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Casegard

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Everything posted by Casegard

  1. Hmm about that 'average thing'. It is not necessary true that half the people are dumber. They could also have all the same intelligence and just some 'feel' they are different. Or what if you have, from lets say 100 people, just one off to each end, at the same distance and the rest is the same? Let alone the fact that intelligence is pretty much a multivariate factor and therefor the 'average' is meaningless or pretty much whatever you want it to be. The real question for me would be, what is the real intend for the mentioned quote? I let this for others to decide and go off to see if I can find the average cloud shape.
  2. Not sure were to put it. - make the notifications setting persistent -- or better let me clear the notifications It takes 2-3 min after each login to set the notifications back to 'last 24h' - the clients stops to respond for that time if you hit the notification tab with lots of entries.
  3. Looks like you only have to bury the mission container more than 2km in the ground and you can make 'free' collateral money. So make some juicy collateral rewards and you have your money in no time. Why the delivery is not bound to the tile is beyond me. Well I guess this is still in progress.
  4. Given how sloppy this game handles rounding. I always thought the mining result might be a rounding error. After all you mine a voxel with a sphere. If I should guess I would say the scanner result is the voxel volume for the node and every time you pick a chunk out of the node there is a rounding error where the difference in ore just gets removed and not moved to the adjacent voxels. It all also depends on the 'mining technique' ( for a lack of other term) when you always mine the little 'holes' you also get the most out of the node - compared to just mine along chunk by chunk. So I would say it is indeed +25% but you never can get it because of the rounding errors. This could explain the different mining results for everyone (+ and - .. of the scan result) . I thought I throw it in here, maybe someone has a thought on it.
  5. Looking at the third screenshot (the one with the mission created) there is no indication for a collateral. The Icon might indicate it is a corp only mission, but why would you need a hauling mission within a corp? Let's hope this is all just an early sketch of the system and shows how it 'could' work and not how it 'will' work.
  6. Hmm, seeing the screenshots makes me wonder for a lot of things: - how would be the payment handled? 'bring me to the moon' - ok, do I pay before and the guy jumps off without me? Or he brings me to the moon but how does the system decides that the mission is completed? I could deny the payment here or if it is bound to a waypoint - just jump off the transport? - 'haul my stuff' - oh boy this will be a slaughter - how does the system check if I even have the capacity to hold the stuff at the destination? Container full and the mission is not able to complete, is what I see here. Not to mention that I don't see any secure payment for my stuff. In eve most hauling missions are a scam for a reason. I expect a lot of 'dirt hauling' will be seen in this part of the mission system. - there is no game I know off which could pull of a working bounty system. Every bounty system will be exploited to no end and is a wast of time in my opinion. - the npc missions - hmm not sure here, might be ok but if it is worth with element damage has to be seen. - the 'first in first pay' could be interesting - still this needs real well thought mechanics to function. Otherwise it will be just a 'wait for your target game' - but still it looks interesting. to be honest I could go on and on here and seeing that 'an eye for the detail' is not quite the strong suit of DU I hope they explain the system before they patch it into the server. So we could maybe discuss the do's and don'ts as a community. EDIT: The screens come from the latest announcement in case you wonder where it comes from . Maybe someone can post a link here.
  7. Hmm .. ok I will bit. My bet goes to 'energy based on territory' - but first let all people put their money into schematics and rebuild the industry. Then introduce a system where energy is needed for the industry. Make it challenging they will say. Fist, chances are, your current territory is on a low energy tile - well, lets settle somewhere else then! Hmm .. nope to easy. Industry needs PVP (we all know this!) so lets have the 'safe zone' only spawn low energy profile territories. You want to be one of the 10%? Go to the outer planets with your industry - imagine all the possibilities here. Ofc - this is only the backbone here. The real implementation will be well thought trough - a little bit like the market UI. One is for sure there will be math involved - like the schematics formula. A 'round carpet' maker should work for his elitist profession - maybe he should produce 'large antenna L' the schematics prices are reasonable for this formula so why not for the energy use it as well. .. I think we will see.
  8. I don't think the market system is ready for this change. Forcing the majority of players to use the market means the market will be unusable in a couple of days. How it is right now is everyone can place constructs at the market and there is not really enough space to maintain a fully market shift. I can easily see the markets cluttered with large cores of all size of complexity and I don't really see how this could work. I can not speak for others but the reason I did not use the markets as much as I would is not the system in itself it is the technical issues that come with it. And this update has nothing indicated that the technical issues around the markets are addressed accordingly.
  9. Actually a tournament environment would be my favourite thing to see in this game. I even guess it would be easier to implement than a whole world system. If you could adjust the territory rights (RDMS) to combat environment you could have ground/aircombat at a competitive level. To make it meaningful, it would probably need some sort of a leaderboard and maybe an entry fee (winner takes it all like thing, maybe). Interference from other player is ofc a problem - maybe make it a no flight/travel zone (this would need more discussion ofc) I'm pretty sure if you could set the territory to combat arena people would build whole level based combat zones (ground and air as well). Maybe even rebuild common maps from other games like counter strike or so. And if the rights could go so far that you can restrict the elements used or objectives to fight for (multi crew ship) you would have a very strong environment where everyone could find something to do. Wan't a tank battle? Just restrict the arena to hover engines. And after a while the best arena system will show how combat could work on a world scale. This also would mean you don't have to implement some arbitary restrictions on all other ships it is all in the rules of the arena system (open for all - XS core large guns = no problem go for it, realistic - well you have to decide what makes sense here.) For open world piracy I would like to see some sort of ELO based rules. This could mean that you are allowed to attack players in your ELO range and that's it. For a pirate it would mean to search for targets of his strength and everyone else can go there business. This system could also be applied to organisations. At the end you have a goal to be the most feared pirate with the highest ELO. (obviously this is just the idea - to make this a viable idea it would need the general direction for the PVP to be clear) There are a lot of do's and don'ts to consider to make it not abusable to a point where it is meaningless. You can see the influence of the 'eve territory warfare' right now and live in the game. Everyone is hoarding resources for no other purpose then to have it for later or make money (also for later) and get bored while doing it. Playing like an EVE player means you have to grab what you can while you can. The whole save zone system is in my opinion a mistake because it encapsulates the creative part of the game into one area. A 'save zone' implies that there is at one time a 'not save zone' - ask yourself why even the big cops build there head quarters in the save zone? My guess is, no-one wants to build something meaningful within a potential combat area. hmm .. sorry I got a bit carried away. Maybe move this to a more appropriate thread. PS: Don't forget to have fun
  10. I would like to have a clear direction where the PVP aspect of the game is supposed to be heading? So far, the voices to make it 'like EVE' are overwhelming and do not consider the unique nature of this awesome game engine. How do you want to combine creativity with eve territory warfare? Remember the last time in eve when the big org invited you to see an awesome megastructure? Or the time you where heading out to the null sec market? If the pvp is territory based you will not see anything worth looking at, in the PVP zone. After the 'borg cube ships' the 'cube industry' will be the new build standard. Which would ask the question why to have a build system or beautiful looking planets in the first place. In eve everything is the same there is no creativity beside maybe the ship fittings no matter where you go you will not detect anything that is not elsewhere to see as well. And this makes the territory warfare in eve lets say a 'vaiable' option. In DU I would like to go everywhere to see what kind of crazy things people have build. I would like to see ship expos (or other community events) on every planet and not only in the 'start/save zone'. I might be totally wrong an all this and that's why I would like to hear about the overall direction and how creativity and competition are supposed to be go along in the end?
  11. Not sure if it was mentioned before. But the maneuver tool is also used to get constructs off of your 'lawn'. If the tool has a 3min timer it will be awful to remove parked ships from your territory. Also I bet the guys who make the next expo will have to say something against that. This will make such community things very hard to manage. As a personal note: anything that needs a timer or counter is in general a sign of bad design. Not sure what the 'abuse' of the maneuver tool is about, but I guess people bring heavy load into space without any fuel or design needs for the ship. Maybe let the tool just move empty ships then?
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