a skill character sheet. If only to prevent the spam of fresh characters without anything to lose being created to go do something that is high risk / high reward.
  21. Think the internet monster ate your files. And thanks for that - had a quick look at blender, probably far superior than what I mess around with but it would be too much of a pain to re-learn stuff. Then again, if Blender allows you to make flexible tubing with ease, that would have probably saved me many hours. (You did motivate me to have a go at making a crappy amateur model )
  22. Am I the only one who had images of random planets with mined out 'dick pics' on their surfaces that are visible from space, when I read the thread title?
  23. Anyone know anyone needing a few horses broken in? Need the clients to pay for DU
  24. Surely you should already be able to merge blocks, since technically (and philosophically) every new block you add to the previous one 'merges' with it. And merging two pre-existing blocks with a third one down the middle was also already showcased too.
  25. Soft Kitty Warm Kitty Little ball of fur! Also, is it just me, or has this last week seems to have spawned a fair number of "I don't want to pay monthly" crowd? As for the OP - Different people prefer different payment methods. Plenty of people would disagree with you for a number of reasons, and prefer the exact opposite to what you would prefer. DU announced what they wanted to do. Get over it.
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