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Lethys

Alpha Tester
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Posts posted by Lethys

  1. I still have no idea how ship battles work can a dev or tester make and send me a video better explaining and in detail showing how it works

    NQ is an indie dev team with only a few people, they won't have time to make a video just for you - besides it's just crazy to assume ANYONE would do that.

     

    CvC will not be implemented in release, except we reach the milestone for the pledges.

     

    There are no testers yet because there is no game yet.

     

    Go to YouTube and watch all videos you can find for dual universe because obviously you not seem to know much about it yet. You can read the devblogs too here on the forum

  2. My numbers? I don't get it :(

     

    And yeah, sometimes I repeted stuff because I wanted to insist a bit on it/the narrator's mental state, but I guess it becomes a bit too much. I still lack experience in writing, it should become a little better with each story, I least I hope si :D Thanks for for the feedback, I need it to progress!

    The dates are off (or I don't get it). Sometimes it's 2087 then again it's 2430 and switches back to 2088.

     

    Your welcome, one can only improve if you get meaningful critique

  3. Yeah, that is fine. If you and your mate very skillful, you can properly control all systems, do everything in time, then why you need extra crew? It looks like:

     

    5+5 = 2+2+2+2+2

     

    Where you and your mate doing very massive work - 2,5 times more/faster/better than every single member of the enemy crew (on the same ship for this example). P.S: Following this example, these 5 players can be same skillful as you two, but just because they are limited in "Control Navigation only" (one specific role), their value is lower.

    Game need to allow you to do these "5 efficiency points". The game must not limit you to do "2 efficiency points" only! That is the main point.

     

    About use your brain. Don't mess "use brain" and "be extra-sense and read ideas in your head". I told you about that in "Large Ship" example. How big is it, when the ship becomes Large? Same with roles, I have no idea what you think about them, so asked you direct question few times - "What player need to do?". Anonymous gave an answer on question, simple, clear, without any "guess what I mean". I find his answer informative overall. Nothing new for me personally, I don't see gameplay "look in the monitor for to talk" very fun. Why can't a pilot switch monitors and get all necessary info? Why can't a pilot coordinate everything? Maybe there is a reason in your head why it is impossible, but I'm not extra-sense, so I ask questions, not guess what you think.

     

    I agree about possible repair or turret control, but what will be the game mechanic of "repairs and turrets fire systems" in the end? Turrets - Lock-On, so what will be the control? Find a target and lock it. Damage model under big question at all, since block destruction model requires massive server resources.

     

    As I said many times, if 1 or 2 players can physically make a job of 10 players, this is not the reason to lower down their efficiency equal to anyone of these 10.

    Somebody said before, doing everything will be easy (and everyone will control capitOl ships in 5 minutes after launch), so doing 1 role will be x10 easier (=VERY BORING).

     

    I'm saying, that if there is a player who can show the efficiency of 10 average players, the game must allow him to use this efficiency.

     

    Thanks,

    Archonious

     

    Ok, if you feel like that this is fair - why not, we have opposing ideas of fairness then. 

     

    No offense to anonymous here but:

    me: the navigator has a 3rd person vied (zoom/rotateable) so he can see whats going on on the battlefield)

    anon: 5: Gunner 1 - pew pew

    and then you write: Anonymous gave an answer on question, simple, clear, without any "guess what I mean".

    I have no idea why you feel that my answers lack explainations

     

    I'll leave it at that, every viewpoint has been written. So no sense in discussing the whole thing again and again with no progress

  4. His examples (exactly!) shows what players need to do, not "Navigator has a 3D view". Clear and simple answer, without extra "thinking and conjecturing" what this mean.

    I do not look at the situation as "Captain" or whatever else who control everything, I try to see what you want to offer to players on board (those service stuff). Because saying "IT SHOULD BE MULTI ONLY" = force somebody to do that. And if it fully boring and not gives any fun, why players need to do that?

     

    But the main thing is - "And yes, if they are lucky, 99% of most crews job is watching screens. But you want them there for those 1% of the time - battle ;)"

    And this is the main problem! It could be cool to manage some systems 1-2 times, but doing this crap day after day.

     

    The game must give fun not routine work. Most of the things in the list is routine. Yes, these things could look very awesome in theory and dreams, but doing them day after day (to be good in that role) will be fully not enjoyable very soon. Or you think that somebody come back home from the 8hrs routine work in office (or any other) and will enjoy another few hours of routine gameplay?

    Saying "YOU MUST HAVE MULTICREW" you forcing somebody to do the routine.

    Saying "YOU MAY HAVE MULTICREW or IMPROVE AND PRACTISE YOUR SKILLS" gives the option to have a crew or work hard to do as more as possible.

    In the end:

    -Hardcore players have unlimited target to improve their multitasking and personal skills (Can fully and easy control full ship? Let's add something new)

    -Basic or Casual players can try to find crew for up to every single turret and system (Don't want to do something? Hire somebody to do that)

    -Well skilled players can learn how to run few systems at the same time (You like activity 1, 2 and 3, but 4th is too much for you? Hire someone to fill this gap)

     

    Will 1-2 players control the same ship better than 10 players, this is a question of skill and practice. "Hard to Master" - isn't that on of the main messages from Developers?

     

    Thanks,

    Archonious

     

    Again, read the WHOLE sentence: "the navigator has a 3rd person vied (zoom/rotateable) so he can see whats going on on the battlefield)"

    And then think about the words involved: NAVIGATOR - SEE WHAT'S GOING ON -> conclusion: he can talk to the driver to give him intel about the surroundings (are there asteroids, from where are enemies approaching, where can you hide, where are other points of interest,...)

     

    If you can't see the fun in people having different roles and doing different stuff on the ship while many other people will coordinate all that stuff and give the captain only the most relevant infos - then we can stop now.

    I see your point there with routine, and that should be avoided. BUT managing a crew itself and doing different tasks as we already discussed and explained won't be boring imho. Balance is always an issue and you're only able to balance something to be more fun if you implement it in the first place.

     

    You only seem to think about this topic in terms of ships - I ,AGAIN, mind you of the many other areas of DU where your logic would just break this game. I tell you just one:

    Playergroup sets up a base for their market. I come along with my mate and we just steamroll them with our totally, completly, extreme, op, hardcore skills in maneuvering our SINGLE SHIP. In which universe is it fair, that 2 players kill everything a 20 man corp has? They can't even defend it properly, because for two people it's ALWAYS easier to communicate and split their roles so that they know what to do. With multicrew it's harder to do and to get people to know their role, because someone will never pay attention. Plus, I and my mate have similar playtimes and since we're only two, we can get our super-long-extreme-battleship out every night to kill and rampage the planet - while others (though more players!) can't do shit against it, because it needs time to coordinate people. 

     

    So the solution is easy:

    - Play with your mate, no one said it wasn't possible - but then that battleship has WAY reduced firepower

    - Play with a multicrew because then: you have all the same problems in setting up a fierce group for yourself. Hardskills (the one from the player itself, not the softskills the character has) come here into play because if you're good at running this crew, then you will certainly outmatch the same ship with a different crew. 

     

    Oh and I'm not here for wording everything out for you and you are supposed to use your brain and not expect others to do all the thinking for you. It doesn't hurt if you think about the post before you answer it. 

  5. cybrex.jpgpicupload

     

    This piece is my contribution. It's value is more than any mortal can grasp.

     

    It pictures not only one of the most famous memes in DU so far but also was made by the most handsome noob and notorious shiptoaster from BOO - that's me btw.

    Yes I'm serious about this

    Yes I really want to participate

    You don't need a construct when you are an alt of cybrex

    #safezoneformisunderstoodart

  6. "

    Indeed. However, if the Community Award is decided before the announcements take place, won't that cause some confusion?

     

    NQ-Nyzaltar did say in a previous post that the Community Award stands separate from the 1st, 2nd and 3rd prize that will be decided by the Novaquark team.

     

    In other words, you can't win a prize and the Community Award.

     

    What happens if a contest submission is voted for the Community Award, just for the same submission to be announced the winner for the 1st, 2nd or 3rd prize?

     

    Should that happen, would that mean the Novaquark team would eliminate the Community Award Fan Fiction from their list of candidates for the prizes?

    "

    I think it's more like:

    Community votes the award and that vote is for itself. So it doesn't necessarily mean that this story also wins the first prize, but it can happen. Only my interpretation though

  7. If somebody have better skills, reaction and overall do better than multicrew, it is not a reason to ban that. Too OP is if everyone easy can do that only. Can you switch and control 10-20 turrets in few seconds? Somebody can. Can you monitor main systems, control ship and see what's going on around the ship? Somebody can. Can you do it all in proper and logical way? But somebody can. And these who "Can" must be rarity, skillful, master-class players. And not ingame learned skills, but what and how they do as players (player skills).

    And still didn't see any proper role example except control the turret (which will have lock-on system). As example, 10ppl on ship. 1 control ship, 2-3 control turrets, what others need to do? Pay and watch in monitor 99% of time?

     

    Thanks,

    Archonious

     

    I gave you examples already (for the part why people shouldn't be allowed to do that and what possible other roles of a ship look like) - not going to rewrite them.

  8. A few things since you didn't have time to correct it:

    - You change viewpoints (Zamarus & Cassandra) if deliberately I didn't get what that would mean :) It's a bit confusing to be honest

    - He is able to pick up a gun, unload the bullets from the magazine and put them in the pocket of his jacket - with his hands bound to his back? AFTERWARDS hi rips them free with the knife? Doesn't make sense to me

  9. Don't see any problem, if it is very hard to control everything. Most important it is possible. You will be "f*ked up" by requirements to have all personal everytime, when you need to do something. Do see any single reason to have this OVERCOMPEXITY at all.

    You still didn't answer the questions.

    I answered them. Welcome to a sandbox MMO where you can't do everything alone and you have to wait for others - as already said: you can control a large vessel alone and don't get a team. But that would reduce the effectiveness of the ship by a great deal, otherwise it would not be balanced. If a solo player can have the skills for such a feat then good luck attacking my base - that would just be too op

  10. @Lethys

    This list looks as "Skills" list and bonuses, not as player role - "What player need to do". And once again, why it can not be done by 1 player if he/she good enough in multi-task management?

     

    @Pang_Dread

    Why is the game limited to one ship? Why there could not be fleet of other players ships? Why MMO can not be in fleet range, not boring "Sit and manage energy and miss all fun" (as from example above).

    If to speak about skills and multi-tasking. Play StarCraft2 vs Koreans and do the same as they do in 5 seconds after launch.

     

    P.S: "We'll all be soloing capitol ships...". Let's remove "capitOl", since it will be EXTRA expensive (maybe will take months of hard farm of resources to build and months to build) for everyone, and take just a ship. So you say - people want and will enjoy more to play on their own ship, not serve (run sub-systems, while somebody controls the ship) on somebodies else one? So why do you force other people to do that? What will happens if there would be not enough volunteers to serve (don't expect there would be millions players. I don't say it will never happens, but don't expect)?

     

    Thanks,

    Archonious

    Read the whole post and you got your gameplay ideas.

     

    Who said there won't be smaller ships? Who said every ship has to have multicrew?

    Only your Assumption here.

     

    So players don't want to play a supporter type - fair enough. They don't have to. But then they won't experience a multicrew ship.

     

    Your idea of doing the same alone is just bad, op, against a MMO and utterly boring for team play. I won't comment further on that

  11. Thank you Nyzaltar for that statement. But I understand it a little bit differently as fitorion:

     

    There are safe zones (like the ark ship) spread throughout the galaxy (perhaps other stranded arkships, perhaps those tokens NQ talked about) which are 100% safe and indestructible. Which makes ssense for said reasons

     

    There are protection bubbles players can set up (anywhere?) they want which are destructible

  12. Everything that follows are examples. You need roles on a Battleship Archonius because otherwise it gets pretty boring for others in this MASSIVE MULTIPLAYER online game. It has nothing to do with me being from medieval times. If you need more ideas, just use your brain to make some more roles up

     

    Navigation

    -bonus to velocity

    -bonus to turning speed

    -bonus to travel time with FTL

     

    Engineering

    -bonus on travel time with FTL

    -bonus on power/wattage of the DPU (you can fit more on your ship)

    -bonus to engines (more hp)

     

    Weapons

    -bonus to target time

    -bonus to weapon range

    -bonus to ROF

    -bonus to damage

     

    Driving

    -bonus to overall maneuverability

    -faster recovery from impacts

    -less fuel consumption (FTL/atmospheric/space)

     

    Shields

    -bonus to hp

    -faster recharge

    -faster shifting of certain attributes (make it stronger against EM damage for example but less against thermal)

     

    Armor


    -bonus to hp

    -faster repair (when someone actively repairs it)

    -faster shifting of certain attributes (make it stronger against EM damage for example but less against thermal)

     


    Power management

    -turrets/antennas/engines/whatever element needs less wattage from DPU

    -rerouting of power possible ("overload" shield/weapons/whatever to get more hp/more dmg/faster recharge/whatever)

     

    Communication

    -bonus to scanner range

    -bonus to target information (velocity/players on board/weapons/whatever)

    -bonus to target more ships at once and track them

     

    Fleet command

    -bonus to whole fleet of whatever (more hp/dmg/faster/whatever)-

    -sensor linking of the fleet (like in World of Tanks - scout sees someone but you are too far away -> you see him because of link)

    -special maneuvers for the fleet that give a special bonus

     

    Those are only a few possibilities you have with manning a ship. For each of those mentioned you could have skills -> players have to specialize -> enforces teamplay -> no one is a one man army -> more fun for everyone -> newbros have an actual goal and purpose and are not rendered useless because they lack overall skillpoints (they only need to be a specialist in ONE discipline!)

     

    in fact: EMERGENT GAMEPLAY

     

    ninjaedit:

     

    oh and for the actual gameplay: I'm sure you're intelligent enough so you can come up with your own ideas how these roles can be played on a ship.

    Make interfaces (scripted with lua) so

    the engineer can repair stuff from his console

    the driver perhaps has a 3rd person view (non zoomable/rotateable) to fly with ease

    the navigator has a 3rd person vied (zoom/rotateable) so he can see whats going on on the battlefield)

    the captain has screens where all infos run together

    the shield guy has a console where he can shift the shields

    the communication officer has a ship-wide ingame voice to command the people on the ship as the captain says

    the fleet communicator has an uplink to the fleet and sees the whole stuff as a tactical map and communicates with the fleet

    ....

  13. I'm not speaking about small or big ship balance. Question is how big difference would be between "automatic" and "multicrew" ship.

    And meaning "Large Ship", as is very vague.

     

    And one more question, what need to be controlled by multi-crew?

    -Weapons have lock-on system, as I remember. It is still a question how exactly it will work. So players need to controll every turret? Good luck =)

    -Ship control. I can't even imagine that 2+ players will control ship very well

    -Repair. Maybe, but I didn't see how exactly damage will work? Will it be helth bar or ship will lose chunks of blocks?

     

    I would be happy to get some real info, not just "I think it should be...". I respect your opinion, but interested not in theoretical text. Wanna details, examples. Then it would be easier to discuss =)

     

    Thanks,

     

    They said that automatic turrets will do like 80% worse (can't recall the exact number)

     

    You could man:

     

    Navigation

    Engineering

    Weapons

    Driving

    Shields

    Armor

    Power management

    Communication

    Fleet command

    Etc

     

    Giving bonus to ship or other crew members, seeing a tactical map (as nav officer), managing power to shields, weapons etc

     

    If you want facts then wait for alpha and don't participate in a complete theoretical thread in the idea subforum

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