Jump to content

Cybrex

Alpha Team Vanguard
  • Posts

    1114
  • Joined

  • Last visited

Posts posted by Cybrex

  1. I generally go the lone wolf route in MMO's. I like to gear my characters out and learn them thoroughly and then build a name for myself as kind of a mercenary. I don't care for the 'job' aspect of some larger guilds. 

     

     

     

    Likewise, fortunately GW2 supports that style of gem play. In most cases, to reach the higher tier end-game stuff it's far easier to join a guild. They tend to be territorial if you aren't in their guild and trying to run a raid etc with them. 

  2. My personal experience is that if the leader is all encompassing and embracing of members it's halfway there to a bonded guild. And that RP guilds tend to be more fun. PvP guilds more prone to in-fighting. Small PvE guilds more tight-knit. That's just my experience over the years.

     

    Hit the nail right on the head.

     

    I'm actually playing Guild Wars 2 right now, and put Eve Online aside for a bit. Hah! Been running solo for a while and have been thoroughly enjoying it, and joining random groups for the end-game stuff. I'm really liking their system to just drop in and out of groups on the fly while you're running around.

  3. Hi everyone! 

     

    No, space won't be closed to the testers during Alpha phase.

    On the contrary: this is something we want to test right from the beginning.

    However, alpha testers will be probably limited to one solar system because... no possibility to build a warpgate yet (and it might not be the official starting solar system, in order to avoid giving unfair advantage of landscape knowledge for those who can test in Alpha or Beta, compared to those who will start only at the official release ;)).

    Maximum size for an orbital station hasn't been defined yet. We are considering two possibilities to have virtually no limit (expect maybe the natural limit of available resources on planets). Moving an orbital station won't be impossible, but most likely very difficult. We expect implementation of physic laws to be a natural game balancer: the bigger mass a construct has, the more difficult to move it. The fuel will most likely be included in the total mass of each construct needing some in order to move.

     

    Best Regards,

    Nyzaltar.

     

    So what your saying is, I can have my Deathstar.

  4. That was in the fifth part of the short stories from the NQ team. The main character had wandered upon a sort of stonehenge thing and learned a blueprint for an engine or something.

     

    Here's the story- http://devblog.dualthegame.com/2015/08/28/dual-universe-part-5/

     

    If I remember rightly, that's what was going on, and where Silv got his information.

     

    Thanks!

     

    I think we can all agree early game will be a little shaky since space flight wont be common among players. Though, it would be neat if their was a main plot which new players would go through as their tutorial and building their own starship then cutting them lose afterwards. 

     

    I also hope Alioth will have an NPC faction, with an orbiting space station but that's just me. :P I just want to see a welcoming, and easy to adjust to starting zone/planet.

  5. In opposite to the majority here i think its far to early to form groups^^

    Without the game being in alpha you can't really grasp other players playstyle, ingame-behavior and real attitude towards pvp/pve, so i don't think its possible to form long lasting groups in this stage of the development.

    I will probably try to establish my own "group" when i finished creating my machine god, it needs minions to support it with rare ressources for replication after all :D

     

    Most "pre-launch" communities created end up being a multi-gaming group which circumvents the issues you bring up in determining attitude and play style. What in fact kills most pre-launch groups are the players finding out the game isn't what they expected. 

     

    But, it is possible to create gaming communities even now far in advance. I created one for Star Wars: The Old Republic two years before it's launch, and it is still kicking around as healthy as ever (Called Pax Republica). Just requires dedicated leadership and generating content for your member base to partake in and play with each other. 

     

    RP groups have it even easier, as besides gaming, depending on what lore DU will have those groups can also create their own community based solely around RP. 

  6. Wasn't it said somewhere everything will need to be crafted and learned?

    That the game would evolve over time based on the players?

     

    Well I don't believe we'll have a free pass into space is all.

     

    Not disagreeing or agreeing with you, but if you have anything you can reference I'd appreciate it. 

     

    We'll have to craft everything yes, but it won't be as complicated as some might imagine to achieve space flight. I hope so at least. I'm simple a man, and like simple things. 

  7. depends on how realistic DU will be, the power generating process and power output itself is proportional to the mass of the object, no matter how much mass that object has. Newton said F = ma (well, dp/dt actually) thus you just take the Mass of your Object, the Mass of the expelled reaction results from ur fuel and its speed and you pretty much get the acceleration of your vessel.

     

    Where it becomes a bit more complicated if the mass of the fuel is included in DU's calculation, because the sum of the masses m_vessel and m_fuel can escalate damn quickly for very large structures.

     

    If DU's spaceships dont use repulsion for acceleration but some kind of EM field drive or whatever they can come up with, then it would probably only limited by the strength of the powerscource which is not nessecarily limited by its weigth, thus removing the whole problem.

     

    In other words, and as has been discussed in other threads, we are all waiting on NQs response to how "physics" in DU will work (IE: Propulsion etc.) 

     

    While I was diving through the economy bits of DU from what we know so far, it was mentioned a few times that space stations will be an ideal place to conduct trade and what not. As far as shipyards, I have nothing to reference for that. 

  8. Yeah just caught that on Twitter, looks sweet!

     

    It would certainly help those who aren't on twitter/facebook if NQ did a monthly newsletter/update in either an email or devblog post showcasing what all they presented in their social networks. I know some of the people here in the community rely on their information from the forums alone and whatever devblog gets posted up.

     

    I prodded NQ on twitter with the suggestion. :P

  9. I had a very long response about 3 paragraphs on why I think F2P is the bane of the MMO world.

    I'm glad the team is responsible, you wont regret a Subscription model.

     

    F2P's are the same as casinos, lure people in and try to trick them into feeling good while they are losing with flashing lights and special noise patterns, there is neither a reward or any achievement.

    I feel about the same after playing a F2P or going to the casino and losing money. Baffles me why people would rather throw money at lucky drop boxes instead of playing the game; I guess this is true of gaming and physical life.

     

    Games are still a business. If your business doesn't make money, you have to change something or scrap it. Changing something typically comes before pulling the plug, and F2P is often times the answer. Your opinion on whether it is the bane of MMOs or not matters little to people trying to make a profit. Which frankly, F2P model does in fact make money, and often times more than a subscription would. It also proves there is a vast majority of gamer's that do not mind it obviously if they are throwing money at it.

     

    I don't disagree with you on your taste, but it shouldn't be just written off as some cancer that doesn't belong. There is a purpose to it, and no matter how ugly it is, if it works it works. If Dual Universe can make more money from running a F2P model, then by all means, go for it. That is their prerogative, and whether or not making a profit matters to them or not. Just do it right the first time is all that I ask.

     

    Note, I am still pro subscription model.

  10. It also gives the art direction a bit more freedom in that not everything has to be alien be it plant or animal. This could allow for cross breeds of earth animals with alien life form though DNA manipulation or even plant life. 

     

    It matters little to me. I'll be on my ship hiding in a dark crevice of an asteroid sipping on protein smoothies. :P

     

    That image is both amusing, and yet oddly disturbing. 

     

    035a78eade9fa985bb321b9d2ead3200_xlarge.

  11. The main reason games go F2P is simply due to there not being enough income from subscription numbers. Many people would be shocked to find how much more revenue one can generate from opening a cash shop. A good majority of players out there will throw their entire paychecks at their screen buying RNG boxes in the hopes of getting that one piece of cosmetic gear to make them feel like a celebrity in whatever it is they are playing.

     

    But, it isn't a steady source of income. Subscription model is more reliable, as well as helps provide more statistical data for other purposes (IE: Player numbers, activity etc.) where as a F2P is merely an indicator of what the next big pair of shoes the player base wants. 

     

    If it appears like I am casting a bad light on F2P, I am not. It has it's uses, and even keeps some games from hitting rock bottom. SWTOR comes to mind.

     

    I would much prefer a subscription model, because honestly, it puts the pressure off of my wallet. I'm free to admit I'll throw a few wads of cash at my computer screen to from point A to B quicker. But that's just me. 

  12. That's a good point, DNA sampling then possibly. I'd imagine there'd be some sort of DNA database of plants and animals for settlement elsewhere.

     

    Two movies come to mind about this. Interstellar, and Titan A.E.

     

    Both contained a ship that had a fairly large lab contained with just about every living organism on Earth. Granted, that's a lot to try and put in to a game where it's not about "Earth", but it could certainly be put in to the official lore, and from there we would have valid reason to believe why in our new world we have these Earth-like plants and other livestock. Seems like a good move to me anyways.

  13. Hello,

     

    In EvE, you don't control your ship directly: you give orders like "orbit this ship at 10km" or "align this celestial" or "go in this direction", then, the crew manage to trun, accelerate or decelerate, and so on.

     

    Regards,

    Shadow

     

    This.

     

    Eve can sometimes be referred to as a "Submarine Simulator". If that helps put things in to context. 

  14.  

    Off my current thought about pets and onto another. I was having a conversation today about pets in DU and we talked about dogs and cats. I think traditional "Earth" pets are viable through cloning, having some that were in cryo sleep, or through the quantum mechanics resurrection thing. 

     

    You probably aren't too off the mark with that statement. It would make sense to put DNA samples inside the arkships to help with colonization efforts if you were evacuating your home world. 

  15. That's what I'm hoping for as well and it seems that something like that is what is planned.  OP quotes the devblog on "Information Units" which are used to see what prices are in different markets from a distance.  I would like to see the range of Information Units to be quite limited, but really we don't know anything about how they work yet.

     

    I assume these Information Units will be restricted to information only accessible via the same region it is installed in. Region though could be restricted to a handful of systems, or large swathes of space. We simply don't know yet.

     

    However, while market units are restricted to a region they are placed in, I would actually like to be able to go to an information unit and look up any neighboring regions' markets. I see no reason why that wouldn't be an option. I am also expecting these market/information units to be upgrade-able pieces of hardware. 

     

    For example, a level one Market Unit is a basic trading post, limited to whatever is in stock inside of it (Town, Space station) and has a limit on how many buy/sell orders it can manage. Each subsequent upgrade would expand its capacity as well as maybe even reaching out to handle multiple cities, stations etc. That's not to say you can just buy anything from this one particular market unit and it is instantly delivered, but more or less a means to remotely access different market hubs within a given solar system/region. From there, you would obviously need to go to the point of origin for said cargo, and pick it up there.

     

    Honestly, and I may be biased here, but Eve Online's economy is the most sophisticated one I have seen in any game. Period. It is the closest I have seen to any artificially made economy system that has as much freedom and autonomy that it does. Judging from what I have gathered from the NQ team and there current vision of the economy for Dual, and their quite obvious influence from Eve Online, I hope to see them do the same thing if not even better. 

     

    They don't need to reinvent the wheel here, and there is nothing wrong in taking ideas from different projects. 

  16. I asked about whether or not players will be able to create their own currencies and the answer I got from Nyzaltar was no, and for good reasons.  Thread: https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/

     

    That same devblog talks about market units which can be placed in any player made construct and just require energy and storage space for goods being traded.  

     

    I think the intention is also to have the ASA have a few NPC markets which sell some basic stuff to help kickstart the process.

     

    The system sounds really flexible.  So you can build a shop, or you can have a little market stall, or you might be a mobile caravan (except more sci-fi-ey), or you could be on a huge space ship, or a dedicated orbital space station with masses and masses of goods from all over the galaxy!

     

    An implication I can see is the potential for destroying market units and stealing the goods inside.  I'm guessing they'll need an immunity timer once they are damaged a certain amount to give people a chance to get their stuff out, otherwise the economy would suffer greatly because the rewards for destroying market units would just be too great to pass up.  Imagine that orbital space station being blown up with all the goods on-board, just floating in space... salvagers flying in from wherever they can to get a piece of the pie...

     

    As for business ventures, I wonder whether it will be more profitable to specialise in a particular area.  Say you build small spaceships near a reasonably populated area.  Rather than transporting your ships to a market, you decide you have enough clout to set up a market - to sell your ships, yes, but also to attract people who sell the materials you need to build your goods.

     

    Probably the most profitable will be the generalist who manages a large market unit in the centre of a bustling city of a major organisation.  I wonder if the market unit owner gets to claim a percentage of all transactions.  The more transactions the richer you get.  Realistically the organisation itself will get be the owner of the market unit and most of the money will go in their coffers.

     

    Thanks for the heads up on the currency question! I updated the thread to reflect that, as well as some more information. Thatw as a question begging to be answered in my head. 

     

    I can really see players being creative in their business'. Ship manufacturers I feel will have a very good market, not to mention all of that jobs that will create. Those resources have to be gathered somehow!

     

    I'm hoping to see some creativity here like I did in Star Wars Galaxies before it went to crap. Players became very creative in their professions and how they made a living in the universe. Bounty Hunters, Doctors, even Dancers!

×
×
  • Create New...