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Hotwingz

Alpha Team Vanguard
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Everything posted by Hotwingz

  1. I understand what you are saying. I can relate to the sentiment. But what you propose goes against the statement delivered in the kickstarter video. I can imagine us playing this game for years what if in year 2 I decide to switch careers? Should I be forced to roll an alt every time I want to play a different role? How about a miner always being at the mercy of a combat oriented player? In a game that promotes freedom and flexibility I see a hard cap system as counter productive. Unless we can come up with something new and innovative I still see the Eve system as being the best solution for a game like DU.
  2. Indeed it is. When I think about the game being in first person, the idea of the "traditional" WoW like tab target combat doesnt seem to fit. Standing still waiting on cast bars in first person is perhaps not the most engaging. Speculation FTW.
  3. Man I loved Tabula Rasa. Didnt care too much for Defiance but you make a good point. If the combat in DU resembles something like we had in TR I would be so friggin happy. Its still a TAB based system but it felt a lot more interactive.
  4. Thank you for the effort and keep up the good work. There are some questions in there that I wanted the answer to.
  5. I can also imagine that the tech behind the server architecture is copyrighted? Like JC says they are more like a tech development compagny. And since he has developed new tech to handle this amount of people on an unprecedented scale...would make sense that it is patented/copyrighted/proprietary. Not sure wich one is apt in this situation.
  6. Guys check this out. https://mobile.twitter.com/dualuniverse/status/776820785595949056 I thougt it was pretty cool and wanted to share it with the forum. Twitter, I still dont get it but it can be useful I guess.
  7. Actually it would be nice if there was a movement bonus for traveling over roads. That would add incentive to connect settlements, would make navigation easy and it would look super cool.
  8. I understand but as explained by JC there are limitations to the tech. You cant have the game as presented at the scale DU is going for without making some sacrifices. FPS combat is one of those. As far as I understood JC when he was explaining it.
  9. @captaintwerkmotor Hehe I know what tab target is my good man. I've been around for quite some time. But still very nice write up. Quite informative.
  10. I really doubt that. While some delays are to be expected I do have the impression that NQ wants to ship as soon as possible. That other project you are referring to is a very different beast.
  11. Actually in a developer interview JC used the words a "Lock and fire" type of combat. "Similar to Eve". Hope that helps.
  12. I really dislike the "use to level" skill system. I still have nightmares of people running into walls to level up 'sprint'. Or people setting up elaborate macro's just to level up their skills. I feel the Eve style skill training is a good system. It removes the grind aspect of the level system. And in theory it doesnt take long for new players to be effective. Its not a perfect system but for a game like DU I think it is the best solution. Ofcourse there is also the Perpetuum way of doing things though I still prefer Eve's approach.
  13. Several though I doubt you would like them...
  14. Greetings and salutations. Keep making those youtube video's please. I'm always looking for new DU content on youtube.
  15. This does it for me. Edit: It isnt a very good performance but I'm posting on my phone.
  16. Yea I agree. Though I think loosing inventory and whatever you had deployed in the world is enough. While I understand there are many games where you loose everything from inventory to whatever you have equiped as weapons and armor, I think loosing weapons and armor is 1 step too far. But thats just my opinion. Either way I'll adapt. Like they say in Eve; dont fly what you cant afford to loose.
  17. Yes the plug by Chris Roberts really helped us out. It was really nice of him to do. @OP: I check out all DU videos each day thank you for the video.
  18. Sweet! I usually listen on youtube a few days after live but maybe I need to change my habit for once.
  19. I doubt you'd find many players enjoying the idea of having to alt because of some game mechanic. You are free to come up with crazy death penalties but realistically I dont think NQ will go for it. If you have the time, there are a few youtube interviews with JC. In one of them he speaks a little about the death mechanic. From how he explained it I did not get the impression he wants to introduce crazy hardcore death mechanics. As I explained in my previous post if you combine all consequences of death I dont think it needs to be more punishing. But you are free to disagree.
  20. Though I can not predict the future I am inclined to think that the first players will prefer to work together. If it gets funded I'll be in the alpha and I'll be promoting cooperation. I just want that the launch represents as closely as possible the game being pitched. A pristine new world for humans to have a fresh start in rebuilding civilization. That means no ruins, no basic infrastructure just us and a few basic skills. At first there is nothing, then hopefully a year after launch a new player would experience waking up in a city. Perhaps keeping blueprints wont be too much of an advantage. Though I am inclined to think otherwise.
  21. Man that is an awesome project. I'm assuming its a one way trip. So just imagine getting stuck halfway into the voyage...or colonists who want to reconnect with the homeworld not knowing where exactly the homeworld is. I will not join the crew of the Tempest but I will watch with great interest. Thank you for this!
  22. I just dont see how you dont concider keeping anything from testing is an unfair advantage over the launch day players. If anything blueprints represent time. We will see what the devs decide. Lets first worry about getting the game funded.
  23. I dont mind cosmetics though I would not want a situation where only the nice things are in the shop. Perhaps a situation where all clothes can be either purchased or crafted. I dont know what the best solution would be. Though clothes might not affect gameplay I do concider them to be content. Its not an easy situation to balance.
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