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FD3242

Alpha Team Vanguard
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Posts posted by FD3242

  1. I think he means that he doesn't believe you were intending to be hostile about it. Neither did I. It's true that one came later than they wanted, and when the entire purpose of these things is to have time between them to show what had changed in the game, when one comes late then they all have to shift a little bit.

    I get it.

    Guess this was a useless post. Just ignore it :(.

  2.  NQ doesn't have obligations but the DevDiaries are stated to be monthly and to be released at the end of each month (without a precise date). Late or not, we didn't miss anything since they're still on a 30 days interval, btw I don't think OP was critic about it. 

    I know there technically not late in reference to the previous month.

    I am referring to them not coming out on the month they are named for as they originally where.

    I was just curious if people thought it would get back on track this month.

     

    I do not know what you mean by "I don't think OP was critic about it."

  3. https://holoverse.com.au/whats-on/

     

    by Euclideon

     

    they do lack references but totally dismissing the engine is flawed, perhaps in the future someone will make something awesome

    Perhaps, but it has been 10 years since they announced this was possible and still nothing, so I doubt it. Plus polygons have caught up with what they showed 10 years ago, so why dose it matter?

     

    Even if they did get something working Dual Universe won't be using it. For reasons stated above

  4. calm down guys, i was just trying to show NQ the technology, i was not seriously advising to change the engine. but if they want to make a super awesome game, they could use this one. i know people are sceptical about it, but if it works, it works. simple as that.

    But it won't work...

     

    Glad that's settled, now who want's some cheese?

  5. Allow me to interject here with some tech talk.

     

    You can't use this wibbly wobbly engine when NQ are already using a wobbly wibbly engine. It'd be like starting from scratch with a wizzle fomple. Besides those very radioactive apron machines (VRAM) can only put out so much eye magic, so I mean, not even a possible thingamabob here. Ya feel me?

     

    So what you're asking NQ to do is like cramming a flibflam in to a Pom Pom Knapsack. It just can't happen.

    Could not have said it better my self.  I am a little confused about the last part though.  I thought you could put flibflams in pom pom snapsacks if you diddle boot the hotdart.

  6. Singleplayer will most likely not be introduced, even if it's only for some kind of creative mode. So you have to log in -> you manifest in the world of DU -> even if you enter such a VR room, you stand around like a Zombie (maybe NQ could write their ideas here to clarify?)

    Small ships may be built by Blueprints as a whole without placing Voxels, but I doubt they do that for larger vessels, so yes, those would have to be build anyway by hand. So you NEED someone who is in charge anyway - and at heart DU is a multiplayer game that's why I think you should enforce that.

    You could introduce such a VR room (and as I said, I can see why people want this) but you'd still need that overseer. Without such a VR room, big buildings/structures/ships would actually mean something and way way way more than with such a room. For actual convenience, gameplay and balancing issues I think they'll do it anyway - I'm just stating my opinion here :)

    I can't tell if you agree or disagree with me.

     

    Edit: I reread it and now I understand. I respect your opinion. Lets just leave it at that. :)

  7. I was thinking of a separate universe, or a singleplayer mode...

    That would make the most sense. 

     

    But I think more of a VR like room would work best. So no planets just a VR room which allows you to simulate things like pressure and gravity. Stuff like that.

  8. See my first post

    But such a mode also affects the experience of others which has to be considered (I assume that people need to be logged in normally - no extra server or something cause that wouldn't make much sense):

    Will the arkzone be filled with not moving people who work in that mode? Zombies who don't interact at all for days/weeks with others, just standing around in some safe zone to build in that mode to get a blueprint out of it?

     

    I think a VR like thing would work better.

     

    I don't see why they would even consider doing it the way your just unsuggested. For lack of a better word.

     

    But on the other hand: wouldn't it be nice if building things was actually hard? That it's rewarding in itself because everyone knows how hard it is to build a huge station WITHOUT a creative mode so that every voxel/element/shape needs to be placed and planned carefully?

     

    Since your ship will need to fit inside your ship assembly thingy I doubt you could make a blue print for a station that you could actually use. So it would still need to be placed by hand.

     

    Wouldn't it be nice in a MMO if there would be the need for an overseer/planning guy who watches over people while they build something?

    No I don't think that would be "nice". If anything it would make large builds impossible.

     

     

    For anything saying it effects game play in a negative way I simply disagree.

  9. Well its likely that players would horde the ones they found or sell them to get super rich. Then some org will buy it and place it in a area with lots of resources and not tell anybody where it is.

     

    I don't see how this could work in a game like this.  

  10. If you see it that way, then every game regardless of mechanics is boring simply by repetitive gameplay (like mining. Or smelting that ore. Or PvP. Or exploring). And that's just bs

     

    ofc there should be mechanics /skills in place which have to be convenient and easy to understand to get every player started. But to me (in a MMO sandbox) mastering these mechanics/skills should be hard. Such a game isn't designed for 20h of gametime or a month - not even a year. This game is designed to be played for a very long time (lifetime sub - wink wink, nudge nudge). Yes there will be constant upgrades which will introduce new mechanics for players to explore and deal with but to me the core mechanics/skills should mean something too.

    It should take a very long time to master hardskills

    It should take a very long time to master softskills

    Old characters should have an advantage over new players, because of the two skillsets mentioned above thus being very valuable to any org

     

    If core mechanics are too easy to master, you don't really have a goal to get to. Specialization is key here

    Ok, I don't disagree.  I was just trying to point out that a creative mode would remove a bore/frustration from the game. Which is not having enough resources to complete the ship your designing or not having enough inventory space.

     

    Having a creative mode would also increase the quality of ships because people can have complete creative freedom when building.

    I can not think of a down side that would make it not worth adding.

  11. Just an assumption, but I think making players learn two entire real-life skill (chemistry + smelting... haha thats a lot) is a bit excessive. I think having players research a bit is good but we don't want Dual Universe to be a second school, now do we?

    No we don't. I agree with having some complexity. I was just wondering if there was any reason for having that assumption.

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