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Astrophil

Alpha Team Vanguard
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Everything posted by Astrophil

  1. True words. I had been so eager before launch...and to think what it's become now. Welcome to DU Ferran!
  2. Good Lord...welcome to DU!
  3. Welcome Syvesh! Hope you'll find a home here!
  4. Yes I'd like to see data collection and cartography/systems mapping be a profitable industry in the game.
  5. Astrophil

    Starting Off

    You are proposing, essentially, that there be 10,000 (which is a modest number of players) planets, or Arkships, or Secure Areas, one for every player. Well then, what happens when a new player joins? A new Arkship just magically pops up? In my humble opinion, this isn't a very viable solution Sure there may be malicious players, but if it's PVP restricted, there's no real harm (if there is, then I'm just blindly unaware and please feel free to point anything out).
  6. I feel like at the very least wheels are going to be a necessity, for taxiing maybe, or just normal ground vehicles. Rails hopefully will be another feature at some point. I mean, I would not want to be riding a hovertrain and suddenly have it lose power. Could end quite badly.
  7. It's true. One of the frustrating things about roleplay and with such an immersive game like this is the fact that you're playing with other players - real people behind computers that want to play and enjoy this game just as much as anybody else. That is terrible for roleplay, because people are not going to be willing to spend their time as a stationary guard or a slave...but it's completely understandable as much as I don't like it
  8. Sorry to be the Devil's Advocate here, but still, I have to stand by Warframe here. Free to play, enormously popular, and almost a purely cosmetic cash shop (in that everything else can be acquired by playing). There is definitely a ridiculous grind here, which is why I quit, but it still remains a good game.
  9. That first part was a bit of an overstatement, and actually overwhelmingly untrue. The subscription model certainly has some problems, but it does not, as you say, force you to keep buying a game. Ferran's points are true...with a subscription model, developers have incentive to further update the game, or else players will simply stop paying and playing. Players continue to have access to better content, and developers have a steady stream of funds to further improve content. With buy-to-play, developers see a huge influx of money at first, but that soon runs out and players are left with the game as it is, or worse, even more expensive DLC and expansion packs. Take Netflix - you pay monthly for access to its library of titles, not buying all of the TV shows and movies themselves - that would be enormously expensive. Dual Universe is similar - you don't pay for the entire game and all of its content upfront - you pay periodically for access to a constantly evolving and constantly improving system.
  10. Please note that anything concerning Cinderfall in the above posts are subject to change - forgot to mention this earlier.
  11. Surely with time, more translations will become available. Currently, the largest playerbase speaks English, and French translation is also provided (because NQ is based in France). Another huge portion of the potential playerbase is Spanish-speaking of course, so I feel that Spanish will be high up on the list of translation priorities. Also in the future, if I were you, I would not post thread titles that are all-caps and/or append multiple exclamation marks to the end of it. Helps to stay classy
  12. Welcome! Try not to blow everything up on sight
  13. Wow...very lengthy first post. All I can say is, welcome to DU, because about 85% of this I can't understand
  14. Welcome to the great adventure! Look forward to seeing you around!
  15. The "Arkship". My apologies - I'm a terminology Nazi.
  16. Ah yes - similar to Warframe's clan and alliance emblems. The emblems were completely editable and importable by clan leaders and you could puchase and display these emblems on the shoulders as a hologram.
  17. For the alpha, probably just helmets. It's just going to be a test version anyway. For the launch, or as an update after launch, I certainly hope this will be implemented. I for one am a huge fan of character customization, and every detail, every facial muscle must be exactly so, for all the attention that anyone pays Fingers crossed.
  18. That's very true. Went right over my head Again, no programmer brains up in here.
  19. Hello, and welcome! Nothing like a rant for a first post You've brought up some excellent points that many are probably wondering about, but as much as you don't want to, it is really quite a necessity to read and browse through all of the Devblogs to gain a more holistic view of the game rather than, say, oh look, there's Organizations, or a player-driven economy: This can't work because of X or I've seen Y in other games before and it flopped. But that's not how the devblog, or DU for that matter, is set up, because whatever is discussed in Devblog X could be closely tied with Devblog Y, and one can't function without the other. So to take your example on organizations: The way orgs are designed in DU is not based on ranks. The actual "forming an organization" mechanic itself is probably the most basic and the simplest template for any group, to allow for complete customization. There's legates and there's members. Legates own the organization and keep the structure collapsing. Members actually run the organization and its operations. So how does that accomplish anything. Through the Rights and Duties Management System (RDMS). This is essentially the "designation" function you were talking about. Through the use of "tags", players can give other players Rights (the ability to access or do something, such as accessing console X or opening container Y) and Duties (a player's job or role). I cannot explain it in its entirety here, so here is the link. But essentially, this removes the need for pre-defined ranks and takes the limit off of how organizations can be organized. Yes, this means that new organizations will have to set up a whole system of Rights and Duties and tag distributions, but they can do it however they want. And again, welcome to DU. Hello, and welcome! Nothing like a rant for a first post You've brought up some excellent points that many are probably wondering about, but as much as you don't want to, it is really quite a necessity to read and browse through all of the Devblogs to gain a more holistic view of the game rather than, say, oh look, there's Organizations, or a player-driven economy: This can't work because of X or I've seen Y in other games before and it flopped. But that's not how the devblog, or DU for that matter, is set up, because whatever is discussed in Devblog X could be closely tied with Devblog Y, and one can't function without the other.
  20. Wow. That was a very specific example. Coin-operated spaceships Well a tag giving the right to operate the rental ship would certainly work. I believe you can have time-based tags as well, so 24-hour expiration should be no problem. To have the ship autopilot back to the shipyard after expiration could be a bit trickier - it would definitely have to be coded into the ship's script, but since time-based tags would be temporary, you couldn't have it permanently coded. Unless: there would be some way for the ship to detect the presence or existence of the tag (or token). Example: If "SpaceFighter953_rental_token" = True, "SpaceFighter953_controls" = True. Else, "SpaceFighter953_controls" = False and "SpaceFighter953_Return" = On Or something to that effect. I am by no means a programmer. As for the DPU's ability to log tag expirations, I'm clueless.
  21. Welcome! Without a doubt my favorite part of the forums is this Narcissism? I beg your pardon.
  22. Welcome to DU, Ginderdeadman! We already have quite a few explorers and combatants, so I think you'll find a home here
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