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vylqun

Alpha Team Vanguard
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Posts posted by vylqun

  1. 38 minutes ago, huschhusch said:
    Access controls or defense mechanisms work without having to kill the other one.

    You don't seem to be clear about the extend of possible griefing. Just imagine, you found a very rare ore node, another player passes by and sees you mining it.

    Immediately he places a static core, creates a hollow cube around your position from his voxel library and starts mining the ore while you are trapped, unable to escape because pvp isnt possible.

  2. 3 hours ago, huschhusch said:
    vylqun You can also destroy entire constructs with the Delete key!

    thats an interesting idea for an enterprise, then please enlighten me, how do you want to make other players delete their stuff so they have to buy new constructs/elements from you?

     

    Quote

    Besides, those who like PVP are better off in "Elite Dangarous".

    please refrain from writing such nonsense, DU needs all kinds of players, belittling someone because of his chosen way to play DU only shows that you have no proper arguments left. I don't tell you to go play minecraft if you want no pvp right?

  3. Its not a matter of loving wars or pvp, its a nessecity for the economy and gameplay. Without loss in battles we would have an endlessly increasing amount of resources/constructs leading to a cluttered universe and worthless elements/minerals.

    In my opinion crafters and builders will be way more dependent on PvP than the people who love PvP themselves, because without any loss upon death those crafters and builders will sell nearly nothing and thus won't acquire any wealth/resources to continue doing what they love: craft things.

  4. 26 minutes ago, huschhusch said:
    I don't know how to say this in your language, but again: Players who don't kill another player won't lose their avatar or anything else, but will only be transferred to their next resurect Point!

    Which would completely destroy any PvP aside from wars between organization or pure griefing, not a good idea at all. Robbing, stealing etc. might not be nice actions and be quite annoying for the victims but they're still a very important part of an mmorpg like DU.

  5. 49 minutes ago, dw_ace_918 said:

    So an organization owner would have to surrender their organization to the members and yield all authority to an agreed upon system based on what tools are available to do this.

    Why would anyone do that? Where are the players who even value the ideals that would make it viable?

     

    obviously there are people like that, and with the planned rights&duties system its completely possible to give other members the exact same rights as the founder (which wouldn't make it a democracy but an anarchy tho). It is indeed possible to create any currently known political system.

  6. we have ambigious replies from devs on that topic, i wouldn't take any of them as the truth for now.

    As for the building tools/cad editor etc., as far as i know they are temporary and will be reworked for the final release, that means while we wont have an ingame cad editor we still might see the most important editing tools we know and love from cad.

  7. 1 minute ago, CoreVamore said:

    Then what is the 'modern' definition?

    i said meaning, not definition, that's an important difference. As for what is regarded as fps, i already wrote it in a post earlier.

  8. 3 minutes ago, CoreVamore said:

    So this all basically comes down to definitions of what 'fps' actually means.

     

    I will simply end with this : Just because I am racing in my beat up car, and not a purpose built race car, doesnt mean I still cant have a car race - and doesnt mean its not a car race ;)

     

    Ok, if you define playing an mmorpg like anarchy online, wow or whatever in first person camera means its a fps then, by your definition of fps, DU will certainly be a fps. But even though this definition of fps is conform to the original use of the word, the meaning in today's gaming industry is quite different.

  9. 3 hours ago, CoreVamore said:

    I did, and CANNOT find any reference for combat nor fps being limited to just a several hundred characters. There is not even any mention of large scale combat in the MassivelyOP interview. So, link your source please otherwise Im treating this as missinformation [...]

    Really now?


    In the part called "scalable combat"

    nearly the whole article

    paragraph "Odds and Ends"

     

    I don't really want to further comment on your ability to find information, i even told you where to look!. If you don't read whole articles, at least use the text search function and look for "lock"...

    There is a big difference in having thousands of people fighting in close range and having thousands of people fighting in close range with a fps system, especially because battles in DU isn't limited to a few dozen predefined vehicles as in planetside. In planetside, if a new player joins a battle, the server just tells the clients that there is vehicle x at location y, the client then loads the locally saved files. If in DU a new player joins the battle, then the server doesn't just need to convey the location, it needs to give a complete set of informaton about a unique construct with all its elements and weapons to all clients. Thats A LOT more information than any mmo fps has to handle, and i don't even want to begin talking about handling the individual damage. So comparing other games where hundreds of players can fight in an Arena of limited size and DU is like comparing the power consumption of a high end pc and a calculator.

     

    Quote

    After all a fps aspect is usually not much more than bringing the players viewing camera forward and animating some arm/gun/scope actions. The rest of the calcs needed to be done would be done regardless of if view was in fps view or isometric/over the shoulder view.

    No, fps normally involves projectile physics where, for example, its possible to "catch" the bullets meant for other people if you're in the way. Lock and fire means the server registers one single/construct as your target with no calculations considering a physical projectile are done, you basically shoot through other players if they move between you (except if there is a mechanic to verify line of sight)

     

    You can simulate pseudo fps with targeting cones etc. but we will see if they manage to do this, as thats always somehting done clientside and thus not that hard to hack.

  10. 2 hours ago, CoreVamore said:

    I have actually never heard any dev say this and I've read/watched a fair bit of the DU material.

    Honestly? I doubt that. Just look at the kickstarter description, the dev diary concerning combat, or if thats to old for you, maybe read the newest MassivelyOP interview? There are really more than enough sources, people just have to use google for 5 minutes...

  11. 6 hours ago, Blackhawk said:

    Yay thank you all for your amazing input, this is more and more exciting every day! I can't wait to play it, I'm buying the alpha test access soon.

    just a quick reminder, we're currently in the pre-alpha phase, that means we don't have all game loops implemented yet. You sound so enthusiastic that i just wanted to remind you that the pre-alpha isn't the finished game^^

  12. 54 minutes ago, Nanoman said:

    Shame also that scripting probably won't be a viable profession in DU because, unlike constructs or blueprints, you can't sell scripts and you can't protect them from being freely copied. So scripters will have to find some other way to make a living. But I digress...

     

    i wouldnt be so sure about this

  13. 16 minutes ago, Kregon_Tempestus said:

    This is 2018 I hoped that we will have more realistic combat system  so thil I get new info I give a big dislike for an old ( and lame) combat system!

    Give to us realistic FPS combat and many people will be happy!

    yes, sure, you will be very happy if you need to buy a new high end pc for 3k+ if you want to run the game^^

     

    besides, no one said its just tab targeting, lock&attack is archieveable with many methods.

  14. 8 hours ago, Kregon_Tempestus said:

    I am all for complexe (but not to much overcomplicated) crafting system in game!

    It will be realy nice to have more than one tier of furnaces / rafinerys to be able to obtain higher /better allois etc.

     complex crafting doesnt mean different tiers, rather have different properties for crafting instruments which allow them to excell at different elements (refineries for example could have maximum heat, heat stability, heat homogenity etc. which could be needed for different compunds etc.) In that sense you get a kind of tiers, but at the same time there is no absolut best element.

     

    A really good crafting system needs to be simple for average products but turn into a science if you want to master it. Tiered crafting where you just click all the needed items together is neither conplex nor interessting, just tedious and boring and contains no difficulty except for the grind needed for better crafting instruments.

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