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Violet

Alpha Tester
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Posts posted by Violet

  1. It'd be awesome if an alien took over the mines, and they sent like a elite group to wipe them out...

    Only to get #REKT by the elevator stalling.

     

    "They dug too deeply and greedily for Mithril and to their loss they unearthed a nameless terror in the depths beneath the city. This dreadful creature wrought destruction throughout the city wiping out most of the Dwarves and slaying King Durin VI. Thereafter the creature was named Durin's Bane. After the Dwarves had left, Khazad-dûm gathered dust and stood dark and empty, but for the sinister creature that lurked in the depths. This was when it was named Moria, the Black Pit."

  2. Well I like the idea that you can build a simple stone furnace that is wasteful and it produces a lot of waste slag and isn't very efficient or you can build a massive electric furnace that has a much better efficiency and if you put all your training into a refining skill you can increase that even further.

     

    Anyone should be able to pickup the game and have fun but to be competitive and make huge stuff you need to invest in skills and work as a team.

     

    edit: Basically make industrial craft with more benefits for working as a team and I will be hugely happy

  3. My concern is that they dumb down the logistics chain so that you can just dig metal out of the ground then instantly build anything (taking this to the extreme version).

     

    There should should be a requirement to smelt ore and the use factory blocks to assemble components before creating elements.

    There should be scope for a skilled factory operator to optimize their production system by automation and clever factory design.

  4. I like the idea of needing to have a shipyard to build ships but I think it would suck for new players. Perhaps an extension to your idea is that different sized ships require progressively larger shipyards.

     

    For a small one man fighter, you can build with just your hands but you are limited to low tier elements. You then have access to different tiered and different sized ship yards that allow you to build in bigger volumes and more advanced features.

     

    Stations would be different you can build them anywhere but you cant move them and the only restriction is being out of combat

  5. I think NQ should run an org through their community team that basically manages the construction surrounding the arkship, plans roads, allocates plots of land to be rented etc. Totally neutral, all players can participate and build but there needs to be someone preventing too much chaos from occuring and making sure the areas is noob friendly.

  6. The area around the ark is going to be the only safe area to build so everyone is going to want to build a house or factory or other org structures. The real problem is going to be parceling up and allocating land so it doesn't get overrun by undeleteable low quality shacks that are quickly abandoned when players move on.

     

    If TCUs are allowed in the ARK area its going to be a race to see who can claim these tiles first and control "Ark City"

  7. Oh god yes, making a spiral staircase was rage inducing.

     

    PS. BTW, if I understand it correctly, to make voxel stuff moving (flying), program has to automatically transfer voxel stuff to mesh after it's done, right? This process cannot be undone if I'm right. This feature was discussed in LM several times, but finally it was not possible to achieve with upgraded (complex) tools due to many errors that it generated, etc (I'm not an expert in technical stuff, so can't explain it better I'm afraid).

     

    No you can edit your constructs after building them.

  8. I believe that landmark and dual universe both use the same voxel technology called "Dual Contorting" or if not very very similar systems systems.

     

    As it is now the DU tech is still in pre-alpha and they haven't developed all the sculpting tools or created much game content but I believe you should be able to get the same results as in landmark.

     

    I played landmark for a bit and I was initially very excited about the building tools (even though I had no skills) but it lack enough actual game mechanics to make it hold my attention.

     

     

    edit: I am a developer, I have played around with game tools like unity and I read the SIGGRAPH white paper on dual contorting. As I understand it you should be able to do almost anything with the right tools, the only limit is the voxel resolution which I think is slightly bigger than landmark.

     

    edit2: According to this the voxels are the same as landmark: http://landmark.wikia.com/wiki/Voxel

  9. I like this idea, adding randomly placed abandoned structures/crashed ships adds a lot to exploration and crowd sourcing designs from the alpha is a great way to go about it.

     

     

    I agree, but also have you consider this: How resource-consuming would such an action be and would it be worth a possible delay for release of other content?

     

    I think coming up with designs for structures is the intensive bit, writing code to place it in world would be fairly simple compared to that. Its not something that needs to be done straight away it could even be done post release when they open up new worlds and star systems

  10. I don't mean to interrupt you guys' interesting discussion on algorithms, but I think an equally important discussion to have isn't can we build on moving ships, but should we be able to build on moving ships?

     

    Just off the top of my head I can think of several balance issues with this, specifically when it comes to combat. What's to stop people from running around on extra-large ships and replacing/adding weapons mid fight? Or adding armor, shields, thrusters, etc? Even if you disable building while engaged in combat, there's the ability to quickly re-design your ship as soon as you anticipate a fight, which I suppose would depend on the range you can see people, but still. Then you have to worry about transport ships re-tooling for combat right before the pirates show up and start killing them. On the one hand, that could be very interesting gameplay... but how on earth do you manage to balance something like that?

     

    Additionally, imagine the economic impact of being able to edit fully functional ships. Why would you ever buy more than 1 ship (or why would there be more than one type of ship on the market) if you can just re-tool them to your specific situation? Without knowing any of the specifics on how ships will work exactly, if you could edit ships at any time, why not just carry around a ton of parts and replace them when you need them? I'd just fly around in my combat ship until I found some nice resources worth mining, and then I'd replace the guns with mining equipment or whatever. Same goes for any specialized ship equipment. If people can do such things, then there stops being a need for ship types that have specific capabilities. Everyone would just buy the most efficiently customizable ship possible and swap things around as needed.

     

    Needless to say, I don't like the idea of being able to do this, as it sacrifices a lot in terms of game depth.

     

    I like the way that you are looking at this, thinking about the game-play implications is important.

     

    My solution would be to disable building while in combat, if you are "on" (touching or in a seat) a construct that has taken pvp damage you get a PVP flag set which disables the building tools until some time after a cool down period. This would prevent long drawn out battles where the winner is basically the person who can rebuild faster and brought the most resources.

  11. Both planet Entropia and Second Life had stock markets at the some stage. Both were shut down by government lawsuits. Both faced multi-million dollar fines if they continued. No company has tried since. It happens to be illegal world wide. Government's do not differentiate between real and virtual markets because the both are electronic and can be just as real in terms of tax, fraud and latter may show up the real thing. The bitcoin markets are fighting hard but it's costing a lot of real time and money. Even voluntary lawyers cost money. 

     

    It has also happened in other fields, i.e. hacking in games: http://www.sjgames.com/SS/  Governments sometimes can't tell fiction from reality. 

     

    Thats nuts, trading stocks for an in game organisation is the same as a real life one in the eyes of the law? What's next? Am I going to have to declare my income from space piracy on my tax returns to the UK goverment?

  12.  offering dividends is a good way to increase your volume but not essential if your shares are forecast to raise in value as people will trade them anyway if they feel they stand to make profit from re sale.

     

    Basically what amazon does, never paid dividends the entire time it has been publicly traded

  13. The question is will the game mechanics allow a stock market from the existing tag system or will NQ impliment one.

     

    In Eve my corp had shares for members and would do payouts based on it. its a bit of work managing the excel files doing it yourself but not much. The bigger issue, without a game mechanic, is the trust of companies holding shares to even payout. Afterall, who would hold the largest corporations accountable if they didnt.

     

    If the founder of the org controls >51% of the shares you are shit out of luck but that's the same as real life. If shares were a built in game mechanic the share holders could at least vote out the founder if they don't play by the rules.

  14. You could have "share certificates" as a physical item that organisations could issue (with permission of at least 50% of existing shareholders) that are linked to voting rights in the organisation.

     

    Its been confirmed that there will be EVE style buy and sell orders at trade terminals so if you are buying and selling share certificates to the public you have basically created a stock exchange in game or you could trade them privately between players or give them away or whatever you like.

     

    Making sure unscrupulous players don't sell loads of shares and then run away with the profits will be a real challenge but once organisations are a established and have gained reputation I think it could work.

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